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Revision: 1.44
Committed: Mon Dec 18 04:07:30 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -4 lines
Log Message:
- check for in-memory map headers on login, so players
  end up on their random map (which has no file) again.
  (this is more efficient in the general case anyways
- in case the temp map does not exist, the emergency position is used.
  (an alternative that avoids this is to make the file some real
  map (like per-player maps))

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 root 1.31 * Returns the maptile which has a name matching the given argument.
35 elmex 1.1 * return NULL if no match is found.
36     */
37    
38 root 1.31 maptile *
39 root 1.29 has_been_loaded (const char *name)
40     {
41 root 1.31 maptile *map;
42 elmex 1.1
43 root 1.29 if (!name || !*name)
44     return 0;
45     for (map = first_map; map; map = map->next)
46     if (!strcmp (name, map->path))
47     break;
48     return (map);
49 elmex 1.1 }
50    
51     /*
52     * This makes a path absolute outside the world of Crossfire.
53     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54     * and returns the pointer to a static array containing the result.
55     * it really should be called create_mapname
56     */
57    
58 root 1.29 const char *
59     create_pathname (const char *name)
60     {
61     static char buf[MAX_BUF];
62 elmex 1.1
63 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64     * someplace else in the code? msw 2-17-97
65     */
66     if (*name == '/')
67     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68     else
69     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70     return (buf);
71 elmex 1.1 }
72    
73     /*
74     * same as create_pathname, but for the overlay maps.
75     */
76    
77 root 1.29 const char *
78     create_overlay_pathname (const char *name)
79     {
80     static char buf[MAX_BUF];
81 elmex 1.1
82 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83     * someplace else in the code? msw 2-17-97
84     */
85     if (*name == '/')
86     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87     else
88     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89     return (buf);
90 elmex 1.1 }
91    
92     /*
93     * same as create_pathname, but for the template maps.
94     */
95    
96 root 1.29 const char *
97     create_template_pathname (const char *name)
98     {
99     static char buf[MAX_BUF];
100 elmex 1.1
101 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102     * someplace else in the code? msw 2-17-97
103     */
104     if (*name == '/')
105     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106     else
107     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108     return (buf);
109 elmex 1.1 }
110    
111     /*
112     * This makes absolute path to the itemfile where unique objects
113     * will be saved. Converts '/' to '@'. I think it's essier maintain
114     * files than full directory structure, but if this is problem it can
115     * be changed.
116     */
117 root 1.29 static const char *
118     create_items_path (const char *s)
119     {
120     static char buf[MAX_BUF];
121     char *t;
122    
123     if (*s == '/')
124     s++;
125 elmex 1.1
126 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127 elmex 1.1
128 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
129     if (*s == '/')
130     *t = '@';
131     else
132     *t = *s;
133     *t = 0;
134     return (buf);
135 elmex 1.1 }
136    
137    
138     /*
139     * This function checks if a file with the given path exists.
140     * -1 is returned if it fails, otherwise the mode of the file
141     * is returned.
142     * It tries out all the compression suffixes listed in the uncomp[] array.
143     *
144     * If prepend_dir is set, then we call create_pathname (which prepends
145     * libdir & mapdir). Otherwise, we assume the name given is fully
146     * complete.
147     * Only the editor actually cares about the writablity of this -
148     * the rest of the code only cares that the file is readable.
149     * when the editor goes away, the call to stat should probably be
150     * replaced by an access instead (similar to the windows one, but
151     * that seems to be missing the prepend_dir processing
152     */
153    
154 root 1.29 int
155     check_path (const char *name, int prepend_dir)
156 elmex 1.1 {
157 root 1.29 char buf[MAX_BUF];
158    
159     char *endbuf;
160     struct stat statbuf;
161     int mode = 0;
162 elmex 1.1
163 root 1.29 if (prepend_dir)
164     strcpy (buf, create_pathname (name));
165     else
166     strcpy (buf, name);
167 elmex 1.1
168 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
169     * this method should be equivalant and is clearer.
170     * Can not use strcat because we need to cycle through
171     * all the names.
172     */
173     endbuf = buf + strlen (buf);
174    
175     if (stat (buf, &statbuf))
176     return -1;
177     if (!S_ISREG (statbuf.st_mode))
178     return (-1);
179    
180     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182     mode |= 4;
183    
184     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186     mode |= 2;
187 elmex 1.1
188 root 1.29 return (mode);
189 elmex 1.1 }
190    
191     /*
192     * Prints out debug-information about a map.
193     * Dumping these at llevError doesn't seem right, but is
194     * necessary to make sure the information is in fact logged.
195     */
196    
197 root 1.29 void
198 root 1.31 dump_map (const maptile *m)
199 root 1.29 {
200     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201     LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202    
203     if (m->msg != NULL)
204     LOG (llevError, "Message:\n%s", m->msg);
205 elmex 1.1
206 root 1.29 if (m->maplore != NULL)
207     LOG (llevError, "Lore:\n%s", m->maplore);
208 elmex 1.1
209 root 1.29 if (m->tmpname != NULL)
210     LOG (llevError, "Tmpname: %s\n", m->tmpname);
211 elmex 1.1
212 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213     LOG (llevError, "Darkness: %d\n", m->darkness);
214 elmex 1.1 }
215    
216     /*
217     * Prints out debug-information about all maps.
218     * This basically just goes through all the maps and calls
219     * dump_map on each one.
220     */
221    
222 root 1.29 void
223     dump_all_maps (void)
224     {
225 root 1.31 maptile *m;
226 root 1.29
227     for (m = first_map; m != NULL; m = m->next)
228     {
229     dump_map (m);
230     }
231 elmex 1.1 }
232    
233     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
234     * one function that just returns a P_.. value (see map.h)
235     * it will also do map translation for tiled maps, returning
236     * new values into newmap, nx, and ny. Any and all of those
237     * values can be null, in which case if a new map is needed (returned
238     * by a P_NEW_MAP value, another call to get_map_from_coord
239     * is needed. The case of not passing values is if we're just
240     * checking for the existence of something on those spaces, but
241     * don't expect to insert/remove anything from those spaces.
242     */
243 root 1.29 int
244 root 1.31 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
245 elmex 1.1 {
246 root 1.29 sint16 newx, newy;
247     int retval = 0;
248 root 1.31 maptile *mp;
249 root 1.29
250     if (out_of_map (oldmap, x, y))
251     return P_OUT_OF_MAP;
252     newx = x;
253     newy = y;
254     mp = get_map_from_coord (oldmap, &newx, &newy);
255     if (mp != oldmap)
256     retval |= P_NEW_MAP;
257     if (newmap)
258     *newmap = mp;
259     if (nx)
260     *nx = newx;
261     if (ny)
262     *ny = newy;
263 root 1.28
264 root 1.29 retval |= mp->spaces[newx + mp->width * newy].flags;
265 elmex 1.3
266 root 1.29 return retval;
267 elmex 1.1 }
268    
269     /*
270     * Returns true if the given coordinate is blocked except by the
271     * object passed is not blocking. This is used with
272     * multipart monsters - if we want to see if a 2x2 monster
273     * can move 1 space to the left, we don't want its own area
274     * to block it from moving there.
275     * Returns TRUE if the space is blocked by something other than the
276     * monster.
277     * m, x, y are the target map/coordinates - needed for map tiling.
278     * the coordinates & map passed in should have been updated for tiling
279     * by the caller.
280     */
281 root 1.29 int
282 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
283 root 1.29 {
284     object *tmp;
285     int mflags, blocked;
286    
287     /* Make sure the coordinates are valid - they should be, as caller should
288     * have already checked this.
289     */
290     if (OUT_OF_REAL_MAP (m, sx, sy))
291     {
292     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
293     return 1;
294 elmex 1.1 }
295    
296 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
297     * directly.
298     */
299     mflags = m->spaces[sx + m->width * sy].flags;
300    
301     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
302    
303     /* If space is currently not blocked by anything, no need to
304     * go further. Not true for players - all sorts of special
305     * things we need to do for players.
306     */
307     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
308     return 0;
309    
310     /* if there isn't anytyhing alive on this space, and this space isn't
311     * otherwise blocked, we can return now. Only if there is a living
312     * creature do we need to investigate if it is part of this creature
313     * or another. Likewise, only if something is blocking us do we
314     * need to investigate if there is a special circumstance that would
315     * let the player through (inventory checkers for example)
316     */
317     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318     return 0;
319    
320     if (ob->head != NULL)
321     ob = ob->head;
322    
323     /* We basically go through the stack of objects, and if there is
324     * some other object that has NO_PASS or FLAG_ALIVE set, return
325     * true. If we get through the entire stack, that must mean
326     * ob is blocking it, so return 0.
327     */
328     for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
329     {
330    
331     /* This must be before the checks below. Code for inventory checkers. */
332     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
333     {
334     /* If last_sp is set, the player/monster needs an object,
335     * so we check for it. If they don't have it, they can't
336     * pass through this space.
337     */
338     if (tmp->last_sp)
339     {
340     if (check_inv_recursive (ob, tmp) == NULL)
341     return 1;
342     else
343     continue;
344     }
345     else
346     {
347     /* In this case, the player must not have the object -
348     * if they do, they can't pass through.
349     */
350     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
351     return 1;
352     else
353     continue;
354     }
355     } /* if check_inv */
356     else
357     {
358     /* Broke apart a big nasty if into several here to make
359     * this more readable. first check - if the space blocks
360     * movement, can't move here.
361     * second - if a monster, can't move there, unles it is a
362     * hidden dm
363     */
364     if (OB_MOVE_BLOCK (ob, tmp))
365     return 1;
366     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
367     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
368     return 1;
369 root 1.10 }
370 elmex 1.1
371     }
372 root 1.29 return 0;
373 elmex 1.1 }
374    
375    
376     /*
377     * Returns true if the given object can't fit in the given spot.
378     * This is meant for multi space objects - for single space objecs,
379     * just calling get_map_blocked and checking that against movement type
380     * of object. This function goes through all the parts of the
381     * multipart object and makes sure they can be inserted.
382     *
383     * While this doesn't call out of map, the get_map_flags does.
384     *
385     * This function has been used to deprecate arch_out_of_map -
386     * this function also does that check, and since in most cases,
387     * a call to one would follow the other, doesn't make a lot of sense to
388     * have two seperate functions for this.
389     *
390     * This returns nonzero if this arch can not go on the space provided,
391     * 0 otherwise. the return value will contain the P_.. value
392     * so the caller can know why this object can't go on the map.
393     * Note that callers should not expect P_NEW_MAP to be set
394     * in return codes - since the object is multispace - if
395     * we did return values, what do you return if half the object
396     * is one map, half on another.
397     *
398     * Note this used to be arch_blocked, but with new movement
399     * code, we need to have actual object to check its move_type
400     * against the move_block values.
401     */
402    
403 root 1.29 int
404 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
405 root 1.29 {
406     archetype *tmp;
407     int flag;
408 root 1.31 maptile *m1;
409 root 1.29 sint16 sx, sy;
410 elmex 1.1
411 root 1.29 if (ob == NULL)
412     {
413     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
414     if (flag & P_OUT_OF_MAP)
415     return P_OUT_OF_MAP;
416 elmex 1.1
417 root 1.29 /* don't have object, so don't know what types would block */
418     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
419 elmex 1.1 }
420    
421 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
422     {
423     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
424 elmex 1.1
425 root 1.29 if (flag & P_OUT_OF_MAP)
426     return P_OUT_OF_MAP;
427     if (flag & P_IS_ALIVE)
428     return P_IS_ALIVE;
429    
430     /* find_first_free_spot() calls this function. However, often
431     * ob doesn't have any move type (when used to place exits)
432     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433     */
434 elmex 1.1
435 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
436     continue;
437 elmex 1.1
438 root 1.29 /* Note it is intentional that we check ob - the movement type of the
439     * head of the object should correspond for the entire object.
440     */
441     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
442     return AB_NO_PASS;
443 elmex 1.1
444     }
445 root 1.29 return 0;
446 elmex 1.1 }
447    
448     /* When the map is loaded, load_object does not actually insert objects
449     * into inventory, but just links them. What this does is go through
450     * and insert them properly.
451     * The object 'container' is the object that contains the inventory.
452     * This is needed so that we can update the containers weight.
453     */
454    
455 root 1.29 void
456     fix_container (object *container)
457 elmex 1.1 {
458 root 1.29 object *tmp = container->inv, *next;
459 elmex 1.1
460 root 1.29 container->inv = NULL;
461     while (tmp != NULL)
462     {
463     next = tmp->below;
464     if (tmp->inv)
465     fix_container (tmp);
466     (void) insert_ob_in_ob (tmp, container);
467     tmp = next;
468     }
469     /* sum_weight will go through and calculate what all the containers are
470     * carrying.
471     */
472     sum_weight (container);
473 elmex 1.1 }
474    
475     /* link_multipart_objects go through all the objects on the map looking
476     * for objects whose arch says they are multipart yet according to the
477     * info we have, they only have the head (as would be expected when
478     * they are saved). We do have to look for the old maps that did save
479     * the more sections and not re-add sections for them.
480     */
481    
482 root 1.29 static void
483 root 1.31 link_multipart_objects (maptile *m)
484 elmex 1.1 {
485 root 1.29 int x, y;
486     object *tmp, *op, *last, *above;
487     archetype *at;
488    
489     for (x = 0; x < MAP_WIDTH (m); x++)
490     for (y = 0; y < MAP_HEIGHT (m); y++)
491     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
492     {
493     above = tmp->above;
494    
495     /* already multipart - don't do anything more */
496     if (tmp->head || tmp->more)
497     continue;
498    
499     /* If there is nothing more to this object, this for loop
500     * won't do anything.
501     */
502     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503     {
504     op = arch_to_object (at);
505    
506     /* update x,y coordinates */
507     op->x += tmp->x;
508     op->y += tmp->y;
509     op->head = tmp;
510     op->map = m;
511     last->more = op;
512     op->name = tmp->name;
513     op->title = tmp->title;
514     /* we could link all the parts onto tmp, and then just
515     * call insert_ob_in_map once, but the effect is the same,
516     * as insert_ob_in_map will call itself with each part, and
517     * the coding is simpler to just to it here with each part.
518     */
519     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
520     } /* for at = tmp->arch->more */
521     } /* for objects on this space */
522 elmex 1.1 }
523 root 1.29
524 elmex 1.1 /*
525     * Loads (ands parses) the objects into a given map from the specified
526     * file pointer.
527     * mapflags is the same as we get with load_original_map
528     */
529 root 1.24 void
530 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
531 root 1.24 {
532     int i, j;
533     int unique;
534     object *op, *prev = NULL, *last_more = NULL, *otmp;
535 elmex 1.1
536 root 1.40 op = object::create ();
537 root 1.24 op->map = m; /* To handle buttons correctly */
538 elmex 1.1
539 root 1.24 while ((i = load_object (fp, op, mapflags)))
540     {
541     /* if the archetype for the object is null, means that we
542     * got an invalid object. Don't do anything with it - the game
543     * or editor will not be able to do anything with it either.
544     */
545     if (op->arch == NULL)
546     {
547 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
548 root 1.24 continue;
549 root 1.10 }
550    
551    
552 root 1.24 switch (i)
553     {
554 root 1.41 case LL_NORMAL:
555     /* if we are loading an overlay, put the floors on the bottom */
556     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
557     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
558     else
559     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
560    
561     if (op->inv)
562     sum_weight (op);
563    
564     prev = op, last_more = op;
565     break;
566    
567     case LL_MORE:
568     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
569     op->head = prev, last_more->more = op, last_more = op;
570     break;
571 root 1.10 }
572 root 1.24
573     if (mapflags & MAP_STYLE)
574     remove_from_active_list (op);
575    
576 root 1.40 op = object::create ();
577 root 1.24 op->map = m;
578 elmex 1.1 }
579 root 1.24
580     for (i = 0; i < m->width; i++)
581     {
582     for (j = 0; j < m->height; j++)
583     {
584     unique = 0;
585     /* check for unique items, or unique squares */
586     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
587     {
588 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
589 root 1.24 unique = 1;
590 root 1.41
591 root 1.24 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 root 1.40 op->destroy ();
598 root 1.24 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 root 1.43 shop_string = strdup (input_string);
735 root 1.29 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 root 1.43 m->msg = strdup (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 root 1.43 m->maplore = strdup (maplorebuf);
947 root 1.29 }
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 root 1.43 m->name = strdup (value);
966 root 1.29 }
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 root 1.41 fp.get (m, atoi (value));
973 root 1.29 else if (!strcmp (key, "attach"))
974 root 1.41 m->attach = value;
975 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
976 root 1.41 m->enter_x = atoi (value);
977 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
978 root 1.41 m->enter_y = atoi (value);
979 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
980 root 1.41 m->width = atoi (value);
981 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
982 root 1.41 m->height = atoi (value);
983 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
984 root 1.41 m->reset_timeout = atoi (value);
985 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
986 root 1.41 m->timeout = atoi (value);
987 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
988 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
989 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
990 root 1.41 m->darkness = atoi (value);
991 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
992 root 1.41 m->fixed_resettime = atoi (value);
993 root 1.29 else if (!strcmp (key, "unique"))
994 root 1.41 m->unique = atoi (value);
995 root 1.29 else if (!strcmp (key, "template"))
996 root 1.41 m->templatemap = atoi (value);
997 root 1.29 else if (!strcmp (key, "region"))
998 root 1.41 m->region = get_region_by_name (value);
999 root 1.29 else if (!strcmp (key, "shopitems"))
1000     {
1001     *end = 0;
1002     m->shopitems = parse_shop_string (value);
1003     }
1004     else if (!strcmp (key, "shopgreed"))
1005 root 1.41 m->shopgreed = atof (value);
1006 root 1.29 else if (!strcmp (key, "shopmin"))
1007 root 1.41 m->shopmin = atol (value);
1008 root 1.29 else if (!strcmp (key, "shopmax"))
1009 root 1.41 m->shopmax = atol (value);
1010 root 1.29 else if (!strcmp (key, "shoprace"))
1011     {
1012     *end = 0;
1013 root 1.43 m->shoprace = strdup (value);
1014 root 1.29 }
1015     else if (!strcmp (key, "outdoor"))
1016 root 1.41 m->outdoor = atoi (value);
1017 root 1.29 else if (!strcmp (key, "temp"))
1018 root 1.41 m->temp = atoi (value);
1019 root 1.29 else if (!strcmp (key, "pressure"))
1020 root 1.41 m->pressure = atoi (value);
1021 root 1.29 else if (!strcmp (key, "humid"))
1022 root 1.41 m->humid = atoi (value);
1023 root 1.29 else if (!strcmp (key, "windspeed"))
1024 root 1.41 m->windspeed = atoi (value);
1025 root 1.29 else if (!strcmp (key, "winddir"))
1026 root 1.41 m->winddir = atoi (value);
1027 root 1.29 else if (!strcmp (key, "sky"))
1028 root 1.41 m->sky = atoi (value);
1029 root 1.29 else if (!strcmp (key, "nosmooth"))
1030 root 1.41 m->nosmooth = atoi (value);
1031 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1032     {
1033     int tile = atoi (key + 10);
1034    
1035     if (tile < 1 || tile > 4)
1036     {
1037     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1038     }
1039     else
1040     {
1041     char *path;
1042    
1043     *end = 0;
1044    
1045     if (m->tile_path[tile - 1])
1046     {
1047     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1048     free (m->tile_path[tile - 1]);
1049     m->tile_path[tile - 1] = NULL;
1050 root 1.10 }
1051    
1052 root 1.29 if (check_path (value, 1) != -1)
1053     {
1054     /* The unadorned path works. */
1055     path = value;
1056     }
1057     else
1058     {
1059     /* Try again; it could be a relative exit. */
1060    
1061     path = path_combine_and_normalize (m->path, value);
1062    
1063     if (check_path (path, 1) == -1)
1064     {
1065     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1066     path = NULL;
1067 root 1.10 }
1068     }
1069 elmex 1.1
1070 root 1.29 if (editor)
1071     {
1072     /* Use the value as in the file. */
1073 root 1.43 m->tile_path[tile - 1] = strdup (value);
1074 root 1.10 }
1075 root 1.29 else if (path != NULL)
1076     {
1077     /* Use the normalized value. */
1078 root 1.43 m->tile_path[tile - 1] = strdup (path);
1079 root 1.29 }
1080     } /* end if tile direction (in)valid */
1081 root 1.10 }
1082 root 1.29 else
1083 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1084 elmex 1.1 }
1085 root 1.41
1086 root 1.29 if (!key || strcmp (key, "end"))
1087     {
1088     LOG (llevError, "Got premature eof on map header!\n");
1089     return 1;
1090 elmex 1.1 }
1091 root 1.41
1092 root 1.29 return 0;
1093 elmex 1.1 }
1094    
1095     /*
1096     * Opens the file "filename" and reads information about the map
1097     * from the given file, and stores it in a newly allocated
1098 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1099 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1100     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1101     * MAP_BLOCK, in which case we block on this load. This happens in all
1102     * cases, no matter if this flag is set or not.
1103     * MAP_STYLE: style map - don't add active objects, don't add to server
1104 root 1.10 * managed map list.
1105 elmex 1.1 */
1106    
1107 root 1.31 maptile *
1108 root 1.29 load_original_map (const char *filename, int flags)
1109     {
1110 root 1.31 maptile *m;
1111 root 1.29 char pathname[MAX_BUF];
1112 elmex 1.1
1113 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1114     strcpy (pathname, filename);
1115     else if (flags & MAP_OVERLAY)
1116     strcpy (pathname, create_overlay_pathname (filename));
1117     else
1118     strcpy (pathname, create_pathname (filename));
1119 root 1.22
1120 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1121 elmex 1.1
1122 root 1.29 object_thawer thawer (pathname);
1123 root 1.9
1124 root 1.29 if (!thawer)
1125     return 0;
1126 elmex 1.1
1127 root 1.29 m = get_linked_map ();
1128 elmex 1.1
1129 root 1.29 strcpy (m->path, filename);
1130     if (load_map_header (thawer, m))
1131     {
1132     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1133     delete_map (m);
1134     return NULL;
1135     }
1136    
1137 root 1.34 m->allocate ();
1138 root 1.29
1139     m->in_memory = MAP_LOADING;
1140     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1141    
1142     m->in_memory = MAP_IN_MEMORY;
1143     if (!MAP_DIFFICULTY (m))
1144     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1145     set_map_reset_time (m);
1146     m->instantiate ();
1147     return (m);
1148 elmex 1.1 }
1149    
1150     /*
1151     * Loads a map, which has been loaded earlier, from file.
1152     * Return the map object we load into (this can change from the passed
1153     * option if we can't find the original map)
1154     */
1155    
1156 root 1.31 static maptile *
1157     load_temporary_map (maptile *m)
1158 root 1.29 {
1159     char buf[MAX_BUF];
1160    
1161     if (!m->tmpname)
1162     {
1163     LOG (llevError, "No temporary filename for map %s\n", m->path);
1164     strcpy (buf, m->path);
1165     delete_map (m);
1166     m = load_original_map (buf, 0);
1167     if (m == NULL)
1168     return NULL;
1169     fix_auto_apply (m); /* Chests which open as default */
1170     return m;
1171 elmex 1.1 }
1172    
1173 root 1.29 object_thawer thawer (m->tmpname);
1174 root 1.14
1175 root 1.29 if (!thawer)
1176     {
1177     strcpy (buf, m->path);
1178     delete_map (m);
1179     m = load_original_map (buf, 0);
1180     if (!m)
1181 root 1.10 return NULL;
1182 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1183     return m;
1184 elmex 1.1 }
1185    
1186 root 1.29 if (load_map_header (thawer, m))
1187     {
1188     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1189     delete_map (m);
1190     m = load_original_map (m->path, 0);
1191     return NULL;
1192     }
1193 root 1.34
1194     m->allocate ();
1195 root 1.29
1196     m->in_memory = MAP_LOADING;
1197     load_objects (m, thawer, 0);
1198    
1199     m->in_memory = MAP_IN_MEMORY;
1200     INVOKE_MAP (SWAPIN, m);
1201     return m;
1202 elmex 1.1 }
1203    
1204     /*
1205     * Loads a map, which has been loaded earlier, from file.
1206     * Return the map object we load into (this can change from the passed
1207     * option if we can't find the original map)
1208     */
1209    
1210 root 1.31 maptile *
1211     load_overlay_map (const char *filename, maptile *m)
1212 root 1.29 {
1213     char pathname[MAX_BUF];
1214 elmex 1.1
1215 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1216 elmex 1.1
1217 root 1.29 object_thawer thawer (pathname);
1218 root 1.9
1219 root 1.29 if (!thawer)
1220     return m;
1221    
1222     if (load_map_header (thawer, m))
1223     {
1224     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225     delete_map (m);
1226     m = load_original_map (m->path, 0);
1227     return NULL;
1228 elmex 1.1 }
1229 root 1.34 /*m->allocate ();*/
1230 elmex 1.1
1231 root 1.29 m->in_memory = MAP_LOADING;
1232     load_objects (m, thawer, MAP_OVERLAY);
1233 root 1.14
1234 root 1.29 m->in_memory = MAP_IN_MEMORY;
1235     return m;
1236 elmex 1.1 }
1237    
1238     /******************************************************************************
1239     * This is the start of unique map handling code
1240     *****************************************************************************/
1241    
1242     /* This goes through map 'm' and removed any unique items on the map. */
1243 root 1.29 static void
1244 root 1.31 delete_unique_items (maptile *m)
1245 elmex 1.1 {
1246 root 1.29 int i, j, unique;
1247     object *op, *next;
1248 elmex 1.1
1249 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1250     for (j = 0; j < MAP_HEIGHT (m); j++)
1251     {
1252     unique = 0;
1253 root 1.40
1254 root 1.29 for (op = get_map_ob (m, i, j); op; op = next)
1255     {
1256     next = op->above;
1257 root 1.40
1258 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259     unique = 1;
1260 root 1.40
1261 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262     {
1263     clean_object (op);
1264 root 1.40
1265 root 1.29 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1266     remove_button_link (op);
1267 root 1.40
1268     op->destroy ();
1269 root 1.29 }
1270     }
1271     }
1272 elmex 1.1 }
1273    
1274    
1275     /*
1276     * Loads unique objects from file(s) into the map which is in memory
1277     * m is the map to load unique items into.
1278     */
1279 root 1.29 static void
1280 root 1.31 load_unique_objects (maptile *m)
1281 root 1.29 {
1282     int count;
1283     char firstname[MAX_BUF];
1284 elmex 1.1
1285 root 1.29 for (count = 0; count < 10; count++)
1286     {
1287     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1288     if (!access (firstname, R_OK))
1289     break;
1290 elmex 1.1 }
1291 root 1.29 /* If we get here, we did not find any map */
1292     if (count == 10)
1293     return;
1294 elmex 1.1
1295 root 1.29 object_thawer thawer (firstname);
1296 root 1.9
1297 root 1.29 if (!thawer)
1298     return;
1299 root 1.15
1300 root 1.29 m->in_memory = MAP_LOADING;
1301     if (m->tmpname == NULL) /* if we have loaded unique items from */
1302     delete_unique_items (m); /* original map before, don't duplicate them */
1303     load_objects (m, thawer, 0);
1304 root 1.14
1305 root 1.29 m->in_memory = MAP_IN_MEMORY;
1306 elmex 1.1 }
1307    
1308    
1309     /*
1310     * Saves a map to file. If flag is set, it is saved into the same
1311     * file it was (originally) loaded from. Otherwise a temporary
1312     * filename will be genarated, and the file will be stored there.
1313 root 1.31 * The temporary filename will be stored in the maptileure.
1314 elmex 1.1 * If the map is unique, we also save to the filename in the map
1315     * (this should have been updated when first loaded)
1316     */
1317    
1318 root 1.10 int
1319 root 1.31 new_save_map (maptile *m, int flag)
1320 root 1.10 {
1321 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1322 root 1.10 int i;
1323    
1324     if (flag && !*m->path)
1325     {
1326     LOG (llevError, "Tried to save map without path.\n");
1327     return -1;
1328 elmex 1.1 }
1329 root 1.10
1330     if (flag || (m->unique) || (m->templatemap))
1331     {
1332     if (!m->unique && !m->templatemap)
1333 root 1.29 { /* flag is set */
1334 root 1.10 if (flag == 2)
1335     strcpy (filename, create_overlay_pathname (m->path));
1336     else
1337     strcpy (filename, create_pathname (m->path));
1338     }
1339     else
1340     strcpy (filename, m->path);
1341    
1342     make_path_to_file (filename);
1343 elmex 1.1 }
1344 root 1.10 else
1345     {
1346     if (!m->tmpname)
1347 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1348 root 1.17
1349 root 1.10 strcpy (filename, m->tmpname);
1350     }
1351    
1352     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1353     m->in_memory = MAP_SAVING;
1354    
1355 root 1.17 object_freezer freezer;
1356 root 1.10
1357     /* legacy */
1358 root 1.17 fprintf (freezer, "arch map\n");
1359 root 1.10 if (m->name)
1360 root 1.17 fprintf (freezer, "name %s\n", m->name);
1361 root 1.10 if (!flag)
1362 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1363 root 1.10 if (m->reset_timeout)
1364 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1365 root 1.10 if (m->fixed_resettime)
1366 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1367 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1368     * or a difficulty value we generated when the map was first loaded
1369     */
1370     if (m->difficulty)
1371 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1372 root 1.10 if (m->region)
1373 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1374 root 1.10 if (m->shopitems)
1375     {
1376     print_shop_string (m, shop);
1377 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1378 elmex 1.1 }
1379 root 1.10 if (m->shopgreed)
1380 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1381 root 1.10 if (m->shopmin)
1382 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1383 root 1.10 if (m->shopmax)
1384 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1385 root 1.10 if (m->shoprace)
1386 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1387 root 1.10 if (m->darkness)
1388 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1389 root 1.10 if (m->width)
1390 root 1.17 fprintf (freezer, "width %d\n", m->width);
1391 root 1.10 if (m->height)
1392 root 1.17 fprintf (freezer, "height %d\n", m->height);
1393 root 1.10 if (m->enter_x)
1394 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1395 root 1.10 if (m->enter_y)
1396 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1397 root 1.10 if (m->msg)
1398 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1399 root 1.10 if (m->maplore)
1400 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1401 root 1.10 if (m->unique)
1402 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1403 root 1.10 if (m->templatemap)
1404 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1405 root 1.10 if (m->outdoor)
1406 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1407 root 1.10 if (m->temp)
1408 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1409 root 1.10 if (m->pressure)
1410 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1411 root 1.10 if (m->humid)
1412 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1413 root 1.10 if (m->windspeed)
1414 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1415 root 1.10 if (m->winddir)
1416 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1417 root 1.10 if (m->sky)
1418 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1419 root 1.10 if (m->nosmooth)
1420 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1421 root 1.10
1422     /* Save any tiling information, except on overlays */
1423     if (flag != 2)
1424     for (i = 0; i < 4; i++)
1425     if (m->tile_path[i])
1426 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1427 root 1.10
1428 root 1.17 freezer.put (m);
1429     fprintf (freezer, "end\n");
1430 root 1.10
1431     /* In the game save unique items in the different file, but
1432     * in the editor save them to the normal map file.
1433     * If unique map, save files in the proper destination (set by
1434     * player)
1435     */
1436     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1437     {
1438 root 1.17 object_freezer unique;
1439 elmex 1.1
1440 root 1.10 if (flag == 2)
1441 root 1.17 save_objects (m, freezer, unique, 2);
1442 root 1.10 else
1443 root 1.17 save_objects (m, freezer, unique, 0);
1444    
1445     sprintf (buf, "%s.v00", create_items_path (m->path));
1446    
1447     unique.save (buf);
1448 root 1.10 }
1449     else
1450 root 1.29 { /* save same file when not playing, like in editor */
1451 root 1.17 save_objects (m, freezer, freezer, 0);
1452 root 1.10 }
1453 elmex 1.6
1454 root 1.17 freezer.save (filename);
1455    
1456 root 1.10 return 0;
1457 elmex 1.1 }
1458    
1459    
1460     /*
1461     * Remove and free all objects in the inventory of the given object.
1462     * object.c ?
1463     */
1464    
1465 root 1.29 void
1466     clean_object (object *op)
1467 elmex 1.1 {
1468 root 1.29 object *tmp, *next;
1469 elmex 1.1
1470 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1471 elmex 1.1 {
1472 root 1.29 next = tmp->below;
1473 root 1.40
1474 root 1.29 clean_object (tmp);
1475     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1476     remove_button_link (tmp);
1477 root 1.40
1478     tmp->destroy ();
1479 elmex 1.1 }
1480     }
1481    
1482     /*
1483     * Remove and free all objects in the given map.
1484     */
1485    
1486 root 1.29 void
1487 root 1.31 free_all_objects (maptile *m)
1488 root 1.29 {
1489     int i, j;
1490     object *op;
1491    
1492     for (i = 0; i < MAP_WIDTH (m); i++)
1493     for (j = 0; j < MAP_HEIGHT (m); j++)
1494     {
1495     object *previous_obj = NULL;
1496    
1497     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1498     {
1499     if (op == previous_obj)
1500     {
1501     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1502     break;
1503     }
1504 root 1.40
1505 root 1.29 previous_obj = op;
1506 root 1.40
1507 root 1.29 if (op->head != NULL)
1508     op = op->head;
1509    
1510     /* If the map isn't in memory, free_object will remove and
1511     * free objects in op's inventory. So let it do the job.
1512     */
1513     if (m->in_memory == MAP_IN_MEMORY)
1514     clean_object (op);
1515 root 1.40
1516     op->destroy ();
1517 root 1.29 }
1518     }
1519 elmex 1.1 }
1520    
1521     /*
1522 root 1.31 * Frees everything allocated by the given maptileure.
1523 elmex 1.1 * don't free tmpname - our caller is left to do that
1524     */
1525    
1526 root 1.29 void
1527 root 1.31 free_map (maptile *m, int flag)
1528 root 1.29 {
1529     int i;
1530 elmex 1.1
1531 root 1.29 if (!m->in_memory)
1532     {
1533     LOG (llevError, "Trying to free freed map.\n");
1534     return;
1535 elmex 1.1 }
1536 root 1.42
1537     // TODO: use new/delete
1538     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1539    
1540 root 1.29 if (flag && m->spaces)
1541     free_all_objects (m);
1542     if (m->name)
1543     FREE_AND_CLEAR (m->name);
1544     if (m->spaces)
1545     FREE_AND_CLEAR (m->spaces);
1546     if (m->msg)
1547     FREE_AND_CLEAR (m->msg);
1548     if (m->maplore)
1549     FREE_AND_CLEAR (m->maplore);
1550 root 1.42
1551     delete [] m->shopitems;
1552 root 1.29 m->shopitems = 0;
1553 root 1.42
1554 root 1.29 if (m->shoprace)
1555     FREE_AND_CLEAR (m->shoprace);
1556 root 1.42
1557 root 1.29 if (m->buttons)
1558     free_objectlinkpt (m->buttons);
1559 root 1.42
1560 root 1.29 m->buttons = NULL;
1561 root 1.42
1562 root 1.29 for (i = 0; i < 4; i++)
1563     {
1564     if (m->tile_path[i])
1565     FREE_AND_CLEAR (m->tile_path[i]);
1566     m->tile_map[i] = NULL;
1567     }
1568 root 1.42
1569 root 1.29 m->in_memory = MAP_SWAPPED;
1570 root 1.42
1571     #undef FREE_AND_CLEAR
1572    
1573 elmex 1.1 }
1574    
1575     /*
1576 root 1.31 * function: vanish maptile
1577     * m : pointer to maptile, if NULL no action
1578 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1579     * and then removes this map from the global linked list of maps.
1580     */
1581    
1582 root 1.29 void
1583 root 1.31 delete_map (maptile *m)
1584 root 1.29 {
1585 root 1.31 maptile *tmp, *last;
1586 root 1.29 int i;
1587    
1588     if (!m)
1589     return;
1590 elmex 1.1
1591 root 1.29 m->clear ();
1592    
1593     if (m->in_memory == MAP_IN_MEMORY)
1594     {
1595     /* change to MAP_SAVING, even though we are not,
1596     * so that remove_ob doesn't do as much work.
1597     */
1598     m->in_memory = MAP_SAVING;
1599     free_map (m, 1);
1600     }
1601     /* move this out of free_map, since tmpname can still be needed if
1602     * the map is swapped out.
1603     */
1604     if (m->tmpname)
1605     {
1606     free (m->tmpname);
1607     m->tmpname = NULL;
1608     }
1609     last = NULL;
1610     /* We need to look through all the maps and see if any maps
1611     * are pointing at this one for tiling information. Since
1612     * tiling can be assymetric, we just can not look to see which
1613     * maps this map tiles with and clears those.
1614     */
1615     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1616     {
1617     if (tmp->next == m)
1618     last = tmp;
1619 root 1.11
1620 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1621     for (i = 0; i < 4; i++)
1622     if (tmp->tile_map[i] == m)
1623     tmp->tile_map[i] = NULL;
1624     }
1625 root 1.11
1626 root 1.29 /* If last is null, then this should be the first map in the list */
1627     if (!last)
1628     {
1629     if (m == first_map)
1630     first_map = m->next;
1631     else
1632     /* m->path is a static char, so should hopefully still have
1633     * some useful data in it.
1634 root 1.10 */
1635 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1636 elmex 1.1 }
1637 root 1.29 else
1638     last->next = m->next;
1639 elmex 1.1
1640 root 1.29 delete m;
1641 elmex 1.1 }
1642    
1643     /*
1644     * Makes sure the given map is loaded and swapped in.
1645     * name is path name of the map.
1646     * flags meaning:
1647     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1648     * and don't do unique items or the like.
1649     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1650     * dont do any more name translation on it.
1651     *
1652     * Returns a pointer to the given map.
1653     */
1654 root 1.31 maptile *
1655 root 1.29 ready_map_name (const char *name, int flags)
1656     {
1657 root 1.31 maptile *m;
1658 elmex 1.1
1659 root 1.29 if (!name)
1660     return (NULL);
1661 elmex 1.1
1662 root 1.29 /* Have we been at this level before? */
1663     m = has_been_loaded (name);
1664 elmex 1.1
1665 root 1.29 /* Map is good to go, so just return it */
1666     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1667     {
1668     return m;
1669     }
1670 root 1.10
1671 root 1.29 /* unique maps always get loaded from their original location, and never
1672     * a temp location. Likewise, if map_flush is set, or we have never loaded
1673     * this map, load it now. I removed the reset checking from here -
1674     * it seems the probability of a player trying to enter a map that should
1675     * reset but hasn't yet is quite low, and removing that makes this function
1676     * a bit cleaner (and players probably shouldn't rely on exact timing for
1677     * resets in any case - if they really care, they should use the 'maps command.
1678     */
1679     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1680     {
1681 root 1.10
1682 root 1.29 /* first visit or time to reset */
1683     if (m)
1684     {
1685     clean_tmp_map (m); /* Doesn't make much difference */
1686     delete_map (m);
1687     }
1688    
1689     /* create and load a map */
1690     if (flags & MAP_PLAYER_UNIQUE)
1691     LOG (llevDebug, "Trying to load map %s.\n", name);
1692     else
1693     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1694    
1695     //eval_pv ("$x = Event::time", 1);//D
1696     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1697     return (NULL);
1698     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1699    
1700     fix_auto_apply (m); /* Chests which open as default */
1701    
1702     /* If a player unique map, no extra unique object file to load.
1703     * if from the editor, likewise.
1704     */
1705     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1706     load_unique_objects (m);
1707    
1708     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1709     {
1710     m = load_overlay_map (name, m);
1711     if (m == NULL)
1712     return NULL;
1713     }
1714    
1715     if (flags & MAP_PLAYER_UNIQUE)
1716     INVOKE_MAP (SWAPIN, m);
1717    
1718     }
1719     else
1720     {
1721     /* If in this loop, we found a temporary map, so load it up. */
1722    
1723     m = load_temporary_map (m);
1724     if (m == NULL)
1725     return NULL;
1726     load_unique_objects (m);
1727    
1728     clean_tmp_map (m);
1729     m->in_memory = MAP_IN_MEMORY;
1730     /* tempnam() on sun systems (probably others) uses malloc
1731     * to allocated space for the string. Free it here.
1732     * In some cases, load_temporary_map above won't find the
1733     * temporary map, and so has reloaded a new map. If that
1734     * is the case, tmpname is now null
1735     */
1736     if (m->tmpname)
1737     free (m->tmpname);
1738     m->tmpname = NULL;
1739     /* It's going to be saved anew anyway */
1740     }
1741    
1742     /* Below here is stuff common to both first time loaded maps and
1743     * temp maps.
1744     */
1745 root 1.10
1746 root 1.29 decay_objects (m); /* start the decay */
1747     /* In case other objects press some buttons down */
1748     update_buttons (m);
1749     if (m->outdoor)
1750     set_darkness_map (m);
1751     /* run the weather over this map */
1752     weather_effect (name);
1753     return m;
1754 elmex 1.1 }
1755    
1756    
1757     /*
1758     * This routine is supposed to find out the difficulty of the map.
1759     * difficulty does not have a lot to do with character level,
1760     * but does have a lot to do with treasure on the map.
1761     *
1762     * Difficulty can now be set by the map creature. If the value stored
1763     * in the map is zero, then use this routine. Maps should really
1764     * have a difficulty set than using this function - human calculation
1765     * is much better than this functions guesswork.
1766     */
1767    
1768 root 1.29 int
1769 root 1.31 calculate_difficulty (maptile *m)
1770 root 1.29 {
1771 elmex 1.1 object *op;
1772     archetype *at;
1773 pippijn 1.26 int x, y, i;
1774 elmex 1.1 long monster_cnt = 0;
1775     double avgexp = 0;
1776     sint64 total_exp = 0;
1777    
1778     if (MAP_DIFFICULTY (m))
1779     {
1780 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1781 elmex 1.1 return MAP_DIFFICULTY (m);
1782     }
1783    
1784 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1785     for (y = 0; y < MAP_HEIGHT (m); y++)
1786     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1787 elmex 1.1 {
1788 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1789 elmex 1.1 {
1790     total_exp += op->stats.exp;
1791     monster_cnt++;
1792     }
1793    
1794 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1795 elmex 1.1 {
1796     total_exp += op->stats.exp;
1797 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1798 elmex 1.1
1799 root 1.29 if (at != NULL)
1800 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1801    
1802     monster_cnt++;
1803     }
1804     }
1805    
1806     avgexp = (double) total_exp / monster_cnt;
1807    
1808     for (i = 1; i <= settings.max_level; i++)
1809     {
1810     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1811     {
1812     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1813     return i;
1814     }
1815     }
1816    
1817     return 1;
1818     }
1819    
1820 root 1.29 void
1821 root 1.31 clean_tmp_map (maptile *m)
1822 root 1.29 {
1823     if (m->tmpname == NULL)
1824     return;
1825 root 1.8 INVOKE_MAP (CLEAN, m);
1826 root 1.29 (void) unlink (m->tmpname);
1827 elmex 1.1 }
1828    
1829 root 1.29 void
1830     free_all_maps (void)
1831 elmex 1.1 {
1832 root 1.29 int real_maps = 0;
1833 elmex 1.1
1834 root 1.29 while (first_map)
1835     {
1836     /* I think some of the callers above before it gets here set this to be
1837     * saving, but we still want to free this data
1838     */
1839     if (first_map->in_memory == MAP_SAVING)
1840     first_map->in_memory = MAP_IN_MEMORY;
1841     delete_map (first_map);
1842     real_maps++;
1843 elmex 1.1 }
1844 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1845 elmex 1.1 }
1846    
1847     /* change_map_light() - used to change map light level (darkness)
1848     * up or down. Returns true if successful. It should now be
1849     * possible to change a value by more than 1.
1850     * Move this from los.c to map.c since this is more related
1851     * to maps than los.
1852     * postive values make it darker, negative make it brighter
1853     */
1854 root 1.29
1855     int
1856 root 1.31 change_map_light (maptile *m, int change)
1857 root 1.29 {
1858     int new_level = m->darkness + change;
1859    
1860     /* Nothing to do */
1861     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1862     {
1863     return 0;
1864 elmex 1.1 }
1865    
1866 root 1.29 /* inform all players on the map */
1867     if (change > 0)
1868     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1869     else
1870     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1871    
1872     /* Do extra checking. since m->darkness is a unsigned value,
1873     * we need to be extra careful about negative values.
1874     * In general, the checks below are only needed if change
1875     * is not +/-1
1876     */
1877     if (new_level < 0)
1878     m->darkness = 0;
1879     else if (new_level >= MAX_DARKNESS)
1880     m->darkness = MAX_DARKNESS;
1881     else
1882     m->darkness = new_level;
1883 elmex 1.1
1884 root 1.29 /* All clients need to get re-updated for the change */
1885     update_all_map_los (m);
1886     return 1;
1887 elmex 1.1 }
1888    
1889    
1890     /*
1891     * This function updates various attributes about a specific space
1892     * on the map (what it looks like, whether it blocks magic,
1893     * has a living creatures, prevents people from passing
1894     * through, etc)
1895     */
1896 root 1.29 void
1897 root 1.31 update_position (maptile *m, int x, int y)
1898 root 1.29 {
1899     object *tmp, *last = NULL;
1900     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1901     New_Face *top, *floor, *middle;
1902     object *top_obj, *floor_obj, *middle_obj;
1903     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1904    
1905     oldflags = GET_MAP_FLAGS (m, x, y);
1906     if (!(oldflags & P_NEED_UPDATE))
1907     {
1908     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1909     return;
1910     }
1911    
1912     middle = blank_face;
1913     top = blank_face;
1914     floor = blank_face;
1915    
1916     middle_obj = NULL;
1917     top_obj = NULL;
1918     floor_obj = NULL;
1919    
1920     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1921     {
1922    
1923     /* This could be made additive I guess (two lights better than
1924     * one). But if so, it shouldn't be a simple additive - 2
1925     * light bulbs do not illuminate twice as far as once since
1926     * it is a disapation factor that is squared (or is it cubed?)
1927     */
1928     if (tmp->glow_radius > light)
1929     light = tmp->glow_radius;
1930    
1931     /* This call is needed in order to update objects the player
1932     * is standing in that have animations (ie, grass, fire, etc).
1933     * However, it also causes the look window to be re-drawn
1934     * 3 times each time the player moves, because many of the
1935     * functions the move_player calls eventualy call this.
1936     *
1937     * Always put the player down for drawing.
1938     */
1939     if (!tmp->invisible)
1940     {
1941     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1942     {
1943     top = tmp->face;
1944     top_obj = tmp;
1945     }
1946     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1947     {
1948     /* If we got a floor, that means middle and top were below it,
1949     * so should not be visible, so we clear them.
1950     */
1951     middle = blank_face;
1952     top = blank_face;
1953     floor = tmp->face;
1954     floor_obj = tmp;
1955     }
1956     /* Flag anywhere have high priority */
1957     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1958     {
1959     middle = tmp->face;
1960    
1961     middle_obj = tmp;
1962     anywhere = 1;
1963     }
1964     /* Find the highest visible face around. If equal
1965     * visibilities, we still want the one nearer to the
1966     * top
1967     */
1968     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1969     {
1970     middle = tmp->face;
1971     middle_obj = tmp;
1972     }
1973     }
1974     if (tmp == tmp->above)
1975     {
1976     LOG (llevError, "Error in structure of map\n");
1977     exit (-1);
1978     }
1979    
1980     move_slow |= tmp->move_slow;
1981     move_block |= tmp->move_block;
1982     move_on |= tmp->move_on;
1983     move_off |= tmp->move_off;
1984     move_allow |= tmp->move_allow;
1985    
1986     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1987     flags |= P_IS_ALIVE;
1988     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1989     flags |= P_NO_MAGIC;
1990     if (QUERY_FLAG (tmp, FLAG_DAMNED))
1991     flags |= P_NO_CLERIC;
1992     if (tmp->type == SAFE_GROUND)
1993     flags |= P_SAFE;
1994    
1995     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1996     flags |= P_BLOCKSVIEW;
1997     } /* for stack of objects */
1998    
1999     /* we don't want to rely on this function to have accurate flags, but
2000     * since we're already doing the work, we calculate them here.
2001     * if they don't match, logic is broken someplace.
2002     */
2003     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2004     {
2005     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2006     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2007     }
2008     SET_MAP_FLAGS (m, x, y, flags);
2009     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2010     SET_MAP_MOVE_ON (m, x, y, move_on);
2011     SET_MAP_MOVE_OFF (m, x, y, move_off);
2012     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2013    
2014     /* At this point, we have a floor face (if there is a floor),
2015     * and the floor is set - we are not going to touch it at
2016     * this point.
2017     * middle contains the highest visibility face.
2018     * top contains a player/monster face, if there is one.
2019     *
2020     * We now need to fill in top.face and/or middle.face.
2021     */
2022    
2023     /* If the top face also happens to be high visibility, re-do our
2024     * middle face. This should not happen, as we already have the
2025     * else statement above so middle should not get set. OTOH, it
2026     * may be possible for the faces to match but be different objects.
2027     */
2028     if (top == middle)
2029     middle = blank_face;
2030    
2031     /* There are three posibilities at this point:
2032     * 1) top face is set, need middle to be set.
2033     * 2) middle is set, need to set top.
2034     * 3) neither middle or top is set - need to set both.
2035     */
2036    
2037     for (tmp = last; tmp; tmp = tmp->below)
2038     {
2039     /* Once we get to a floor, stop, since we already have a floor object */
2040     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2041     break;
2042    
2043     /* If two top faces are already set, quit processing */
2044     if ((top != blank_face) && (middle != blank_face))
2045     break;
2046 root 1.10
2047 root 1.29 /* Only show visible faces, unless its the editor - show all */
2048     if (!tmp->invisible || editor)
2049     {
2050     /* Fill in top if needed */
2051     if (top == blank_face)
2052     {
2053     top = tmp->face;
2054     top_obj = tmp;
2055     if (top == middle)
2056     middle = blank_face;
2057     }
2058     else
2059     {
2060     /* top is already set - we should only get here if
2061     * middle is not set
2062     *
2063     * Set the middle face and break out, since there is nothing
2064     * more to fill in. We don't check visiblity here, since
2065     *
2066     */
2067     if (tmp->face != top)
2068     {
2069     middle = tmp->face;
2070     middle_obj = tmp;
2071     break;
2072 root 1.10 }
2073     }
2074     }
2075 elmex 1.1 }
2076 root 1.29 if (middle == floor)
2077     middle = blank_face;
2078     if (top == middle)
2079     middle = blank_face;
2080     SET_MAP_FACE (m, x, y, top, 0);
2081     if (top != blank_face)
2082     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2083     else
2084     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2085     SET_MAP_FACE (m, x, y, middle, 1);
2086     if (middle != blank_face)
2087     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2088     else
2089     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2090     SET_MAP_FACE (m, x, y, floor, 2);
2091     if (floor != blank_face)
2092     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2093     else
2094     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2095     SET_MAP_LIGHT (m, x, y, light);
2096 elmex 1.1 }
2097    
2098    
2099 root 1.29 void
2100 root 1.31 set_map_reset_time (maptile *map)
2101 root 1.29 {
2102     int timeout;
2103 elmex 1.1
2104 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2105     if (timeout <= 0)
2106     timeout = MAP_DEFAULTRESET;
2107     if (timeout >= MAP_MAXRESET)
2108     timeout = MAP_MAXRESET;
2109 root 1.42 MAP_WHEN_RESET (map) = time (0) + timeout;
2110 elmex 1.1 }
2111    
2112     /* this updates the orig_map->tile_map[tile_num] value after loading
2113     * the map. It also takes care of linking back the freshly loaded
2114     * maps tile_map values if it tiles back to this one. It returns
2115     * the value of orig_map->tile_map[tile_num]. It really only does this
2116     * so that it is easier for calling functions to verify success.
2117     */
2118    
2119 root 1.31 static maptile *
2120     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2121 elmex 1.1 {
2122 root 1.29 int dest_tile = (tile_num + 2) % 4;
2123     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2124 elmex 1.1
2125 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2126 elmex 1.1
2127 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2128     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))
2129     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2130 elmex 1.1
2131 root 1.29 return orig_map->tile_map[tile_num];
2132 elmex 1.1 }
2133    
2134     /* this returns TRUE if the coordinates (x,y) are out of
2135     * map m. This function also takes into account any
2136     * tiling considerations, loading adjacant maps as needed.
2137     * This is the function should always be used when it
2138     * necessary to check for valid coordinates.
2139     * This function will recursively call itself for the
2140     * tiled maps.
2141     *
2142     *
2143     */
2144 root 1.29 int
2145 root 1.31 out_of_map (maptile *m, int x, int y)
2146 elmex 1.1 {
2147    
2148 root 1.29 /* If we get passed a null map, this is obviously the
2149     * case. This generally shouldn't happen, but if the
2150     * map loads fail below, it could happen.
2151     */
2152     if (!m)
2153     return 0;
2154 elmex 1.1
2155 root 1.29 if (x < 0)
2156     {
2157     if (!m->tile_path[3])
2158     return 1;
2159     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2160     {
2161     load_and_link_tiled_map (m, 3);
2162 root 1.10 }
2163 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2164 elmex 1.1 }
2165 root 1.29 if (x >= MAP_WIDTH (m))
2166     {
2167     if (!m->tile_path[1])
2168     return 1;
2169     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2170     {
2171     load_and_link_tiled_map (m, 1);
2172 root 1.10 }
2173 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2174 elmex 1.1 }
2175 root 1.29 if (y < 0)
2176     {
2177     if (!m->tile_path[0])
2178     return 1;
2179     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2180     {
2181     load_and_link_tiled_map (m, 0);
2182 root 1.10 }
2183 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2184 elmex 1.1 }
2185 root 1.29 if (y >= MAP_HEIGHT (m))
2186     {
2187     if (!m->tile_path[2])
2188     return 1;
2189     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2190     {
2191     load_and_link_tiled_map (m, 2);
2192 root 1.10 }
2193 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2194 elmex 1.1 }
2195    
2196 root 1.29 /* Simple case - coordinates are within this local
2197     * map.
2198     */
2199     return 0;
2200 elmex 1.1 }
2201    
2202     /* This is basically the same as out_of_map above, but
2203     * instead we return NULL if no map is valid (coordinates
2204     * out of bounds and no tiled map), otherwise it returns
2205     * the map as that the coordinates are really on, and
2206     * updates x and y to be the localized coordinates.
2207     * Using this is more efficient of calling out_of_map
2208     * and then figuring out what the real map is
2209     */
2210 root 1.31 maptile *
2211     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2212 elmex 1.1 {
2213    
2214 root 1.29 if (*x < 0)
2215     {
2216     if (!m->tile_path[3])
2217     return NULL;
2218     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2219     load_and_link_tiled_map (m, 3);
2220 elmex 1.1
2221 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2222     return (get_map_from_coord (m->tile_map[3], x, y));
2223 elmex 1.1 }
2224 root 1.29 if (*x >= MAP_WIDTH (m))
2225     {
2226     if (!m->tile_path[1])
2227     return NULL;
2228     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2229     load_and_link_tiled_map (m, 1);
2230 elmex 1.1
2231 root 1.29 *x -= MAP_WIDTH (m);
2232     return (get_map_from_coord (m->tile_map[1], x, y));
2233 elmex 1.1 }
2234 root 1.29 if (*y < 0)
2235     {
2236     if (!m->tile_path[0])
2237     return NULL;
2238     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2239     load_and_link_tiled_map (m, 0);
2240 elmex 1.1
2241 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2242     return (get_map_from_coord (m->tile_map[0], x, y));
2243 elmex 1.1 }
2244 root 1.29 if (*y >= MAP_HEIGHT (m))
2245     {
2246     if (!m->tile_path[2])
2247     return NULL;
2248     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2249     load_and_link_tiled_map (m, 2);
2250 elmex 1.1
2251 root 1.29 *y -= MAP_HEIGHT (m);
2252     return (get_map_from_coord (m->tile_map[2], x, y));
2253 elmex 1.1 }
2254    
2255 root 1.29 /* Simple case - coordinates are within this local
2256     * map.
2257     */
2258 elmex 1.1
2259 root 1.29 return m;
2260 elmex 1.1 }
2261    
2262     /**
2263     * Return whether map2 is adjacent to map1. If so, store the distance from
2264     * map1 to map2 in dx/dy.
2265     */
2266 root 1.29 static int
2267 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2268 root 1.29 {
2269     if (!map1 || !map2)
2270     return 0;
2271    
2272     if (map1 == map2)
2273     {
2274     *dx = 0;
2275     *dy = 0;
2276    
2277     }
2278     else if (map1->tile_map[0] == map2)
2279     { /* up */
2280     *dx = 0;
2281     *dy = -MAP_HEIGHT (map2);
2282     }
2283     else if (map1->tile_map[1] == map2)
2284     { /* right */
2285     *dx = MAP_WIDTH (map1);
2286     *dy = 0;
2287     }
2288     else if (map1->tile_map[2] == map2)
2289     { /* down */
2290     *dx = 0;
2291     *dy = MAP_HEIGHT (map1);
2292     }
2293     else if (map1->tile_map[3] == map2)
2294     { /* left */
2295     *dx = -MAP_WIDTH (map2);
2296     *dy = 0;
2297    
2298     }
2299     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2300     { /* up right */
2301     *dx = MAP_WIDTH (map1->tile_map[0]);
2302     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2303     }
2304     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2305     { /* up left */
2306     *dx = -MAP_WIDTH (map2);
2307     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2308     }
2309     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2310     { /* right up */
2311     *dx = MAP_WIDTH (map1);
2312     *dy = -MAP_HEIGHT (map2);
2313     }
2314     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2315     { /* right down */
2316     *dx = MAP_WIDTH (map1);
2317     *dy = MAP_HEIGHT (map1->tile_map[1]);
2318     }
2319     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2320     { /* down right */
2321     *dx = MAP_WIDTH (map1->tile_map[2]);
2322     *dy = MAP_HEIGHT (map1);
2323     }
2324     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2325     { /* down left */
2326     *dx = -MAP_WIDTH (map2);
2327     *dy = MAP_HEIGHT (map1);
2328     }
2329     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2330     { /* left up */
2331     *dx = -MAP_WIDTH (map1->tile_map[3]);
2332     *dy = -MAP_HEIGHT (map2);
2333     }
2334     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2335     { /* left down */
2336     *dx = -MAP_WIDTH (map1->tile_map[3]);
2337     *dy = MAP_HEIGHT (map1->tile_map[3]);
2338 elmex 1.1
2339 root 1.29 }
2340     else
2341     { /* not "adjacent" enough */
2342     return 0;
2343 elmex 1.1 }
2344    
2345 root 1.29 return 1;
2346 elmex 1.1 }
2347    
2348     /* From map.c
2349     * This is used by get_player to determine where the other
2350     * creature is. get_rangevector takes into account map tiling,
2351     * so you just can not look the the map coordinates and get the
2352     * righte value. distance_x/y are distance away, which
2353     * can be negativbe. direction is the crossfire direction scheme
2354     * that the creature should head. part is the part of the
2355     * monster that is closest.
2356     *
2357     * get_rangevector looks at op1 and op2, and fills in the
2358     * structure for op1 to get to op2.
2359     * We already trust that the caller has verified that the
2360     * two objects are at least on adjacent maps. If not,
2361     * results are not likely to be what is desired.
2362     * if the objects are not on maps, results are also likely to
2363     * be unexpected
2364     *
2365     * currently, the only flag supported (0x1) is don't translate for
2366     * closest body part of 'op1'
2367     */
2368    
2369 root 1.29 void
2370     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2371     {
2372     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2373     {
2374     /* be conservative and fill in _some_ data */
2375     retval->distance = 100000;
2376     retval->distance_x = 32767;
2377     retval->distance_y = 32767;
2378     retval->direction = 0;
2379     retval->part = 0;
2380     }
2381     else
2382     {
2383     object *best;
2384    
2385     retval->distance_x += op2->x - op1->x;
2386     retval->distance_y += op2->y - op1->y;
2387    
2388     best = op1;
2389     /* If this is multipart, find the closest part now */
2390     if (!(flags & 0x1) && op1->more)
2391     {
2392     object *tmp;
2393     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2394    
2395     /* we just take the offset of the piece to head to figure
2396     * distance instead of doing all that work above again
2397     * since the distance fields we set above are positive in the
2398     * same axis as is used for multipart objects, the simply arithmetic
2399     * below works.
2400     */
2401     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2402     {
2403     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2404     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2405     if (tmpi < best_distance)
2406     {
2407     best_distance = tmpi;
2408     best = tmp;
2409 elmex 1.1 }
2410     }
2411 root 1.29 if (best != op1)
2412     {
2413     retval->distance_x += op1->x - best->x;
2414     retval->distance_y += op1->y - best->y;
2415 elmex 1.1 }
2416     }
2417 root 1.29 retval->part = best;
2418     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2419     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2420 elmex 1.1 }
2421     }
2422    
2423     /* this is basically the same as get_rangevector above, but instead of
2424     * the first parameter being an object, it instead is the map
2425     * and x,y coordinates - this is used for path to player -
2426     * since the object is not infact moving but we are trying to traverse
2427     * the path, we need this.
2428     * flags has no meaning for this function at this time - I kept it in to
2429     * be more consistant with the above function and also in case they are needed
2430     * for something in the future. Also, since no object is pasted, the best
2431     * field of the rv_vector is set to NULL.
2432     */
2433    
2434 root 1.29 void
2435 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2436 root 1.29 {
2437     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2438     {
2439     /* be conservative and fill in _some_ data */
2440     retval->distance = 100000;
2441     retval->distance_x = 32767;
2442     retval->distance_y = 32767;
2443     retval->direction = 0;
2444     retval->part = 0;
2445     }
2446     else
2447     {
2448     retval->distance_x += op2->x - x;
2449     retval->distance_y += op2->y - y;
2450    
2451     retval->part = NULL;
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     /* Returns true of op1 and op2 are effectively on the same map
2458     * (as related to map tiling). Note that this looks for a path from
2459     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2460     * to op1, this will still return false.
2461     * Note we only look one map out to keep the processing simple
2462     * and efficient. This could probably be a macro.
2463     * MSW 2001-08-05
2464     */
2465 root 1.29 int
2466     on_same_map (const object *op1, const object *op2)
2467     {
2468     int dx, dy;
2469 elmex 1.1
2470 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2471 elmex 1.1 }