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Revision: 1.45
Committed: Wed Dec 20 09:14:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +49 -53 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
329 root 1.29 {
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 root 1.29 int
403 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
404 root 1.29 {
405     archetype *tmp;
406     int flag;
407 root 1.31 maptile *m1;
408 root 1.29 sint16 sx, sy;
409 elmex 1.1
410 root 1.29 if (ob == NULL)
411     {
412     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
413     if (flag & P_OUT_OF_MAP)
414     return P_OUT_OF_MAP;
415 elmex 1.1
416 root 1.29 /* don't have object, so don't know what types would block */
417     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
418 elmex 1.1 }
419    
420 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
421     {
422     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
423 elmex 1.1
424 root 1.29 if (flag & P_OUT_OF_MAP)
425     return P_OUT_OF_MAP;
426     if (flag & P_IS_ALIVE)
427     return P_IS_ALIVE;
428    
429     /* find_first_free_spot() calls this function. However, often
430     * ob doesn't have any move type (when used to place exits)
431     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432     */
433 elmex 1.1
434 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
435     continue;
436 elmex 1.1
437 root 1.29 /* Note it is intentional that we check ob - the movement type of the
438     * head of the object should correspond for the entire object.
439     */
440     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
441 root 1.45 return P_NO_PASS;
442     }
443 elmex 1.1
444 root 1.29 return 0;
445 elmex 1.1 }
446    
447     /* When the map is loaded, load_object does not actually insert objects
448     * into inventory, but just links them. What this does is go through
449     * and insert them properly.
450     * The object 'container' is the object that contains the inventory.
451     * This is needed so that we can update the containers weight.
452     */
453    
454 root 1.29 void
455     fix_container (object *container)
456 elmex 1.1 {
457 root 1.29 object *tmp = container->inv, *next;
458 elmex 1.1
459 root 1.29 container->inv = NULL;
460     while (tmp != NULL)
461     {
462     next = tmp->below;
463     if (tmp->inv)
464     fix_container (tmp);
465     (void) insert_ob_in_ob (tmp, container);
466     tmp = next;
467     }
468     /* sum_weight will go through and calculate what all the containers are
469     * carrying.
470     */
471     sum_weight (container);
472 elmex 1.1 }
473    
474     /* link_multipart_objects go through all the objects on the map looking
475     * for objects whose arch says they are multipart yet according to the
476     * info we have, they only have the head (as would be expected when
477     * they are saved). We do have to look for the old maps that did save
478     * the more sections and not re-add sections for them.
479     */
480    
481 root 1.29 static void
482 root 1.31 link_multipart_objects (maptile *m)
483 elmex 1.1 {
484 root 1.29 int x, y;
485     object *tmp, *op, *last, *above;
486     archetype *at;
487    
488     for (x = 0; x < MAP_WIDTH (m); x++)
489     for (y = 0; y < MAP_HEIGHT (m); y++)
490 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
491 root 1.29 {
492     above = tmp->above;
493    
494     /* already multipart - don't do anything more */
495     if (tmp->head || tmp->more)
496     continue;
497    
498     /* If there is nothing more to this object, this for loop
499     * won't do anything.
500     */
501     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502     {
503     op = arch_to_object (at);
504    
505     /* update x,y coordinates */
506     op->x += tmp->x;
507     op->y += tmp->y;
508     op->head = tmp;
509     op->map = m;
510     last->more = op;
511     op->name = tmp->name;
512     op->title = tmp->title;
513     /* we could link all the parts onto tmp, and then just
514     * call insert_ob_in_map once, but the effect is the same,
515     * as insert_ob_in_map will call itself with each part, and
516     * the coding is simpler to just to it here with each part.
517     */
518     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
519     } /* for at = tmp->arch->more */
520     } /* for objects on this space */
521 elmex 1.1 }
522 root 1.29
523 elmex 1.1 /*
524     * Loads (ands parses) the objects into a given map from the specified
525     * file pointer.
526     * mapflags is the same as we get with load_original_map
527     */
528 root 1.24 void
529 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
530 root 1.24 {
531     int i, j;
532     int unique;
533     object *op, *prev = NULL, *last_more = NULL, *otmp;
534 elmex 1.1
535 root 1.40 op = object::create ();
536 root 1.24 op->map = m; /* To handle buttons correctly */
537 elmex 1.1
538 root 1.24 while ((i = load_object (fp, op, mapflags)))
539     {
540     /* if the archetype for the object is null, means that we
541     * got an invalid object. Don't do anything with it - the game
542     * or editor will not be able to do anything with it either.
543     */
544     if (op->arch == NULL)
545     {
546 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
547 root 1.24 continue;
548 root 1.10 }
549    
550    
551 root 1.24 switch (i)
552     {
553 root 1.41 case LL_NORMAL:
554     /* if we are loading an overlay, put the floors on the bottom */
555     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557     else
558     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559    
560     if (op->inv)
561     sum_weight (op);
562    
563     prev = op, last_more = op;
564     break;
565    
566     case LL_MORE:
567     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
568     op->head = prev, last_more->more = op, last_more = op;
569     break;
570 root 1.10 }
571 root 1.24
572     if (mapflags & MAP_STYLE)
573     remove_from_active_list (op);
574    
575 root 1.40 op = object::create ();
576 root 1.24 op->map = m;
577 elmex 1.1 }
578 root 1.24
579     for (i = 0; i < m->width; i++)
580     {
581     for (j = 0; j < m->height; j++)
582     {
583     unique = 0;
584     /* check for unique items, or unique squares */
585 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
586 root 1.24 {
587 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
588 root 1.24 unique = 1;
589 root 1.41
590 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 root 1.10 }
593     }
594 elmex 1.1 }
595 root 1.24
596 root 1.40 op->destroy ();
597 root 1.24 link_multipart_objects (m);
598 elmex 1.1 }
599    
600     /* This saves all the objects on the map in a non destructive fashion.
601     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
602     * and we only save the head of multi part objects - this is needed
603     * in order to do map tiling properly.
604     */
605 root 1.29 void
606 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607 root 1.29 {
608     int i, j = 0, unique = 0;
609     object *op;
610 elmex 1.1
611 root 1.29 /* first pass - save one-part objects */
612     for (i = 0; i < MAP_WIDTH (m); i++)
613     for (j = 0; j < MAP_HEIGHT (m); j++)
614     {
615     unique = 0;
616 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
617 root 1.29 {
618     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
619     unique = 1;
620    
621     if (op->type == PLAYER)
622 root 1.45 continue;
623 root 1.29
624     if (op->head || op->owner)
625     continue;
626    
627     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
628     save_object (fp2, op, 3);
629     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
630     save_object (fp, op, 3);
631 root 1.45 }
632     }
633 elmex 1.1 }
634    
635 root 1.34 maptile::maptile ()
636     {
637     in_memory = MAP_SWAPPED;
638     /* The maps used to pick up default x and y values from the
639     * map archetype. Mimic that behaviour.
640     */
641     MAP_WIDTH (this) = 16;
642     MAP_HEIGHT (this) = 16;
643     MAP_RESET_TIMEOUT (this) = 0;
644     MAP_TIMEOUT (this) = 300;
645     MAP_ENTER_X (this) = 0;
646     MAP_ENTER_Y (this) = 0;
647     /*set part to -1 indicating conversion to weather map not yet done */
648     MAP_WORLDPARTX (this) = -1;
649     MAP_WORLDPARTY (this) = -1;
650     }
651    
652 elmex 1.1 /*
653 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
654 elmex 1.1 * Modified to no longer take a path option which was not being
655     * used anyways. MSW 2001-07-01
656     */
657 root 1.31 maptile *
658 root 1.29 get_linked_map (void)
659     {
660 root 1.34 maptile *mp, *map = new maptile;
661    
662     for (mp = first_map; mp && mp->next; mp = mp->next);
663 root 1.29
664     if (mp == NULL)
665     first_map = map;
666     else
667     mp->next = map;
668 elmex 1.1
669 root 1.29 return map;
670 elmex 1.1 }
671    
672     /*
673 root 1.31 * Allocates the arrays contained in a maptile.
674 elmex 1.1 * This basically allocates the dynamic array of spaces for the
675     * map.
676     */
677 root 1.29 void
678 root 1.34 maptile::allocate ()
679 root 1.29 {
680 root 1.34 in_memory = MAP_IN_MEMORY;
681    
682 root 1.29 /* Log this condition and free the storage. We could I suppose
683     * realloc, but if the caller is presuming the data will be intact,
684     * that is their poor assumption.
685     */
686 root 1.34 if (spaces)
687 root 1.29 {
688 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689     free (spaces);
690 elmex 1.1 }
691    
692 root 1.45 spaces = (mapspace *)
693     calloc (1, width * height * sizeof (mapspace));
694 elmex 1.1
695 root 1.34 if (!spaces)
696 root 1.29 fatal (OUT_OF_MEMORY);
697 elmex 1.1 }
698    
699     /* Create and returns a map of the specific size. Used
700     * in random map code and the editor.
701     */
702 root 1.31 maptile *
703 root 1.29 get_empty_map (int sizex, int sizey)
704     {
705 root 1.31 maptile *m = get_linked_map ();
706 root 1.29
707     m->width = sizex;
708     m->height = sizey;
709     m->in_memory = MAP_SWAPPED;
710 root 1.34 m->allocate ();
711    
712 root 1.29 return m;
713 elmex 1.1 }
714    
715     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
716     * corresponding to that string. Memory is allocated for this, it must be freed
717     * at a later date.
718     * Called by parse_map_headers below.
719     */
720    
721 root 1.29 static shopitems *
722     parse_shop_string (const char *input_string)
723     {
724     char *shop_string, *p, *q, *next_semicolon, *next_colon;
725     shopitems *items = NULL;
726     int i = 0, number_of_entries = 0;
727     const typedata *current_type;
728    
729 root 1.43 shop_string = strdup (input_string);
730 root 1.29 p = shop_string;
731     /* first we'll count the entries, we'll need that for allocating the array shortly */
732     while (p)
733     {
734     p = strchr (p, ';');
735     number_of_entries++;
736     if (p)
737     p++;
738     }
739     p = shop_string;
740     strip_endline (p);
741     items = new shopitems[number_of_entries + 1];
742     for (i = 0; i < number_of_entries; i++)
743     {
744     if (!p)
745     {
746     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747     break;
748     }
749     next_semicolon = strchr (p, ';');
750     next_colon = strchr (p, ':');
751     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753     items[i].strength = atoi (strchr (p, ':') + 1);
754    
755     if (isdigit (*p) || *p == '*')
756     {
757     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
758     current_type = get_typedata (items[i].typenum);
759     if (current_type)
760     {
761     items[i].name = current_type->name;
762     items[i].name_pl = current_type->name_pl;
763     }
764     }
765     else
766     { /*we have a named type, let's figure out what it is */
767     q = strpbrk (p, ";:");
768     if (q)
769     *q = '\0';
770    
771     current_type = get_typedata_by_name (p);
772     if (current_type)
773     {
774     items[i].name = current_type->name;
775     items[i].typenum = current_type->number;
776     items[i].name_pl = current_type->name_pl;
777     }
778     else
779     { /* oh uh, something's wrong, let's free up this one, and try
780     * the next entry while we're at it, better print a warning
781     */
782     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783     }
784     }
785     items[i].index = number_of_entries;
786     if (next_semicolon)
787     p = ++next_semicolon;
788     else
789     p = NULL;
790 elmex 1.1 }
791 root 1.29 free (shop_string);
792     return items;
793 elmex 1.1 }
794    
795     /* opposite of parse string, this puts the string that was originally fed in to
796     * the map (or something equivilent) into output_string. */
797 root 1.29 static void
798 root 1.31 print_shop_string (maptile *m, char *output_string)
799 root 1.29 {
800     int i;
801     char tmp[MAX_BUF];
802    
803     strcpy (output_string, "");
804     for (i = 0; i < m->shopitems[0].index; i++)
805     {
806     if (m->shopitems[i].typenum)
807     {
808     if (m->shopitems[i].strength)
809     {
810     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 root 1.10 }
812 root 1.29 else
813     sprintf (tmp, "%s;", m->shopitems[i].name);
814 root 1.10 }
815 root 1.29 else
816     {
817     if (m->shopitems[i].strength)
818     {
819     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820     }
821     else
822     sprintf (tmp, "*");
823     }
824     strcat (output_string, tmp);
825 elmex 1.1 }
826     }
827    
828     /* This loads the header information of the map. The header
829     * contains things like difficulty, size, timeout, etc.
830     * this used to be stored in the map object, but with the
831     * addition of tiling, fields beyond that easily named in an
832     * object structure were needed, so it just made sense to
833     * put all the stuff in the map object so that names actually make
834     * sense.
835     * This could be done in lex (like the object loader), but I think
836     * currently, there are few enough fields this is not a big deal.
837     * MSW 2001-07-01
838     * return 0 on success, 1 on failure.
839     */
840    
841 root 1.29 static int
842 root 1.31 load_map_header (object_thawer & fp, maptile *m)
843 elmex 1.1 {
844 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
845     int msgpos = 0;
846     int maplorepos = 0;
847    
848 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 root 1.29 {
850     buf[HUGE_BUF - 1] = 0;
851     key = buf;
852 root 1.36
853 root 1.29 while (isspace (*key))
854     key++;
855 root 1.36
856 root 1.29 if (*key == 0)
857     continue; /* empty line */
858 root 1.36
859 root 1.29 value = strchr (key, ' ');
860 root 1.36
861 root 1.29 if (!value)
862     {
863 pippijn 1.37 if ((end = strchr (key, '\n')))
864 root 1.36 *end = 0;
865 root 1.29 }
866     else
867     {
868     *value = 0;
869     value++;
870     end = strchr (value, '\n');
871 root 1.36
872 root 1.29 while (isspace (*value))
873     {
874     value++;
875 root 1.36
876 root 1.29 if (*value == '\0' || value == end)
877     {
878     /* Nothing but spaces. */
879     value = NULL;
880     break;
881 root 1.10 }
882     }
883     }
884 root 1.22
885 root 1.29 if (!end)
886     {
887     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888     return 1;
889 root 1.10 }
890    
891 root 1.29 /* key is the field name, value is what it should be set
892     * to. We've already done the work to null terminate key,
893     * and strip off any leading spaces for both of these.
894     * We have not touched the newline at the end of the line -
895     * these are needed for some values. the end pointer
896     * points to the first of the newlines.
897     * value could be NULL! It would be easy enough to just point
898     * this to "" to prevent cores, but that would let more errors slide
899     * through.
900     *
901     * First check for entries that do not use the value parameter, then
902     * validate that value is given and check for the remaining entries
903     * that use the parameter.
904     */
905 root 1.10
906 root 1.29 if (!strcmp (key, "msg"))
907     {
908 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 root 1.29 {
910     if (!strcmp (buf, "endmsg\n"))
911     break;
912     else
913     {
914     /* slightly more efficient than strcat */
915     strcpy (msgbuf + msgpos, buf);
916     msgpos += strlen (buf);
917 root 1.10 }
918     }
919 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
920     * with nothing between). There is no reason in those cases to
921     * keep the empty message. Also, msgbuf contains garbage data
922     * when msgpos is zero, so copying it results in crashes
923     */
924     if (msgpos != 0)
925 root 1.43 m->msg = strdup (msgbuf);
926 root 1.10 }
927 root 1.29 else if (!strcmp (key, "maplore"))
928     {
929 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 root 1.29 {
931     if (!strcmp (buf, "endmaplore\n"))
932     break;
933     else
934     {
935     /* slightly more efficient than strcat */
936     strcpy (maplorebuf + maplorepos, buf);
937     maplorepos += strlen (buf);
938 root 1.10 }
939     }
940 root 1.29 if (maplorepos != 0)
941 root 1.43 m->maplore = strdup (maplorebuf);
942 root 1.29 }
943     else if (!strcmp (key, "end"))
944     {
945     break;
946     }
947     else if (value == NULL)
948     {
949     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950     }
951     else if (!strcmp (key, "arch"))
952     {
953     /* This is an oddity, but not something we care about much. */
954     if (strcmp (value, "map\n"))
955     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956     }
957     else if (!strcmp (key, "name"))
958     {
959     *end = 0;
960 root 1.43 m->name = strdup (value);
961 root 1.29 }
962     /* first strcmp value on these are old names supported
963     * for compatibility reasons. The new values (second) are
964     * what really should be used.
965     */
966     else if (!strcmp (key, "oid"))
967 root 1.41 fp.get (m, atoi (value));
968 root 1.29 else if (!strcmp (key, "attach"))
969 root 1.41 m->attach = value;
970 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 root 1.41 m->enter_x = atoi (value);
972 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 root 1.41 m->enter_y = atoi (value);
974 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 root 1.41 m->width = atoi (value);
976 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 root 1.41 m->height = atoi (value);
978 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 root 1.41 m->reset_timeout = atoi (value);
980 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 root 1.41 m->timeout = atoi (value);
982 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 root 1.41 m->darkness = atoi (value);
986 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 root 1.41 m->fixed_resettime = atoi (value);
988 root 1.29 else if (!strcmp (key, "unique"))
989 root 1.41 m->unique = atoi (value);
990 root 1.29 else if (!strcmp (key, "template"))
991 root 1.41 m->templatemap = atoi (value);
992 root 1.29 else if (!strcmp (key, "region"))
993 root 1.41 m->region = get_region_by_name (value);
994 root 1.29 else if (!strcmp (key, "shopitems"))
995     {
996     *end = 0;
997     m->shopitems = parse_shop_string (value);
998     }
999     else if (!strcmp (key, "shopgreed"))
1000 root 1.41 m->shopgreed = atof (value);
1001 root 1.29 else if (!strcmp (key, "shopmin"))
1002 root 1.41 m->shopmin = atol (value);
1003 root 1.29 else if (!strcmp (key, "shopmax"))
1004 root 1.41 m->shopmax = atol (value);
1005 root 1.29 else if (!strcmp (key, "shoprace"))
1006     {
1007     *end = 0;
1008 root 1.43 m->shoprace = strdup (value);
1009 root 1.29 }
1010     else if (!strcmp (key, "outdoor"))
1011 root 1.41 m->outdoor = atoi (value);
1012 root 1.29 else if (!strcmp (key, "temp"))
1013 root 1.41 m->temp = atoi (value);
1014 root 1.29 else if (!strcmp (key, "pressure"))
1015 root 1.41 m->pressure = atoi (value);
1016 root 1.29 else if (!strcmp (key, "humid"))
1017 root 1.41 m->humid = atoi (value);
1018 root 1.29 else if (!strcmp (key, "windspeed"))
1019 root 1.41 m->windspeed = atoi (value);
1020 root 1.29 else if (!strcmp (key, "winddir"))
1021 root 1.41 m->winddir = atoi (value);
1022 root 1.29 else if (!strcmp (key, "sky"))
1023 root 1.41 m->sky = atoi (value);
1024 root 1.29 else if (!strcmp (key, "nosmooth"))
1025 root 1.41 m->nosmooth = atoi (value);
1026 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1027     {
1028     int tile = atoi (key + 10);
1029    
1030     if (tile < 1 || tile > 4)
1031     {
1032     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033     }
1034     else
1035     {
1036     char *path;
1037    
1038     *end = 0;
1039    
1040     if (m->tile_path[tile - 1])
1041     {
1042     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043     free (m->tile_path[tile - 1]);
1044     m->tile_path[tile - 1] = NULL;
1045 root 1.10 }
1046    
1047 root 1.29 if (check_path (value, 1) != -1)
1048     {
1049     /* The unadorned path works. */
1050     path = value;
1051     }
1052     else
1053     {
1054     /* Try again; it could be a relative exit. */
1055    
1056     path = path_combine_and_normalize (m->path, value);
1057    
1058     if (check_path (path, 1) == -1)
1059     {
1060     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061     path = NULL;
1062 root 1.10 }
1063     }
1064 elmex 1.1
1065 root 1.29 if (editor)
1066     {
1067     /* Use the value as in the file. */
1068 root 1.43 m->tile_path[tile - 1] = strdup (value);
1069 root 1.10 }
1070 root 1.29 else if (path != NULL)
1071     {
1072     /* Use the normalized value. */
1073 root 1.43 m->tile_path[tile - 1] = strdup (path);
1074 root 1.29 }
1075     } /* end if tile direction (in)valid */
1076 root 1.10 }
1077 root 1.29 else
1078 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 elmex 1.1 }
1080 root 1.41
1081 root 1.29 if (!key || strcmp (key, "end"))
1082     {
1083     LOG (llevError, "Got premature eof on map header!\n");
1084     return 1;
1085 elmex 1.1 }
1086 root 1.41
1087 root 1.29 return 0;
1088 elmex 1.1 }
1089    
1090     /*
1091     * Opens the file "filename" and reads information about the map
1092     * from the given file, and stores it in a newly allocated
1093 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1095     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096     * MAP_BLOCK, in which case we block on this load. This happens in all
1097     * cases, no matter if this flag is set or not.
1098     * MAP_STYLE: style map - don't add active objects, don't add to server
1099 root 1.10 * managed map list.
1100 elmex 1.1 */
1101    
1102 root 1.31 maptile *
1103 root 1.29 load_original_map (const char *filename, int flags)
1104     {
1105 root 1.31 maptile *m;
1106 root 1.29 char pathname[MAX_BUF];
1107 elmex 1.1
1108 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1109     strcpy (pathname, filename);
1110     else if (flags & MAP_OVERLAY)
1111     strcpy (pathname, create_overlay_pathname (filename));
1112     else
1113     strcpy (pathname, create_pathname (filename));
1114 root 1.22
1115 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116 elmex 1.1
1117 root 1.29 object_thawer thawer (pathname);
1118 root 1.9
1119 root 1.29 if (!thawer)
1120     return 0;
1121 elmex 1.1
1122 root 1.29 m = get_linked_map ();
1123 elmex 1.1
1124 root 1.29 strcpy (m->path, filename);
1125     if (load_map_header (thawer, m))
1126     {
1127     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128     delete_map (m);
1129     return NULL;
1130     }
1131    
1132 root 1.34 m->allocate ();
1133 root 1.29
1134     m->in_memory = MAP_LOADING;
1135     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136    
1137     m->in_memory = MAP_IN_MEMORY;
1138     if (!MAP_DIFFICULTY (m))
1139     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1140     set_map_reset_time (m);
1141     m->instantiate ();
1142     return (m);
1143 elmex 1.1 }
1144    
1145     /*
1146     * Loads a map, which has been loaded earlier, from file.
1147     * Return the map object we load into (this can change from the passed
1148     * option if we can't find the original map)
1149     */
1150    
1151 root 1.31 static maptile *
1152     load_temporary_map (maptile *m)
1153 root 1.29 {
1154     char buf[MAX_BUF];
1155    
1156     if (!m->tmpname)
1157     {
1158     LOG (llevError, "No temporary filename for map %s\n", m->path);
1159     strcpy (buf, m->path);
1160     delete_map (m);
1161     m = load_original_map (buf, 0);
1162     if (m == NULL)
1163     return NULL;
1164     fix_auto_apply (m); /* Chests which open as default */
1165     return m;
1166 elmex 1.1 }
1167    
1168 root 1.29 object_thawer thawer (m->tmpname);
1169 root 1.14
1170 root 1.29 if (!thawer)
1171     {
1172     strcpy (buf, m->path);
1173     delete_map (m);
1174     m = load_original_map (buf, 0);
1175     if (!m)
1176 root 1.10 return NULL;
1177 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1178     return m;
1179 elmex 1.1 }
1180    
1181 root 1.29 if (load_map_header (thawer, m))
1182     {
1183     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184     delete_map (m);
1185     m = load_original_map (m->path, 0);
1186     return NULL;
1187     }
1188 root 1.34
1189     m->allocate ();
1190 root 1.29
1191     m->in_memory = MAP_LOADING;
1192     load_objects (m, thawer, 0);
1193    
1194     m->in_memory = MAP_IN_MEMORY;
1195     INVOKE_MAP (SWAPIN, m);
1196     return m;
1197 elmex 1.1 }
1198    
1199     /*
1200     * Loads a map, which has been loaded earlier, from file.
1201     * Return the map object we load into (this can change from the passed
1202     * option if we can't find the original map)
1203     */
1204    
1205 root 1.31 maptile *
1206     load_overlay_map (const char *filename, maptile *m)
1207 root 1.29 {
1208     char pathname[MAX_BUF];
1209 elmex 1.1
1210 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1211 elmex 1.1
1212 root 1.29 object_thawer thawer (pathname);
1213 root 1.9
1214 root 1.29 if (!thawer)
1215     return m;
1216    
1217     if (load_map_header (thawer, m))
1218     {
1219     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220     delete_map (m);
1221     m = load_original_map (m->path, 0);
1222     return NULL;
1223 elmex 1.1 }
1224 root 1.34 /*m->allocate ();*/
1225 elmex 1.1
1226 root 1.29 m->in_memory = MAP_LOADING;
1227     load_objects (m, thawer, MAP_OVERLAY);
1228 root 1.14
1229 root 1.29 m->in_memory = MAP_IN_MEMORY;
1230     return m;
1231 elmex 1.1 }
1232    
1233     /******************************************************************************
1234     * This is the start of unique map handling code
1235     *****************************************************************************/
1236    
1237     /* This goes through map 'm' and removed any unique items on the map. */
1238 root 1.29 static void
1239 root 1.31 delete_unique_items (maptile *m)
1240 elmex 1.1 {
1241 root 1.29 int i, j, unique;
1242     object *op, *next;
1243 elmex 1.1
1244 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1245     for (j = 0; j < MAP_HEIGHT (m); j++)
1246     {
1247     unique = 0;
1248 root 1.40
1249 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1250 root 1.29 {
1251     next = op->above;
1252 root 1.40
1253 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1254     unique = 1;
1255 root 1.40
1256 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1257     {
1258     clean_object (op);
1259 root 1.40
1260 root 1.29 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1261     remove_button_link (op);
1262 root 1.40
1263     op->destroy ();
1264 root 1.29 }
1265     }
1266     }
1267 elmex 1.1 }
1268    
1269    
1270     /*
1271     * Loads unique objects from file(s) into the map which is in memory
1272     * m is the map to load unique items into.
1273     */
1274 root 1.29 static void
1275 root 1.31 load_unique_objects (maptile *m)
1276 root 1.29 {
1277     int count;
1278     char firstname[MAX_BUF];
1279 elmex 1.1
1280 root 1.29 for (count = 0; count < 10; count++)
1281     {
1282     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283     if (!access (firstname, R_OK))
1284     break;
1285 elmex 1.1 }
1286 root 1.29 /* If we get here, we did not find any map */
1287     if (count == 10)
1288     return;
1289 elmex 1.1
1290 root 1.29 object_thawer thawer (firstname);
1291 root 1.9
1292 root 1.29 if (!thawer)
1293     return;
1294 root 1.15
1295 root 1.29 m->in_memory = MAP_LOADING;
1296     if (m->tmpname == NULL) /* if we have loaded unique items from */
1297     delete_unique_items (m); /* original map before, don't duplicate them */
1298     load_objects (m, thawer, 0);
1299 root 1.14
1300 root 1.29 m->in_memory = MAP_IN_MEMORY;
1301 elmex 1.1 }
1302    
1303    
1304     /*
1305     * Saves a map to file. If flag is set, it is saved into the same
1306     * file it was (originally) loaded from. Otherwise a temporary
1307     * filename will be genarated, and the file will be stored there.
1308 root 1.31 * The temporary filename will be stored in the maptileure.
1309 elmex 1.1 * If the map is unique, we also save to the filename in the map
1310     * (this should have been updated when first loaded)
1311     */
1312    
1313 root 1.10 int
1314 root 1.31 new_save_map (maptile *m, int flag)
1315 root 1.10 {
1316 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1317 root 1.10 int i;
1318    
1319     if (flag && !*m->path)
1320     {
1321     LOG (llevError, "Tried to save map without path.\n");
1322     return -1;
1323 elmex 1.1 }
1324 root 1.10
1325     if (flag || (m->unique) || (m->templatemap))
1326     {
1327     if (!m->unique && !m->templatemap)
1328 root 1.29 { /* flag is set */
1329 root 1.10 if (flag == 2)
1330     strcpy (filename, create_overlay_pathname (m->path));
1331     else
1332     strcpy (filename, create_pathname (m->path));
1333     }
1334     else
1335     strcpy (filename, m->path);
1336    
1337     make_path_to_file (filename);
1338 elmex 1.1 }
1339 root 1.10 else
1340     {
1341     if (!m->tmpname)
1342 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1343 root 1.17
1344 root 1.10 strcpy (filename, m->tmpname);
1345     }
1346    
1347     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1348     m->in_memory = MAP_SAVING;
1349    
1350 root 1.17 object_freezer freezer;
1351 root 1.10
1352     /* legacy */
1353 root 1.17 fprintf (freezer, "arch map\n");
1354 root 1.10 if (m->name)
1355 root 1.17 fprintf (freezer, "name %s\n", m->name);
1356 root 1.10 if (!flag)
1357 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1358 root 1.10 if (m->reset_timeout)
1359 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1360 root 1.10 if (m->fixed_resettime)
1361 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1362 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1363     * or a difficulty value we generated when the map was first loaded
1364     */
1365     if (m->difficulty)
1366 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1367 root 1.10 if (m->region)
1368 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1369 root 1.10 if (m->shopitems)
1370     {
1371     print_shop_string (m, shop);
1372 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1373 elmex 1.1 }
1374 root 1.10 if (m->shopgreed)
1375 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1376 root 1.10 if (m->shopmin)
1377 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1378 root 1.10 if (m->shopmax)
1379 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1380 root 1.10 if (m->shoprace)
1381 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1382 root 1.10 if (m->darkness)
1383 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1384 root 1.10 if (m->width)
1385 root 1.17 fprintf (freezer, "width %d\n", m->width);
1386 root 1.10 if (m->height)
1387 root 1.17 fprintf (freezer, "height %d\n", m->height);
1388 root 1.10 if (m->enter_x)
1389 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1390 root 1.10 if (m->enter_y)
1391 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1392 root 1.10 if (m->msg)
1393 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1394 root 1.10 if (m->maplore)
1395 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1396 root 1.10 if (m->unique)
1397 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1398 root 1.10 if (m->templatemap)
1399 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1400 root 1.10 if (m->outdoor)
1401 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1402 root 1.10 if (m->temp)
1403 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1404 root 1.10 if (m->pressure)
1405 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1406 root 1.10 if (m->humid)
1407 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1408 root 1.10 if (m->windspeed)
1409 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1410 root 1.10 if (m->winddir)
1411 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1412 root 1.10 if (m->sky)
1413 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1414 root 1.10 if (m->nosmooth)
1415 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1416 root 1.10
1417     /* Save any tiling information, except on overlays */
1418     if (flag != 2)
1419     for (i = 0; i < 4; i++)
1420     if (m->tile_path[i])
1421 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1422 root 1.10
1423 root 1.17 freezer.put (m);
1424     fprintf (freezer, "end\n");
1425 root 1.10
1426     /* In the game save unique items in the different file, but
1427     * in the editor save them to the normal map file.
1428     * If unique map, save files in the proper destination (set by
1429     * player)
1430     */
1431     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1432     {
1433 root 1.17 object_freezer unique;
1434 elmex 1.1
1435 root 1.10 if (flag == 2)
1436 root 1.17 save_objects (m, freezer, unique, 2);
1437 root 1.10 else
1438 root 1.17 save_objects (m, freezer, unique, 0);
1439    
1440     sprintf (buf, "%s.v00", create_items_path (m->path));
1441    
1442     unique.save (buf);
1443 root 1.10 }
1444     else
1445 root 1.29 { /* save same file when not playing, like in editor */
1446 root 1.17 save_objects (m, freezer, freezer, 0);
1447 root 1.10 }
1448 elmex 1.6
1449 root 1.17 freezer.save (filename);
1450    
1451 root 1.10 return 0;
1452 elmex 1.1 }
1453    
1454    
1455     /*
1456     * Remove and free all objects in the inventory of the given object.
1457     * object.c ?
1458     */
1459    
1460 root 1.29 void
1461     clean_object (object *op)
1462 elmex 1.1 {
1463 root 1.29 object *tmp, *next;
1464 elmex 1.1
1465 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1466 elmex 1.1 {
1467 root 1.29 next = tmp->below;
1468 root 1.40
1469 root 1.29 clean_object (tmp);
1470     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1471     remove_button_link (tmp);
1472 root 1.40
1473     tmp->destroy ();
1474 elmex 1.1 }
1475     }
1476    
1477     /*
1478     * Remove and free all objects in the given map.
1479     */
1480    
1481 root 1.29 void
1482 root 1.31 free_all_objects (maptile *m)
1483 root 1.29 {
1484     int i, j;
1485     object *op;
1486    
1487     for (i = 0; i < MAP_WIDTH (m); i++)
1488     for (j = 0; j < MAP_HEIGHT (m); j++)
1489     {
1490     object *previous_obj = NULL;
1491    
1492     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1493     {
1494     if (op == previous_obj)
1495     {
1496     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1497     break;
1498     }
1499 root 1.40
1500 root 1.29 previous_obj = op;
1501 root 1.40
1502 root 1.29 if (op->head != NULL)
1503     op = op->head;
1504    
1505     /* If the map isn't in memory, free_object will remove and
1506     * free objects in op's inventory. So let it do the job.
1507     */
1508     if (m->in_memory == MAP_IN_MEMORY)
1509     clean_object (op);
1510 root 1.40
1511     op->destroy ();
1512 root 1.29 }
1513     }
1514 elmex 1.1 }
1515    
1516     /*
1517 root 1.31 * Frees everything allocated by the given maptileure.
1518 elmex 1.1 * don't free tmpname - our caller is left to do that
1519     */
1520    
1521 root 1.29 void
1522 root 1.31 free_map (maptile *m, int flag)
1523 root 1.29 {
1524     int i;
1525 elmex 1.1
1526 root 1.29 if (!m->in_memory)
1527     {
1528     LOG (llevError, "Trying to free freed map.\n");
1529     return;
1530 elmex 1.1 }
1531 root 1.42
1532     // TODO: use new/delete
1533     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1534    
1535 root 1.29 if (flag && m->spaces)
1536     free_all_objects (m);
1537     if (m->name)
1538     FREE_AND_CLEAR (m->name);
1539     if (m->spaces)
1540     FREE_AND_CLEAR (m->spaces);
1541     if (m->msg)
1542     FREE_AND_CLEAR (m->msg);
1543     if (m->maplore)
1544     FREE_AND_CLEAR (m->maplore);
1545 root 1.42
1546     delete [] m->shopitems;
1547 root 1.29 m->shopitems = 0;
1548 root 1.42
1549 root 1.29 if (m->shoprace)
1550     FREE_AND_CLEAR (m->shoprace);
1551 root 1.42
1552 root 1.29 if (m->buttons)
1553     free_objectlinkpt (m->buttons);
1554 root 1.42
1555 root 1.29 m->buttons = NULL;
1556 root 1.42
1557 root 1.29 for (i = 0; i < 4; i++)
1558     {
1559     if (m->tile_path[i])
1560     FREE_AND_CLEAR (m->tile_path[i]);
1561     m->tile_map[i] = NULL;
1562     }
1563 root 1.42
1564 root 1.29 m->in_memory = MAP_SWAPPED;
1565 root 1.42
1566     #undef FREE_AND_CLEAR
1567    
1568 elmex 1.1 }
1569    
1570     /*
1571 root 1.31 * function: vanish maptile
1572     * m : pointer to maptile, if NULL no action
1573 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1574     * and then removes this map from the global linked list of maps.
1575     */
1576    
1577 root 1.29 void
1578 root 1.31 delete_map (maptile *m)
1579 root 1.29 {
1580 root 1.31 maptile *tmp, *last;
1581 root 1.29 int i;
1582    
1583     if (!m)
1584     return;
1585 elmex 1.1
1586 root 1.29 m->clear ();
1587    
1588     if (m->in_memory == MAP_IN_MEMORY)
1589     {
1590     /* change to MAP_SAVING, even though we are not,
1591     * so that remove_ob doesn't do as much work.
1592     */
1593     m->in_memory = MAP_SAVING;
1594     free_map (m, 1);
1595     }
1596     /* move this out of free_map, since tmpname can still be needed if
1597     * the map is swapped out.
1598     */
1599     if (m->tmpname)
1600     {
1601     free (m->tmpname);
1602     m->tmpname = NULL;
1603     }
1604     last = NULL;
1605     /* We need to look through all the maps and see if any maps
1606     * are pointing at this one for tiling information. Since
1607     * tiling can be assymetric, we just can not look to see which
1608     * maps this map tiles with and clears those.
1609     */
1610     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1611     {
1612     if (tmp->next == m)
1613     last = tmp;
1614 root 1.11
1615 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1616     for (i = 0; i < 4; i++)
1617     if (tmp->tile_map[i] == m)
1618     tmp->tile_map[i] = NULL;
1619     }
1620 root 1.11
1621 root 1.29 /* If last is null, then this should be the first map in the list */
1622     if (!last)
1623     {
1624     if (m == first_map)
1625     first_map = m->next;
1626     else
1627     /* m->path is a static char, so should hopefully still have
1628     * some useful data in it.
1629 root 1.10 */
1630 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1631 elmex 1.1 }
1632 root 1.29 else
1633     last->next = m->next;
1634 elmex 1.1
1635 root 1.29 delete m;
1636 elmex 1.1 }
1637    
1638     /*
1639     * Makes sure the given map is loaded and swapped in.
1640     * name is path name of the map.
1641     * flags meaning:
1642     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1643     * and don't do unique items or the like.
1644     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1645     * dont do any more name translation on it.
1646     *
1647     * Returns a pointer to the given map.
1648     */
1649 root 1.31 maptile *
1650 root 1.29 ready_map_name (const char *name, int flags)
1651     {
1652 root 1.31 maptile *m;
1653 elmex 1.1
1654 root 1.29 if (!name)
1655     return (NULL);
1656 elmex 1.1
1657 root 1.29 /* Have we been at this level before? */
1658     m = has_been_loaded (name);
1659 elmex 1.1
1660 root 1.29 /* Map is good to go, so just return it */
1661     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1662     {
1663     return m;
1664     }
1665 root 1.10
1666 root 1.29 /* unique maps always get loaded from their original location, and never
1667     * a temp location. Likewise, if map_flush is set, or we have never loaded
1668     * this map, load it now. I removed the reset checking from here -
1669     * it seems the probability of a player trying to enter a map that should
1670     * reset but hasn't yet is quite low, and removing that makes this function
1671     * a bit cleaner (and players probably shouldn't rely on exact timing for
1672     * resets in any case - if they really care, they should use the 'maps command.
1673     */
1674     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1675     {
1676 root 1.10
1677 root 1.29 /* first visit or time to reset */
1678     if (m)
1679     {
1680     clean_tmp_map (m); /* Doesn't make much difference */
1681     delete_map (m);
1682     }
1683    
1684     /* create and load a map */
1685     if (flags & MAP_PLAYER_UNIQUE)
1686     LOG (llevDebug, "Trying to load map %s.\n", name);
1687     else
1688     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1689    
1690     //eval_pv ("$x = Event::time", 1);//D
1691     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1692     return (NULL);
1693     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1694    
1695     fix_auto_apply (m); /* Chests which open as default */
1696    
1697     /* If a player unique map, no extra unique object file to load.
1698     * if from the editor, likewise.
1699     */
1700     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1701     load_unique_objects (m);
1702    
1703     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1704     {
1705     m = load_overlay_map (name, m);
1706     if (m == NULL)
1707     return NULL;
1708     }
1709    
1710     if (flags & MAP_PLAYER_UNIQUE)
1711     INVOKE_MAP (SWAPIN, m);
1712    
1713     }
1714     else
1715     {
1716     /* If in this loop, we found a temporary map, so load it up. */
1717    
1718     m = load_temporary_map (m);
1719     if (m == NULL)
1720     return NULL;
1721     load_unique_objects (m);
1722    
1723     clean_tmp_map (m);
1724     m->in_memory = MAP_IN_MEMORY;
1725     /* tempnam() on sun systems (probably others) uses malloc
1726     * to allocated space for the string. Free it here.
1727     * In some cases, load_temporary_map above won't find the
1728     * temporary map, and so has reloaded a new map. If that
1729     * is the case, tmpname is now null
1730     */
1731     if (m->tmpname)
1732     free (m->tmpname);
1733     m->tmpname = NULL;
1734     /* It's going to be saved anew anyway */
1735     }
1736    
1737     /* Below here is stuff common to both first time loaded maps and
1738     * temp maps.
1739     */
1740 root 1.10
1741 root 1.29 decay_objects (m); /* start the decay */
1742     /* In case other objects press some buttons down */
1743     update_buttons (m);
1744     if (m->outdoor)
1745     set_darkness_map (m);
1746     /* run the weather over this map */
1747     weather_effect (name);
1748     return m;
1749 elmex 1.1 }
1750    
1751    
1752     /*
1753     * This routine is supposed to find out the difficulty of the map.
1754     * difficulty does not have a lot to do with character level,
1755     * but does have a lot to do with treasure on the map.
1756     *
1757     * Difficulty can now be set by the map creature. If the value stored
1758     * in the map is zero, then use this routine. Maps should really
1759     * have a difficulty set than using this function - human calculation
1760     * is much better than this functions guesswork.
1761     */
1762    
1763 root 1.29 int
1764 root 1.31 calculate_difficulty (maptile *m)
1765 root 1.29 {
1766 elmex 1.1 object *op;
1767     archetype *at;
1768 pippijn 1.26 int x, y, i;
1769 elmex 1.1 long monster_cnt = 0;
1770     double avgexp = 0;
1771     sint64 total_exp = 0;
1772    
1773     if (MAP_DIFFICULTY (m))
1774     {
1775 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1776 elmex 1.1 return MAP_DIFFICULTY (m);
1777     }
1778    
1779 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1780     for (y = 0; y < MAP_HEIGHT (m); y++)
1781 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1782 elmex 1.1 {
1783 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1784 elmex 1.1 {
1785     total_exp += op->stats.exp;
1786     monster_cnt++;
1787     }
1788    
1789 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1790 elmex 1.1 {
1791     total_exp += op->stats.exp;
1792 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1793 elmex 1.1
1794 root 1.29 if (at != NULL)
1795 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1796    
1797     monster_cnt++;
1798     }
1799     }
1800    
1801     avgexp = (double) total_exp / monster_cnt;
1802    
1803     for (i = 1; i <= settings.max_level; i++)
1804     {
1805     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1806     {
1807     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1808     return i;
1809     }
1810     }
1811    
1812     return 1;
1813     }
1814    
1815 root 1.29 void
1816 root 1.31 clean_tmp_map (maptile *m)
1817 root 1.29 {
1818     if (m->tmpname == NULL)
1819     return;
1820 root 1.8 INVOKE_MAP (CLEAN, m);
1821 root 1.29 (void) unlink (m->tmpname);
1822 elmex 1.1 }
1823    
1824 root 1.29 void
1825     free_all_maps (void)
1826 elmex 1.1 {
1827 root 1.29 int real_maps = 0;
1828 elmex 1.1
1829 root 1.29 while (first_map)
1830     {
1831     /* I think some of the callers above before it gets here set this to be
1832     * saving, but we still want to free this data
1833     */
1834     if (first_map->in_memory == MAP_SAVING)
1835     first_map->in_memory = MAP_IN_MEMORY;
1836     delete_map (first_map);
1837     real_maps++;
1838 elmex 1.1 }
1839 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1840 elmex 1.1 }
1841    
1842     /* change_map_light() - used to change map light level (darkness)
1843     * up or down. Returns true if successful. It should now be
1844     * possible to change a value by more than 1.
1845     * Move this from los.c to map.c since this is more related
1846     * to maps than los.
1847     * postive values make it darker, negative make it brighter
1848     */
1849 root 1.29
1850     int
1851 root 1.31 change_map_light (maptile *m, int change)
1852 root 1.29 {
1853     int new_level = m->darkness + change;
1854    
1855     /* Nothing to do */
1856     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1857     {
1858     return 0;
1859 elmex 1.1 }
1860    
1861 root 1.29 /* inform all players on the map */
1862     if (change > 0)
1863     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1864     else
1865     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1866    
1867     /* Do extra checking. since m->darkness is a unsigned value,
1868     * we need to be extra careful about negative values.
1869     * In general, the checks below are only needed if change
1870     * is not +/-1
1871     */
1872     if (new_level < 0)
1873     m->darkness = 0;
1874     else if (new_level >= MAX_DARKNESS)
1875     m->darkness = MAX_DARKNESS;
1876     else
1877     m->darkness = new_level;
1878 elmex 1.1
1879 root 1.29 /* All clients need to get re-updated for the change */
1880     update_all_map_los (m);
1881     return 1;
1882 elmex 1.1 }
1883    
1884     /*
1885     * This function updates various attributes about a specific space
1886     * on the map (what it looks like, whether it blocks magic,
1887     * has a living creatures, prevents people from passing
1888     * through, etc)
1889     */
1890 root 1.29 void
1891 root 1.31 update_position (maptile *m, int x, int y)
1892 root 1.29 {
1893 root 1.45 object *tmp, *last = 0;
1894 root 1.29 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1895     New_Face *top, *floor, *middle;
1896     object *top_obj, *floor_obj, *middle_obj;
1897     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1898    
1899     oldflags = GET_MAP_FLAGS (m, x, y);
1900     if (!(oldflags & P_NEED_UPDATE))
1901     {
1902     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1903     return;
1904     }
1905    
1906     middle = blank_face;
1907 root 1.45 top = blank_face;
1908     floor = blank_face;
1909 root 1.29
1910 root 1.45 middle_obj = 0;
1911     top_obj = 0;
1912     floor_obj = 0;
1913 root 1.29
1914 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp; last = tmp, tmp = tmp->above)
1915 root 1.29 {
1916     /* This could be made additive I guess (two lights better than
1917 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1918 root 1.29 * light bulbs do not illuminate twice as far as once since
1919 root 1.45 * it is a dissapation factor that is cubed.
1920 root 1.29 */
1921     if (tmp->glow_radius > light)
1922     light = tmp->glow_radius;
1923    
1924     /* This call is needed in order to update objects the player
1925     * is standing in that have animations (ie, grass, fire, etc).
1926     * However, it also causes the look window to be re-drawn
1927     * 3 times each time the player moves, because many of the
1928     * functions the move_player calls eventualy call this.
1929     *
1930     * Always put the player down for drawing.
1931     */
1932     if (!tmp->invisible)
1933     {
1934     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1935     {
1936     top = tmp->face;
1937     top_obj = tmp;
1938     }
1939     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940     {
1941     /* If we got a floor, that means middle and top were below it,
1942     * so should not be visible, so we clear them.
1943     */
1944     middle = blank_face;
1945     top = blank_face;
1946     floor = tmp->face;
1947     floor_obj = tmp;
1948     }
1949     /* Flag anywhere have high priority */
1950     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1951     {
1952     middle = tmp->face;
1953    
1954     middle_obj = tmp;
1955     anywhere = 1;
1956     }
1957     /* Find the highest visible face around. If equal
1958     * visibilities, we still want the one nearer to the
1959     * top
1960     */
1961     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1962     {
1963     middle = tmp->face;
1964     middle_obj = tmp;
1965     }
1966     }
1967 root 1.45
1968 root 1.29 if (tmp == tmp->above)
1969     {
1970     LOG (llevError, "Error in structure of map\n");
1971     exit (-1);
1972     }
1973    
1974 root 1.45 move_slow |= tmp->move_slow;
1975 root 1.29 move_block |= tmp->move_block;
1976 root 1.45 move_on |= tmp->move_on;
1977     move_off |= tmp->move_off;
1978 root 1.29 move_allow |= tmp->move_allow;
1979    
1980 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1981     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1982     if (tmp->type == PLAYER) flags |= P_PLAYER;
1983     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1984     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1985     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1986     }
1987 root 1.29
1988     /* we don't want to rely on this function to have accurate flags, but
1989     * since we're already doing the work, we calculate them here.
1990     * if they don't match, logic is broken someplace.
1991     */
1992     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1993 root 1.45 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1994     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
1995    
1996     mapspace &s = m->at (x, y);
1997    
1998     s.flags = flags;
1999     s.move_block = move_block & ~move_allow;
2000     s.move_on = move_on;
2001     s.move_off = move_off;
2002     s.move_slow = move_slow;
2003 root 1.29
2004     /* At this point, we have a floor face (if there is a floor),
2005     * and the floor is set - we are not going to touch it at
2006     * this point.
2007     * middle contains the highest visibility face.
2008     * top contains a player/monster face, if there is one.
2009     *
2010     * We now need to fill in top.face and/or middle.face.
2011     */
2012    
2013     /* If the top face also happens to be high visibility, re-do our
2014     * middle face. This should not happen, as we already have the
2015     * else statement above so middle should not get set. OTOH, it
2016     * may be possible for the faces to match but be different objects.
2017     */
2018     if (top == middle)
2019     middle = blank_face;
2020    
2021     /* There are three posibilities at this point:
2022     * 1) top face is set, need middle to be set.
2023     * 2) middle is set, need to set top.
2024     * 3) neither middle or top is set - need to set both.
2025     */
2026    
2027     for (tmp = last; tmp; tmp = tmp->below)
2028     {
2029     /* Once we get to a floor, stop, since we already have a floor object */
2030     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2031     break;
2032    
2033     /* If two top faces are already set, quit processing */
2034     if ((top != blank_face) && (middle != blank_face))
2035     break;
2036 root 1.10
2037 root 1.29 /* Only show visible faces, unless its the editor - show all */
2038     if (!tmp->invisible || editor)
2039     {
2040     /* Fill in top if needed */
2041     if (top == blank_face)
2042     {
2043     top = tmp->face;
2044     top_obj = tmp;
2045     if (top == middle)
2046     middle = blank_face;
2047     }
2048     else
2049     {
2050     /* top is already set - we should only get here if
2051     * middle is not set
2052     *
2053     * Set the middle face and break out, since there is nothing
2054     * more to fill in. We don't check visiblity here, since
2055     *
2056     */
2057     if (tmp->face != top)
2058     {
2059     middle = tmp->face;
2060     middle_obj = tmp;
2061     break;
2062 root 1.10 }
2063     }
2064     }
2065 elmex 1.1 }
2066 root 1.45
2067 root 1.29 if (middle == floor)
2068     middle = blank_face;
2069 root 1.45
2070 root 1.29 if (top == middle)
2071     middle = blank_face;
2072 root 1.45
2073 root 1.29 SET_MAP_FACE (m, x, y, top, 0);
2074     if (top != blank_face)
2075     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2076     else
2077     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2078 root 1.45
2079 root 1.29 SET_MAP_FACE (m, x, y, middle, 1);
2080     if (middle != blank_face)
2081     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2082     else
2083     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2084 root 1.45
2085 root 1.29 SET_MAP_FACE (m, x, y, floor, 2);
2086     if (floor != blank_face)
2087     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2088     else
2089     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2090 root 1.45
2091 root 1.29 SET_MAP_LIGHT (m, x, y, light);
2092 elmex 1.1 }
2093    
2094    
2095 root 1.29 void
2096 root 1.31 set_map_reset_time (maptile *map)
2097 root 1.29 {
2098     int timeout;
2099 elmex 1.1
2100 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2101     if (timeout <= 0)
2102     timeout = MAP_DEFAULTRESET;
2103     if (timeout >= MAP_MAXRESET)
2104     timeout = MAP_MAXRESET;
2105 root 1.42 MAP_WHEN_RESET (map) = time (0) + timeout;
2106 elmex 1.1 }
2107    
2108     /* this updates the orig_map->tile_map[tile_num] value after loading
2109     * the map. It also takes care of linking back the freshly loaded
2110     * maps tile_map values if it tiles back to this one. It returns
2111     * the value of orig_map->tile_map[tile_num]. It really only does this
2112     * so that it is easier for calling functions to verify success.
2113     */
2114    
2115 root 1.31 static maptile *
2116     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2117 elmex 1.1 {
2118 root 1.29 int dest_tile = (tile_num + 2) % 4;
2119     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2120 elmex 1.1
2121 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2122 elmex 1.1
2123 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2124     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))
2125     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2126 elmex 1.1
2127 root 1.29 return orig_map->tile_map[tile_num];
2128 elmex 1.1 }
2129    
2130     /* this returns TRUE if the coordinates (x,y) are out of
2131     * map m. This function also takes into account any
2132     * tiling considerations, loading adjacant maps as needed.
2133     * This is the function should always be used when it
2134     * necessary to check for valid coordinates.
2135     * This function will recursively call itself for the
2136     * tiled maps.
2137     *
2138     *
2139     */
2140 root 1.29 int
2141 root 1.31 out_of_map (maptile *m, int x, int y)
2142 elmex 1.1 {
2143    
2144 root 1.29 /* If we get passed a null map, this is obviously the
2145     * case. This generally shouldn't happen, but if the
2146     * map loads fail below, it could happen.
2147     */
2148     if (!m)
2149     return 0;
2150 elmex 1.1
2151 root 1.29 if (x < 0)
2152     {
2153     if (!m->tile_path[3])
2154     return 1;
2155     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2156     {
2157     load_and_link_tiled_map (m, 3);
2158 root 1.10 }
2159 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2160 elmex 1.1 }
2161 root 1.29 if (x >= MAP_WIDTH (m))
2162     {
2163     if (!m->tile_path[1])
2164     return 1;
2165     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2166     {
2167     load_and_link_tiled_map (m, 1);
2168 root 1.10 }
2169 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2170 elmex 1.1 }
2171 root 1.29 if (y < 0)
2172     {
2173     if (!m->tile_path[0])
2174     return 1;
2175     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2176     {
2177     load_and_link_tiled_map (m, 0);
2178 root 1.10 }
2179 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2180 elmex 1.1 }
2181 root 1.29 if (y >= MAP_HEIGHT (m))
2182     {
2183     if (!m->tile_path[2])
2184     return 1;
2185     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2186     {
2187     load_and_link_tiled_map (m, 2);
2188 root 1.10 }
2189 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2190 elmex 1.1 }
2191    
2192 root 1.29 /* Simple case - coordinates are within this local
2193     * map.
2194     */
2195     return 0;
2196 elmex 1.1 }
2197    
2198     /* This is basically the same as out_of_map above, but
2199     * instead we return NULL if no map is valid (coordinates
2200     * out of bounds and no tiled map), otherwise it returns
2201     * the map as that the coordinates are really on, and
2202     * updates x and y to be the localized coordinates.
2203     * Using this is more efficient of calling out_of_map
2204     * and then figuring out what the real map is
2205     */
2206 root 1.31 maptile *
2207     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2208 elmex 1.1 {
2209    
2210 root 1.29 if (*x < 0)
2211     {
2212     if (!m->tile_path[3])
2213     return NULL;
2214     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2215     load_and_link_tiled_map (m, 3);
2216 elmex 1.1
2217 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2218     return (get_map_from_coord (m->tile_map[3], x, y));
2219 elmex 1.1 }
2220 root 1.29 if (*x >= MAP_WIDTH (m))
2221     {
2222     if (!m->tile_path[1])
2223     return NULL;
2224     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2225     load_and_link_tiled_map (m, 1);
2226 elmex 1.1
2227 root 1.29 *x -= MAP_WIDTH (m);
2228     return (get_map_from_coord (m->tile_map[1], x, y));
2229 elmex 1.1 }
2230 root 1.29 if (*y < 0)
2231     {
2232     if (!m->tile_path[0])
2233     return NULL;
2234     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2235     load_and_link_tiled_map (m, 0);
2236 elmex 1.1
2237 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2238     return (get_map_from_coord (m->tile_map[0], x, y));
2239 elmex 1.1 }
2240 root 1.29 if (*y >= MAP_HEIGHT (m))
2241     {
2242     if (!m->tile_path[2])
2243     return NULL;
2244     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2245     load_and_link_tiled_map (m, 2);
2246 elmex 1.1
2247 root 1.29 *y -= MAP_HEIGHT (m);
2248     return (get_map_from_coord (m->tile_map[2], x, y));
2249 elmex 1.1 }
2250    
2251 root 1.29 /* Simple case - coordinates are within this local
2252     * map.
2253     */
2254 elmex 1.1
2255 root 1.29 return m;
2256 elmex 1.1 }
2257    
2258     /**
2259     * Return whether map2 is adjacent to map1. If so, store the distance from
2260     * map1 to map2 in dx/dy.
2261     */
2262 root 1.29 static int
2263 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2264 root 1.29 {
2265     if (!map1 || !map2)
2266     return 0;
2267    
2268     if (map1 == map2)
2269     {
2270     *dx = 0;
2271     *dy = 0;
2272    
2273     }
2274     else if (map1->tile_map[0] == map2)
2275     { /* up */
2276     *dx = 0;
2277     *dy = -MAP_HEIGHT (map2);
2278     }
2279     else if (map1->tile_map[1] == map2)
2280     { /* right */
2281     *dx = MAP_WIDTH (map1);
2282     *dy = 0;
2283     }
2284     else if (map1->tile_map[2] == map2)
2285     { /* down */
2286     *dx = 0;
2287     *dy = MAP_HEIGHT (map1);
2288     }
2289     else if (map1->tile_map[3] == map2)
2290     { /* left */
2291     *dx = -MAP_WIDTH (map2);
2292     *dy = 0;
2293    
2294     }
2295     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2296     { /* up right */
2297     *dx = MAP_WIDTH (map1->tile_map[0]);
2298     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2299     }
2300     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2301     { /* up left */
2302     *dx = -MAP_WIDTH (map2);
2303     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2304     }
2305     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2306     { /* right up */
2307     *dx = MAP_WIDTH (map1);
2308     *dy = -MAP_HEIGHT (map2);
2309     }
2310     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2311     { /* right down */
2312     *dx = MAP_WIDTH (map1);
2313     *dy = MAP_HEIGHT (map1->tile_map[1]);
2314     }
2315     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2316     { /* down right */
2317     *dx = MAP_WIDTH (map1->tile_map[2]);
2318     *dy = MAP_HEIGHT (map1);
2319     }
2320     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2321     { /* down left */
2322     *dx = -MAP_WIDTH (map2);
2323     *dy = MAP_HEIGHT (map1);
2324     }
2325     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2326     { /* left up */
2327     *dx = -MAP_WIDTH (map1->tile_map[3]);
2328     *dy = -MAP_HEIGHT (map2);
2329     }
2330     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2331     { /* left down */
2332     *dx = -MAP_WIDTH (map1->tile_map[3]);
2333     *dy = MAP_HEIGHT (map1->tile_map[3]);
2334 elmex 1.1
2335 root 1.29 }
2336     else
2337     { /* not "adjacent" enough */
2338     return 0;
2339 elmex 1.1 }
2340    
2341 root 1.29 return 1;
2342 elmex 1.1 }
2343    
2344     /* From map.c
2345     * This is used by get_player to determine where the other
2346     * creature is. get_rangevector takes into account map tiling,
2347     * so you just can not look the the map coordinates and get the
2348     * righte value. distance_x/y are distance away, which
2349     * can be negativbe. direction is the crossfire direction scheme
2350     * that the creature should head. part is the part of the
2351     * monster that is closest.
2352     *
2353     * get_rangevector looks at op1 and op2, and fills in the
2354     * structure for op1 to get to op2.
2355     * We already trust that the caller has verified that the
2356     * two objects are at least on adjacent maps. If not,
2357     * results are not likely to be what is desired.
2358     * if the objects are not on maps, results are also likely to
2359     * be unexpected
2360     *
2361     * currently, the only flag supported (0x1) is don't translate for
2362     * closest body part of 'op1'
2363     */
2364    
2365 root 1.29 void
2366     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2367     {
2368     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2369     {
2370     /* be conservative and fill in _some_ data */
2371     retval->distance = 100000;
2372     retval->distance_x = 32767;
2373     retval->distance_y = 32767;
2374     retval->direction = 0;
2375     retval->part = 0;
2376     }
2377     else
2378     {
2379     object *best;
2380    
2381     retval->distance_x += op2->x - op1->x;
2382     retval->distance_y += op2->y - op1->y;
2383    
2384     best = op1;
2385     /* If this is multipart, find the closest part now */
2386     if (!(flags & 0x1) && op1->more)
2387     {
2388     object *tmp;
2389     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2390    
2391     /* we just take the offset of the piece to head to figure
2392     * distance instead of doing all that work above again
2393     * since the distance fields we set above are positive in the
2394     * same axis as is used for multipart objects, the simply arithmetic
2395     * below works.
2396     */
2397     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2398     {
2399     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2400     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2401     if (tmpi < best_distance)
2402     {
2403     best_distance = tmpi;
2404     best = tmp;
2405 elmex 1.1 }
2406     }
2407 root 1.29 if (best != op1)
2408     {
2409     retval->distance_x += op1->x - best->x;
2410     retval->distance_y += op1->y - best->y;
2411 elmex 1.1 }
2412     }
2413 root 1.29 retval->part = best;
2414     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2415     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2416 elmex 1.1 }
2417     }
2418    
2419     /* this is basically the same as get_rangevector above, but instead of
2420     * the first parameter being an object, it instead is the map
2421     * and x,y coordinates - this is used for path to player -
2422     * since the object is not infact moving but we are trying to traverse
2423     * the path, we need this.
2424     * flags has no meaning for this function at this time - I kept it in to
2425     * be more consistant with the above function and also in case they are needed
2426     * for something in the future. Also, since no object is pasted, the best
2427     * field of the rv_vector is set to NULL.
2428     */
2429    
2430 root 1.29 void
2431 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2432 root 1.29 {
2433     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2434     {
2435     /* be conservative and fill in _some_ data */
2436     retval->distance = 100000;
2437     retval->distance_x = 32767;
2438     retval->distance_y = 32767;
2439     retval->direction = 0;
2440     retval->part = 0;
2441     }
2442     else
2443     {
2444     retval->distance_x += op2->x - x;
2445     retval->distance_y += op2->y - y;
2446    
2447     retval->part = NULL;
2448     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2449     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2450 elmex 1.1 }
2451     }
2452    
2453     /* Returns true of op1 and op2 are effectively on the same map
2454     * (as related to map tiling). Note that this looks for a path from
2455     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2456     * to op1, this will still return false.
2457     * Note we only look one map out to keep the processing simple
2458     * and efficient. This could probably be a macro.
2459     * MSW 2001-08-05
2460     */
2461 root 1.29 int
2462     on_same_map (const object *op1, const object *op2)
2463     {
2464     int dx, dy;
2465 elmex 1.1
2466 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2467 elmex 1.1 }