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Revision: 1.46
Committed: Wed Dec 20 11:36:38 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +50 -78 lines
Log Message:
- mapspace caches are now reevaluated only on-demand only
- "heavily" optimised get_map_flags - it might be MUCH faster now
- some cleanups
- some deoptimisaton in update_object - enabling it makes some
  bigfaces disappear when they are not fully visible. why?

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 root 1.46 for (m = first_map; m; m = m->next)
228     dump_map (m);
229 elmex 1.1 }
230    
231     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
232     * one function that just returns a P_.. value (see map.h)
233     * it will also do map translation for tiled maps, returning
234     * new values into newmap, nx, and ny. Any and all of those
235     * values can be null, in which case if a new map is needed (returned
236     * by a P_NEW_MAP value, another call to get_map_from_coord
237     * is needed. The case of not passing values is if we're just
238     * checking for the existence of something on those spaces, but
239     * don't expect to insert/remove anything from those spaces.
240     */
241 root 1.29 int
242 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
243 elmex 1.1 {
244 root 1.29 sint16 newx, newy;
245     int retval = 0;
246 root 1.31 maptile *mp;
247 root 1.29
248     newx = x;
249     newy = y;
250 root 1.46
251 root 1.29 mp = get_map_from_coord (oldmap, &newx, &newy);
252 root 1.46
253     if (!mp)
254     return P_OUT_OF_MAP;
255    
256 root 1.29 if (mp != oldmap)
257     retval |= P_NEW_MAP;
258 root 1.28
259 root 1.46 if (newmap) *newmap = mp;
260     if (nx) *nx = newx;
261     if (ny) *ny = newy;
262 elmex 1.3
263 root 1.46 return retval | mp->at (newx, newy).flags ();
264 elmex 1.1 }
265    
266     /*
267     * Returns true if the given coordinate is blocked except by the
268     * object passed is not blocking. This is used with
269     * multipart monsters - if we want to see if a 2x2 monster
270     * can move 1 space to the left, we don't want its own area
271     * to block it from moving there.
272     * Returns TRUE if the space is blocked by something other than the
273     * monster.
274     * m, x, y are the target map/coordinates - needed for map tiling.
275     * the coordinates & map passed in should have been updated for tiling
276     * by the caller.
277     */
278 root 1.29 int
279 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
280 root 1.29 {
281     object *tmp;
282     int mflags, blocked;
283    
284     /* Make sure the coordinates are valid - they should be, as caller should
285     * have already checked this.
286     */
287     if (OUT_OF_REAL_MAP (m, sx, sy))
288     {
289     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
290     return 1;
291 elmex 1.1 }
292    
293 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
294     * directly.
295     */
296 root 1.46 mflags = m->at (sx, sy).flags ();
297 root 1.29
298     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
299    
300     /* If space is currently not blocked by anything, no need to
301     * go further. Not true for players - all sorts of special
302     * things we need to do for players.
303     */
304     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
305     return 0;
306    
307     /* if there isn't anytyhing alive on this space, and this space isn't
308     * otherwise blocked, we can return now. Only if there is a living
309     * creature do we need to investigate if it is part of this creature
310     * or another. Likewise, only if something is blocking us do we
311     * need to investigate if there is a special circumstance that would
312     * let the player through (inventory checkers for example)
313     */
314     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315     return 0;
316    
317     if (ob->head != NULL)
318     ob = ob->head;
319    
320     /* We basically go through the stack of objects, and if there is
321     * some other object that has NO_PASS or FLAG_ALIVE set, return
322     * true. If we get through the entire stack, that must mean
323     * ob is blocking it, so return 0.
324     */
325 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
326 root 1.29 {
327    
328     /* This must be before the checks below. Code for inventory checkers. */
329     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
330     {
331     /* If last_sp is set, the player/monster needs an object,
332     * so we check for it. If they don't have it, they can't
333     * pass through this space.
334     */
335     if (tmp->last_sp)
336     {
337     if (check_inv_recursive (ob, tmp) == NULL)
338     return 1;
339     else
340     continue;
341     }
342     else
343     {
344     /* In this case, the player must not have the object -
345     * if they do, they can't pass through.
346     */
347     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
348     return 1;
349     else
350     continue;
351     }
352     } /* if check_inv */
353     else
354     {
355     /* Broke apart a big nasty if into several here to make
356     * this more readable. first check - if the space blocks
357     * movement, can't move here.
358     * second - if a monster, can't move there, unles it is a
359     * hidden dm
360     */
361     if (OB_MOVE_BLOCK (ob, tmp))
362     return 1;
363     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
365     return 1;
366 root 1.10 }
367 elmex 1.1
368     }
369 root 1.29 return 0;
370 elmex 1.1 }
371    
372    
373     /*
374     * Returns true if the given object can't fit in the given spot.
375     * This is meant for multi space objects - for single space objecs,
376     * just calling get_map_blocked and checking that against movement type
377     * of object. This function goes through all the parts of the
378     * multipart object and makes sure they can be inserted.
379     *
380     * While this doesn't call out of map, the get_map_flags does.
381     *
382     * This function has been used to deprecate arch_out_of_map -
383     * this function also does that check, and since in most cases,
384     * a call to one would follow the other, doesn't make a lot of sense to
385     * have two seperate functions for this.
386     *
387     * This returns nonzero if this arch can not go on the space provided,
388     * 0 otherwise. the return value will contain the P_.. value
389     * so the caller can know why this object can't go on the map.
390     * Note that callers should not expect P_NEW_MAP to be set
391     * in return codes - since the object is multispace - if
392     * we did return values, what do you return if half the object
393     * is one map, half on another.
394     *
395     * Note this used to be arch_blocked, but with new movement
396     * code, we need to have actual object to check its move_type
397     * against the move_block values.
398     */
399 root 1.29 int
400 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
401 root 1.29 {
402     archetype *tmp;
403     int flag;
404 root 1.31 maptile *m1;
405 root 1.29 sint16 sx, sy;
406 elmex 1.1
407 root 1.29 if (ob == NULL)
408     {
409     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410     if (flag & P_OUT_OF_MAP)
411     return P_OUT_OF_MAP;
412 elmex 1.1
413 root 1.29 /* don't have object, so don't know what types would block */
414     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
415 elmex 1.1 }
416    
417 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
418     {
419     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 elmex 1.1
421 root 1.29 if (flag & P_OUT_OF_MAP)
422     return P_OUT_OF_MAP;
423     if (flag & P_IS_ALIVE)
424     return P_IS_ALIVE;
425    
426     /* find_first_free_spot() calls this function. However, often
427     * ob doesn't have any move type (when used to place exits)
428     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429     */
430 elmex 1.1
431 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
432     continue;
433 elmex 1.1
434 root 1.29 /* Note it is intentional that we check ob - the movement type of the
435     * head of the object should correspond for the entire object.
436     */
437     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
438 root 1.45 return P_NO_PASS;
439     }
440 elmex 1.1
441 root 1.29 return 0;
442 elmex 1.1 }
443    
444     /* When the map is loaded, load_object does not actually insert objects
445     * into inventory, but just links them. What this does is go through
446     * and insert them properly.
447     * The object 'container' is the object that contains the inventory.
448     * This is needed so that we can update the containers weight.
449     */
450    
451 root 1.29 void
452     fix_container (object *container)
453 elmex 1.1 {
454 root 1.29 object *tmp = container->inv, *next;
455 elmex 1.1
456 root 1.29 container->inv = NULL;
457     while (tmp != NULL)
458     {
459     next = tmp->below;
460     if (tmp->inv)
461     fix_container (tmp);
462     (void) insert_ob_in_ob (tmp, container);
463     tmp = next;
464     }
465     /* sum_weight will go through and calculate what all the containers are
466     * carrying.
467     */
468     sum_weight (container);
469 elmex 1.1 }
470    
471     /* link_multipart_objects go through all the objects on the map looking
472     * for objects whose arch says they are multipart yet according to the
473     * info we have, they only have the head (as would be expected when
474     * they are saved). We do have to look for the old maps that did save
475     * the more sections and not re-add sections for them.
476     */
477    
478 root 1.29 static void
479 root 1.31 link_multipart_objects (maptile *m)
480 elmex 1.1 {
481 root 1.29 int x, y;
482     object *tmp, *op, *last, *above;
483     archetype *at;
484    
485     for (x = 0; x < MAP_WIDTH (m); x++)
486     for (y = 0; y < MAP_HEIGHT (m); y++)
487 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
488 root 1.29 {
489     above = tmp->above;
490    
491     /* already multipart - don't do anything more */
492     if (tmp->head || tmp->more)
493     continue;
494    
495     /* If there is nothing more to this object, this for loop
496     * won't do anything.
497     */
498     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
499     {
500     op = arch_to_object (at);
501    
502     /* update x,y coordinates */
503     op->x += tmp->x;
504     op->y += tmp->y;
505     op->head = tmp;
506     op->map = m;
507     last->more = op;
508     op->name = tmp->name;
509     op->title = tmp->title;
510     /* we could link all the parts onto tmp, and then just
511     * call insert_ob_in_map once, but the effect is the same,
512     * as insert_ob_in_map will call itself with each part, and
513     * the coding is simpler to just to it here with each part.
514     */
515     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
516     } /* for at = tmp->arch->more */
517     } /* for objects on this space */
518 elmex 1.1 }
519 root 1.29
520 elmex 1.1 /*
521     * Loads (ands parses) the objects into a given map from the specified
522     * file pointer.
523     * mapflags is the same as we get with load_original_map
524     */
525 root 1.24 void
526 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
527 root 1.24 {
528     int i, j;
529     int unique;
530     object *op, *prev = NULL, *last_more = NULL, *otmp;
531 elmex 1.1
532 root 1.40 op = object::create ();
533 root 1.24 op->map = m; /* To handle buttons correctly */
534 elmex 1.1
535 root 1.24 while ((i = load_object (fp, op, mapflags)))
536     {
537     /* if the archetype for the object is null, means that we
538     * got an invalid object. Don't do anything with it - the game
539     * or editor will not be able to do anything with it either.
540     */
541     if (op->arch == NULL)
542     {
543 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
544 root 1.24 continue;
545 root 1.10 }
546    
547    
548 root 1.24 switch (i)
549     {
550 root 1.41 case LL_NORMAL:
551     /* if we are loading an overlay, put the floors on the bottom */
552     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554     else
555     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556    
557     if (op->inv)
558     sum_weight (op);
559    
560     prev = op, last_more = op;
561     break;
562    
563     case LL_MORE:
564     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565     op->head = prev, last_more->more = op, last_more = op;
566     break;
567 root 1.10 }
568 root 1.24
569     if (mapflags & MAP_STYLE)
570     remove_from_active_list (op);
571    
572 root 1.40 op = object::create ();
573 root 1.24 op->map = m;
574 elmex 1.1 }
575 root 1.24
576     for (i = 0; i < m->width; i++)
577     {
578     for (j = 0; j < m->height; j++)
579     {
580     unique = 0;
581     /* check for unique items, or unique squares */
582 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
583 root 1.24 {
584 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
585 root 1.24 unique = 1;
586 root 1.41
587 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
588     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
589 root 1.10 }
590     }
591 elmex 1.1 }
592 root 1.24
593 root 1.40 op->destroy ();
594 root 1.24 link_multipart_objects (m);
595 elmex 1.1 }
596    
597     /* This saves all the objects on the map in a non destructive fashion.
598     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
599     * and we only save the head of multi part objects - this is needed
600     * in order to do map tiling properly.
601     */
602 root 1.29 void
603 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
604 root 1.29 {
605     int i, j = 0, unique = 0;
606     object *op;
607 elmex 1.1
608 root 1.29 /* first pass - save one-part objects */
609     for (i = 0; i < MAP_WIDTH (m); i++)
610     for (j = 0; j < MAP_HEIGHT (m); j++)
611     {
612     unique = 0;
613 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
614 root 1.29 {
615     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
616     unique = 1;
617    
618     if (op->type == PLAYER)
619 root 1.45 continue;
620 root 1.29
621     if (op->head || op->owner)
622     continue;
623    
624     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
625     save_object (fp2, op, 3);
626     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
627     save_object (fp, op, 3);
628 root 1.45 }
629     }
630 elmex 1.1 }
631    
632 root 1.34 maptile::maptile ()
633     {
634     in_memory = MAP_SWAPPED;
635     /* The maps used to pick up default x and y values from the
636     * map archetype. Mimic that behaviour.
637     */
638     MAP_WIDTH (this) = 16;
639     MAP_HEIGHT (this) = 16;
640     MAP_RESET_TIMEOUT (this) = 0;
641     MAP_TIMEOUT (this) = 300;
642     MAP_ENTER_X (this) = 0;
643     MAP_ENTER_Y (this) = 0;
644     /*set part to -1 indicating conversion to weather map not yet done */
645     MAP_WORLDPARTX (this) = -1;
646     MAP_WORLDPARTY (this) = -1;
647     }
648    
649 elmex 1.1 /*
650 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
651 elmex 1.1 * Modified to no longer take a path option which was not being
652     * used anyways. MSW 2001-07-01
653     */
654 root 1.31 maptile *
655 root 1.29 get_linked_map (void)
656     {
657 root 1.34 maptile *mp, *map = new maptile;
658    
659     for (mp = first_map; mp && mp->next; mp = mp->next);
660 root 1.29
661     if (mp == NULL)
662     first_map = map;
663     else
664     mp->next = map;
665 elmex 1.1
666 root 1.29 return map;
667 elmex 1.1 }
668    
669     /*
670 root 1.31 * Allocates the arrays contained in a maptile.
671 elmex 1.1 * This basically allocates the dynamic array of spaces for the
672     * map.
673     */
674 root 1.29 void
675 root 1.34 maptile::allocate ()
676 root 1.29 {
677 root 1.34 in_memory = MAP_IN_MEMORY;
678    
679 root 1.29 /* Log this condition and free the storage. We could I suppose
680     * realloc, but if the caller is presuming the data will be intact,
681     * that is their poor assumption.
682     */
683 root 1.34 if (spaces)
684 root 1.29 {
685 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
686     free (spaces);
687 elmex 1.1 }
688    
689 root 1.45 spaces = (mapspace *)
690     calloc (1, width * height * sizeof (mapspace));
691 elmex 1.1
692 root 1.34 if (!spaces)
693 root 1.29 fatal (OUT_OF_MEMORY);
694 elmex 1.1 }
695    
696     /* Create and returns a map of the specific size. Used
697     * in random map code and the editor.
698     */
699 root 1.31 maptile *
700 root 1.29 get_empty_map (int sizex, int sizey)
701     {
702 root 1.31 maptile *m = get_linked_map ();
703 root 1.29
704     m->width = sizex;
705     m->height = sizey;
706     m->in_memory = MAP_SWAPPED;
707 root 1.34 m->allocate ();
708    
709 root 1.29 return m;
710 elmex 1.1 }
711    
712     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
713     * corresponding to that string. Memory is allocated for this, it must be freed
714     * at a later date.
715     * Called by parse_map_headers below.
716     */
717    
718 root 1.29 static shopitems *
719     parse_shop_string (const char *input_string)
720     {
721     char *shop_string, *p, *q, *next_semicolon, *next_colon;
722     shopitems *items = NULL;
723     int i = 0, number_of_entries = 0;
724     const typedata *current_type;
725    
726 root 1.43 shop_string = strdup (input_string);
727 root 1.29 p = shop_string;
728     /* first we'll count the entries, we'll need that for allocating the array shortly */
729     while (p)
730     {
731     p = strchr (p, ';');
732     number_of_entries++;
733     if (p)
734     p++;
735     }
736     p = shop_string;
737     strip_endline (p);
738     items = new shopitems[number_of_entries + 1];
739     for (i = 0; i < number_of_entries; i++)
740     {
741     if (!p)
742     {
743     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
744     break;
745     }
746     next_semicolon = strchr (p, ';');
747     next_colon = strchr (p, ':');
748     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
749     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
750     items[i].strength = atoi (strchr (p, ':') + 1);
751    
752     if (isdigit (*p) || *p == '*')
753     {
754     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
755     current_type = get_typedata (items[i].typenum);
756     if (current_type)
757     {
758     items[i].name = current_type->name;
759     items[i].name_pl = current_type->name_pl;
760     }
761     }
762     else
763     { /*we have a named type, let's figure out what it is */
764     q = strpbrk (p, ";:");
765     if (q)
766     *q = '\0';
767    
768     current_type = get_typedata_by_name (p);
769     if (current_type)
770     {
771     items[i].name = current_type->name;
772     items[i].typenum = current_type->number;
773     items[i].name_pl = current_type->name_pl;
774     }
775     else
776     { /* oh uh, something's wrong, let's free up this one, and try
777     * the next entry while we're at it, better print a warning
778     */
779     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
780     }
781     }
782     items[i].index = number_of_entries;
783     if (next_semicolon)
784     p = ++next_semicolon;
785     else
786     p = NULL;
787 elmex 1.1 }
788 root 1.29 free (shop_string);
789     return items;
790 elmex 1.1 }
791    
792     /* opposite of parse string, this puts the string that was originally fed in to
793     * the map (or something equivilent) into output_string. */
794 root 1.29 static void
795 root 1.31 print_shop_string (maptile *m, char *output_string)
796 root 1.29 {
797     int i;
798     char tmp[MAX_BUF];
799    
800     strcpy (output_string, "");
801     for (i = 0; i < m->shopitems[0].index; i++)
802     {
803     if (m->shopitems[i].typenum)
804     {
805     if (m->shopitems[i].strength)
806     {
807     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
808 root 1.10 }
809 root 1.29 else
810     sprintf (tmp, "%s;", m->shopitems[i].name);
811 root 1.10 }
812 root 1.29 else
813     {
814     if (m->shopitems[i].strength)
815     {
816     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
817     }
818     else
819     sprintf (tmp, "*");
820     }
821     strcat (output_string, tmp);
822 elmex 1.1 }
823     }
824    
825     /* This loads the header information of the map. The header
826     * contains things like difficulty, size, timeout, etc.
827     * this used to be stored in the map object, but with the
828     * addition of tiling, fields beyond that easily named in an
829     * object structure were needed, so it just made sense to
830     * put all the stuff in the map object so that names actually make
831     * sense.
832     * This could be done in lex (like the object loader), but I think
833     * currently, there are few enough fields this is not a big deal.
834     * MSW 2001-07-01
835     * return 0 on success, 1 on failure.
836     */
837    
838 root 1.29 static int
839 root 1.31 load_map_header (object_thawer & fp, maptile *m)
840 elmex 1.1 {
841 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
842     int msgpos = 0;
843     int maplorepos = 0;
844    
845 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
846 root 1.29 {
847     buf[HUGE_BUF - 1] = 0;
848     key = buf;
849 root 1.36
850 root 1.29 while (isspace (*key))
851     key++;
852 root 1.36
853 root 1.29 if (*key == 0)
854     continue; /* empty line */
855 root 1.36
856 root 1.29 value = strchr (key, ' ');
857 root 1.36
858 root 1.29 if (!value)
859     {
860 pippijn 1.37 if ((end = strchr (key, '\n')))
861 root 1.36 *end = 0;
862 root 1.29 }
863     else
864     {
865     *value = 0;
866     value++;
867     end = strchr (value, '\n');
868 root 1.36
869 root 1.29 while (isspace (*value))
870     {
871     value++;
872 root 1.36
873 root 1.29 if (*value == '\0' || value == end)
874     {
875     /* Nothing but spaces. */
876     value = NULL;
877     break;
878 root 1.10 }
879     }
880     }
881 root 1.22
882 root 1.29 if (!end)
883     {
884     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
885     return 1;
886 root 1.10 }
887    
888 root 1.29 /* key is the field name, value is what it should be set
889     * to. We've already done the work to null terminate key,
890     * and strip off any leading spaces for both of these.
891     * We have not touched the newline at the end of the line -
892     * these are needed for some values. the end pointer
893     * points to the first of the newlines.
894     * value could be NULL! It would be easy enough to just point
895     * this to "" to prevent cores, but that would let more errors slide
896     * through.
897     *
898     * First check for entries that do not use the value parameter, then
899     * validate that value is given and check for the remaining entries
900     * that use the parameter.
901     */
902 root 1.10
903 root 1.29 if (!strcmp (key, "msg"))
904     {
905 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
906 root 1.29 {
907     if (!strcmp (buf, "endmsg\n"))
908     break;
909     else
910     {
911     /* slightly more efficient than strcat */
912     strcpy (msgbuf + msgpos, buf);
913     msgpos += strlen (buf);
914 root 1.10 }
915     }
916 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
917     * with nothing between). There is no reason in those cases to
918     * keep the empty message. Also, msgbuf contains garbage data
919     * when msgpos is zero, so copying it results in crashes
920     */
921     if (msgpos != 0)
922 root 1.43 m->msg = strdup (msgbuf);
923 root 1.10 }
924 root 1.29 else if (!strcmp (key, "maplore"))
925     {
926 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
927 root 1.29 {
928     if (!strcmp (buf, "endmaplore\n"))
929     break;
930     else
931     {
932     /* slightly more efficient than strcat */
933     strcpy (maplorebuf + maplorepos, buf);
934     maplorepos += strlen (buf);
935 root 1.10 }
936     }
937 root 1.29 if (maplorepos != 0)
938 root 1.43 m->maplore = strdup (maplorebuf);
939 root 1.29 }
940     else if (!strcmp (key, "end"))
941     {
942     break;
943     }
944     else if (value == NULL)
945     {
946     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
947     }
948     else if (!strcmp (key, "arch"))
949     {
950     /* This is an oddity, but not something we care about much. */
951     if (strcmp (value, "map\n"))
952     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
953     }
954     else if (!strcmp (key, "name"))
955     {
956     *end = 0;
957 root 1.43 m->name = strdup (value);
958 root 1.29 }
959     /* first strcmp value on these are old names supported
960     * for compatibility reasons. The new values (second) are
961     * what really should be used.
962     */
963     else if (!strcmp (key, "oid"))
964 root 1.41 fp.get (m, atoi (value));
965 root 1.29 else if (!strcmp (key, "attach"))
966 root 1.41 m->attach = value;
967 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
968 root 1.41 m->enter_x = atoi (value);
969 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
970 root 1.41 m->enter_y = atoi (value);
971 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
972 root 1.41 m->width = atoi (value);
973 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
974 root 1.41 m->height = atoi (value);
975 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
976 root 1.41 m->reset_timeout = atoi (value);
977 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
978 root 1.41 m->timeout = atoi (value);
979 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
980 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
981 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
982 root 1.41 m->darkness = atoi (value);
983 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
984 root 1.41 m->fixed_resettime = atoi (value);
985 root 1.29 else if (!strcmp (key, "unique"))
986 root 1.41 m->unique = atoi (value);
987 root 1.29 else if (!strcmp (key, "template"))
988 root 1.41 m->templatemap = atoi (value);
989 root 1.29 else if (!strcmp (key, "region"))
990 root 1.41 m->region = get_region_by_name (value);
991 root 1.29 else if (!strcmp (key, "shopitems"))
992     {
993     *end = 0;
994     m->shopitems = parse_shop_string (value);
995     }
996     else if (!strcmp (key, "shopgreed"))
997 root 1.41 m->shopgreed = atof (value);
998 root 1.29 else if (!strcmp (key, "shopmin"))
999 root 1.41 m->shopmin = atol (value);
1000 root 1.29 else if (!strcmp (key, "shopmax"))
1001 root 1.41 m->shopmax = atol (value);
1002 root 1.29 else if (!strcmp (key, "shoprace"))
1003     {
1004     *end = 0;
1005 root 1.43 m->shoprace = strdup (value);
1006 root 1.29 }
1007     else if (!strcmp (key, "outdoor"))
1008 root 1.41 m->outdoor = atoi (value);
1009 root 1.29 else if (!strcmp (key, "temp"))
1010 root 1.41 m->temp = atoi (value);
1011 root 1.29 else if (!strcmp (key, "pressure"))
1012 root 1.41 m->pressure = atoi (value);
1013 root 1.29 else if (!strcmp (key, "humid"))
1014 root 1.41 m->humid = atoi (value);
1015 root 1.29 else if (!strcmp (key, "windspeed"))
1016 root 1.41 m->windspeed = atoi (value);
1017 root 1.29 else if (!strcmp (key, "winddir"))
1018 root 1.41 m->winddir = atoi (value);
1019 root 1.29 else if (!strcmp (key, "sky"))
1020 root 1.41 m->sky = atoi (value);
1021 root 1.29 else if (!strcmp (key, "nosmooth"))
1022 root 1.41 m->nosmooth = atoi (value);
1023 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1024     {
1025     int tile = atoi (key + 10);
1026    
1027     if (tile < 1 || tile > 4)
1028     {
1029     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1030     }
1031     else
1032     {
1033     char *path;
1034    
1035     *end = 0;
1036    
1037     if (m->tile_path[tile - 1])
1038     {
1039     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1040     free (m->tile_path[tile - 1]);
1041     m->tile_path[tile - 1] = NULL;
1042 root 1.10 }
1043    
1044 root 1.29 if (check_path (value, 1) != -1)
1045     {
1046     /* The unadorned path works. */
1047     path = value;
1048     }
1049     else
1050     {
1051     /* Try again; it could be a relative exit. */
1052    
1053     path = path_combine_and_normalize (m->path, value);
1054    
1055     if (check_path (path, 1) == -1)
1056     {
1057     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1058     path = NULL;
1059 root 1.10 }
1060     }
1061 elmex 1.1
1062 root 1.29 if (editor)
1063     {
1064     /* Use the value as in the file. */
1065 root 1.43 m->tile_path[tile - 1] = strdup (value);
1066 root 1.10 }
1067 root 1.29 else if (path != NULL)
1068     {
1069     /* Use the normalized value. */
1070 root 1.43 m->tile_path[tile - 1] = strdup (path);
1071 root 1.29 }
1072     } /* end if tile direction (in)valid */
1073 root 1.10 }
1074 root 1.29 else
1075 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1076 elmex 1.1 }
1077 root 1.41
1078 root 1.29 if (!key || strcmp (key, "end"))
1079     {
1080     LOG (llevError, "Got premature eof on map header!\n");
1081     return 1;
1082 elmex 1.1 }
1083 root 1.41
1084 root 1.29 return 0;
1085 elmex 1.1 }
1086    
1087     /*
1088     * Opens the file "filename" and reads information about the map
1089     * from the given file, and stores it in a newly allocated
1090 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1091 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1092     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1093     * MAP_BLOCK, in which case we block on this load. This happens in all
1094     * cases, no matter if this flag is set or not.
1095     * MAP_STYLE: style map - don't add active objects, don't add to server
1096 root 1.10 * managed map list.
1097 elmex 1.1 */
1098    
1099 root 1.31 maptile *
1100 root 1.29 load_original_map (const char *filename, int flags)
1101     {
1102 root 1.31 maptile *m;
1103 root 1.29 char pathname[MAX_BUF];
1104 elmex 1.1
1105 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1106     strcpy (pathname, filename);
1107     else if (flags & MAP_OVERLAY)
1108     strcpy (pathname, create_overlay_pathname (filename));
1109     else
1110     strcpy (pathname, create_pathname (filename));
1111 root 1.22
1112 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1113 elmex 1.1
1114 root 1.29 object_thawer thawer (pathname);
1115 root 1.9
1116 root 1.29 if (!thawer)
1117     return 0;
1118 elmex 1.1
1119 root 1.29 m = get_linked_map ();
1120 elmex 1.1
1121 root 1.29 strcpy (m->path, filename);
1122     if (load_map_header (thawer, m))
1123     {
1124     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1125     delete_map (m);
1126     return NULL;
1127     }
1128    
1129 root 1.34 m->allocate ();
1130 root 1.29
1131     m->in_memory = MAP_LOADING;
1132     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1133    
1134     m->in_memory = MAP_IN_MEMORY;
1135     if (!MAP_DIFFICULTY (m))
1136     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1137     set_map_reset_time (m);
1138     m->instantiate ();
1139     return (m);
1140 elmex 1.1 }
1141    
1142     /*
1143     * Loads a map, which has been loaded earlier, from file.
1144     * Return the map object we load into (this can change from the passed
1145     * option if we can't find the original map)
1146     */
1147    
1148 root 1.31 static maptile *
1149     load_temporary_map (maptile *m)
1150 root 1.29 {
1151     char buf[MAX_BUF];
1152    
1153     if (!m->tmpname)
1154     {
1155     LOG (llevError, "No temporary filename for map %s\n", m->path);
1156     strcpy (buf, m->path);
1157     delete_map (m);
1158     m = load_original_map (buf, 0);
1159     if (m == NULL)
1160     return NULL;
1161     fix_auto_apply (m); /* Chests which open as default */
1162     return m;
1163 elmex 1.1 }
1164    
1165 root 1.29 object_thawer thawer (m->tmpname);
1166 root 1.14
1167 root 1.29 if (!thawer)
1168     {
1169     strcpy (buf, m->path);
1170     delete_map (m);
1171     m = load_original_map (buf, 0);
1172     if (!m)
1173 root 1.10 return NULL;
1174 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1175     return m;
1176 elmex 1.1 }
1177    
1178 root 1.29 if (load_map_header (thawer, m))
1179     {
1180     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1181     delete_map (m);
1182     m = load_original_map (m->path, 0);
1183     return NULL;
1184     }
1185 root 1.34
1186     m->allocate ();
1187 root 1.29
1188     m->in_memory = MAP_LOADING;
1189     load_objects (m, thawer, 0);
1190    
1191     m->in_memory = MAP_IN_MEMORY;
1192     INVOKE_MAP (SWAPIN, m);
1193     return m;
1194 elmex 1.1 }
1195    
1196     /*
1197     * Loads a map, which has been loaded earlier, from file.
1198     * Return the map object we load into (this can change from the passed
1199     * option if we can't find the original map)
1200     */
1201    
1202 root 1.31 maptile *
1203     load_overlay_map (const char *filename, maptile *m)
1204 root 1.29 {
1205     char pathname[MAX_BUF];
1206 elmex 1.1
1207 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1208 elmex 1.1
1209 root 1.29 object_thawer thawer (pathname);
1210 root 1.9
1211 root 1.29 if (!thawer)
1212     return m;
1213    
1214     if (load_map_header (thawer, m))
1215     {
1216     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1217     delete_map (m);
1218     m = load_original_map (m->path, 0);
1219     return NULL;
1220 elmex 1.1 }
1221 root 1.34 /*m->allocate ();*/
1222 elmex 1.1
1223 root 1.29 m->in_memory = MAP_LOADING;
1224     load_objects (m, thawer, MAP_OVERLAY);
1225 root 1.14
1226 root 1.29 m->in_memory = MAP_IN_MEMORY;
1227     return m;
1228 elmex 1.1 }
1229    
1230     /******************************************************************************
1231     * This is the start of unique map handling code
1232     *****************************************************************************/
1233    
1234     /* This goes through map 'm' and removed any unique items on the map. */
1235 root 1.29 static void
1236 root 1.31 delete_unique_items (maptile *m)
1237 elmex 1.1 {
1238 root 1.29 int i, j, unique;
1239     object *op, *next;
1240 elmex 1.1
1241 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1242     for (j = 0; j < MAP_HEIGHT (m); j++)
1243     {
1244     unique = 0;
1245 root 1.40
1246 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1247 root 1.29 {
1248     next = op->above;
1249 root 1.40
1250 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1251     unique = 1;
1252 root 1.40
1253 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1254     {
1255     clean_object (op);
1256 root 1.40
1257 root 1.29 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1258     remove_button_link (op);
1259 root 1.40
1260     op->destroy ();
1261 root 1.29 }
1262     }
1263     }
1264 elmex 1.1 }
1265    
1266    
1267     /*
1268     * Loads unique objects from file(s) into the map which is in memory
1269     * m is the map to load unique items into.
1270     */
1271 root 1.29 static void
1272 root 1.31 load_unique_objects (maptile *m)
1273 root 1.29 {
1274     int count;
1275     char firstname[MAX_BUF];
1276 elmex 1.1
1277 root 1.29 for (count = 0; count < 10; count++)
1278     {
1279     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280     if (!access (firstname, R_OK))
1281     break;
1282 elmex 1.1 }
1283 root 1.29 /* If we get here, we did not find any map */
1284     if (count == 10)
1285     return;
1286 elmex 1.1
1287 root 1.29 object_thawer thawer (firstname);
1288 root 1.9
1289 root 1.29 if (!thawer)
1290     return;
1291 root 1.15
1292 root 1.29 m->in_memory = MAP_LOADING;
1293     if (m->tmpname == NULL) /* if we have loaded unique items from */
1294     delete_unique_items (m); /* original map before, don't duplicate them */
1295     load_objects (m, thawer, 0);
1296 root 1.14
1297 root 1.29 m->in_memory = MAP_IN_MEMORY;
1298 elmex 1.1 }
1299    
1300    
1301     /*
1302     * Saves a map to file. If flag is set, it is saved into the same
1303     * file it was (originally) loaded from. Otherwise a temporary
1304     * filename will be genarated, and the file will be stored there.
1305 root 1.31 * The temporary filename will be stored in the maptileure.
1306 elmex 1.1 * If the map is unique, we also save to the filename in the map
1307     * (this should have been updated when first loaded)
1308     */
1309    
1310 root 1.10 int
1311 root 1.31 new_save_map (maptile *m, int flag)
1312 root 1.10 {
1313 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1314 root 1.10 int i;
1315    
1316     if (flag && !*m->path)
1317     {
1318     LOG (llevError, "Tried to save map without path.\n");
1319     return -1;
1320 elmex 1.1 }
1321 root 1.10
1322     if (flag || (m->unique) || (m->templatemap))
1323     {
1324     if (!m->unique && !m->templatemap)
1325 root 1.29 { /* flag is set */
1326 root 1.10 if (flag == 2)
1327     strcpy (filename, create_overlay_pathname (m->path));
1328     else
1329     strcpy (filename, create_pathname (m->path));
1330     }
1331     else
1332     strcpy (filename, m->path);
1333    
1334     make_path_to_file (filename);
1335 elmex 1.1 }
1336 root 1.10 else
1337     {
1338     if (!m->tmpname)
1339 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1340 root 1.17
1341 root 1.10 strcpy (filename, m->tmpname);
1342     }
1343    
1344     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1345     m->in_memory = MAP_SAVING;
1346    
1347 root 1.17 object_freezer freezer;
1348 root 1.10
1349     /* legacy */
1350 root 1.17 fprintf (freezer, "arch map\n");
1351 root 1.10 if (m->name)
1352 root 1.17 fprintf (freezer, "name %s\n", m->name);
1353 root 1.10 if (!flag)
1354 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1355 root 1.10 if (m->reset_timeout)
1356 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1357 root 1.10 if (m->fixed_resettime)
1358 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1359 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1360     * or a difficulty value we generated when the map was first loaded
1361     */
1362     if (m->difficulty)
1363 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1364 root 1.10 if (m->region)
1365 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1366 root 1.10 if (m->shopitems)
1367     {
1368     print_shop_string (m, shop);
1369 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1370 elmex 1.1 }
1371 root 1.10 if (m->shopgreed)
1372 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1373 root 1.10 if (m->shopmin)
1374 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1375 root 1.10 if (m->shopmax)
1376 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1377 root 1.10 if (m->shoprace)
1378 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1379 root 1.10 if (m->darkness)
1380 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1381 root 1.10 if (m->width)
1382 root 1.17 fprintf (freezer, "width %d\n", m->width);
1383 root 1.10 if (m->height)
1384 root 1.17 fprintf (freezer, "height %d\n", m->height);
1385 root 1.10 if (m->enter_x)
1386 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1387 root 1.10 if (m->enter_y)
1388 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1389 root 1.10 if (m->msg)
1390 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1391 root 1.10 if (m->maplore)
1392 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1393 root 1.10 if (m->unique)
1394 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1395 root 1.10 if (m->templatemap)
1396 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1397 root 1.10 if (m->outdoor)
1398 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1399 root 1.10 if (m->temp)
1400 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1401 root 1.10 if (m->pressure)
1402 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1403 root 1.10 if (m->humid)
1404 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1405 root 1.10 if (m->windspeed)
1406 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1407 root 1.10 if (m->winddir)
1408 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1409 root 1.10 if (m->sky)
1410 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1411 root 1.10 if (m->nosmooth)
1412 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1413 root 1.10
1414     /* Save any tiling information, except on overlays */
1415     if (flag != 2)
1416     for (i = 0; i < 4; i++)
1417     if (m->tile_path[i])
1418 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1419 root 1.10
1420 root 1.17 freezer.put (m);
1421     fprintf (freezer, "end\n");
1422 root 1.10
1423     /* In the game save unique items in the different file, but
1424     * in the editor save them to the normal map file.
1425     * If unique map, save files in the proper destination (set by
1426     * player)
1427     */
1428     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1429     {
1430 root 1.17 object_freezer unique;
1431 elmex 1.1
1432 root 1.10 if (flag == 2)
1433 root 1.17 save_objects (m, freezer, unique, 2);
1434 root 1.10 else
1435 root 1.17 save_objects (m, freezer, unique, 0);
1436    
1437     sprintf (buf, "%s.v00", create_items_path (m->path));
1438    
1439     unique.save (buf);
1440 root 1.10 }
1441     else
1442 root 1.29 { /* save same file when not playing, like in editor */
1443 root 1.17 save_objects (m, freezer, freezer, 0);
1444 root 1.10 }
1445 elmex 1.6
1446 root 1.17 freezer.save (filename);
1447    
1448 root 1.10 return 0;
1449 elmex 1.1 }
1450    
1451    
1452     /*
1453     * Remove and free all objects in the inventory of the given object.
1454     * object.c ?
1455     */
1456    
1457 root 1.29 void
1458     clean_object (object *op)
1459 elmex 1.1 {
1460 root 1.29 object *tmp, *next;
1461 elmex 1.1
1462 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1463 elmex 1.1 {
1464 root 1.29 next = tmp->below;
1465 root 1.40
1466 root 1.29 clean_object (tmp);
1467     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1468     remove_button_link (tmp);
1469 root 1.40
1470     tmp->destroy ();
1471 elmex 1.1 }
1472     }
1473    
1474     /*
1475     * Remove and free all objects in the given map.
1476     */
1477    
1478 root 1.29 void
1479 root 1.31 free_all_objects (maptile *m)
1480 root 1.29 {
1481     int i, j;
1482     object *op;
1483    
1484     for (i = 0; i < MAP_WIDTH (m); i++)
1485     for (j = 0; j < MAP_HEIGHT (m); j++)
1486     {
1487     object *previous_obj = NULL;
1488    
1489     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1490     {
1491     if (op == previous_obj)
1492     {
1493     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1494     break;
1495     }
1496 root 1.40
1497 root 1.29 previous_obj = op;
1498 root 1.40
1499 root 1.29 if (op->head != NULL)
1500     op = op->head;
1501    
1502     /* If the map isn't in memory, free_object will remove and
1503     * free objects in op's inventory. So let it do the job.
1504     */
1505     if (m->in_memory == MAP_IN_MEMORY)
1506     clean_object (op);
1507 root 1.40
1508     op->destroy ();
1509 root 1.29 }
1510     }
1511 elmex 1.1 }
1512    
1513     /*
1514 root 1.31 * Frees everything allocated by the given maptileure.
1515 elmex 1.1 * don't free tmpname - our caller is left to do that
1516     */
1517    
1518 root 1.29 void
1519 root 1.31 free_map (maptile *m, int flag)
1520 root 1.29 {
1521     int i;
1522 elmex 1.1
1523 root 1.29 if (!m->in_memory)
1524     {
1525     LOG (llevError, "Trying to free freed map.\n");
1526     return;
1527 elmex 1.1 }
1528 root 1.42
1529     // TODO: use new/delete
1530     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1531    
1532 root 1.29 if (flag && m->spaces)
1533     free_all_objects (m);
1534     if (m->name)
1535     FREE_AND_CLEAR (m->name);
1536     if (m->spaces)
1537     FREE_AND_CLEAR (m->spaces);
1538     if (m->msg)
1539     FREE_AND_CLEAR (m->msg);
1540     if (m->maplore)
1541     FREE_AND_CLEAR (m->maplore);
1542 root 1.42
1543     delete [] m->shopitems;
1544 root 1.29 m->shopitems = 0;
1545 root 1.42
1546 root 1.29 if (m->shoprace)
1547     FREE_AND_CLEAR (m->shoprace);
1548 root 1.42
1549 root 1.29 if (m->buttons)
1550     free_objectlinkpt (m->buttons);
1551 root 1.42
1552 root 1.29 m->buttons = NULL;
1553 root 1.42
1554 root 1.29 for (i = 0; i < 4; i++)
1555     {
1556     if (m->tile_path[i])
1557     FREE_AND_CLEAR (m->tile_path[i]);
1558     m->tile_map[i] = NULL;
1559     }
1560 root 1.42
1561 root 1.29 m->in_memory = MAP_SWAPPED;
1562 root 1.42
1563     #undef FREE_AND_CLEAR
1564    
1565 elmex 1.1 }
1566    
1567     /*
1568 root 1.31 * function: vanish maptile
1569     * m : pointer to maptile, if NULL no action
1570 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1571     * and then removes this map from the global linked list of maps.
1572     */
1573    
1574 root 1.29 void
1575 root 1.31 delete_map (maptile *m)
1576 root 1.29 {
1577 root 1.31 maptile *tmp, *last;
1578 root 1.29 int i;
1579    
1580     if (!m)
1581     return;
1582 elmex 1.1
1583 root 1.29 m->clear ();
1584    
1585     if (m->in_memory == MAP_IN_MEMORY)
1586     {
1587     /* change to MAP_SAVING, even though we are not,
1588     * so that remove_ob doesn't do as much work.
1589     */
1590     m->in_memory = MAP_SAVING;
1591     free_map (m, 1);
1592     }
1593     /* move this out of free_map, since tmpname can still be needed if
1594     * the map is swapped out.
1595     */
1596     if (m->tmpname)
1597     {
1598     free (m->tmpname);
1599     m->tmpname = NULL;
1600     }
1601     last = NULL;
1602     /* We need to look through all the maps and see if any maps
1603     * are pointing at this one for tiling information. Since
1604     * tiling can be assymetric, we just can not look to see which
1605     * maps this map tiles with and clears those.
1606     */
1607     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1608     {
1609     if (tmp->next == m)
1610     last = tmp;
1611 root 1.11
1612 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1613     for (i = 0; i < 4; i++)
1614     if (tmp->tile_map[i] == m)
1615     tmp->tile_map[i] = NULL;
1616     }
1617 root 1.11
1618 root 1.29 /* If last is null, then this should be the first map in the list */
1619     if (!last)
1620     {
1621     if (m == first_map)
1622     first_map = m->next;
1623     else
1624     /* m->path is a static char, so should hopefully still have
1625     * some useful data in it.
1626 root 1.10 */
1627 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1628 elmex 1.1 }
1629 root 1.29 else
1630     last->next = m->next;
1631 elmex 1.1
1632 root 1.29 delete m;
1633 elmex 1.1 }
1634    
1635     /*
1636     * Makes sure the given map is loaded and swapped in.
1637     * name is path name of the map.
1638     * flags meaning:
1639     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1640     * and don't do unique items or the like.
1641     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1642     * dont do any more name translation on it.
1643     *
1644     * Returns a pointer to the given map.
1645     */
1646 root 1.31 maptile *
1647 root 1.29 ready_map_name (const char *name, int flags)
1648     {
1649 root 1.31 maptile *m;
1650 elmex 1.1
1651 root 1.29 if (!name)
1652     return (NULL);
1653 elmex 1.1
1654 root 1.29 /* Have we been at this level before? */
1655     m = has_been_loaded (name);
1656 elmex 1.1
1657 root 1.29 /* Map is good to go, so just return it */
1658     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1659     {
1660     return m;
1661     }
1662 root 1.10
1663 root 1.29 /* unique maps always get loaded from their original location, and never
1664     * a temp location. Likewise, if map_flush is set, or we have never loaded
1665     * this map, load it now. I removed the reset checking from here -
1666     * it seems the probability of a player trying to enter a map that should
1667     * reset but hasn't yet is quite low, and removing that makes this function
1668     * a bit cleaner (and players probably shouldn't rely on exact timing for
1669     * resets in any case - if they really care, they should use the 'maps command.
1670     */
1671     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1672     {
1673 root 1.10
1674 root 1.29 /* first visit or time to reset */
1675     if (m)
1676     {
1677     clean_tmp_map (m); /* Doesn't make much difference */
1678     delete_map (m);
1679     }
1680    
1681     /* create and load a map */
1682     if (flags & MAP_PLAYER_UNIQUE)
1683     LOG (llevDebug, "Trying to load map %s.\n", name);
1684     else
1685     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1686    
1687     //eval_pv ("$x = Event::time", 1);//D
1688     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1689     return (NULL);
1690     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1691    
1692     fix_auto_apply (m); /* Chests which open as default */
1693    
1694     /* If a player unique map, no extra unique object file to load.
1695     * if from the editor, likewise.
1696     */
1697     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1698     load_unique_objects (m);
1699    
1700     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1701     {
1702     m = load_overlay_map (name, m);
1703     if (m == NULL)
1704     return NULL;
1705     }
1706    
1707     if (flags & MAP_PLAYER_UNIQUE)
1708     INVOKE_MAP (SWAPIN, m);
1709    
1710     }
1711     else
1712     {
1713     /* If in this loop, we found a temporary map, so load it up. */
1714    
1715     m = load_temporary_map (m);
1716     if (m == NULL)
1717     return NULL;
1718     load_unique_objects (m);
1719    
1720     clean_tmp_map (m);
1721     m->in_memory = MAP_IN_MEMORY;
1722     /* tempnam() on sun systems (probably others) uses malloc
1723     * to allocated space for the string. Free it here.
1724     * In some cases, load_temporary_map above won't find the
1725     * temporary map, and so has reloaded a new map. If that
1726     * is the case, tmpname is now null
1727     */
1728     if (m->tmpname)
1729     free (m->tmpname);
1730     m->tmpname = NULL;
1731     /* It's going to be saved anew anyway */
1732     }
1733    
1734     /* Below here is stuff common to both first time loaded maps and
1735     * temp maps.
1736     */
1737 root 1.10
1738 root 1.29 decay_objects (m); /* start the decay */
1739     /* In case other objects press some buttons down */
1740     update_buttons (m);
1741     if (m->outdoor)
1742     set_darkness_map (m);
1743     /* run the weather over this map */
1744     weather_effect (name);
1745     return m;
1746 elmex 1.1 }
1747    
1748    
1749     /*
1750     * This routine is supposed to find out the difficulty of the map.
1751     * difficulty does not have a lot to do with character level,
1752     * but does have a lot to do with treasure on the map.
1753     *
1754     * Difficulty can now be set by the map creature. If the value stored
1755     * in the map is zero, then use this routine. Maps should really
1756     * have a difficulty set than using this function - human calculation
1757     * is much better than this functions guesswork.
1758     */
1759    
1760 root 1.29 int
1761 root 1.31 calculate_difficulty (maptile *m)
1762 root 1.29 {
1763 elmex 1.1 object *op;
1764     archetype *at;
1765 pippijn 1.26 int x, y, i;
1766 elmex 1.1 long monster_cnt = 0;
1767     double avgexp = 0;
1768     sint64 total_exp = 0;
1769    
1770     if (MAP_DIFFICULTY (m))
1771     {
1772 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1773 elmex 1.1 return MAP_DIFFICULTY (m);
1774     }
1775    
1776 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1777     for (y = 0; y < MAP_HEIGHT (m); y++)
1778 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1779 elmex 1.1 {
1780 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1781 elmex 1.1 {
1782     total_exp += op->stats.exp;
1783     monster_cnt++;
1784     }
1785    
1786 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1787 elmex 1.1 {
1788     total_exp += op->stats.exp;
1789 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1790 elmex 1.1
1791 root 1.29 if (at != NULL)
1792 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1793    
1794     monster_cnt++;
1795     }
1796     }
1797    
1798     avgexp = (double) total_exp / monster_cnt;
1799    
1800     for (i = 1; i <= settings.max_level; i++)
1801     {
1802     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1803     {
1804     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1805     return i;
1806     }
1807     }
1808    
1809     return 1;
1810     }
1811    
1812 root 1.29 void
1813 root 1.31 clean_tmp_map (maptile *m)
1814 root 1.29 {
1815     if (m->tmpname == NULL)
1816     return;
1817 root 1.8 INVOKE_MAP (CLEAN, m);
1818 root 1.29 (void) unlink (m->tmpname);
1819 elmex 1.1 }
1820    
1821 root 1.29 void
1822     free_all_maps (void)
1823 elmex 1.1 {
1824 root 1.29 int real_maps = 0;
1825 elmex 1.1
1826 root 1.29 while (first_map)
1827     {
1828     /* I think some of the callers above before it gets here set this to be
1829     * saving, but we still want to free this data
1830     */
1831     if (first_map->in_memory == MAP_SAVING)
1832     first_map->in_memory = MAP_IN_MEMORY;
1833     delete_map (first_map);
1834     real_maps++;
1835 elmex 1.1 }
1836 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1837 elmex 1.1 }
1838    
1839     /* change_map_light() - used to change map light level (darkness)
1840     * up or down. Returns true if successful. It should now be
1841     * possible to change a value by more than 1.
1842     * Move this from los.c to map.c since this is more related
1843     * to maps than los.
1844     * postive values make it darker, negative make it brighter
1845     */
1846 root 1.29
1847     int
1848 root 1.31 change_map_light (maptile *m, int change)
1849 root 1.29 {
1850     int new_level = m->darkness + change;
1851    
1852     /* Nothing to do */
1853     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1854     {
1855     return 0;
1856 elmex 1.1 }
1857    
1858 root 1.29 /* inform all players on the map */
1859     if (change > 0)
1860     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1861     else
1862     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1863    
1864     /* Do extra checking. since m->darkness is a unsigned value,
1865     * we need to be extra careful about negative values.
1866     * In general, the checks below are only needed if change
1867     * is not +/-1
1868     */
1869     if (new_level < 0)
1870     m->darkness = 0;
1871     else if (new_level >= MAX_DARKNESS)
1872     m->darkness = MAX_DARKNESS;
1873     else
1874     m->darkness = new_level;
1875 elmex 1.1
1876 root 1.29 /* All clients need to get re-updated for the change */
1877     update_all_map_los (m);
1878     return 1;
1879 elmex 1.1 }
1880    
1881     /*
1882     * This function updates various attributes about a specific space
1883     * on the map (what it looks like, whether it blocks magic,
1884     * has a living creatures, prevents people from passing
1885     * through, etc)
1886     */
1887 root 1.29 void
1888 root 1.46 mapspace::update_ ()
1889 root 1.29 {
1890 root 1.45 object *tmp, *last = 0;
1891 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1892 root 1.29 New_Face *top, *floor, *middle;
1893     object *top_obj, *floor_obj, *middle_obj;
1894     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1895    
1896     middle = blank_face;
1897 root 1.45 top = blank_face;
1898     floor = blank_face;
1899 root 1.29
1900 root 1.45 middle_obj = 0;
1901     top_obj = 0;
1902     floor_obj = 0;
1903 root 1.29
1904 root 1.46 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above)
1905 root 1.29 {
1906     /* This could be made additive I guess (two lights better than
1907 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1908 root 1.29 * light bulbs do not illuminate twice as far as once since
1909 root 1.45 * it is a dissapation factor that is cubed.
1910 root 1.29 */
1911     if (tmp->glow_radius > light)
1912     light = tmp->glow_radius;
1913    
1914     /* This call is needed in order to update objects the player
1915     * is standing in that have animations (ie, grass, fire, etc).
1916     * However, it also causes the look window to be re-drawn
1917     * 3 times each time the player moves, because many of the
1918     * functions the move_player calls eventualy call this.
1919     *
1920     * Always put the player down for drawing.
1921     */
1922     if (!tmp->invisible)
1923     {
1924     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1925     {
1926     top = tmp->face;
1927     top_obj = tmp;
1928     }
1929     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930     {
1931     /* If we got a floor, that means middle and top were below it,
1932     * so should not be visible, so we clear them.
1933     */
1934     middle = blank_face;
1935     top = blank_face;
1936     floor = tmp->face;
1937     floor_obj = tmp;
1938     }
1939     /* Flag anywhere have high priority */
1940     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1941     {
1942     middle = tmp->face;
1943    
1944     middle_obj = tmp;
1945     anywhere = 1;
1946     }
1947     /* Find the highest visible face around. If equal
1948     * visibilities, we still want the one nearer to the
1949     * top
1950     */
1951     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1952     {
1953     middle = tmp->face;
1954     middle_obj = tmp;
1955     }
1956     }
1957 root 1.45
1958 root 1.29 if (tmp == tmp->above)
1959     {
1960     LOG (llevError, "Error in structure of map\n");
1961     exit (-1);
1962     }
1963    
1964 root 1.45 move_slow |= tmp->move_slow;
1965 root 1.29 move_block |= tmp->move_block;
1966 root 1.45 move_on |= tmp->move_on;
1967     move_off |= tmp->move_off;
1968 root 1.29 move_allow |= tmp->move_allow;
1969    
1970 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1971     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1972     if (tmp->type == PLAYER) flags |= P_PLAYER;
1973     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1974     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1975     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1976     }
1977 root 1.29
1978 root 1.46 this->light = light;
1979     this->flags_ = flags;
1980     this->move_block = move_block & ~move_allow;
1981     this->move_on = move_on;
1982     this->move_off = move_off;
1983     this->move_slow = move_slow;
1984 root 1.29
1985     /* At this point, we have a floor face (if there is a floor),
1986     * and the floor is set - we are not going to touch it at
1987     * this point.
1988     * middle contains the highest visibility face.
1989     * top contains a player/monster face, if there is one.
1990     *
1991     * We now need to fill in top.face and/or middle.face.
1992     */
1993    
1994     /* If the top face also happens to be high visibility, re-do our
1995     * middle face. This should not happen, as we already have the
1996     * else statement above so middle should not get set. OTOH, it
1997     * may be possible for the faces to match but be different objects.
1998     */
1999     if (top == middle)
2000     middle = blank_face;
2001    
2002     /* There are three posibilities at this point:
2003     * 1) top face is set, need middle to be set.
2004     * 2) middle is set, need to set top.
2005     * 3) neither middle or top is set - need to set both.
2006     */
2007    
2008     for (tmp = last; tmp; tmp = tmp->below)
2009     {
2010     /* Once we get to a floor, stop, since we already have a floor object */
2011     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2012     break;
2013    
2014     /* If two top faces are already set, quit processing */
2015     if ((top != blank_face) && (middle != blank_face))
2016     break;
2017 root 1.10
2018 root 1.29 /* Only show visible faces, unless its the editor - show all */
2019     if (!tmp->invisible || editor)
2020     {
2021     /* Fill in top if needed */
2022     if (top == blank_face)
2023     {
2024     top = tmp->face;
2025     top_obj = tmp;
2026     if (top == middle)
2027     middle = blank_face;
2028     }
2029     else
2030     {
2031     /* top is already set - we should only get here if
2032     * middle is not set
2033     *
2034     * Set the middle face and break out, since there is nothing
2035     * more to fill in. We don't check visiblity here, since
2036     *
2037     */
2038     if (tmp->face != top)
2039     {
2040     middle = tmp->face;
2041     middle_obj = tmp;
2042     break;
2043 root 1.10 }
2044     }
2045     }
2046 elmex 1.1 }
2047 root 1.45
2048 root 1.29 if (middle == floor)
2049     middle = blank_face;
2050 root 1.45
2051 root 1.29 if (top == middle)
2052     middle = blank_face;
2053 root 1.45
2054 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
2055     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
2056     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
2057 elmex 1.1 }
2058    
2059 root 1.29 void
2060 root 1.31 set_map_reset_time (maptile *map)
2061 root 1.29 {
2062     int timeout;
2063 elmex 1.1
2064 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2065     if (timeout <= 0)
2066     timeout = MAP_DEFAULTRESET;
2067     if (timeout >= MAP_MAXRESET)
2068     timeout = MAP_MAXRESET;
2069 root 1.42 MAP_WHEN_RESET (map) = time (0) + timeout;
2070 elmex 1.1 }
2071    
2072     /* this updates the orig_map->tile_map[tile_num] value after loading
2073     * the map. It also takes care of linking back the freshly loaded
2074     * maps tile_map values if it tiles back to this one. It returns
2075     * the value of orig_map->tile_map[tile_num]. It really only does this
2076     * so that it is easier for calling functions to verify success.
2077     */
2078    
2079 root 1.31 static maptile *
2080     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2081 elmex 1.1 {
2082 root 1.29 int dest_tile = (tile_num + 2) % 4;
2083     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2084 elmex 1.1
2085 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2086 elmex 1.1
2087 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2088     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))
2089     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2090 elmex 1.1
2091 root 1.29 return orig_map->tile_map[tile_num];
2092 elmex 1.1 }
2093    
2094     /* this returns TRUE if the coordinates (x,y) are out of
2095     * map m. This function also takes into account any
2096     * tiling considerations, loading adjacant maps as needed.
2097     * This is the function should always be used when it
2098     * necessary to check for valid coordinates.
2099     * This function will recursively call itself for the
2100     * tiled maps.
2101     *
2102     *
2103     */
2104 root 1.29 int
2105 root 1.31 out_of_map (maptile *m, int x, int y)
2106 elmex 1.1 {
2107 root 1.29 /* If we get passed a null map, this is obviously the
2108     * case. This generally shouldn't happen, but if the
2109     * map loads fail below, it could happen.
2110     */
2111     if (!m)
2112     return 0;
2113 elmex 1.1
2114 root 1.29 if (x < 0)
2115     {
2116     if (!m->tile_path[3])
2117     return 1;
2118 root 1.46
2119 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2120 root 1.46 load_and_link_tiled_map (m, 3);
2121    
2122 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2123 elmex 1.1 }
2124 root 1.46
2125 root 1.29 if (x >= MAP_WIDTH (m))
2126     {
2127     if (!m->tile_path[1])
2128     return 1;
2129 root 1.46
2130 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2131 root 1.46 load_and_link_tiled_map (m, 1);
2132    
2133 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2134 elmex 1.1 }
2135 root 1.46
2136 root 1.29 if (y < 0)
2137     {
2138     if (!m->tile_path[0])
2139     return 1;
2140 root 1.46
2141 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2142 root 1.46 load_and_link_tiled_map (m, 0);
2143    
2144 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2145 elmex 1.1 }
2146 root 1.46
2147 root 1.29 if (y >= MAP_HEIGHT (m))
2148     {
2149     if (!m->tile_path[2])
2150     return 1;
2151 root 1.46
2152 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2153 root 1.46 load_and_link_tiled_map (m, 2);
2154    
2155 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2156 elmex 1.1 }
2157    
2158 root 1.29 /* Simple case - coordinates are within this local
2159     * map.
2160     */
2161     return 0;
2162 elmex 1.1 }
2163    
2164     /* This is basically the same as out_of_map above, but
2165     * instead we return NULL if no map is valid (coordinates
2166     * out of bounds and no tiled map), otherwise it returns
2167     * the map as that the coordinates are really on, and
2168     * updates x and y to be the localized coordinates.
2169     * Using this is more efficient of calling out_of_map
2170     * and then figuring out what the real map is
2171     */
2172 root 1.31 maptile *
2173     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2174 elmex 1.1 {
2175    
2176 root 1.29 if (*x < 0)
2177     {
2178     if (!m->tile_path[3])
2179 root 1.46 return 0;
2180 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2181     load_and_link_tiled_map (m, 3);
2182 elmex 1.1
2183 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2184     return (get_map_from_coord (m->tile_map[3], x, y));
2185 elmex 1.1 }
2186 root 1.46
2187 root 1.29 if (*x >= MAP_WIDTH (m))
2188     {
2189     if (!m->tile_path[1])
2190 root 1.46 return 0;
2191    
2192 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2193     load_and_link_tiled_map (m, 1);
2194 elmex 1.1
2195 root 1.29 *x -= MAP_WIDTH (m);
2196     return (get_map_from_coord (m->tile_map[1], x, y));
2197 elmex 1.1 }
2198 root 1.46
2199 root 1.29 if (*y < 0)
2200     {
2201     if (!m->tile_path[0])
2202 root 1.46 return 0;
2203    
2204 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2205     load_and_link_tiled_map (m, 0);
2206 elmex 1.1
2207 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2208     return (get_map_from_coord (m->tile_map[0], x, y));
2209 elmex 1.1 }
2210 root 1.46
2211 root 1.29 if (*y >= MAP_HEIGHT (m))
2212     {
2213     if (!m->tile_path[2])
2214 root 1.46 return 0;
2215    
2216 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2217     load_and_link_tiled_map (m, 2);
2218 elmex 1.1
2219 root 1.29 *y -= MAP_HEIGHT (m);
2220     return (get_map_from_coord (m->tile_map[2], x, y));
2221 elmex 1.1 }
2222    
2223 root 1.29 /* Simple case - coordinates are within this local
2224     * map.
2225     */
2226 elmex 1.1
2227 root 1.29 return m;
2228 elmex 1.1 }
2229    
2230     /**
2231     * Return whether map2 is adjacent to map1. If so, store the distance from
2232     * map1 to map2 in dx/dy.
2233     */
2234 root 1.29 static int
2235 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2236 root 1.29 {
2237     if (!map1 || !map2)
2238     return 0;
2239    
2240     if (map1 == map2)
2241     {
2242     *dx = 0;
2243     *dy = 0;
2244    
2245     }
2246     else if (map1->tile_map[0] == map2)
2247     { /* up */
2248     *dx = 0;
2249     *dy = -MAP_HEIGHT (map2);
2250     }
2251     else if (map1->tile_map[1] == map2)
2252     { /* right */
2253     *dx = MAP_WIDTH (map1);
2254     *dy = 0;
2255     }
2256     else if (map1->tile_map[2] == map2)
2257     { /* down */
2258     *dx = 0;
2259     *dy = MAP_HEIGHT (map1);
2260     }
2261     else if (map1->tile_map[3] == map2)
2262     { /* left */
2263     *dx = -MAP_WIDTH (map2);
2264     *dy = 0;
2265    
2266     }
2267     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2268     { /* up right */
2269     *dx = MAP_WIDTH (map1->tile_map[0]);
2270     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2271     }
2272     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2273     { /* up left */
2274     *dx = -MAP_WIDTH (map2);
2275     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2276     }
2277     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2278     { /* right up */
2279     *dx = MAP_WIDTH (map1);
2280     *dy = -MAP_HEIGHT (map2);
2281     }
2282     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2283     { /* right down */
2284     *dx = MAP_WIDTH (map1);
2285     *dy = MAP_HEIGHT (map1->tile_map[1]);
2286     }
2287     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2288     { /* down right */
2289     *dx = MAP_WIDTH (map1->tile_map[2]);
2290     *dy = MAP_HEIGHT (map1);
2291     }
2292     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2293     { /* down left */
2294     *dx = -MAP_WIDTH (map2);
2295     *dy = MAP_HEIGHT (map1);
2296     }
2297     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2298     { /* left up */
2299     *dx = -MAP_WIDTH (map1->tile_map[3]);
2300     *dy = -MAP_HEIGHT (map2);
2301     }
2302     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2303     { /* left down */
2304     *dx = -MAP_WIDTH (map1->tile_map[3]);
2305     *dy = MAP_HEIGHT (map1->tile_map[3]);
2306 elmex 1.1
2307 root 1.29 }
2308     else
2309     { /* not "adjacent" enough */
2310     return 0;
2311 elmex 1.1 }
2312    
2313 root 1.29 return 1;
2314 elmex 1.1 }
2315    
2316     /* From map.c
2317     * This is used by get_player to determine where the other
2318     * creature is. get_rangevector takes into account map tiling,
2319     * so you just can not look the the map coordinates and get the
2320     * righte value. distance_x/y are distance away, which
2321     * can be negativbe. direction is the crossfire direction scheme
2322     * that the creature should head. part is the part of the
2323     * monster that is closest.
2324     *
2325     * get_rangevector looks at op1 and op2, and fills in the
2326     * structure for op1 to get to op2.
2327     * We already trust that the caller has verified that the
2328     * two objects are at least on adjacent maps. If not,
2329     * results are not likely to be what is desired.
2330     * if the objects are not on maps, results are also likely to
2331     * be unexpected
2332     *
2333     * currently, the only flag supported (0x1) is don't translate for
2334     * closest body part of 'op1'
2335     */
2336    
2337 root 1.29 void
2338     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2339     {
2340     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2341     {
2342     /* be conservative and fill in _some_ data */
2343     retval->distance = 100000;
2344     retval->distance_x = 32767;
2345     retval->distance_y = 32767;
2346     retval->direction = 0;
2347     retval->part = 0;
2348     }
2349     else
2350     {
2351     object *best;
2352    
2353     retval->distance_x += op2->x - op1->x;
2354     retval->distance_y += op2->y - op1->y;
2355    
2356     best = op1;
2357     /* If this is multipart, find the closest part now */
2358     if (!(flags & 0x1) && op1->more)
2359     {
2360     object *tmp;
2361     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2362    
2363     /* we just take the offset of the piece to head to figure
2364     * distance instead of doing all that work above again
2365     * since the distance fields we set above are positive in the
2366     * same axis as is used for multipart objects, the simply arithmetic
2367     * below works.
2368     */
2369     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2370     {
2371     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2372     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2373     if (tmpi < best_distance)
2374     {
2375     best_distance = tmpi;
2376     best = tmp;
2377 elmex 1.1 }
2378     }
2379 root 1.29 if (best != op1)
2380     {
2381     retval->distance_x += op1->x - best->x;
2382     retval->distance_y += op1->y - best->y;
2383 elmex 1.1 }
2384     }
2385 root 1.29 retval->part = best;
2386     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2387     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2388 elmex 1.1 }
2389     }
2390    
2391     /* this is basically the same as get_rangevector above, but instead of
2392     * the first parameter being an object, it instead is the map
2393     * and x,y coordinates - this is used for path to player -
2394     * since the object is not infact moving but we are trying to traverse
2395     * the path, we need this.
2396     * flags has no meaning for this function at this time - I kept it in to
2397     * be more consistant with the above function and also in case they are needed
2398     * for something in the future. Also, since no object is pasted, the best
2399     * field of the rv_vector is set to NULL.
2400     */
2401    
2402 root 1.29 void
2403 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2404 root 1.29 {
2405     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2406     {
2407     /* be conservative and fill in _some_ data */
2408     retval->distance = 100000;
2409     retval->distance_x = 32767;
2410     retval->distance_y = 32767;
2411     retval->direction = 0;
2412     retval->part = 0;
2413     }
2414     else
2415     {
2416     retval->distance_x += op2->x - x;
2417     retval->distance_y += op2->y - y;
2418    
2419     retval->part = NULL;
2420     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2421     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2422 elmex 1.1 }
2423     }
2424    
2425     /* Returns true of op1 and op2 are effectively on the same map
2426     * (as related to map tiling). Note that this looks for a path from
2427     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2428     * to op1, this will still return false.
2429     * Note we only look one map out to keep the processing simple
2430     * and efficient. This could probably be a macro.
2431     * MSW 2001-08-05
2432     */
2433 root 1.29 int
2434     on_same_map (const object *op1, const object *op2)
2435     {
2436     int dx, dy;
2437 elmex 1.1
2438 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2439 elmex 1.1 }