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Revision: 1.48
Committed: Mon Dec 25 14:43:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +49 -49 lines
Log Message:
interim.checkin

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# 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 root 1.48 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, MAP_ENTER_X (m), MAP_ENTER_Y (m));
202 root 1.29
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 root 1.47 return m1->at (sx, sy).move_block;
415 elmex 1.1 }
416    
417 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
418 root 1.29 {
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 root 1.47 mapspace &ms = m1->at (sx, sy);
427    
428    
429 root 1.29 /* 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 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
435 root 1.29 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 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
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 root 1.48 for (x = 0; x < m->width; x++)
489     for (y = 0; y < m->height; 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 root 1.24 switch (i)
551     {
552 root 1.41 case LL_NORMAL:
553     /* if we are loading an overlay, put the floors on the bottom */
554     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556     else
557     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558    
559     if (op->inv)
560     sum_weight (op);
561    
562     prev = op, last_more = op;
563     break;
564    
565     case LL_MORE:
566     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567     op->head = prev, last_more->more = op, last_more = op;
568     break;
569 root 1.10 }
570 root 1.24
571     if (mapflags & MAP_STYLE)
572     remove_from_active_list (op);
573    
574 root 1.40 op = object::create ();
575 root 1.24 op->map = m;
576 elmex 1.1 }
577 root 1.24
578     for (i = 0; i < m->width; i++)
579     {
580     for (j = 0; j < m->height; j++)
581     {
582     unique = 0;
583     /* check for unique items, or unique squares */
584 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
585 root 1.24 {
586 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
587 root 1.24 unique = 1;
588 root 1.41
589 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
590     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
591 root 1.10 }
592     }
593 elmex 1.1 }
594 root 1.24
595 root 1.40 op->destroy ();
596 root 1.24 link_multipart_objects (m);
597 elmex 1.1 }
598    
599     /* This saves all the objects on the map in a non destructive fashion.
600     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
601     * and we only save the head of multi part objects - this is needed
602     * in order to do map tiling properly.
603     */
604 root 1.29 void
605 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
606 root 1.29 {
607     int i, j = 0, unique = 0;
608     object *op;
609 elmex 1.1
610 root 1.29 /* first pass - save one-part objects */
611 root 1.48 for (i = 0; i < m->width; i++)
612     for (j = 0; j < m->height; j++)
613 root 1.29 {
614     unique = 0;
615 root 1.48 for (op = m->at (i, j).bottom; op; op = op->above)
616 root 1.29 {
617 root 1.48 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
618 root 1.29 unique = 1;
619    
620     if (op->type == PLAYER)
621 root 1.45 continue;
622 root 1.29
623     if (op->head || op->owner)
624     continue;
625    
626 root 1.48 if (unique || op->flag [FLAG_UNIQUE])
627 root 1.29 save_object (fp2, op, 3);
628 root 1.48 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
629 root 1.29 save_object (fp, op, 3);
630 root 1.45 }
631     }
632 elmex 1.1 }
633    
634 root 1.34 maptile::maptile ()
635     {
636     in_memory = MAP_SWAPPED;
637     /* The maps used to pick up default x and y values from the
638     * map archetype. Mimic that behaviour.
639     */
640 root 1.48 this->width = 16;
641     this->height = 16;
642 root 1.34 MAP_RESET_TIMEOUT (this) = 0;
643     MAP_TIMEOUT (this) = 300;
644     MAP_ENTER_X (this) = 0;
645     MAP_ENTER_Y (this) = 0;
646     /*set part to -1 indicating conversion to weather map not yet done */
647     MAP_WORLDPARTX (this) = -1;
648     MAP_WORLDPARTY (this) = -1;
649     }
650    
651 elmex 1.1 /*
652 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
653 elmex 1.1 * Modified to no longer take a path option which was not being
654     * used anyways. MSW 2001-07-01
655     */
656 root 1.31 maptile *
657 root 1.29 get_linked_map (void)
658     {
659 root 1.34 maptile *mp, *map = new maptile;
660    
661     for (mp = first_map; mp && mp->next; mp = mp->next);
662 root 1.29
663     if (mp == NULL)
664     first_map = map;
665     else
666     mp->next = map;
667 elmex 1.1
668 root 1.29 return map;
669 elmex 1.1 }
670    
671     /*
672 root 1.31 * Allocates the arrays contained in a maptile.
673 elmex 1.1 * This basically allocates the dynamic array of spaces for the
674     * map.
675     */
676 root 1.29 void
677 root 1.34 maptile::allocate ()
678 root 1.29 {
679 root 1.34 in_memory = MAP_IN_MEMORY;
680    
681 root 1.29 /* Log this condition and free the storage. We could I suppose
682     * realloc, but if the caller is presuming the data will be intact,
683     * that is their poor assumption.
684     */
685 root 1.34 if (spaces)
686 root 1.29 {
687 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
688     free (spaces);
689 elmex 1.1 }
690    
691 root 1.45 spaces = (mapspace *)
692     calloc (1, width * height * sizeof (mapspace));
693 elmex 1.1
694 root 1.34 if (!spaces)
695 root 1.29 fatal (OUT_OF_MEMORY);
696 elmex 1.1 }
697    
698     /* Create and returns a map of the specific size. Used
699     * in random map code and the editor.
700     */
701 root 1.31 maptile *
702 root 1.29 get_empty_map (int sizex, int sizey)
703     {
704 root 1.31 maptile *m = get_linked_map ();
705 root 1.29
706     m->width = sizex;
707     m->height = sizey;
708     m->in_memory = MAP_SWAPPED;
709 root 1.34 m->allocate ();
710    
711 root 1.29 return m;
712 elmex 1.1 }
713    
714     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
715     * corresponding to that string. Memory is allocated for this, it must be freed
716     * at a later date.
717     * Called by parse_map_headers below.
718     */
719    
720 root 1.29 static shopitems *
721     parse_shop_string (const char *input_string)
722     {
723     char *shop_string, *p, *q, *next_semicolon, *next_colon;
724     shopitems *items = NULL;
725     int i = 0, number_of_entries = 0;
726     const typedata *current_type;
727    
728 root 1.43 shop_string = strdup (input_string);
729 root 1.29 p = shop_string;
730     /* first we'll count the entries, we'll need that for allocating the array shortly */
731     while (p)
732     {
733     p = strchr (p, ';');
734     number_of_entries++;
735     if (p)
736     p++;
737     }
738     p = shop_string;
739     strip_endline (p);
740     items = new shopitems[number_of_entries + 1];
741     for (i = 0; i < number_of_entries; i++)
742     {
743     if (!p)
744     {
745     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
746     break;
747     }
748     next_semicolon = strchr (p, ';');
749     next_colon = strchr (p, ':');
750     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
751     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
752     items[i].strength = atoi (strchr (p, ':') + 1);
753    
754     if (isdigit (*p) || *p == '*')
755     {
756     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
757     current_type = get_typedata (items[i].typenum);
758     if (current_type)
759     {
760     items[i].name = current_type->name;
761     items[i].name_pl = current_type->name_pl;
762     }
763     }
764     else
765     { /*we have a named type, let's figure out what it is */
766     q = strpbrk (p, ";:");
767     if (q)
768     *q = '\0';
769    
770     current_type = get_typedata_by_name (p);
771     if (current_type)
772     {
773     items[i].name = current_type->name;
774     items[i].typenum = current_type->number;
775     items[i].name_pl = current_type->name_pl;
776     }
777     else
778     { /* oh uh, something's wrong, let's free up this one, and try
779     * the next entry while we're at it, better print a warning
780     */
781     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
782     }
783     }
784     items[i].index = number_of_entries;
785     if (next_semicolon)
786     p = ++next_semicolon;
787     else
788     p = NULL;
789 elmex 1.1 }
790 root 1.29 free (shop_string);
791     return items;
792 elmex 1.1 }
793    
794     /* opposite of parse string, this puts the string that was originally fed in to
795     * the map (or something equivilent) into output_string. */
796 root 1.29 static void
797 root 1.31 print_shop_string (maptile *m, char *output_string)
798 root 1.29 {
799     int i;
800     char tmp[MAX_BUF];
801    
802     strcpy (output_string, "");
803     for (i = 0; i < m->shopitems[0].index; i++)
804     {
805     if (m->shopitems[i].typenum)
806     {
807     if (m->shopitems[i].strength)
808     {
809     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
810 root 1.10 }
811 root 1.29 else
812     sprintf (tmp, "%s;", m->shopitems[i].name);
813 root 1.10 }
814 root 1.29 else
815     {
816     if (m->shopitems[i].strength)
817     {
818     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
819     }
820     else
821     sprintf (tmp, "*");
822     }
823     strcat (output_string, tmp);
824 elmex 1.1 }
825     }
826    
827     /* This loads the header information of the map. The header
828     * contains things like difficulty, size, timeout, etc.
829     * this used to be stored in the map object, but with the
830     * addition of tiling, fields beyond that easily named in an
831     * object structure were needed, so it just made sense to
832     * put all the stuff in the map object so that names actually make
833     * sense.
834     * This could be done in lex (like the object loader), but I think
835     * currently, there are few enough fields this is not a big deal.
836     * MSW 2001-07-01
837     * return 0 on success, 1 on failure.
838     */
839    
840 root 1.29 static int
841 root 1.31 load_map_header (object_thawer & fp, maptile *m)
842 elmex 1.1 {
843 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
844     int msgpos = 0;
845     int maplorepos = 0;
846    
847 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
848 root 1.29 {
849     buf[HUGE_BUF - 1] = 0;
850     key = buf;
851 root 1.36
852 root 1.29 while (isspace (*key))
853     key++;
854 root 1.36
855 root 1.29 if (*key == 0)
856     continue; /* empty line */
857 root 1.36
858 root 1.29 value = strchr (key, ' ');
859 root 1.36
860 root 1.29 if (!value)
861     {
862 pippijn 1.37 if ((end = strchr (key, '\n')))
863 root 1.36 *end = 0;
864 root 1.29 }
865     else
866     {
867     *value = 0;
868     value++;
869     end = strchr (value, '\n');
870 root 1.36
871 root 1.29 while (isspace (*value))
872     {
873     value++;
874 root 1.36
875 root 1.29 if (*value == '\0' || value == end)
876     {
877     /* Nothing but spaces. */
878     value = NULL;
879     break;
880 root 1.10 }
881     }
882     }
883 root 1.22
884 root 1.29 if (!end)
885     {
886     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
887     return 1;
888 root 1.10 }
889    
890 root 1.29 /* key is the field name, value is what it should be set
891     * to. We've already done the work to null terminate key,
892     * and strip off any leading spaces for both of these.
893     * We have not touched the newline at the end of the line -
894     * these are needed for some values. the end pointer
895     * points to the first of the newlines.
896     * value could be NULL! It would be easy enough to just point
897     * this to "" to prevent cores, but that would let more errors slide
898     * through.
899     *
900     * First check for entries that do not use the value parameter, then
901     * validate that value is given and check for the remaining entries
902     * that use the parameter.
903     */
904 root 1.10
905 root 1.29 if (!strcmp (key, "msg"))
906     {
907 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
908 root 1.29 {
909     if (!strcmp (buf, "endmsg\n"))
910     break;
911     else
912     {
913     /* slightly more efficient than strcat */
914     strcpy (msgbuf + msgpos, buf);
915     msgpos += strlen (buf);
916 root 1.10 }
917     }
918 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
919     * with nothing between). There is no reason in those cases to
920     * keep the empty message. Also, msgbuf contains garbage data
921     * when msgpos is zero, so copying it results in crashes
922     */
923     if (msgpos != 0)
924 root 1.43 m->msg = strdup (msgbuf);
925 root 1.10 }
926 root 1.29 else if (!strcmp (key, "maplore"))
927     {
928 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
929 root 1.29 {
930     if (!strcmp (buf, "endmaplore\n"))
931     break;
932     else
933     {
934     /* slightly more efficient than strcat */
935     strcpy (maplorebuf + maplorepos, buf);
936     maplorepos += strlen (buf);
937 root 1.10 }
938     }
939 root 1.29 if (maplorepos != 0)
940 root 1.43 m->maplore = strdup (maplorebuf);
941 root 1.29 }
942     else if (!strcmp (key, "end"))
943     {
944     break;
945     }
946     else if (value == NULL)
947     {
948     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
949     }
950     else if (!strcmp (key, "arch"))
951     {
952     /* This is an oddity, but not something we care about much. */
953     if (strcmp (value, "map\n"))
954     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
955     }
956     else if (!strcmp (key, "name"))
957     {
958     *end = 0;
959 root 1.43 m->name = strdup (value);
960 root 1.29 }
961     /* first strcmp value on these are old names supported
962     * for compatibility reasons. The new values (second) are
963     * what really should be used.
964     */
965     else if (!strcmp (key, "oid"))
966 root 1.41 fp.get (m, atoi (value));
967 root 1.29 else if (!strcmp (key, "attach"))
968 root 1.41 m->attach = value;
969 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
970 root 1.41 m->enter_x = atoi (value);
971 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
972 root 1.41 m->enter_y = atoi (value);
973 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
974 root 1.41 m->width = atoi (value);
975 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
976 root 1.41 m->height = atoi (value);
977 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
978 root 1.41 m->reset_timeout = atoi (value);
979 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
980 root 1.41 m->timeout = atoi (value);
981 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
982 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
983 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
984 root 1.41 m->darkness = atoi (value);
985 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
986 root 1.41 m->fixed_resettime = atoi (value);
987 root 1.29 else if (!strcmp (key, "unique"))
988 root 1.41 m->unique = atoi (value);
989 root 1.29 else if (!strcmp (key, "template"))
990 root 1.41 m->templatemap = atoi (value);
991 root 1.29 else if (!strcmp (key, "region"))
992 root 1.41 m->region = get_region_by_name (value);
993 root 1.29 else if (!strcmp (key, "shopitems"))
994     {
995     *end = 0;
996     m->shopitems = parse_shop_string (value);
997     }
998     else if (!strcmp (key, "shopgreed"))
999 root 1.41 m->shopgreed = atof (value);
1000 root 1.29 else if (!strcmp (key, "shopmin"))
1001 root 1.41 m->shopmin = atol (value);
1002 root 1.29 else if (!strcmp (key, "shopmax"))
1003 root 1.41 m->shopmax = atol (value);
1004 root 1.29 else if (!strcmp (key, "shoprace"))
1005     {
1006     *end = 0;
1007 root 1.43 m->shoprace = strdup (value);
1008 root 1.29 }
1009     else if (!strcmp (key, "outdoor"))
1010 root 1.41 m->outdoor = atoi (value);
1011 root 1.29 else if (!strcmp (key, "temp"))
1012 root 1.41 m->temp = atoi (value);
1013 root 1.29 else if (!strcmp (key, "pressure"))
1014 root 1.41 m->pressure = atoi (value);
1015 root 1.29 else if (!strcmp (key, "humid"))
1016 root 1.41 m->humid = atoi (value);
1017 root 1.29 else if (!strcmp (key, "windspeed"))
1018 root 1.41 m->windspeed = atoi (value);
1019 root 1.29 else if (!strcmp (key, "winddir"))
1020 root 1.41 m->winddir = atoi (value);
1021 root 1.29 else if (!strcmp (key, "sky"))
1022 root 1.41 m->sky = atoi (value);
1023 root 1.29 else if (!strcmp (key, "nosmooth"))
1024 root 1.41 m->nosmooth = atoi (value);
1025 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1026     {
1027     int tile = atoi (key + 10);
1028    
1029     if (tile < 1 || tile > 4)
1030     {
1031     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1032     }
1033     else
1034     {
1035     char *path;
1036    
1037     *end = 0;
1038    
1039     if (m->tile_path[tile - 1])
1040     {
1041     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1042     free (m->tile_path[tile - 1]);
1043     m->tile_path[tile - 1] = NULL;
1044 root 1.10 }
1045    
1046 root 1.29 if (check_path (value, 1) != -1)
1047     {
1048     /* The unadorned path works. */
1049     path = value;
1050     }
1051     else
1052     {
1053     /* Try again; it could be a relative exit. */
1054    
1055     path = path_combine_and_normalize (m->path, value);
1056    
1057     if (check_path (path, 1) == -1)
1058     {
1059     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1060     path = NULL;
1061 root 1.10 }
1062     }
1063 elmex 1.1
1064 root 1.29 if (editor)
1065     {
1066     /* Use the value as in the file. */
1067 root 1.43 m->tile_path[tile - 1] = strdup (value);
1068 root 1.10 }
1069 root 1.29 else if (path != NULL)
1070     {
1071     /* Use the normalized value. */
1072 root 1.43 m->tile_path[tile - 1] = strdup (path);
1073 root 1.29 }
1074     } /* end if tile direction (in)valid */
1075 root 1.10 }
1076 root 1.29 else
1077 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1078 elmex 1.1 }
1079 root 1.41
1080 root 1.29 if (!key || strcmp (key, "end"))
1081     {
1082     LOG (llevError, "Got premature eof on map header!\n");
1083     return 1;
1084 elmex 1.1 }
1085 root 1.41
1086 root 1.29 return 0;
1087 elmex 1.1 }
1088    
1089     /*
1090     * Opens the file "filename" and reads information about the map
1091     * from the given file, and stores it in a newly allocated
1092 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1093 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1094     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1095     * MAP_BLOCK, in which case we block on this load. This happens in all
1096     * cases, no matter if this flag is set or not.
1097     * MAP_STYLE: style map - don't add active objects, don't add to server
1098 root 1.10 * managed map list.
1099 elmex 1.1 */
1100    
1101 root 1.31 maptile *
1102 root 1.29 load_original_map (const char *filename, int flags)
1103     {
1104 root 1.31 maptile *m;
1105 root 1.29 char pathname[MAX_BUF];
1106 elmex 1.1
1107 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1108     strcpy (pathname, filename);
1109     else if (flags & MAP_OVERLAY)
1110     strcpy (pathname, create_overlay_pathname (filename));
1111     else
1112     strcpy (pathname, create_pathname (filename));
1113 root 1.22
1114 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1115 elmex 1.1
1116 root 1.29 object_thawer thawer (pathname);
1117 root 1.9
1118 root 1.29 if (!thawer)
1119     return 0;
1120 elmex 1.1
1121 root 1.29 m = get_linked_map ();
1122 elmex 1.1
1123 root 1.29 strcpy (m->path, filename);
1124     if (load_map_header (thawer, m))
1125     {
1126     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1127     delete_map (m);
1128 root 1.47 return 0;
1129 root 1.29 }
1130    
1131 root 1.34 m->allocate ();
1132 root 1.29
1133     m->in_memory = MAP_LOADING;
1134     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1135    
1136     m->in_memory = MAP_IN_MEMORY;
1137     if (!MAP_DIFFICULTY (m))
1138     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1139     set_map_reset_time (m);
1140     m->instantiate ();
1141     return (m);
1142 elmex 1.1 }
1143    
1144     /*
1145     * Loads a map, which has been loaded earlier, from file.
1146     * Return the map object we load into (this can change from the passed
1147     * option if we can't find the original map)
1148     */
1149    
1150 root 1.31 static maptile *
1151     load_temporary_map (maptile *m)
1152 root 1.29 {
1153     char buf[MAX_BUF];
1154    
1155     if (!m->tmpname)
1156     {
1157     LOG (llevError, "No temporary filename for map %s\n", m->path);
1158     strcpy (buf, m->path);
1159     delete_map (m);
1160     m = load_original_map (buf, 0);
1161     if (m == NULL)
1162     return NULL;
1163     fix_auto_apply (m); /* Chests which open as default */
1164     return m;
1165 elmex 1.1 }
1166    
1167 root 1.29 object_thawer thawer (m->tmpname);
1168 root 1.14
1169 root 1.29 if (!thawer)
1170     {
1171     strcpy (buf, m->path);
1172     delete_map (m);
1173     m = load_original_map (buf, 0);
1174     if (!m)
1175 root 1.10 return NULL;
1176 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1177     return m;
1178 elmex 1.1 }
1179    
1180 root 1.29 if (load_map_header (thawer, m))
1181     {
1182     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1183     delete_map (m);
1184     m = load_original_map (m->path, 0);
1185     return NULL;
1186     }
1187 root 1.34
1188     m->allocate ();
1189 root 1.29
1190     m->in_memory = MAP_LOADING;
1191     load_objects (m, thawer, 0);
1192    
1193     m->in_memory = MAP_IN_MEMORY;
1194     INVOKE_MAP (SWAPIN, m);
1195     return m;
1196 elmex 1.1 }
1197    
1198     /*
1199     * Loads a map, which has been loaded earlier, from file.
1200     * Return the map object we load into (this can change from the passed
1201     * option if we can't find the original map)
1202     */
1203    
1204 root 1.31 maptile *
1205     load_overlay_map (const char *filename, maptile *m)
1206 root 1.29 {
1207     char pathname[MAX_BUF];
1208 elmex 1.1
1209 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1210 elmex 1.1
1211 root 1.29 object_thawer thawer (pathname);
1212 root 1.9
1213 root 1.29 if (!thawer)
1214     return m;
1215    
1216     if (load_map_header (thawer, m))
1217     {
1218     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1219     delete_map (m);
1220     m = load_original_map (m->path, 0);
1221 root 1.47 return 0;
1222 elmex 1.1 }
1223 root 1.34 /*m->allocate ();*/
1224 elmex 1.1
1225 root 1.29 m->in_memory = MAP_LOADING;
1226     load_objects (m, thawer, MAP_OVERLAY);
1227 root 1.14
1228 root 1.29 m->in_memory = MAP_IN_MEMORY;
1229     return m;
1230 elmex 1.1 }
1231    
1232     /******************************************************************************
1233     * This is the start of unique map handling code
1234     *****************************************************************************/
1235    
1236     /* This goes through map 'm' and removed any unique items on the map. */
1237 root 1.29 static void
1238 root 1.31 delete_unique_items (maptile *m)
1239 elmex 1.1 {
1240 root 1.29 int i, j, unique;
1241     object *op, *next;
1242 elmex 1.1
1243 root 1.48 for (i = 0; i < m->width; i++)
1244     for (j = 0; j < m->height; j++)
1245 root 1.29 {
1246     unique = 0;
1247 root 1.40
1248 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1249 root 1.29 {
1250     next = op->above;
1251 root 1.40
1252 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1253     unique = 1;
1254 root 1.40
1255 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1256     {
1257 root 1.47 op->destroy_inv (false);
1258 root 1.40 op->destroy ();
1259 root 1.29 }
1260     }
1261     }
1262 elmex 1.1 }
1263    
1264    
1265     /*
1266     * Loads unique objects from file(s) into the map which is in memory
1267     * m is the map to load unique items into.
1268     */
1269 root 1.29 static void
1270 root 1.31 load_unique_objects (maptile *m)
1271 root 1.29 {
1272     int count;
1273     char firstname[MAX_BUF];
1274 elmex 1.1
1275 root 1.29 for (count = 0; count < 10; count++)
1276     {
1277     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1278     if (!access (firstname, R_OK))
1279     break;
1280 elmex 1.1 }
1281 root 1.29 /* If we get here, we did not find any map */
1282     if (count == 10)
1283     return;
1284 elmex 1.1
1285 root 1.29 object_thawer thawer (firstname);
1286 root 1.9
1287 root 1.29 if (!thawer)
1288     return;
1289 root 1.15
1290 root 1.29 m->in_memory = MAP_LOADING;
1291     if (m->tmpname == NULL) /* if we have loaded unique items from */
1292     delete_unique_items (m); /* original map before, don't duplicate them */
1293     load_objects (m, thawer, 0);
1294 root 1.14
1295 root 1.29 m->in_memory = MAP_IN_MEMORY;
1296 elmex 1.1 }
1297    
1298    
1299     /*
1300     * Saves a map to file. If flag is set, it is saved into the same
1301     * file it was (originally) loaded from. Otherwise a temporary
1302     * filename will be genarated, and the file will be stored there.
1303 root 1.31 * The temporary filename will be stored in the maptileure.
1304 elmex 1.1 * If the map is unique, we also save to the filename in the map
1305     * (this should have been updated when first loaded)
1306     */
1307    
1308 root 1.10 int
1309 root 1.31 new_save_map (maptile *m, int flag)
1310 root 1.10 {
1311 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 root 1.10 int i;
1313    
1314     if (flag && !*m->path)
1315     {
1316     LOG (llevError, "Tried to save map without path.\n");
1317     return -1;
1318 elmex 1.1 }
1319 root 1.10
1320     if (flag || (m->unique) || (m->templatemap))
1321     {
1322     if (!m->unique && !m->templatemap)
1323 root 1.29 { /* flag is set */
1324 root 1.10 if (flag == 2)
1325     strcpy (filename, create_overlay_pathname (m->path));
1326     else
1327     strcpy (filename, create_pathname (m->path));
1328     }
1329     else
1330     strcpy (filename, m->path);
1331    
1332     make_path_to_file (filename);
1333 elmex 1.1 }
1334 root 1.10 else
1335     {
1336     if (!m->tmpname)
1337 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1338 root 1.17
1339 root 1.10 strcpy (filename, m->tmpname);
1340     }
1341    
1342     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343     m->in_memory = MAP_SAVING;
1344    
1345 root 1.17 object_freezer freezer;
1346 root 1.10
1347     /* legacy */
1348 root 1.17 fprintf (freezer, "arch map\n");
1349 root 1.10 if (m->name)
1350 root 1.17 fprintf (freezer, "name %s\n", m->name);
1351 root 1.10 if (!flag)
1352 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 root 1.10 if (m->reset_timeout)
1354 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 root 1.10 if (m->fixed_resettime)
1356 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1358     * or a difficulty value we generated when the map was first loaded
1359     */
1360     if (m->difficulty)
1361 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 root 1.10 if (m->region)
1363 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1364 root 1.10 if (m->shopitems)
1365     {
1366     print_shop_string (m, shop);
1367 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1368 elmex 1.1 }
1369 root 1.10 if (m->shopgreed)
1370 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 root 1.10 if (m->shopmin)
1372 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 root 1.10 if (m->shopmax)
1374 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 root 1.10 if (m->shoprace)
1376 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 root 1.10 if (m->darkness)
1378 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1379 root 1.10 if (m->width)
1380 root 1.17 fprintf (freezer, "width %d\n", m->width);
1381 root 1.10 if (m->height)
1382 root 1.17 fprintf (freezer, "height %d\n", m->height);
1383 root 1.10 if (m->enter_x)
1384 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 root 1.10 if (m->enter_y)
1386 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 root 1.10 if (m->msg)
1388 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 root 1.10 if (m->maplore)
1390 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 root 1.10 if (m->unique)
1392 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1393 root 1.10 if (m->templatemap)
1394 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1395 root 1.10 if (m->outdoor)
1396 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 root 1.10 if (m->temp)
1398 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1399 root 1.10 if (m->pressure)
1400 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1401 root 1.10 if (m->humid)
1402 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1403 root 1.10 if (m->windspeed)
1404 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 root 1.10 if (m->winddir)
1406 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1407 root 1.10 if (m->sky)
1408 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1409 root 1.10 if (m->nosmooth)
1410 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411 root 1.10
1412     /* Save any tiling information, except on overlays */
1413     if (flag != 2)
1414     for (i = 0; i < 4; i++)
1415     if (m->tile_path[i])
1416 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417 root 1.10
1418 root 1.17 freezer.put (m);
1419     fprintf (freezer, "end\n");
1420 root 1.10
1421     /* In the game save unique items in the different file, but
1422     * in the editor save them to the normal map file.
1423     * If unique map, save files in the proper destination (set by
1424     * player)
1425     */
1426     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427     {
1428 root 1.17 object_freezer unique;
1429 elmex 1.1
1430 root 1.10 if (flag == 2)
1431 root 1.17 save_objects (m, freezer, unique, 2);
1432 root 1.10 else
1433 root 1.17 save_objects (m, freezer, unique, 0);
1434    
1435     sprintf (buf, "%s.v00", create_items_path (m->path));
1436    
1437     unique.save (buf);
1438 root 1.10 }
1439     else
1440 root 1.29 { /* save same file when not playing, like in editor */
1441 root 1.17 save_objects (m, freezer, freezer, 0);
1442 root 1.10 }
1443 elmex 1.6
1444 root 1.17 freezer.save (filename);
1445    
1446 root 1.10 return 0;
1447 elmex 1.1 }
1448    
1449     /*
1450     * Remove and free all objects in the given map.
1451     */
1452 root 1.29 void
1453 root 1.31 free_all_objects (maptile *m)
1454 root 1.29 {
1455 root 1.47 if (!m->spaces)
1456     return;
1457 root 1.29
1458 root 1.48 for (int i = 0; i < m->width; i++)
1459     for (int j = 0; j < m->height; j++)
1460 root 1.29 {
1461 root 1.47 mapspace &ms = m->at (i, j);
1462 root 1.29
1463 root 1.47 while (object *op = ms.bottom)
1464 root 1.29 {
1465 root 1.47 if (op->head)
1466 root 1.29 op = op->head;
1467    
1468 root 1.47 op->destroy_inv (false);
1469 root 1.40 op->destroy ();
1470 root 1.29 }
1471     }
1472 elmex 1.1 }
1473    
1474     /*
1475 root 1.31 * Frees everything allocated by the given maptileure.
1476 elmex 1.1 * don't free tmpname - our caller is left to do that
1477     */
1478 root 1.29 void
1479 root 1.31 free_map (maptile *m, int flag)
1480 root 1.29 {
1481 root 1.47 if (m->in_memory != MAP_IN_MEMORY)
1482     return;
1483 elmex 1.1
1484 root 1.47 m->in_memory = MAP_SAVING;
1485 root 1.42
1486     // TODO: use new/delete
1487     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1488    
1489 root 1.29 if (flag && m->spaces)
1490     free_all_objects (m);
1491     if (m->name)
1492     FREE_AND_CLEAR (m->name);
1493     if (m->spaces)
1494     FREE_AND_CLEAR (m->spaces);
1495     if (m->msg)
1496     FREE_AND_CLEAR (m->msg);
1497     if (m->maplore)
1498     FREE_AND_CLEAR (m->maplore);
1499 root 1.42
1500     delete [] m->shopitems;
1501 root 1.29 m->shopitems = 0;
1502 root 1.42
1503 root 1.29 if (m->shoprace)
1504     FREE_AND_CLEAR (m->shoprace);
1505 root 1.42
1506 root 1.29 if (m->buttons)
1507     free_objectlinkpt (m->buttons);
1508 root 1.42
1509 root 1.29 m->buttons = NULL;
1510 root 1.42
1511 root 1.47 for (int i = 0; i < 4; i++)
1512 root 1.29 {
1513     if (m->tile_path[i])
1514     FREE_AND_CLEAR (m->tile_path[i]);
1515 root 1.47
1516     m->tile_map[i] = 0;
1517 root 1.29 }
1518 root 1.42
1519 root 1.29 m->in_memory = MAP_SWAPPED;
1520 root 1.42
1521     #undef FREE_AND_CLEAR
1522 root 1.47 }
1523 root 1.42
1524 root 1.47 maptile::~maptile ()
1525     {
1526     free_map (this, 1);
1527     free (tmpname);
1528 elmex 1.1 }
1529    
1530 root 1.29 void
1531 root 1.47 maptile::do_destroy ()
1532 root 1.29 {
1533 root 1.47 attachable::do_destroy ();
1534 elmex 1.1
1535 root 1.47 free_all_objects (this);
1536 root 1.29
1537     /* We need to look through all the maps and see if any maps
1538     * are pointing at this one for tiling information. Since
1539 root 1.47 * tiling can be asymetric, we just can not look to see which
1540 root 1.29 * maps this map tiles with and clears those.
1541     */
1542 root 1.47 //TODO: non-euclidean-tiling MUST GO
1543     for (maptile *m = first_map; m; m = m->next)
1544     for (int i = 0; i < 4; i++)
1545     if (m->tile_map[i] == this)
1546     m->tile_map[i] = 0;
1547 root 1.11
1548 root 1.47 if (first_map == this)
1549     first_map = next;
1550 root 1.29 else
1551 root 1.47 for (maptile *m = first_map; m; m = m->next)
1552     if (m->next = this)
1553     {
1554     m->next = next;
1555     break;
1556     }
1557     }
1558 elmex 1.1
1559 root 1.47 //TODO: must go
1560     void
1561     delete_map (maptile *m)
1562     {
1563     if (m)
1564     m->destroy ();
1565 elmex 1.1 }
1566    
1567     /*
1568     * Makes sure the given map is loaded and swapped in.
1569     * name is path name of the map.
1570     * flags meaning:
1571     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1572     * and don't do unique items or the like.
1573     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1574     * dont do any more name translation on it.
1575     *
1576     * Returns a pointer to the given map.
1577     */
1578 root 1.31 maptile *
1579 root 1.29 ready_map_name (const char *name, int flags)
1580     {
1581     if (!name)
1582 root 1.47 return 0;
1583 elmex 1.1
1584 root 1.29 /* Have we been at this level before? */
1585 root 1.47 maptile *m = has_been_loaded (name);
1586 elmex 1.1
1587 root 1.29 /* Map is good to go, so just return it */
1588     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1589 root 1.47 return m;
1590 root 1.10
1591 root 1.29 /* unique maps always get loaded from their original location, and never
1592     * a temp location. Likewise, if map_flush is set, or we have never loaded
1593     * this map, load it now. I removed the reset checking from here -
1594     * it seems the probability of a player trying to enter a map that should
1595     * reset but hasn't yet is quite low, and removing that makes this function
1596     * a bit cleaner (and players probably shouldn't rely on exact timing for
1597     * resets in any case - if they really care, they should use the 'maps command.
1598     */
1599     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1600     {
1601     /* first visit or time to reset */
1602     if (m)
1603     {
1604     clean_tmp_map (m); /* Doesn't make much difference */
1605     delete_map (m);
1606     }
1607    
1608     /* create and load a map */
1609     if (flags & MAP_PLAYER_UNIQUE)
1610     LOG (llevDebug, "Trying to load map %s.\n", name);
1611     else
1612     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1613    
1614     //eval_pv ("$x = Event::time", 1);//D
1615     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1616     return (NULL);
1617     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1618    
1619     fix_auto_apply (m); /* Chests which open as default */
1620    
1621     /* If a player unique map, no extra unique object file to load.
1622     * if from the editor, likewise.
1623     */
1624     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1625     load_unique_objects (m);
1626    
1627     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1628     {
1629     m = load_overlay_map (name, m);
1630     if (m == NULL)
1631     return NULL;
1632     }
1633    
1634     if (flags & MAP_PLAYER_UNIQUE)
1635     INVOKE_MAP (SWAPIN, m);
1636    
1637     }
1638     else
1639     {
1640     /* If in this loop, we found a temporary map, so load it up. */
1641    
1642     m = load_temporary_map (m);
1643     if (m == NULL)
1644     return NULL;
1645     load_unique_objects (m);
1646    
1647     clean_tmp_map (m);
1648     m->in_memory = MAP_IN_MEMORY;
1649     /* tempnam() on sun systems (probably others) uses malloc
1650     * to allocated space for the string. Free it here.
1651     * In some cases, load_temporary_map above won't find the
1652     * temporary map, and so has reloaded a new map. If that
1653     * is the case, tmpname is now null
1654     */
1655     if (m->tmpname)
1656     free (m->tmpname);
1657     m->tmpname = NULL;
1658     /* It's going to be saved anew anyway */
1659     }
1660    
1661     /* Below here is stuff common to both first time loaded maps and
1662     * temp maps.
1663     */
1664 root 1.10
1665 root 1.29 decay_objects (m); /* start the decay */
1666     /* In case other objects press some buttons down */
1667     update_buttons (m);
1668     if (m->outdoor)
1669     set_darkness_map (m);
1670     /* run the weather over this map */
1671     weather_effect (name);
1672     return m;
1673 elmex 1.1 }
1674    
1675    
1676     /*
1677     * This routine is supposed to find out the difficulty of the map.
1678     * difficulty does not have a lot to do with character level,
1679     * but does have a lot to do with treasure on the map.
1680     *
1681     * Difficulty can now be set by the map creature. If the value stored
1682     * in the map is zero, then use this routine. Maps should really
1683     * have a difficulty set than using this function - human calculation
1684     * is much better than this functions guesswork.
1685     */
1686    
1687 root 1.29 int
1688 root 1.31 calculate_difficulty (maptile *m)
1689 root 1.29 {
1690 elmex 1.1 object *op;
1691     archetype *at;
1692 pippijn 1.26 int x, y, i;
1693 elmex 1.1 long monster_cnt = 0;
1694     double avgexp = 0;
1695     sint64 total_exp = 0;
1696    
1697     if (MAP_DIFFICULTY (m))
1698     {
1699 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1700 elmex 1.1 return MAP_DIFFICULTY (m);
1701     }
1702    
1703 root 1.48 for (x = 0; x < m->width; x++)
1704     for (y = 0; y < m->height; y++)
1705 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1706 elmex 1.1 {
1707 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1708 elmex 1.1 {
1709     total_exp += op->stats.exp;
1710     monster_cnt++;
1711     }
1712    
1713 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1714 elmex 1.1 {
1715     total_exp += op->stats.exp;
1716 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1717 elmex 1.1
1718 root 1.29 if (at != NULL)
1719 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1720    
1721     monster_cnt++;
1722     }
1723     }
1724    
1725     avgexp = (double) total_exp / monster_cnt;
1726    
1727     for (i = 1; i <= settings.max_level; i++)
1728     {
1729     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1730     {
1731     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1732     return i;
1733     }
1734     }
1735    
1736     return 1;
1737     }
1738    
1739 root 1.29 void
1740 root 1.31 clean_tmp_map (maptile *m)
1741 root 1.29 {
1742     if (m->tmpname == NULL)
1743     return;
1744 root 1.8 INVOKE_MAP (CLEAN, m);
1745 root 1.29 (void) unlink (m->tmpname);
1746 elmex 1.1 }
1747    
1748 root 1.29 void
1749     free_all_maps (void)
1750 elmex 1.1 {
1751 root 1.29 int real_maps = 0;
1752 elmex 1.1
1753 root 1.29 while (first_map)
1754     {
1755     /* I think some of the callers above before it gets here set this to be
1756     * saving, but we still want to free this data
1757     */
1758     if (first_map->in_memory == MAP_SAVING)
1759     first_map->in_memory = MAP_IN_MEMORY;
1760     delete_map (first_map);
1761     real_maps++;
1762 elmex 1.1 }
1763 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1764 elmex 1.1 }
1765    
1766     /* change_map_light() - used to change map light level (darkness)
1767     * up or down. Returns true if successful. It should now be
1768     * possible to change a value by more than 1.
1769     * Move this from los.c to map.c since this is more related
1770     * to maps than los.
1771     * postive values make it darker, negative make it brighter
1772     */
1773 root 1.29
1774     int
1775 root 1.31 change_map_light (maptile *m, int change)
1776 root 1.29 {
1777     int new_level = m->darkness + change;
1778    
1779     /* Nothing to do */
1780     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1781     {
1782     return 0;
1783 elmex 1.1 }
1784    
1785 root 1.29 /* inform all players on the map */
1786     if (change > 0)
1787     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1788     else
1789     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1790    
1791     /* Do extra checking. since m->darkness is a unsigned value,
1792     * we need to be extra careful about negative values.
1793     * In general, the checks below are only needed if change
1794     * is not +/-1
1795     */
1796     if (new_level < 0)
1797     m->darkness = 0;
1798     else if (new_level >= MAX_DARKNESS)
1799     m->darkness = MAX_DARKNESS;
1800     else
1801     m->darkness = new_level;
1802 elmex 1.1
1803 root 1.29 /* All clients need to get re-updated for the change */
1804     update_all_map_los (m);
1805     return 1;
1806 elmex 1.1 }
1807    
1808     /*
1809     * This function updates various attributes about a specific space
1810     * on the map (what it looks like, whether it blocks magic,
1811     * has a living creatures, prevents people from passing
1812     * through, etc)
1813     */
1814 root 1.29 void
1815 root 1.46 mapspace::update_ ()
1816 root 1.29 {
1817 root 1.45 object *tmp, *last = 0;
1818 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1819 root 1.29 New_Face *top, *floor, *middle;
1820     object *top_obj, *floor_obj, *middle_obj;
1821     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1822    
1823     middle = blank_face;
1824 root 1.45 top = blank_face;
1825     floor = blank_face;
1826 root 1.29
1827 root 1.45 middle_obj = 0;
1828     top_obj = 0;
1829     floor_obj = 0;
1830 root 1.29
1831 root 1.46 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above)
1832 root 1.29 {
1833     /* This could be made additive I guess (two lights better than
1834 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1835 root 1.29 * light bulbs do not illuminate twice as far as once since
1836 root 1.45 * it is a dissapation factor that is cubed.
1837 root 1.29 */
1838     if (tmp->glow_radius > light)
1839     light = tmp->glow_radius;
1840    
1841     /* This call is needed in order to update objects the player
1842     * is standing in that have animations (ie, grass, fire, etc).
1843     * However, it also causes the look window to be re-drawn
1844     * 3 times each time the player moves, because many of the
1845     * functions the move_player calls eventualy call this.
1846     *
1847     * Always put the player down for drawing.
1848     */
1849     if (!tmp->invisible)
1850     {
1851     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1852     {
1853     top = tmp->face;
1854     top_obj = tmp;
1855     }
1856     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1857     {
1858     /* If we got a floor, that means middle and top were below it,
1859     * so should not be visible, so we clear them.
1860     */
1861     middle = blank_face;
1862     top = blank_face;
1863     floor = tmp->face;
1864     floor_obj = tmp;
1865     }
1866     /* Flag anywhere have high priority */
1867     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1868     {
1869     middle = tmp->face;
1870    
1871     middle_obj = tmp;
1872     anywhere = 1;
1873     }
1874     /* Find the highest visible face around. If equal
1875     * visibilities, we still want the one nearer to the
1876     * top
1877     */
1878     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1879     {
1880     middle = tmp->face;
1881     middle_obj = tmp;
1882     }
1883     }
1884 root 1.45
1885 root 1.29 if (tmp == tmp->above)
1886     {
1887     LOG (llevError, "Error in structure of map\n");
1888     exit (-1);
1889     }
1890    
1891 root 1.45 move_slow |= tmp->move_slow;
1892 root 1.29 move_block |= tmp->move_block;
1893 root 1.45 move_on |= tmp->move_on;
1894     move_off |= tmp->move_off;
1895 root 1.29 move_allow |= tmp->move_allow;
1896    
1897 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1898     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1899     if (tmp->type == PLAYER) flags |= P_PLAYER;
1900     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1901     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1902     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1903     }
1904 root 1.29
1905 root 1.46 this->light = light;
1906     this->flags_ = flags;
1907     this->move_block = move_block & ~move_allow;
1908     this->move_on = move_on;
1909     this->move_off = move_off;
1910     this->move_slow = move_slow;
1911 root 1.29
1912     /* At this point, we have a floor face (if there is a floor),
1913     * and the floor is set - we are not going to touch it at
1914     * this point.
1915     * middle contains the highest visibility face.
1916     * top contains a player/monster face, if there is one.
1917     *
1918     * We now need to fill in top.face and/or middle.face.
1919     */
1920    
1921     /* If the top face also happens to be high visibility, re-do our
1922     * middle face. This should not happen, as we already have the
1923     * else statement above so middle should not get set. OTOH, it
1924     * may be possible for the faces to match but be different objects.
1925     */
1926     if (top == middle)
1927     middle = blank_face;
1928    
1929     /* There are three posibilities at this point:
1930     * 1) top face is set, need middle to be set.
1931     * 2) middle is set, need to set top.
1932     * 3) neither middle or top is set - need to set both.
1933     */
1934    
1935     for (tmp = last; tmp; tmp = tmp->below)
1936     {
1937     /* Once we get to a floor, stop, since we already have a floor object */
1938     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939     break;
1940    
1941     /* If two top faces are already set, quit processing */
1942     if ((top != blank_face) && (middle != blank_face))
1943     break;
1944 root 1.10
1945 root 1.29 /* Only show visible faces, unless its the editor - show all */
1946     if (!tmp->invisible || editor)
1947     {
1948     /* Fill in top if needed */
1949     if (top == blank_face)
1950     {
1951     top = tmp->face;
1952     top_obj = tmp;
1953     if (top == middle)
1954     middle = blank_face;
1955     }
1956     else
1957     {
1958     /* top is already set - we should only get here if
1959     * middle is not set
1960     *
1961     * Set the middle face and break out, since there is nothing
1962     * more to fill in. We don't check visiblity here, since
1963     *
1964     */
1965     if (tmp->face != top)
1966     {
1967     middle = tmp->face;
1968     middle_obj = tmp;
1969     break;
1970 root 1.10 }
1971     }
1972     }
1973 elmex 1.1 }
1974 root 1.45
1975 root 1.29 if (middle == floor)
1976     middle = blank_face;
1977 root 1.45
1978 root 1.29 if (top == middle)
1979     middle = blank_face;
1980 root 1.45
1981 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1982     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1983     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1984 elmex 1.1 }
1985    
1986 root 1.29 void
1987 root 1.31 set_map_reset_time (maptile *map)
1988 root 1.29 {
1989     int timeout;
1990 elmex 1.1
1991 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
1992     if (timeout <= 0)
1993     timeout = MAP_DEFAULTRESET;
1994     if (timeout >= MAP_MAXRESET)
1995     timeout = MAP_MAXRESET;
1996 root 1.42 MAP_WHEN_RESET (map) = time (0) + timeout;
1997 elmex 1.1 }
1998    
1999     /* this updates the orig_map->tile_map[tile_num] value after loading
2000     * the map. It also takes care of linking back the freshly loaded
2001     * maps tile_map values if it tiles back to this one. It returns
2002     * the value of orig_map->tile_map[tile_num]. It really only does this
2003     * so that it is easier for calling functions to verify success.
2004     */
2005    
2006 root 1.31 static maptile *
2007     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2008 elmex 1.1 {
2009 root 1.29 int dest_tile = (tile_num + 2) % 4;
2010     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2011 elmex 1.1
2012 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2013 elmex 1.1
2014 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2015     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))
2016     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2017 elmex 1.1
2018 root 1.29 return orig_map->tile_map[tile_num];
2019 elmex 1.1 }
2020    
2021     /* this returns TRUE if the coordinates (x,y) are out of
2022     * map m. This function also takes into account any
2023     * tiling considerations, loading adjacant maps as needed.
2024     * This is the function should always be used when it
2025     * necessary to check for valid coordinates.
2026     * This function will recursively call itself for the
2027     * tiled maps.
2028     *
2029     *
2030     */
2031 root 1.29 int
2032 root 1.31 out_of_map (maptile *m, int x, int y)
2033 elmex 1.1 {
2034 root 1.29 /* If we get passed a null map, this is obviously the
2035     * case. This generally shouldn't happen, but if the
2036     * map loads fail below, it could happen.
2037     */
2038     if (!m)
2039     return 0;
2040 elmex 1.1
2041 root 1.29 if (x < 0)
2042     {
2043     if (!m->tile_path[3])
2044     return 1;
2045 root 1.46
2046 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2047 root 1.46 load_and_link_tiled_map (m, 3);
2048    
2049 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2050 elmex 1.1 }
2051 root 1.46
2052 root 1.48 if (x >= m->width)
2053 root 1.29 {
2054     if (!m->tile_path[1])
2055     return 1;
2056 root 1.46
2057 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2058 root 1.46 load_and_link_tiled_map (m, 1);
2059    
2060 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2061 elmex 1.1 }
2062 root 1.46
2063 root 1.29 if (y < 0)
2064     {
2065     if (!m->tile_path[0])
2066     return 1;
2067 root 1.46
2068 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2069 root 1.46 load_and_link_tiled_map (m, 0);
2070    
2071 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2072 elmex 1.1 }
2073 root 1.46
2074 root 1.48 if (y >= m->height)
2075 root 1.29 {
2076     if (!m->tile_path[2])
2077     return 1;
2078 root 1.46
2079 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2080 root 1.46 load_and_link_tiled_map (m, 2);
2081    
2082 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2083 elmex 1.1 }
2084    
2085 root 1.29 /* Simple case - coordinates are within this local
2086     * map.
2087     */
2088     return 0;
2089 elmex 1.1 }
2090    
2091     /* This is basically the same as out_of_map above, but
2092     * instead we return NULL if no map is valid (coordinates
2093     * out of bounds and no tiled map), otherwise it returns
2094     * the map as that the coordinates are really on, and
2095     * updates x and y to be the localized coordinates.
2096     * Using this is more efficient of calling out_of_map
2097     * and then figuring out what the real map is
2098     */
2099 root 1.31 maptile *
2100     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2101 elmex 1.1 {
2102    
2103 root 1.29 if (*x < 0)
2104     {
2105     if (!m->tile_path[3])
2106 root 1.46 return 0;
2107 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2108     load_and_link_tiled_map (m, 3);
2109 elmex 1.1
2110 root 1.48 *x += m->tile_map[3]->width;
2111 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2112 elmex 1.1 }
2113 root 1.46
2114 root 1.48 if (*x >= m->width)
2115 root 1.29 {
2116     if (!m->tile_path[1])
2117 root 1.46 return 0;
2118    
2119 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2120     load_and_link_tiled_map (m, 1);
2121 elmex 1.1
2122 root 1.48 *x -= m->width;
2123 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2124 elmex 1.1 }
2125 root 1.46
2126 root 1.29 if (*y < 0)
2127     {
2128     if (!m->tile_path[0])
2129 root 1.46 return 0;
2130    
2131 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2132     load_and_link_tiled_map (m, 0);
2133 elmex 1.1
2134 root 1.48 *y += m->tile_map[0]->height;
2135 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2136 elmex 1.1 }
2137 root 1.46
2138 root 1.48 if (*y >= m->height)
2139 root 1.29 {
2140     if (!m->tile_path[2])
2141 root 1.46 return 0;
2142    
2143 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2144     load_and_link_tiled_map (m, 2);
2145 elmex 1.1
2146 root 1.48 *y -= m->height;
2147 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2148 elmex 1.1 }
2149    
2150 root 1.29 /* Simple case - coordinates are within this local
2151     * map.
2152     */
2153 elmex 1.1
2154 root 1.29 return m;
2155 elmex 1.1 }
2156    
2157     /**
2158     * Return whether map2 is adjacent to map1. If so, store the distance from
2159     * map1 to map2 in dx/dy.
2160     */
2161 root 1.29 static int
2162 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2163 root 1.29 {
2164     if (!map1 || !map2)
2165     return 0;
2166    
2167     if (map1 == map2)
2168     {
2169     *dx = 0;
2170     *dy = 0;
2171    
2172     }
2173     else if (map1->tile_map[0] == map2)
2174     { /* up */
2175     *dx = 0;
2176 root 1.48 *dy = -map2->height;
2177 root 1.29 }
2178     else if (map1->tile_map[1] == map2)
2179     { /* right */
2180 root 1.48 *dx = map1->width;
2181 root 1.29 *dy = 0;
2182     }
2183     else if (map1->tile_map[2] == map2)
2184     { /* down */
2185     *dx = 0;
2186 root 1.48 *dy = map1->height;
2187 root 1.29 }
2188     else if (map1->tile_map[3] == map2)
2189     { /* left */
2190 root 1.48 *dx = -map2->width;
2191 root 1.29 *dy = 0;
2192    
2193     }
2194     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2195     { /* up right */
2196 root 1.48 *dx = map1->tile_map[0]->width;
2197     *dy = -map1->tile_map[0]->height;
2198 root 1.29 }
2199     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2200     { /* up left */
2201 root 1.48 *dx = -map2->width;
2202     *dy = -map1->tile_map[0]->height;
2203 root 1.29 }
2204     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2205     { /* right up */
2206 root 1.48 *dx = map1->width;
2207     *dy = -map2->height;
2208 root 1.29 }
2209     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2210     { /* right down */
2211 root 1.48 *dx = map1->width;
2212     *dy = map1->tile_map[1]->height;
2213 root 1.29 }
2214     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2215     { /* down right */
2216 root 1.48 *dx = map1->tile_map[2]->width;
2217     *dy = map1->height;
2218 root 1.29 }
2219     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2220     { /* down left */
2221 root 1.48 *dx = -map2->width;
2222     *dy = map1->height;
2223 root 1.29 }
2224     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2225     { /* left up */
2226 root 1.48 *dx = -map1->tile_map[3]->width;
2227     *dy = -map2->height;
2228 root 1.29 }
2229     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2230     { /* left down */
2231 root 1.48 *dx = -map1->tile_map[3]->width;
2232     *dy = map1->tile_map[3]->height;
2233 elmex 1.1
2234 root 1.29 }
2235     else
2236     { /* not "adjacent" enough */
2237     return 0;
2238 elmex 1.1 }
2239    
2240 root 1.29 return 1;
2241 elmex 1.1 }
2242    
2243     /* From map.c
2244     * This is used by get_player to determine where the other
2245     * creature is. get_rangevector takes into account map tiling,
2246     * so you just can not look the the map coordinates and get the
2247     * righte value. distance_x/y are distance away, which
2248     * can be negativbe. direction is the crossfire direction scheme
2249     * that the creature should head. part is the part of the
2250     * monster that is closest.
2251     *
2252     * get_rangevector looks at op1 and op2, and fills in the
2253     * structure for op1 to get to op2.
2254     * We already trust that the caller has verified that the
2255     * two objects are at least on adjacent maps. If not,
2256     * results are not likely to be what is desired.
2257     * if the objects are not on maps, results are also likely to
2258     * be unexpected
2259     *
2260     * currently, the only flag supported (0x1) is don't translate for
2261     * closest body part of 'op1'
2262     */
2263    
2264 root 1.29 void
2265     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2266     {
2267     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2268     {
2269     /* be conservative and fill in _some_ data */
2270     retval->distance = 100000;
2271     retval->distance_x = 32767;
2272     retval->distance_y = 32767;
2273     retval->direction = 0;
2274     retval->part = 0;
2275     }
2276     else
2277     {
2278     object *best;
2279    
2280     retval->distance_x += op2->x - op1->x;
2281     retval->distance_y += op2->y - op1->y;
2282    
2283     best = op1;
2284     /* If this is multipart, find the closest part now */
2285     if (!(flags & 0x1) && op1->more)
2286     {
2287     object *tmp;
2288     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2289    
2290     /* we just take the offset of the piece to head to figure
2291     * distance instead of doing all that work above again
2292     * since the distance fields we set above are positive in the
2293     * same axis as is used for multipart objects, the simply arithmetic
2294     * below works.
2295     */
2296     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2297     {
2298     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2299     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2300     if (tmpi < best_distance)
2301     {
2302     best_distance = tmpi;
2303     best = tmp;
2304 elmex 1.1 }
2305     }
2306 root 1.29 if (best != op1)
2307     {
2308     retval->distance_x += op1->x - best->x;
2309     retval->distance_y += op1->y - best->y;
2310 elmex 1.1 }
2311     }
2312 root 1.29 retval->part = best;
2313     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2314     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2315 elmex 1.1 }
2316     }
2317    
2318     /* this is basically the same as get_rangevector above, but instead of
2319     * the first parameter being an object, it instead is the map
2320     * and x,y coordinates - this is used for path to player -
2321     * since the object is not infact moving but we are trying to traverse
2322     * the path, we need this.
2323     * flags has no meaning for this function at this time - I kept it in to
2324     * be more consistant with the above function and also in case they are needed
2325     * for something in the future. Also, since no object is pasted, the best
2326     * field of the rv_vector is set to NULL.
2327     */
2328    
2329 root 1.29 void
2330 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2331 root 1.29 {
2332     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2333     {
2334     /* be conservative and fill in _some_ data */
2335     retval->distance = 100000;
2336     retval->distance_x = 32767;
2337     retval->distance_y = 32767;
2338     retval->direction = 0;
2339     retval->part = 0;
2340     }
2341     else
2342     {
2343     retval->distance_x += op2->x - x;
2344     retval->distance_y += op2->y - y;
2345    
2346     retval->part = NULL;
2347     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2348     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2349 elmex 1.1 }
2350     }
2351    
2352     /* Returns true of op1 and op2 are effectively on the same map
2353     * (as related to map tiling). Note that this looks for a path from
2354     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2355     * to op1, this will still return false.
2356     * Note we only look one map out to keep the processing simple
2357     * and efficient. This could probably be a macro.
2358     * MSW 2001-08-05
2359     */
2360 root 1.29 int
2361     on_same_map (const object *op1, const object *op2)
2362     {
2363     int dx, dy;
2364 elmex 1.1
2365 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2366 elmex 1.1 }