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Revision: 1.49
Committed: Mon Dec 25 14:54:44 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.48: +19 -18 lines
Log Message:
the big rename

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 root 1.31 maptile *
38 root 1.29 has_been_loaded (const char *name)
39     {
40 root 1.31 maptile *map;
41 elmex 1.1
42 root 1.29 if (!name || !*name)
43     return 0;
44 root 1.49
45 root 1.29 for (map = first_map; map; map = map->next)
46     if (!strcmp (name, map->path))
47     break;
48 root 1.49
49 root 1.29 return (map);
50 elmex 1.1 }
51    
52     /*
53     * This makes a path absolute outside the world of Crossfire.
54     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55     * and returns the pointer to a static array containing the result.
56     * it really should be called create_mapname
57     */
58    
59 root 1.29 const char *
60     create_pathname (const char *name)
61     {
62     static char buf[MAX_BUF];
63 elmex 1.1
64 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65     * someplace else in the code? msw 2-17-97
66     */
67     if (*name == '/')
68     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69     else
70     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71     return (buf);
72 elmex 1.1 }
73    
74     /*
75     * same as create_pathname, but for the overlay maps.
76     */
77    
78 root 1.29 const char *
79     create_overlay_pathname (const char *name)
80     {
81     static char buf[MAX_BUF];
82 elmex 1.1
83 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84     * someplace else in the code? msw 2-17-97
85     */
86     if (*name == '/')
87     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88     else
89     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90     return (buf);
91 elmex 1.1 }
92    
93     /*
94     * same as create_pathname, but for the template maps.
95     */
96    
97 root 1.29 const char *
98     create_template_pathname (const char *name)
99     {
100     static char buf[MAX_BUF];
101 elmex 1.1
102 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103     * someplace else in the code? msw 2-17-97
104     */
105     if (*name == '/')
106     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107     else
108     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109     return (buf);
110 elmex 1.1 }
111    
112     /*
113     * This makes absolute path to the itemfile where unique objects
114     * will be saved. Converts '/' to '@'. I think it's essier maintain
115     * files than full directory structure, but if this is problem it can
116     * be changed.
117     */
118 root 1.29 static const char *
119     create_items_path (const char *s)
120     {
121     static char buf[MAX_BUF];
122     char *t;
123    
124     if (*s == '/')
125     s++;
126 elmex 1.1
127 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128 elmex 1.1
129 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
130     if (*s == '/')
131     *t = '@';
132     else
133     *t = *s;
134     *t = 0;
135     return (buf);
136 elmex 1.1 }
137    
138    
139     /*
140     * This function checks if a file with the given path exists.
141     * -1 is returned if it fails, otherwise the mode of the file
142     * is returned.
143     * It tries out all the compression suffixes listed in the uncomp[] array.
144     *
145     * If prepend_dir is set, then we call create_pathname (which prepends
146     * libdir & mapdir). Otherwise, we assume the name given is fully
147     * complete.
148     * Only the editor actually cares about the writablity of this -
149     * the rest of the code only cares that the file is readable.
150     * when the editor goes away, the call to stat should probably be
151     * replaced by an access instead (similar to the windows one, but
152     * that seems to be missing the prepend_dir processing
153     */
154    
155 root 1.29 int
156     check_path (const char *name, int prepend_dir)
157 elmex 1.1 {
158 root 1.29 char buf[MAX_BUF];
159    
160     char *endbuf;
161     struct stat statbuf;
162     int mode = 0;
163 elmex 1.1
164 root 1.29 if (prepend_dir)
165     strcpy (buf, create_pathname (name));
166     else
167     strcpy (buf, name);
168 elmex 1.1
169 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
170     * this method should be equivalant and is clearer.
171     * Can not use strcat because we need to cycle through
172     * all the names.
173     */
174     endbuf = buf + strlen (buf);
175    
176     if (stat (buf, &statbuf))
177     return -1;
178     if (!S_ISREG (statbuf.st_mode))
179     return (-1);
180    
181     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183     mode |= 4;
184    
185     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187     mode |= 2;
188 elmex 1.1
189 root 1.29 return (mode);
190 elmex 1.1 }
191    
192     /*
193     * Prints out debug-information about a map.
194     * Dumping these at llevError doesn't seem right, but is
195     * necessary to make sure the information is in fact logged.
196     */
197    
198 root 1.29 void
199 root 1.31 dump_map (const maptile *m)
200 root 1.29 {
201     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 root 1.49 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203 root 1.29
204     if (m->msg != NULL)
205     LOG (llevError, "Message:\n%s", m->msg);
206 elmex 1.1
207 root 1.29 if (m->maplore != NULL)
208     LOG (llevError, "Lore:\n%s", m->maplore);
209 elmex 1.1
210 root 1.29 if (m->tmpname != NULL)
211     LOG (llevError, "Tmpname: %s\n", m->tmpname);
212 elmex 1.1
213 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214     LOG (llevError, "Darkness: %d\n", m->darkness);
215 elmex 1.1 }
216    
217     /*
218     * Prints out debug-information about all maps.
219     * This basically just goes through all the maps and calls
220     * dump_map on each one.
221     */
222    
223 root 1.29 void
224     dump_all_maps (void)
225     {
226 root 1.31 maptile *m;
227 root 1.29
228 root 1.46 for (m = first_map; m; m = m->next)
229     dump_map (m);
230 elmex 1.1 }
231    
232     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
233     * one function that just returns a P_.. value (see map.h)
234     * it will also do map translation for tiled maps, returning
235     * new values into newmap, nx, and ny. Any and all of those
236     * values can be null, in which case if a new map is needed (returned
237     * by a P_NEW_MAP value, another call to get_map_from_coord
238     * is needed. The case of not passing values is if we're just
239     * checking for the existence of something on those spaces, but
240     * don't expect to insert/remove anything from those spaces.
241     */
242 root 1.29 int
243 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
244 elmex 1.1 {
245 root 1.29 sint16 newx, newy;
246     int retval = 0;
247 root 1.31 maptile *mp;
248 root 1.29
249     newx = x;
250     newy = y;
251 root 1.46
252 root 1.29 mp = get_map_from_coord (oldmap, &newx, &newy);
253 root 1.46
254     if (!mp)
255     return P_OUT_OF_MAP;
256    
257 root 1.29 if (mp != oldmap)
258     retval |= P_NEW_MAP;
259 root 1.28
260 root 1.46 if (newmap) *newmap = mp;
261     if (nx) *nx = newx;
262     if (ny) *ny = newy;
263 elmex 1.3
264 root 1.46 return retval | mp->at (newx, newy).flags ();
265 elmex 1.1 }
266    
267     /*
268     * Returns true if the given coordinate is blocked except by the
269     * object passed is not blocking. This is used with
270     * multipart monsters - if we want to see if a 2x2 monster
271     * can move 1 space to the left, we don't want its own area
272     * to block it from moving there.
273     * Returns TRUE if the space is blocked by something other than the
274     * monster.
275     * m, x, y are the target map/coordinates - needed for map tiling.
276     * the coordinates & map passed in should have been updated for tiling
277     * by the caller.
278     */
279 root 1.29 int
280 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
281 root 1.29 {
282     object *tmp;
283     int mflags, blocked;
284    
285     /* Make sure the coordinates are valid - they should be, as caller should
286     * have already checked this.
287     */
288     if (OUT_OF_REAL_MAP (m, sx, sy))
289     {
290     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291     return 1;
292 elmex 1.1 }
293    
294 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
295     * directly.
296     */
297 root 1.46 mflags = m->at (sx, sy).flags ();
298 root 1.29
299     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300    
301     /* If space is currently not blocked by anything, no need to
302     * go further. Not true for players - all sorts of special
303     * things we need to do for players.
304     */
305     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
306     return 0;
307    
308     /* if there isn't anytyhing alive on this space, and this space isn't
309     * otherwise blocked, we can return now. Only if there is a living
310     * creature do we need to investigate if it is part of this creature
311     * or another. Likewise, only if something is blocking us do we
312     * need to investigate if there is a special circumstance that would
313     * let the player through (inventory checkers for example)
314     */
315     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316     return 0;
317    
318     if (ob->head != NULL)
319     ob = ob->head;
320    
321     /* We basically go through the stack of objects, and if there is
322     * some other object that has NO_PASS or FLAG_ALIVE set, return
323     * true. If we get through the entire stack, that must mean
324     * ob is blocking it, so return 0.
325     */
326 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
327 root 1.29 {
328    
329     /* This must be before the checks below. Code for inventory checkers. */
330     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331     {
332     /* If last_sp is set, the player/monster needs an object,
333     * so we check for it. If they don't have it, they can't
334     * pass through this space.
335     */
336     if (tmp->last_sp)
337     {
338     if (check_inv_recursive (ob, tmp) == NULL)
339     return 1;
340     else
341     continue;
342     }
343     else
344     {
345     /* In this case, the player must not have the object -
346     * if they do, they can't pass through.
347     */
348     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
349     return 1;
350     else
351     continue;
352     }
353     } /* if check_inv */
354     else
355     {
356     /* Broke apart a big nasty if into several here to make
357     * this more readable. first check - if the space blocks
358     * movement, can't move here.
359     * second - if a monster, can't move there, unles it is a
360     * hidden dm
361     */
362     if (OB_MOVE_BLOCK (ob, tmp))
363     return 1;
364     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
365     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
366     return 1;
367 root 1.10 }
368 elmex 1.1
369     }
370 root 1.29 return 0;
371 elmex 1.1 }
372    
373    
374     /*
375     * Returns true if the given object can't fit in the given spot.
376     * This is meant for multi space objects - for single space objecs,
377     * just calling get_map_blocked and checking that against movement type
378     * of object. This function goes through all the parts of the
379     * multipart object and makes sure they can be inserted.
380     *
381     * While this doesn't call out of map, the get_map_flags does.
382     *
383     * This function has been used to deprecate arch_out_of_map -
384     * this function also does that check, and since in most cases,
385     * a call to one would follow the other, doesn't make a lot of sense to
386     * have two seperate functions for this.
387     *
388     * This returns nonzero if this arch can not go on the space provided,
389     * 0 otherwise. the return value will contain the P_.. value
390     * so the caller can know why this object can't go on the map.
391     * Note that callers should not expect P_NEW_MAP to be set
392     * in return codes - since the object is multispace - if
393     * we did return values, what do you return if half the object
394     * is one map, half on another.
395     *
396     * Note this used to be arch_blocked, but with new movement
397     * code, we need to have actual object to check its move_type
398     * against the move_block values.
399     */
400 root 1.29 int
401 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
402 root 1.29 {
403     archetype *tmp;
404     int flag;
405 root 1.31 maptile *m1;
406 root 1.29 sint16 sx, sy;
407 elmex 1.1
408 root 1.29 if (ob == NULL)
409     {
410     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411     if (flag & P_OUT_OF_MAP)
412     return P_OUT_OF_MAP;
413 elmex 1.1
414 root 1.29 /* don't have object, so don't know what types would block */
415 root 1.47 return m1->at (sx, sy).move_block;
416 elmex 1.1 }
417    
418 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
419 root 1.29 {
420     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421 elmex 1.1
422 root 1.29 if (flag & P_OUT_OF_MAP)
423     return P_OUT_OF_MAP;
424     if (flag & P_IS_ALIVE)
425     return P_IS_ALIVE;
426    
427 root 1.47 mapspace &ms = m1->at (sx, sy);
428    
429    
430 root 1.29 /* find_first_free_spot() calls this function. However, often
431     * ob doesn't have any move type (when used to place exits)
432     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433     */
434 elmex 1.1
435 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
436 root 1.29 continue;
437 elmex 1.1
438 root 1.29 /* Note it is intentional that we check ob - the movement type of the
439     * head of the object should correspond for the entire object.
440     */
441 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
442 root 1.45 return P_NO_PASS;
443     }
444 elmex 1.1
445 root 1.29 return 0;
446 elmex 1.1 }
447    
448     /* When the map is loaded, load_object does not actually insert objects
449     * into inventory, but just links them. What this does is go through
450     * and insert them properly.
451     * The object 'container' is the object that contains the inventory.
452     * This is needed so that we can update the containers weight.
453     */
454    
455 root 1.29 void
456     fix_container (object *container)
457 elmex 1.1 {
458 root 1.29 object *tmp = container->inv, *next;
459 elmex 1.1
460 root 1.29 container->inv = NULL;
461     while (tmp != NULL)
462     {
463     next = tmp->below;
464     if (tmp->inv)
465     fix_container (tmp);
466     (void) insert_ob_in_ob (tmp, container);
467     tmp = next;
468     }
469     /* sum_weight will go through and calculate what all the containers are
470     * carrying.
471     */
472     sum_weight (container);
473 elmex 1.1 }
474    
475     /* link_multipart_objects go through all the objects on the map looking
476     * for objects whose arch says they are multipart yet according to the
477     * info we have, they only have the head (as would be expected when
478     * they are saved). We do have to look for the old maps that did save
479     * the more sections and not re-add sections for them.
480     */
481    
482 root 1.29 static void
483 root 1.31 link_multipart_objects (maptile *m)
484 elmex 1.1 {
485 root 1.29 int x, y;
486     object *tmp, *op, *last, *above;
487     archetype *at;
488    
489 root 1.48 for (x = 0; x < m->width; x++)
490     for (y = 0; y < m->height; y++)
491 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
492 root 1.29 {
493     above = tmp->above;
494    
495     /* already multipart - don't do anything more */
496     if (tmp->head || tmp->more)
497     continue;
498    
499     /* If there is nothing more to this object, this for loop
500     * won't do anything.
501     */
502     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503     {
504     op = arch_to_object (at);
505    
506     /* update x,y coordinates */
507     op->x += tmp->x;
508     op->y += tmp->y;
509     op->head = tmp;
510     op->map = m;
511     last->more = op;
512     op->name = tmp->name;
513     op->title = tmp->title;
514     /* we could link all the parts onto tmp, and then just
515     * call insert_ob_in_map once, but the effect is the same,
516     * as insert_ob_in_map will call itself with each part, and
517     * the coding is simpler to just to it here with each part.
518     */
519     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
520     } /* for at = tmp->arch->more */
521     } /* for objects on this space */
522 elmex 1.1 }
523 root 1.29
524 elmex 1.1 /*
525     * Loads (ands parses) the objects into a given map from the specified
526     * file pointer.
527     * mapflags is the same as we get with load_original_map
528     */
529 root 1.24 void
530 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
531 root 1.24 {
532     int i, j;
533     int unique;
534     object *op, *prev = NULL, *last_more = NULL, *otmp;
535 elmex 1.1
536 root 1.40 op = object::create ();
537 root 1.24 op->map = m; /* To handle buttons correctly */
538 elmex 1.1
539 root 1.24 while ((i = load_object (fp, op, mapflags)))
540     {
541     /* if the archetype for the object is null, means that we
542     * got an invalid object. Don't do anything with it - the game
543     * or editor will not be able to do anything with it either.
544     */
545     if (op->arch == NULL)
546     {
547 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
548 root 1.24 continue;
549 root 1.10 }
550    
551 root 1.24 switch (i)
552     {
553 root 1.41 case LL_NORMAL:
554     /* if we are loading an overlay, put the floors on the bottom */
555     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557     else
558     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559    
560     if (op->inv)
561     sum_weight (op);
562    
563     prev = op, last_more = op;
564     break;
565    
566     case LL_MORE:
567     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
568     op->head = prev, last_more->more = op, last_more = op;
569     break;
570 root 1.10 }
571 root 1.24
572     if (mapflags & MAP_STYLE)
573     remove_from_active_list (op);
574    
575 root 1.40 op = object::create ();
576 root 1.24 op->map = m;
577 elmex 1.1 }
578 root 1.24
579     for (i = 0; i < m->width; i++)
580     {
581     for (j = 0; j < m->height; j++)
582     {
583     unique = 0;
584     /* check for unique items, or unique squares */
585 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
586 root 1.24 {
587 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
588 root 1.24 unique = 1;
589 root 1.41
590 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 root 1.10 }
593     }
594 elmex 1.1 }
595 root 1.24
596 root 1.40 op->destroy ();
597 root 1.24 link_multipart_objects (m);
598 elmex 1.1 }
599    
600     /* This saves all the objects on the map in a non destructive fashion.
601     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
602     * and we only save the head of multi part objects - this is needed
603     * in order to do map tiling properly.
604     */
605 root 1.29 void
606 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607 root 1.29 {
608     int i, j = 0, unique = 0;
609     object *op;
610 elmex 1.1
611 root 1.29 /* first pass - save one-part objects */
612 root 1.48 for (i = 0; i < m->width; i++)
613     for (j = 0; j < m->height; j++)
614 root 1.29 {
615     unique = 0;
616 root 1.49 for (op = m->at (i, j).bot; op; op = op->above)
617 root 1.29 {
618 root 1.48 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
619 root 1.29 unique = 1;
620    
621     if (op->type == PLAYER)
622 root 1.45 continue;
623 root 1.29
624     if (op->head || op->owner)
625     continue;
626    
627 root 1.48 if (unique || op->flag [FLAG_UNIQUE])
628 root 1.29 save_object (fp2, op, 3);
629 root 1.48 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
630 root 1.29 save_object (fp, op, 3);
631 root 1.45 }
632     }
633 elmex 1.1 }
634    
635 root 1.34 maptile::maptile ()
636     {
637     in_memory = MAP_SWAPPED;
638     /* The maps used to pick up default x and y values from the
639     * map archetype. Mimic that behaviour.
640     */
641 root 1.48 this->width = 16;
642     this->height = 16;
643 root 1.49 this->reset_timeout = 0;
644     this->timeout = 300;
645     this->enter_x = 0;
646     this->enter_y = 0;
647 root 1.34 /*set part to -1 indicating conversion to weather map not yet done */
648 root 1.49 this->worldpartx = -1;
649     this->worldparty = -1;
650 root 1.34 }
651    
652 elmex 1.1 /*
653 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
654 elmex 1.1 * Modified to no longer take a path option which was not being
655     * used anyways. MSW 2001-07-01
656     */
657 root 1.31 maptile *
658 root 1.29 get_linked_map (void)
659     {
660 root 1.34 maptile *mp, *map = new maptile;
661    
662     for (mp = first_map; mp && mp->next; mp = mp->next);
663 root 1.29
664     if (mp == NULL)
665     first_map = map;
666     else
667     mp->next = map;
668 elmex 1.1
669 root 1.29 return map;
670 elmex 1.1 }
671    
672     /*
673 root 1.31 * Allocates the arrays contained in a maptile.
674 elmex 1.1 * This basically allocates the dynamic array of spaces for the
675     * map.
676     */
677 root 1.29 void
678 root 1.34 maptile::allocate ()
679 root 1.29 {
680 root 1.34 in_memory = MAP_IN_MEMORY;
681    
682 root 1.29 /* Log this condition and free the storage. We could I suppose
683     * realloc, but if the caller is presuming the data will be intact,
684     * that is their poor assumption.
685     */
686 root 1.34 if (spaces)
687 root 1.29 {
688 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689     free (spaces);
690 elmex 1.1 }
691    
692 root 1.45 spaces = (mapspace *)
693     calloc (1, width * height * sizeof (mapspace));
694 elmex 1.1
695 root 1.34 if (!spaces)
696 root 1.29 fatal (OUT_OF_MEMORY);
697 elmex 1.1 }
698    
699     /* Create and returns a map of the specific size. Used
700     * in random map code and the editor.
701     */
702 root 1.31 maptile *
703 root 1.29 get_empty_map (int sizex, int sizey)
704     {
705 root 1.31 maptile *m = get_linked_map ();
706 root 1.29
707     m->width = sizex;
708     m->height = sizey;
709     m->in_memory = MAP_SWAPPED;
710 root 1.34 m->allocate ();
711    
712 root 1.29 return m;
713 elmex 1.1 }
714    
715     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
716     * corresponding to that string. Memory is allocated for this, it must be freed
717     * at a later date.
718     * Called by parse_map_headers below.
719     */
720    
721 root 1.29 static shopitems *
722     parse_shop_string (const char *input_string)
723     {
724     char *shop_string, *p, *q, *next_semicolon, *next_colon;
725     shopitems *items = NULL;
726     int i = 0, number_of_entries = 0;
727     const typedata *current_type;
728    
729 root 1.43 shop_string = strdup (input_string);
730 root 1.29 p = shop_string;
731     /* first we'll count the entries, we'll need that for allocating the array shortly */
732     while (p)
733     {
734     p = strchr (p, ';');
735     number_of_entries++;
736     if (p)
737     p++;
738     }
739     p = shop_string;
740     strip_endline (p);
741     items = new shopitems[number_of_entries + 1];
742     for (i = 0; i < number_of_entries; i++)
743     {
744     if (!p)
745     {
746     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747     break;
748     }
749     next_semicolon = strchr (p, ';');
750     next_colon = strchr (p, ':');
751     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753     items[i].strength = atoi (strchr (p, ':') + 1);
754    
755     if (isdigit (*p) || *p == '*')
756     {
757     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
758     current_type = get_typedata (items[i].typenum);
759     if (current_type)
760     {
761     items[i].name = current_type->name;
762     items[i].name_pl = current_type->name_pl;
763     }
764     }
765     else
766     { /*we have a named type, let's figure out what it is */
767     q = strpbrk (p, ";:");
768     if (q)
769     *q = '\0';
770    
771     current_type = get_typedata_by_name (p);
772     if (current_type)
773     {
774     items[i].name = current_type->name;
775     items[i].typenum = current_type->number;
776     items[i].name_pl = current_type->name_pl;
777     }
778     else
779     { /* oh uh, something's wrong, let's free up this one, and try
780     * the next entry while we're at it, better print a warning
781     */
782     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783     }
784     }
785     items[i].index = number_of_entries;
786     if (next_semicolon)
787     p = ++next_semicolon;
788     else
789     p = NULL;
790 elmex 1.1 }
791 root 1.29 free (shop_string);
792     return items;
793 elmex 1.1 }
794    
795     /* opposite of parse string, this puts the string that was originally fed in to
796     * the map (or something equivilent) into output_string. */
797 root 1.29 static void
798 root 1.31 print_shop_string (maptile *m, char *output_string)
799 root 1.29 {
800     int i;
801     char tmp[MAX_BUF];
802    
803     strcpy (output_string, "");
804     for (i = 0; i < m->shopitems[0].index; i++)
805     {
806     if (m->shopitems[i].typenum)
807     {
808     if (m->shopitems[i].strength)
809     {
810     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 root 1.10 }
812 root 1.29 else
813     sprintf (tmp, "%s;", m->shopitems[i].name);
814 root 1.10 }
815 root 1.29 else
816     {
817     if (m->shopitems[i].strength)
818     {
819     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820     }
821     else
822     sprintf (tmp, "*");
823     }
824     strcat (output_string, tmp);
825 elmex 1.1 }
826     }
827    
828     /* This loads the header information of the map. The header
829     * contains things like difficulty, size, timeout, etc.
830     * this used to be stored in the map object, but with the
831     * addition of tiling, fields beyond that easily named in an
832     * object structure were needed, so it just made sense to
833     * put all the stuff in the map object so that names actually make
834     * sense.
835     * This could be done in lex (like the object loader), but I think
836     * currently, there are few enough fields this is not a big deal.
837     * MSW 2001-07-01
838     * return 0 on success, 1 on failure.
839     */
840    
841 root 1.29 static int
842 root 1.31 load_map_header (object_thawer & fp, maptile *m)
843 elmex 1.1 {
844 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
845     int msgpos = 0;
846     int maplorepos = 0;
847    
848 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 root 1.29 {
850     buf[HUGE_BUF - 1] = 0;
851     key = buf;
852 root 1.36
853 root 1.29 while (isspace (*key))
854     key++;
855 root 1.36
856 root 1.29 if (*key == 0)
857     continue; /* empty line */
858 root 1.36
859 root 1.29 value = strchr (key, ' ');
860 root 1.36
861 root 1.29 if (!value)
862     {
863 pippijn 1.37 if ((end = strchr (key, '\n')))
864 root 1.36 *end = 0;
865 root 1.29 }
866     else
867     {
868     *value = 0;
869     value++;
870     end = strchr (value, '\n');
871 root 1.36
872 root 1.29 while (isspace (*value))
873     {
874     value++;
875 root 1.36
876 root 1.29 if (*value == '\0' || value == end)
877     {
878     /* Nothing but spaces. */
879     value = NULL;
880     break;
881 root 1.10 }
882     }
883     }
884 root 1.22
885 root 1.29 if (!end)
886     {
887     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888     return 1;
889 root 1.10 }
890    
891 root 1.29 /* key is the field name, value is what it should be set
892     * to. We've already done the work to null terminate key,
893     * and strip off any leading spaces for both of these.
894     * We have not touched the newline at the end of the line -
895     * these are needed for some values. the end pointer
896     * points to the first of the newlines.
897     * value could be NULL! It would be easy enough to just point
898     * this to "" to prevent cores, but that would let more errors slide
899     * through.
900     *
901     * First check for entries that do not use the value parameter, then
902     * validate that value is given and check for the remaining entries
903     * that use the parameter.
904     */
905 root 1.10
906 root 1.29 if (!strcmp (key, "msg"))
907     {
908 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 root 1.29 {
910     if (!strcmp (buf, "endmsg\n"))
911     break;
912     else
913     {
914     /* slightly more efficient than strcat */
915     strcpy (msgbuf + msgpos, buf);
916     msgpos += strlen (buf);
917 root 1.10 }
918     }
919 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
920     * with nothing between). There is no reason in those cases to
921     * keep the empty message. Also, msgbuf contains garbage data
922     * when msgpos is zero, so copying it results in crashes
923     */
924     if (msgpos != 0)
925 root 1.43 m->msg = strdup (msgbuf);
926 root 1.10 }
927 root 1.29 else if (!strcmp (key, "maplore"))
928     {
929 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 root 1.29 {
931     if (!strcmp (buf, "endmaplore\n"))
932     break;
933     else
934     {
935     /* slightly more efficient than strcat */
936     strcpy (maplorebuf + maplorepos, buf);
937     maplorepos += strlen (buf);
938 root 1.10 }
939     }
940 root 1.29 if (maplorepos != 0)
941 root 1.43 m->maplore = strdup (maplorebuf);
942 root 1.29 }
943     else if (!strcmp (key, "end"))
944     {
945     break;
946     }
947     else if (value == NULL)
948     {
949     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950     }
951     else if (!strcmp (key, "arch"))
952     {
953     /* This is an oddity, but not something we care about much. */
954     if (strcmp (value, "map\n"))
955     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956     }
957     else if (!strcmp (key, "name"))
958     {
959     *end = 0;
960 root 1.43 m->name = strdup (value);
961 root 1.29 }
962     /* first strcmp value on these are old names supported
963     * for compatibility reasons. The new values (second) are
964     * what really should be used.
965     */
966     else if (!strcmp (key, "oid"))
967 root 1.41 fp.get (m, atoi (value));
968 root 1.29 else if (!strcmp (key, "attach"))
969 root 1.41 m->attach = value;
970 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 root 1.41 m->enter_x = atoi (value);
972 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 root 1.41 m->enter_y = atoi (value);
974 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 root 1.41 m->width = atoi (value);
976 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 root 1.41 m->height = atoi (value);
978 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 root 1.41 m->reset_timeout = atoi (value);
980 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 root 1.41 m->timeout = atoi (value);
982 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 root 1.41 m->darkness = atoi (value);
986 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 root 1.41 m->fixed_resettime = atoi (value);
988 root 1.29 else if (!strcmp (key, "unique"))
989 root 1.41 m->unique = atoi (value);
990 root 1.29 else if (!strcmp (key, "template"))
991 root 1.41 m->templatemap = atoi (value);
992 root 1.29 else if (!strcmp (key, "region"))
993 root 1.41 m->region = get_region_by_name (value);
994 root 1.29 else if (!strcmp (key, "shopitems"))
995     {
996     *end = 0;
997     m->shopitems = parse_shop_string (value);
998     }
999     else if (!strcmp (key, "shopgreed"))
1000 root 1.41 m->shopgreed = atof (value);
1001 root 1.29 else if (!strcmp (key, "shopmin"))
1002 root 1.41 m->shopmin = atol (value);
1003 root 1.29 else if (!strcmp (key, "shopmax"))
1004 root 1.41 m->shopmax = atol (value);
1005 root 1.29 else if (!strcmp (key, "shoprace"))
1006     {
1007     *end = 0;
1008 root 1.43 m->shoprace = strdup (value);
1009 root 1.29 }
1010     else if (!strcmp (key, "outdoor"))
1011 root 1.41 m->outdoor = atoi (value);
1012 root 1.29 else if (!strcmp (key, "temp"))
1013 root 1.41 m->temp = atoi (value);
1014 root 1.29 else if (!strcmp (key, "pressure"))
1015 root 1.41 m->pressure = atoi (value);
1016 root 1.29 else if (!strcmp (key, "humid"))
1017 root 1.41 m->humid = atoi (value);
1018 root 1.29 else if (!strcmp (key, "windspeed"))
1019 root 1.41 m->windspeed = atoi (value);
1020 root 1.29 else if (!strcmp (key, "winddir"))
1021 root 1.41 m->winddir = atoi (value);
1022 root 1.29 else if (!strcmp (key, "sky"))
1023 root 1.41 m->sky = atoi (value);
1024 root 1.29 else if (!strcmp (key, "nosmooth"))
1025 root 1.41 m->nosmooth = atoi (value);
1026 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1027     {
1028     int tile = atoi (key + 10);
1029    
1030     if (tile < 1 || tile > 4)
1031     {
1032     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033     }
1034     else
1035     {
1036     char *path;
1037    
1038     *end = 0;
1039    
1040     if (m->tile_path[tile - 1])
1041     {
1042     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043     free (m->tile_path[tile - 1]);
1044     m->tile_path[tile - 1] = NULL;
1045 root 1.10 }
1046    
1047 root 1.29 if (check_path (value, 1) != -1)
1048     {
1049     /* The unadorned path works. */
1050     path = value;
1051     }
1052     else
1053     {
1054     /* Try again; it could be a relative exit. */
1055    
1056     path = path_combine_and_normalize (m->path, value);
1057    
1058     if (check_path (path, 1) == -1)
1059     {
1060     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061     path = NULL;
1062 root 1.10 }
1063     }
1064 elmex 1.1
1065 root 1.29 if (editor)
1066     {
1067     /* Use the value as in the file. */
1068 root 1.43 m->tile_path[tile - 1] = strdup (value);
1069 root 1.10 }
1070 root 1.29 else if (path != NULL)
1071     {
1072     /* Use the normalized value. */
1073 root 1.43 m->tile_path[tile - 1] = strdup (path);
1074 root 1.29 }
1075     } /* end if tile direction (in)valid */
1076 root 1.10 }
1077 root 1.29 else
1078 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 elmex 1.1 }
1080 root 1.41
1081 root 1.29 if (!key || strcmp (key, "end"))
1082     {
1083     LOG (llevError, "Got premature eof on map header!\n");
1084     return 1;
1085 elmex 1.1 }
1086 root 1.41
1087 root 1.29 return 0;
1088 elmex 1.1 }
1089    
1090     /*
1091     * Opens the file "filename" and reads information about the map
1092     * from the given file, and stores it in a newly allocated
1093 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1095     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096     * MAP_BLOCK, in which case we block on this load. This happens in all
1097     * cases, no matter if this flag is set or not.
1098     * MAP_STYLE: style map - don't add active objects, don't add to server
1099 root 1.10 * managed map list.
1100 elmex 1.1 */
1101    
1102 root 1.31 maptile *
1103 root 1.29 load_original_map (const char *filename, int flags)
1104     {
1105 root 1.31 maptile *m;
1106 root 1.29 char pathname[MAX_BUF];
1107 elmex 1.1
1108 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1109     strcpy (pathname, filename);
1110     else if (flags & MAP_OVERLAY)
1111     strcpy (pathname, create_overlay_pathname (filename));
1112     else
1113     strcpy (pathname, create_pathname (filename));
1114 root 1.22
1115 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116 elmex 1.1
1117 root 1.29 object_thawer thawer (pathname);
1118 root 1.9
1119 root 1.29 if (!thawer)
1120     return 0;
1121 elmex 1.1
1122 root 1.29 m = get_linked_map ();
1123 elmex 1.1
1124 root 1.29 strcpy (m->path, filename);
1125     if (load_map_header (thawer, m))
1126     {
1127     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128     delete_map (m);
1129 root 1.47 return 0;
1130 root 1.29 }
1131    
1132 root 1.34 m->allocate ();
1133 root 1.29
1134     m->in_memory = MAP_LOADING;
1135     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136    
1137     m->in_memory = MAP_IN_MEMORY;
1138 root 1.49 if (!m->difficulty)
1139     m->difficulty = calculate_difficulty (m);
1140 root 1.29 set_map_reset_time (m);
1141     m->instantiate ();
1142     return (m);
1143 elmex 1.1 }
1144    
1145     /*
1146     * Loads a map, which has been loaded earlier, from file.
1147     * Return the map object we load into (this can change from the passed
1148     * option if we can't find the original map)
1149     */
1150    
1151 root 1.31 static maptile *
1152     load_temporary_map (maptile *m)
1153 root 1.29 {
1154     char buf[MAX_BUF];
1155    
1156     if (!m->tmpname)
1157     {
1158     LOG (llevError, "No temporary filename for map %s\n", m->path);
1159     strcpy (buf, m->path);
1160     delete_map (m);
1161     m = load_original_map (buf, 0);
1162     if (m == NULL)
1163     return NULL;
1164     fix_auto_apply (m); /* Chests which open as default */
1165     return m;
1166 elmex 1.1 }
1167    
1168 root 1.29 object_thawer thawer (m->tmpname);
1169 root 1.14
1170 root 1.29 if (!thawer)
1171     {
1172     strcpy (buf, m->path);
1173     delete_map (m);
1174     m = load_original_map (buf, 0);
1175     if (!m)
1176 root 1.10 return NULL;
1177 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1178     return m;
1179 elmex 1.1 }
1180    
1181 root 1.29 if (load_map_header (thawer, m))
1182     {
1183     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184     delete_map (m);
1185     m = load_original_map (m->path, 0);
1186     return NULL;
1187     }
1188 root 1.34
1189     m->allocate ();
1190 root 1.29
1191     m->in_memory = MAP_LOADING;
1192     load_objects (m, thawer, 0);
1193    
1194     m->in_memory = MAP_IN_MEMORY;
1195     INVOKE_MAP (SWAPIN, m);
1196     return m;
1197 elmex 1.1 }
1198    
1199     /*
1200     * Loads a map, which has been loaded earlier, from file.
1201     * Return the map object we load into (this can change from the passed
1202     * option if we can't find the original map)
1203     */
1204    
1205 root 1.31 maptile *
1206     load_overlay_map (const char *filename, maptile *m)
1207 root 1.29 {
1208     char pathname[MAX_BUF];
1209 elmex 1.1
1210 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1211 elmex 1.1
1212 root 1.29 object_thawer thawer (pathname);
1213 root 1.9
1214 root 1.29 if (!thawer)
1215     return m;
1216    
1217     if (load_map_header (thawer, m))
1218     {
1219     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220     delete_map (m);
1221     m = load_original_map (m->path, 0);
1222 root 1.47 return 0;
1223 elmex 1.1 }
1224 root 1.34 /*m->allocate ();*/
1225 elmex 1.1
1226 root 1.29 m->in_memory = MAP_LOADING;
1227     load_objects (m, thawer, MAP_OVERLAY);
1228 root 1.14
1229 root 1.29 m->in_memory = MAP_IN_MEMORY;
1230     return m;
1231 elmex 1.1 }
1232    
1233     /******************************************************************************
1234     * This is the start of unique map handling code
1235     *****************************************************************************/
1236    
1237     /* This goes through map 'm' and removed any unique items on the map. */
1238 root 1.29 static void
1239 root 1.31 delete_unique_items (maptile *m)
1240 elmex 1.1 {
1241 root 1.29 int i, j, unique;
1242     object *op, *next;
1243 elmex 1.1
1244 root 1.48 for (i = 0; i < m->width; i++)
1245     for (j = 0; j < m->height; j++)
1246 root 1.29 {
1247     unique = 0;
1248 root 1.40
1249 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1250 root 1.29 {
1251     next = op->above;
1252 root 1.40
1253 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1254     unique = 1;
1255 root 1.40
1256 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1257     {
1258 root 1.47 op->destroy_inv (false);
1259 root 1.40 op->destroy ();
1260 root 1.29 }
1261     }
1262     }
1263 elmex 1.1 }
1264    
1265    
1266     /*
1267     * Loads unique objects from file(s) into the map which is in memory
1268     * m is the map to load unique items into.
1269     */
1270 root 1.29 static void
1271 root 1.31 load_unique_objects (maptile *m)
1272 root 1.29 {
1273     int count;
1274     char firstname[MAX_BUF];
1275 elmex 1.1
1276 root 1.29 for (count = 0; count < 10; count++)
1277     {
1278     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279     if (!access (firstname, R_OK))
1280     break;
1281 elmex 1.1 }
1282 root 1.29 /* If we get here, we did not find any map */
1283     if (count == 10)
1284     return;
1285 elmex 1.1
1286 root 1.29 object_thawer thawer (firstname);
1287 root 1.9
1288 root 1.29 if (!thawer)
1289     return;
1290 root 1.15
1291 root 1.29 m->in_memory = MAP_LOADING;
1292     if (m->tmpname == NULL) /* if we have loaded unique items from */
1293     delete_unique_items (m); /* original map before, don't duplicate them */
1294     load_objects (m, thawer, 0);
1295 root 1.14
1296 root 1.29 m->in_memory = MAP_IN_MEMORY;
1297 elmex 1.1 }
1298    
1299    
1300     /*
1301     * Saves a map to file. If flag is set, it is saved into the same
1302     * file it was (originally) loaded from. Otherwise a temporary
1303     * filename will be genarated, and the file will be stored there.
1304 root 1.31 * The temporary filename will be stored in the maptileure.
1305 elmex 1.1 * If the map is unique, we also save to the filename in the map
1306     * (this should have been updated when first loaded)
1307     */
1308    
1309 root 1.10 int
1310 root 1.31 new_save_map (maptile *m, int flag)
1311 root 1.10 {
1312 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 root 1.10 int i;
1314    
1315     if (flag && !*m->path)
1316     {
1317     LOG (llevError, "Tried to save map without path.\n");
1318     return -1;
1319 elmex 1.1 }
1320 root 1.10
1321     if (flag || (m->unique) || (m->templatemap))
1322     {
1323     if (!m->unique && !m->templatemap)
1324 root 1.29 { /* flag is set */
1325 root 1.10 if (flag == 2)
1326     strcpy (filename, create_overlay_pathname (m->path));
1327     else
1328     strcpy (filename, create_pathname (m->path));
1329     }
1330     else
1331     strcpy (filename, m->path);
1332    
1333     make_path_to_file (filename);
1334 elmex 1.1 }
1335 root 1.10 else
1336     {
1337     if (!m->tmpname)
1338 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1339 root 1.17
1340 root 1.10 strcpy (filename, m->tmpname);
1341     }
1342    
1343     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1344     m->in_memory = MAP_SAVING;
1345    
1346 root 1.17 object_freezer freezer;
1347 root 1.10
1348     /* legacy */
1349 root 1.17 fprintf (freezer, "arch map\n");
1350 root 1.10 if (m->name)
1351 root 1.17 fprintf (freezer, "name %s\n", m->name);
1352 root 1.10 if (!flag)
1353 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 root 1.10 if (m->reset_timeout)
1355 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 root 1.10 if (m->fixed_resettime)
1357 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1359     * or a difficulty value we generated when the map was first loaded
1360     */
1361     if (m->difficulty)
1362 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 root 1.10 if (m->region)
1364 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1365 root 1.10 if (m->shopitems)
1366     {
1367     print_shop_string (m, shop);
1368 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1369 elmex 1.1 }
1370 root 1.10 if (m->shopgreed)
1371 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 root 1.10 if (m->shopmin)
1373 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 root 1.10 if (m->shopmax)
1375 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 root 1.10 if (m->shoprace)
1377 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 root 1.10 if (m->darkness)
1379 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1380 root 1.10 if (m->width)
1381 root 1.17 fprintf (freezer, "width %d\n", m->width);
1382 root 1.10 if (m->height)
1383 root 1.17 fprintf (freezer, "height %d\n", m->height);
1384 root 1.10 if (m->enter_x)
1385 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 root 1.10 if (m->enter_y)
1387 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 root 1.10 if (m->msg)
1389 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 root 1.10 if (m->maplore)
1391 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 root 1.10 if (m->unique)
1393 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1394 root 1.10 if (m->templatemap)
1395 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1396 root 1.10 if (m->outdoor)
1397 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 root 1.10 if (m->temp)
1399 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1400 root 1.10 if (m->pressure)
1401 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1402 root 1.10 if (m->humid)
1403 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1404 root 1.10 if (m->windspeed)
1405 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 root 1.10 if (m->winddir)
1407 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1408 root 1.10 if (m->sky)
1409 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1410 root 1.10 if (m->nosmooth)
1411 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412 root 1.10
1413     /* Save any tiling information, except on overlays */
1414     if (flag != 2)
1415     for (i = 0; i < 4; i++)
1416     if (m->tile_path[i])
1417 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418 root 1.10
1419 root 1.17 freezer.put (m);
1420     fprintf (freezer, "end\n");
1421 root 1.10
1422     /* In the game save unique items in the different file, but
1423     * in the editor save them to the normal map file.
1424     * If unique map, save files in the proper destination (set by
1425     * player)
1426     */
1427     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428     {
1429 root 1.17 object_freezer unique;
1430 elmex 1.1
1431 root 1.10 if (flag == 2)
1432 root 1.17 save_objects (m, freezer, unique, 2);
1433 root 1.10 else
1434 root 1.17 save_objects (m, freezer, unique, 0);
1435    
1436     sprintf (buf, "%s.v00", create_items_path (m->path));
1437    
1438     unique.save (buf);
1439 root 1.10 }
1440     else
1441 root 1.29 { /* save same file when not playing, like in editor */
1442 root 1.17 save_objects (m, freezer, freezer, 0);
1443 root 1.10 }
1444 elmex 1.6
1445 root 1.17 freezer.save (filename);
1446    
1447 root 1.10 return 0;
1448 elmex 1.1 }
1449    
1450     /*
1451     * Remove and free all objects in the given map.
1452     */
1453 root 1.29 void
1454 root 1.31 free_all_objects (maptile *m)
1455 root 1.29 {
1456 root 1.47 if (!m->spaces)
1457     return;
1458 root 1.29
1459 root 1.48 for (int i = 0; i < m->width; i++)
1460     for (int j = 0; j < m->height; j++)
1461 root 1.29 {
1462 root 1.47 mapspace &ms = m->at (i, j);
1463 root 1.29
1464 root 1.49 while (object *op = ms.bot)
1465 root 1.29 {
1466 root 1.47 if (op->head)
1467 root 1.29 op = op->head;
1468    
1469 root 1.47 op->destroy_inv (false);
1470 root 1.40 op->destroy ();
1471 root 1.29 }
1472     }
1473 elmex 1.1 }
1474    
1475     /*
1476 root 1.31 * Frees everything allocated by the given maptileure.
1477 elmex 1.1 * don't free tmpname - our caller is left to do that
1478     */
1479 root 1.29 void
1480 root 1.31 free_map (maptile *m, int flag)
1481 root 1.29 {
1482 root 1.47 if (m->in_memory != MAP_IN_MEMORY)
1483     return;
1484 elmex 1.1
1485 root 1.47 m->in_memory = MAP_SAVING;
1486 root 1.42
1487     // TODO: use new/delete
1488     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1489    
1490 root 1.29 if (flag && m->spaces)
1491     free_all_objects (m);
1492     if (m->name)
1493     FREE_AND_CLEAR (m->name);
1494     if (m->spaces)
1495     FREE_AND_CLEAR (m->spaces);
1496     if (m->msg)
1497     FREE_AND_CLEAR (m->msg);
1498     if (m->maplore)
1499     FREE_AND_CLEAR (m->maplore);
1500 root 1.42
1501     delete [] m->shopitems;
1502 root 1.29 m->shopitems = 0;
1503 root 1.42
1504 root 1.29 if (m->shoprace)
1505     FREE_AND_CLEAR (m->shoprace);
1506 root 1.42
1507 root 1.29 if (m->buttons)
1508     free_objectlinkpt (m->buttons);
1509 root 1.42
1510 root 1.29 m->buttons = NULL;
1511 root 1.42
1512 root 1.47 for (int i = 0; i < 4; i++)
1513 root 1.29 {
1514     if (m->tile_path[i])
1515     FREE_AND_CLEAR (m->tile_path[i]);
1516 root 1.47
1517     m->tile_map[i] = 0;
1518 root 1.29 }
1519 root 1.42
1520 root 1.29 m->in_memory = MAP_SWAPPED;
1521 root 1.42
1522     #undef FREE_AND_CLEAR
1523 root 1.47 }
1524 root 1.42
1525 root 1.47 maptile::~maptile ()
1526     {
1527     free_map (this, 1);
1528     free (tmpname);
1529 elmex 1.1 }
1530    
1531 root 1.29 void
1532 root 1.47 maptile::do_destroy ()
1533 root 1.29 {
1534 root 1.47 attachable::do_destroy ();
1535 elmex 1.1
1536 root 1.47 free_all_objects (this);
1537 root 1.29
1538     /* We need to look through all the maps and see if any maps
1539     * are pointing at this one for tiling information. Since
1540 root 1.47 * tiling can be asymetric, we just can not look to see which
1541 root 1.29 * maps this map tiles with and clears those.
1542     */
1543 root 1.47 //TODO: non-euclidean-tiling MUST GO
1544     for (maptile *m = first_map; m; m = m->next)
1545     for (int i = 0; i < 4; i++)
1546     if (m->tile_map[i] == this)
1547     m->tile_map[i] = 0;
1548 root 1.11
1549 root 1.47 if (first_map == this)
1550     first_map = next;
1551 root 1.29 else
1552 root 1.47 for (maptile *m = first_map; m; m = m->next)
1553     if (m->next = this)
1554     {
1555     m->next = next;
1556     break;
1557     }
1558     }
1559 elmex 1.1
1560 root 1.47 //TODO: must go
1561     void
1562     delete_map (maptile *m)
1563     {
1564     if (m)
1565     m->destroy ();
1566 elmex 1.1 }
1567    
1568     /*
1569     * Makes sure the given map is loaded and swapped in.
1570     * name is path name of the map.
1571     * flags meaning:
1572     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1573     * and don't do unique items or the like.
1574     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1575     * dont do any more name translation on it.
1576     *
1577     * Returns a pointer to the given map.
1578     */
1579 root 1.31 maptile *
1580 root 1.29 ready_map_name (const char *name, int flags)
1581     {
1582     if (!name)
1583 root 1.47 return 0;
1584 elmex 1.1
1585 root 1.29 /* Have we been at this level before? */
1586 root 1.47 maptile *m = has_been_loaded (name);
1587 elmex 1.1
1588 root 1.29 /* Map is good to go, so just return it */
1589     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1590 root 1.47 return m;
1591 root 1.10
1592 root 1.29 /* unique maps always get loaded from their original location, and never
1593     * a temp location. Likewise, if map_flush is set, or we have never loaded
1594     * this map, load it now. I removed the reset checking from here -
1595     * it seems the probability of a player trying to enter a map that should
1596     * reset but hasn't yet is quite low, and removing that makes this function
1597     * a bit cleaner (and players probably shouldn't rely on exact timing for
1598     * resets in any case - if they really care, they should use the 'maps command.
1599     */
1600     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1601     {
1602     /* first visit or time to reset */
1603     if (m)
1604     {
1605     clean_tmp_map (m); /* Doesn't make much difference */
1606     delete_map (m);
1607     }
1608    
1609     /* create and load a map */
1610     if (flags & MAP_PLAYER_UNIQUE)
1611     LOG (llevDebug, "Trying to load map %s.\n", name);
1612     else
1613     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1614    
1615     //eval_pv ("$x = Event::time", 1);//D
1616     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1617     return (NULL);
1618     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1619    
1620     fix_auto_apply (m); /* Chests which open as default */
1621    
1622     /* If a player unique map, no extra unique object file to load.
1623     * if from the editor, likewise.
1624     */
1625     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1626     load_unique_objects (m);
1627    
1628     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1629     {
1630     m = load_overlay_map (name, m);
1631     if (m == NULL)
1632     return NULL;
1633     }
1634    
1635     if (flags & MAP_PLAYER_UNIQUE)
1636     INVOKE_MAP (SWAPIN, m);
1637    
1638     }
1639     else
1640     {
1641     /* If in this loop, we found a temporary map, so load it up. */
1642    
1643     m = load_temporary_map (m);
1644     if (m == NULL)
1645     return NULL;
1646     load_unique_objects (m);
1647    
1648     clean_tmp_map (m);
1649     m->in_memory = MAP_IN_MEMORY;
1650     /* tempnam() on sun systems (probably others) uses malloc
1651     * to allocated space for the string. Free it here.
1652     * In some cases, load_temporary_map above won't find the
1653     * temporary map, and so has reloaded a new map. If that
1654     * is the case, tmpname is now null
1655     */
1656     if (m->tmpname)
1657     free (m->tmpname);
1658     m->tmpname = NULL;
1659     /* It's going to be saved anew anyway */
1660     }
1661    
1662     /* Below here is stuff common to both first time loaded maps and
1663     * temp maps.
1664     */
1665 root 1.10
1666 root 1.29 decay_objects (m); /* start the decay */
1667     /* In case other objects press some buttons down */
1668     update_buttons (m);
1669     if (m->outdoor)
1670     set_darkness_map (m);
1671     /* run the weather over this map */
1672     weather_effect (name);
1673     return m;
1674 elmex 1.1 }
1675    
1676    
1677     /*
1678     * This routine is supposed to find out the difficulty of the map.
1679     * difficulty does not have a lot to do with character level,
1680     * but does have a lot to do with treasure on the map.
1681     *
1682     * Difficulty can now be set by the map creature. If the value stored
1683     * in the map is zero, then use this routine. Maps should really
1684     * have a difficulty set than using this function - human calculation
1685     * is much better than this functions guesswork.
1686     */
1687    
1688 root 1.29 int
1689 root 1.31 calculate_difficulty (maptile *m)
1690 root 1.29 {
1691 elmex 1.1 object *op;
1692     archetype *at;
1693 pippijn 1.26 int x, y, i;
1694 elmex 1.1 long monster_cnt = 0;
1695     double avgexp = 0;
1696     sint64 total_exp = 0;
1697    
1698 root 1.49 if (m->difficulty)
1699 elmex 1.1 {
1700 root 1.49 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1701     return m->difficulty;
1702 elmex 1.1 }
1703    
1704 root 1.48 for (x = 0; x < m->width; x++)
1705     for (y = 0; y < m->height; y++)
1706 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1707 elmex 1.1 {
1708 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1709 elmex 1.1 {
1710     total_exp += op->stats.exp;
1711     monster_cnt++;
1712     }
1713    
1714 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1715 elmex 1.1 {
1716     total_exp += op->stats.exp;
1717 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1718 elmex 1.1
1719 root 1.29 if (at != NULL)
1720 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1721    
1722     monster_cnt++;
1723     }
1724     }
1725    
1726     avgexp = (double) total_exp / monster_cnt;
1727    
1728     for (i = 1; i <= settings.max_level; i++)
1729     {
1730     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1731     {
1732     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1733     return i;
1734     }
1735     }
1736    
1737     return 1;
1738     }
1739    
1740 root 1.29 void
1741 root 1.31 clean_tmp_map (maptile *m)
1742 root 1.29 {
1743     if (m->tmpname == NULL)
1744     return;
1745 root 1.8 INVOKE_MAP (CLEAN, m);
1746 root 1.29 (void) unlink (m->tmpname);
1747 elmex 1.1 }
1748    
1749 root 1.29 void
1750     free_all_maps (void)
1751 elmex 1.1 {
1752 root 1.29 int real_maps = 0;
1753 elmex 1.1
1754 root 1.29 while (first_map)
1755     {
1756     /* I think some of the callers above before it gets here set this to be
1757     * saving, but we still want to free this data
1758     */
1759     if (first_map->in_memory == MAP_SAVING)
1760     first_map->in_memory = MAP_IN_MEMORY;
1761     delete_map (first_map);
1762     real_maps++;
1763 elmex 1.1 }
1764 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1765 elmex 1.1 }
1766    
1767     /* change_map_light() - used to change map light level (darkness)
1768     * up or down. Returns true if successful. It should now be
1769     * possible to change a value by more than 1.
1770     * Move this from los.c to map.c since this is more related
1771     * to maps than los.
1772     * postive values make it darker, negative make it brighter
1773     */
1774 root 1.29
1775     int
1776 root 1.31 change_map_light (maptile *m, int change)
1777 root 1.29 {
1778     int new_level = m->darkness + change;
1779    
1780     /* Nothing to do */
1781     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1782     {
1783     return 0;
1784 elmex 1.1 }
1785    
1786 root 1.29 /* inform all players on the map */
1787     if (change > 0)
1788     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1789     else
1790     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1791    
1792     /* Do extra checking. since m->darkness is a unsigned value,
1793     * we need to be extra careful about negative values.
1794     * In general, the checks below are only needed if change
1795     * is not +/-1
1796     */
1797     if (new_level < 0)
1798     m->darkness = 0;
1799     else if (new_level >= MAX_DARKNESS)
1800     m->darkness = MAX_DARKNESS;
1801     else
1802     m->darkness = new_level;
1803 elmex 1.1
1804 root 1.29 /* All clients need to get re-updated for the change */
1805     update_all_map_los (m);
1806     return 1;
1807 elmex 1.1 }
1808    
1809     /*
1810     * This function updates various attributes about a specific space
1811     * on the map (what it looks like, whether it blocks magic,
1812     * has a living creatures, prevents people from passing
1813     * through, etc)
1814     */
1815 root 1.29 void
1816 root 1.46 mapspace::update_ ()
1817 root 1.29 {
1818 root 1.45 object *tmp, *last = 0;
1819 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1820 root 1.29 New_Face *top, *floor, *middle;
1821     object *top_obj, *floor_obj, *middle_obj;
1822     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1823    
1824     middle = blank_face;
1825 root 1.45 top = blank_face;
1826     floor = blank_face;
1827 root 1.29
1828 root 1.45 middle_obj = 0;
1829     top_obj = 0;
1830     floor_obj = 0;
1831 root 1.29
1832 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1833 root 1.29 {
1834     /* This could be made additive I guess (two lights better than
1835 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1836 root 1.29 * light bulbs do not illuminate twice as far as once since
1837 root 1.45 * it is a dissapation factor that is cubed.
1838 root 1.29 */
1839     if (tmp->glow_radius > light)
1840     light = tmp->glow_radius;
1841    
1842     /* This call is needed in order to update objects the player
1843     * is standing in that have animations (ie, grass, fire, etc).
1844     * However, it also causes the look window to be re-drawn
1845     * 3 times each time the player moves, because many of the
1846     * functions the move_player calls eventualy call this.
1847     *
1848     * Always put the player down for drawing.
1849     */
1850     if (!tmp->invisible)
1851     {
1852     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1853     {
1854     top = tmp->face;
1855     top_obj = tmp;
1856     }
1857     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1858     {
1859     /* If we got a floor, that means middle and top were below it,
1860     * so should not be visible, so we clear them.
1861     */
1862     middle = blank_face;
1863     top = blank_face;
1864     floor = tmp->face;
1865     floor_obj = tmp;
1866     }
1867     /* Flag anywhere have high priority */
1868     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1869     {
1870     middle = tmp->face;
1871    
1872     middle_obj = tmp;
1873     anywhere = 1;
1874     }
1875     /* Find the highest visible face around. If equal
1876     * visibilities, we still want the one nearer to the
1877     * top
1878     */
1879     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1880     {
1881     middle = tmp->face;
1882     middle_obj = tmp;
1883     }
1884     }
1885 root 1.45
1886 root 1.29 if (tmp == tmp->above)
1887     {
1888     LOG (llevError, "Error in structure of map\n");
1889     exit (-1);
1890     }
1891    
1892 root 1.45 move_slow |= tmp->move_slow;
1893 root 1.29 move_block |= tmp->move_block;
1894 root 1.45 move_on |= tmp->move_on;
1895     move_off |= tmp->move_off;
1896 root 1.29 move_allow |= tmp->move_allow;
1897    
1898 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1899     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1900     if (tmp->type == PLAYER) flags |= P_PLAYER;
1901     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1902     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1903     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1904     }
1905 root 1.29
1906 root 1.46 this->light = light;
1907     this->flags_ = flags;
1908     this->move_block = move_block & ~move_allow;
1909     this->move_on = move_on;
1910     this->move_off = move_off;
1911     this->move_slow = move_slow;
1912 root 1.29
1913     /* At this point, we have a floor face (if there is a floor),
1914     * and the floor is set - we are not going to touch it at
1915     * this point.
1916     * middle contains the highest visibility face.
1917     * top contains a player/monster face, if there is one.
1918     *
1919     * We now need to fill in top.face and/or middle.face.
1920     */
1921    
1922     /* If the top face also happens to be high visibility, re-do our
1923     * middle face. This should not happen, as we already have the
1924     * else statement above so middle should not get set. OTOH, it
1925     * may be possible for the faces to match but be different objects.
1926     */
1927     if (top == middle)
1928     middle = blank_face;
1929    
1930     /* There are three posibilities at this point:
1931     * 1) top face is set, need middle to be set.
1932     * 2) middle is set, need to set top.
1933     * 3) neither middle or top is set - need to set both.
1934     */
1935    
1936     for (tmp = last; tmp; tmp = tmp->below)
1937     {
1938     /* Once we get to a floor, stop, since we already have a floor object */
1939     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940     break;
1941    
1942     /* If two top faces are already set, quit processing */
1943     if ((top != blank_face) && (middle != blank_face))
1944     break;
1945 root 1.10
1946 root 1.29 /* Only show visible faces, unless its the editor - show all */
1947     if (!tmp->invisible || editor)
1948     {
1949     /* Fill in top if needed */
1950     if (top == blank_face)
1951     {
1952     top = tmp->face;
1953     top_obj = tmp;
1954     if (top == middle)
1955     middle = blank_face;
1956     }
1957     else
1958     {
1959     /* top is already set - we should only get here if
1960     * middle is not set
1961     *
1962     * Set the middle face and break out, since there is nothing
1963     * more to fill in. We don't check visiblity here, since
1964     *
1965     */
1966     if (tmp->face != top)
1967     {
1968     middle = tmp->face;
1969     middle_obj = tmp;
1970     break;
1971 root 1.10 }
1972     }
1973     }
1974 elmex 1.1 }
1975 root 1.45
1976 root 1.29 if (middle == floor)
1977     middle = blank_face;
1978 root 1.45
1979 root 1.29 if (top == middle)
1980     middle = blank_face;
1981 root 1.45
1982 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1983     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1984     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1985 elmex 1.1 }
1986    
1987 root 1.29 void
1988 root 1.31 set_map_reset_time (maptile *map)
1989 root 1.29 {
1990     int timeout;
1991 elmex 1.1
1992 root 1.49 timeout = map->reset_timeout;
1993 root 1.29 if (timeout <= 0)
1994     timeout = MAP_DEFAULTRESET;
1995     if (timeout >= MAP_MAXRESET)
1996     timeout = MAP_MAXRESET;
1997 root 1.49 map->reset_time = time (0) + timeout;
1998 elmex 1.1 }
1999    
2000     /* this updates the orig_map->tile_map[tile_num] value after loading
2001     * the map. It also takes care of linking back the freshly loaded
2002     * maps tile_map values if it tiles back to this one. It returns
2003     * the value of orig_map->tile_map[tile_num]. It really only does this
2004     * so that it is easier for calling functions to verify success.
2005     */
2006    
2007 root 1.31 static maptile *
2008     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2009 elmex 1.1 {
2010 root 1.29 int dest_tile = (tile_num + 2) % 4;
2011     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2012 elmex 1.1
2013 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2014 elmex 1.1
2015 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2016     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))
2017     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2018 elmex 1.1
2019 root 1.29 return orig_map->tile_map[tile_num];
2020 elmex 1.1 }
2021    
2022     /* this returns TRUE if the coordinates (x,y) are out of
2023     * map m. This function also takes into account any
2024     * tiling considerations, loading adjacant maps as needed.
2025     * This is the function should always be used when it
2026     * necessary to check for valid coordinates.
2027     * This function will recursively call itself for the
2028     * tiled maps.
2029     *
2030     *
2031     */
2032 root 1.29 int
2033 root 1.31 out_of_map (maptile *m, int x, int y)
2034 elmex 1.1 {
2035 root 1.29 /* If we get passed a null map, this is obviously the
2036     * case. This generally shouldn't happen, but if the
2037     * map loads fail below, it could happen.
2038     */
2039     if (!m)
2040     return 0;
2041 elmex 1.1
2042 root 1.29 if (x < 0)
2043     {
2044     if (!m->tile_path[3])
2045     return 1;
2046 root 1.46
2047 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2048 root 1.46 load_and_link_tiled_map (m, 3);
2049    
2050 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2051 elmex 1.1 }
2052 root 1.46
2053 root 1.48 if (x >= m->width)
2054 root 1.29 {
2055     if (!m->tile_path[1])
2056     return 1;
2057 root 1.46
2058 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2059 root 1.46 load_and_link_tiled_map (m, 1);
2060    
2061 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2062 elmex 1.1 }
2063 root 1.46
2064 root 1.29 if (y < 0)
2065     {
2066     if (!m->tile_path[0])
2067     return 1;
2068 root 1.46
2069 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2070 root 1.46 load_and_link_tiled_map (m, 0);
2071    
2072 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2073 elmex 1.1 }
2074 root 1.46
2075 root 1.48 if (y >= m->height)
2076 root 1.29 {
2077     if (!m->tile_path[2])
2078     return 1;
2079 root 1.46
2080 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2081 root 1.46 load_and_link_tiled_map (m, 2);
2082    
2083 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2084 elmex 1.1 }
2085    
2086 root 1.29 /* Simple case - coordinates are within this local
2087     * map.
2088     */
2089     return 0;
2090 elmex 1.1 }
2091    
2092     /* This is basically the same as out_of_map above, but
2093     * instead we return NULL if no map is valid (coordinates
2094     * out of bounds and no tiled map), otherwise it returns
2095     * the map as that the coordinates are really on, and
2096     * updates x and y to be the localized coordinates.
2097     * Using this is more efficient of calling out_of_map
2098     * and then figuring out what the real map is
2099     */
2100 root 1.31 maptile *
2101     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2102 elmex 1.1 {
2103    
2104 root 1.29 if (*x < 0)
2105     {
2106     if (!m->tile_path[3])
2107 root 1.46 return 0;
2108 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2109     load_and_link_tiled_map (m, 3);
2110 elmex 1.1
2111 root 1.48 *x += m->tile_map[3]->width;
2112 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2113 elmex 1.1 }
2114 root 1.46
2115 root 1.48 if (*x >= m->width)
2116 root 1.29 {
2117     if (!m->tile_path[1])
2118 root 1.46 return 0;
2119    
2120 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2121     load_and_link_tiled_map (m, 1);
2122 elmex 1.1
2123 root 1.48 *x -= m->width;
2124 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2125 elmex 1.1 }
2126 root 1.46
2127 root 1.29 if (*y < 0)
2128     {
2129     if (!m->tile_path[0])
2130 root 1.46 return 0;
2131    
2132 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2133     load_and_link_tiled_map (m, 0);
2134 elmex 1.1
2135 root 1.48 *y += m->tile_map[0]->height;
2136 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2137 elmex 1.1 }
2138 root 1.46
2139 root 1.48 if (*y >= m->height)
2140 root 1.29 {
2141     if (!m->tile_path[2])
2142 root 1.46 return 0;
2143    
2144 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2145     load_and_link_tiled_map (m, 2);
2146 elmex 1.1
2147 root 1.48 *y -= m->height;
2148 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2149 elmex 1.1 }
2150    
2151 root 1.29 /* Simple case - coordinates are within this local
2152     * map.
2153     */
2154 elmex 1.1
2155 root 1.29 return m;
2156 elmex 1.1 }
2157    
2158     /**
2159     * Return whether map2 is adjacent to map1. If so, store the distance from
2160     * map1 to map2 in dx/dy.
2161     */
2162 root 1.29 static int
2163 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2164 root 1.29 {
2165     if (!map1 || !map2)
2166     return 0;
2167    
2168     if (map1 == map2)
2169     {
2170     *dx = 0;
2171     *dy = 0;
2172    
2173     }
2174     else if (map1->tile_map[0] == map2)
2175     { /* up */
2176     *dx = 0;
2177 root 1.48 *dy = -map2->height;
2178 root 1.29 }
2179     else if (map1->tile_map[1] == map2)
2180     { /* right */
2181 root 1.48 *dx = map1->width;
2182 root 1.29 *dy = 0;
2183     }
2184     else if (map1->tile_map[2] == map2)
2185     { /* down */
2186     *dx = 0;
2187 root 1.48 *dy = map1->height;
2188 root 1.29 }
2189     else if (map1->tile_map[3] == map2)
2190     { /* left */
2191 root 1.48 *dx = -map2->width;
2192 root 1.29 *dy = 0;
2193    
2194     }
2195     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2196     { /* up right */
2197 root 1.48 *dx = map1->tile_map[0]->width;
2198     *dy = -map1->tile_map[0]->height;
2199 root 1.29 }
2200     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2201     { /* up left */
2202 root 1.48 *dx = -map2->width;
2203     *dy = -map1->tile_map[0]->height;
2204 root 1.29 }
2205     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2206     { /* right up */
2207 root 1.48 *dx = map1->width;
2208     *dy = -map2->height;
2209 root 1.29 }
2210     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2211     { /* right down */
2212 root 1.48 *dx = map1->width;
2213     *dy = map1->tile_map[1]->height;
2214 root 1.29 }
2215     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2216     { /* down right */
2217 root 1.48 *dx = map1->tile_map[2]->width;
2218     *dy = map1->height;
2219 root 1.29 }
2220     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2221     { /* down left */
2222 root 1.48 *dx = -map2->width;
2223     *dy = map1->height;
2224 root 1.29 }
2225     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2226     { /* left up */
2227 root 1.48 *dx = -map1->tile_map[3]->width;
2228     *dy = -map2->height;
2229 root 1.29 }
2230     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2231     { /* left down */
2232 root 1.48 *dx = -map1->tile_map[3]->width;
2233     *dy = map1->tile_map[3]->height;
2234 elmex 1.1
2235 root 1.29 }
2236     else
2237     { /* not "adjacent" enough */
2238     return 0;
2239 elmex 1.1 }
2240    
2241 root 1.29 return 1;
2242 elmex 1.1 }
2243    
2244     /* From map.c
2245     * This is used by get_player to determine where the other
2246     * creature is. get_rangevector takes into account map tiling,
2247     * so you just can not look the the map coordinates and get the
2248     * righte value. distance_x/y are distance away, which
2249     * can be negativbe. direction is the crossfire direction scheme
2250     * that the creature should head. part is the part of the
2251     * monster that is closest.
2252     *
2253     * get_rangevector looks at op1 and op2, and fills in the
2254     * structure for op1 to get to op2.
2255     * We already trust that the caller has verified that the
2256     * two objects are at least on adjacent maps. If not,
2257     * results are not likely to be what is desired.
2258     * if the objects are not on maps, results are also likely to
2259     * be unexpected
2260     *
2261     * currently, the only flag supported (0x1) is don't translate for
2262     * closest body part of 'op1'
2263     */
2264    
2265 root 1.29 void
2266     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2267     {
2268     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2269     {
2270     /* be conservative and fill in _some_ data */
2271     retval->distance = 100000;
2272     retval->distance_x = 32767;
2273     retval->distance_y = 32767;
2274     retval->direction = 0;
2275     retval->part = 0;
2276     }
2277     else
2278     {
2279     object *best;
2280    
2281     retval->distance_x += op2->x - op1->x;
2282     retval->distance_y += op2->y - op1->y;
2283    
2284     best = op1;
2285     /* If this is multipart, find the closest part now */
2286     if (!(flags & 0x1) && op1->more)
2287     {
2288     object *tmp;
2289     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2290    
2291     /* we just take the offset of the piece to head to figure
2292     * distance instead of doing all that work above again
2293     * since the distance fields we set above are positive in the
2294     * same axis as is used for multipart objects, the simply arithmetic
2295     * below works.
2296     */
2297     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2298     {
2299     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2300     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2301     if (tmpi < best_distance)
2302     {
2303     best_distance = tmpi;
2304     best = tmp;
2305 elmex 1.1 }
2306     }
2307 root 1.29 if (best != op1)
2308     {
2309     retval->distance_x += op1->x - best->x;
2310     retval->distance_y += op1->y - best->y;
2311 elmex 1.1 }
2312     }
2313 root 1.29 retval->part = best;
2314     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2315     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2316 elmex 1.1 }
2317     }
2318    
2319     /* this is basically the same as get_rangevector above, but instead of
2320     * the first parameter being an object, it instead is the map
2321     * and x,y coordinates - this is used for path to player -
2322     * since the object is not infact moving but we are trying to traverse
2323     * the path, we need this.
2324     * flags has no meaning for this function at this time - I kept it in to
2325     * be more consistant with the above function and also in case they are needed
2326     * for something in the future. Also, since no object is pasted, the best
2327     * field of the rv_vector is set to NULL.
2328     */
2329    
2330 root 1.29 void
2331 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2332 root 1.29 {
2333     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2334     {
2335     /* be conservative and fill in _some_ data */
2336     retval->distance = 100000;
2337     retval->distance_x = 32767;
2338     retval->distance_y = 32767;
2339     retval->direction = 0;
2340     retval->part = 0;
2341     }
2342     else
2343     {
2344     retval->distance_x += op2->x - x;
2345     retval->distance_y += op2->y - y;
2346    
2347     retval->part = NULL;
2348     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2349     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2350 elmex 1.1 }
2351     }
2352    
2353     /* Returns true of op1 and op2 are effectively on the same map
2354     * (as related to map tiling). Note that this looks for a path from
2355     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2356     * to op1, this will still return false.
2357     * Note we only look one map out to keep the processing simple
2358     * and efficient. This could probably be a macro.
2359     * MSW 2001-08-05
2360     */
2361 root 1.29 int
2362     on_same_map (const object *op1, const object *op2)
2363     {
2364     int dx, dy;
2365 elmex 1.1
2366 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2367 elmex 1.1 }