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Revision: 1.51
Committed: Mon Dec 25 17:11:16 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +5 -4 lines
Log Message:
- some fixes
- disable some refcounting again, not ready yet
- simplify save_object

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 1.51 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 1.51
617 root 1.49 for (op = m->at (i, j).bot; op; op = op->above)
618 root 1.29 {
619 root 1.51 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
620 root 1.29 unique = 1;
621    
622     if (op->type == PLAYER)
623 root 1.45 continue;
624 root 1.29
625     if (op->head || op->owner)
626     continue;
627    
628 root 1.48 if (unique || op->flag [FLAG_UNIQUE])
629 root 1.51 save_object (fp2, op, 1);
630 root 1.48 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
631 root 1.51 save_object (fp, op, 1);
632 root 1.45 }
633     }
634 elmex 1.1 }
635    
636 root 1.34 maptile::maptile ()
637     {
638     in_memory = MAP_SWAPPED;
639     /* The maps used to pick up default x and y values from the
640     * map archetype. Mimic that behaviour.
641     */
642 root 1.48 this->width = 16;
643     this->height = 16;
644 root 1.49 this->reset_timeout = 0;
645     this->timeout = 300;
646     this->enter_x = 0;
647     this->enter_y = 0;
648 root 1.34 /*set part to -1 indicating conversion to weather map not yet done */
649 root 1.49 this->worldpartx = -1;
650     this->worldparty = -1;
651 root 1.34 }
652    
653 elmex 1.1 /*
654 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
655 elmex 1.1 * Modified to no longer take a path option which was not being
656     * used anyways. MSW 2001-07-01
657     */
658 root 1.31 maptile *
659 root 1.29 get_linked_map (void)
660     {
661 root 1.34 maptile *mp, *map = new maptile;
662    
663     for (mp = first_map; mp && mp->next; mp = mp->next);
664 root 1.29
665     if (mp == NULL)
666     first_map = map;
667     else
668     mp->next = map;
669 elmex 1.1
670 root 1.29 return map;
671 elmex 1.1 }
672    
673     /*
674 root 1.31 * Allocates the arrays contained in a maptile.
675 elmex 1.1 * This basically allocates the dynamic array of spaces for the
676     * map.
677     */
678 root 1.29 void
679 root 1.34 maptile::allocate ()
680 root 1.29 {
681 root 1.34 in_memory = MAP_IN_MEMORY;
682    
683 root 1.29 /* Log this condition and free the storage. We could I suppose
684     * realloc, but if the caller is presuming the data will be intact,
685     * that is their poor assumption.
686     */
687 root 1.34 if (spaces)
688 root 1.29 {
689 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
690     free (spaces);
691 elmex 1.1 }
692    
693 root 1.45 spaces = (mapspace *)
694     calloc (1, width * height * sizeof (mapspace));
695 elmex 1.1
696 root 1.34 if (!spaces)
697 root 1.29 fatal (OUT_OF_MEMORY);
698 elmex 1.1 }
699    
700     /* Create and returns a map of the specific size. Used
701     * in random map code and the editor.
702     */
703 root 1.31 maptile *
704 root 1.29 get_empty_map (int sizex, int sizey)
705     {
706 root 1.31 maptile *m = get_linked_map ();
707 root 1.29
708     m->width = sizex;
709     m->height = sizey;
710     m->in_memory = MAP_SWAPPED;
711 root 1.34 m->allocate ();
712    
713 root 1.29 return m;
714 elmex 1.1 }
715    
716     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
717     * corresponding to that string. Memory is allocated for this, it must be freed
718     * at a later date.
719     * Called by parse_map_headers below.
720     */
721    
722 root 1.29 static shopitems *
723     parse_shop_string (const char *input_string)
724     {
725     char *shop_string, *p, *q, *next_semicolon, *next_colon;
726     shopitems *items = NULL;
727     int i = 0, number_of_entries = 0;
728     const typedata *current_type;
729    
730 root 1.43 shop_string = strdup (input_string);
731 root 1.29 p = shop_string;
732     /* first we'll count the entries, we'll need that for allocating the array shortly */
733     while (p)
734     {
735     p = strchr (p, ';');
736     number_of_entries++;
737     if (p)
738     p++;
739     }
740     p = shop_string;
741     strip_endline (p);
742     items = new shopitems[number_of_entries + 1];
743     for (i = 0; i < number_of_entries; i++)
744     {
745     if (!p)
746     {
747     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
748     break;
749     }
750     next_semicolon = strchr (p, ';');
751     next_colon = strchr (p, ':');
752     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
753     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
754     items[i].strength = atoi (strchr (p, ':') + 1);
755    
756     if (isdigit (*p) || *p == '*')
757     {
758     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
759     current_type = get_typedata (items[i].typenum);
760     if (current_type)
761     {
762     items[i].name = current_type->name;
763     items[i].name_pl = current_type->name_pl;
764     }
765     }
766     else
767     { /*we have a named type, let's figure out what it is */
768     q = strpbrk (p, ";:");
769     if (q)
770     *q = '\0';
771    
772     current_type = get_typedata_by_name (p);
773     if (current_type)
774     {
775     items[i].name = current_type->name;
776     items[i].typenum = current_type->number;
777     items[i].name_pl = current_type->name_pl;
778     }
779     else
780     { /* oh uh, something's wrong, let's free up this one, and try
781     * the next entry while we're at it, better print a warning
782     */
783     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
784     }
785     }
786     items[i].index = number_of_entries;
787     if (next_semicolon)
788     p = ++next_semicolon;
789     else
790     p = NULL;
791 elmex 1.1 }
792 root 1.29 free (shop_string);
793     return items;
794 elmex 1.1 }
795    
796     /* opposite of parse string, this puts the string that was originally fed in to
797     * the map (or something equivilent) into output_string. */
798 root 1.29 static void
799 root 1.31 print_shop_string (maptile *m, char *output_string)
800 root 1.29 {
801     int i;
802     char tmp[MAX_BUF];
803    
804     strcpy (output_string, "");
805     for (i = 0; i < m->shopitems[0].index; i++)
806     {
807     if (m->shopitems[i].typenum)
808     {
809     if (m->shopitems[i].strength)
810     {
811     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
812 root 1.10 }
813 root 1.29 else
814     sprintf (tmp, "%s;", m->shopitems[i].name);
815 root 1.10 }
816 root 1.29 else
817     {
818     if (m->shopitems[i].strength)
819     {
820     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
821     }
822     else
823     sprintf (tmp, "*");
824     }
825     strcat (output_string, tmp);
826 elmex 1.1 }
827     }
828    
829     /* This loads the header information of the map. The header
830     * contains things like difficulty, size, timeout, etc.
831     * this used to be stored in the map object, but with the
832     * addition of tiling, fields beyond that easily named in an
833     * object structure were needed, so it just made sense to
834     * put all the stuff in the map object so that names actually make
835     * sense.
836     * This could be done in lex (like the object loader), but I think
837     * currently, there are few enough fields this is not a big deal.
838     * MSW 2001-07-01
839     * return 0 on success, 1 on failure.
840     */
841    
842 root 1.29 static int
843 root 1.31 load_map_header (object_thawer & fp, maptile *m)
844 elmex 1.1 {
845 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
846     int msgpos = 0;
847     int maplorepos = 0;
848    
849 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
850 root 1.29 {
851     buf[HUGE_BUF - 1] = 0;
852     key = buf;
853 root 1.36
854 root 1.29 while (isspace (*key))
855     key++;
856 root 1.36
857 root 1.29 if (*key == 0)
858     continue; /* empty line */
859 root 1.36
860 root 1.29 value = strchr (key, ' ');
861 root 1.36
862 root 1.29 if (!value)
863     {
864 pippijn 1.37 if ((end = strchr (key, '\n')))
865 root 1.36 *end = 0;
866 root 1.29 }
867     else
868     {
869     *value = 0;
870     value++;
871     end = strchr (value, '\n');
872 root 1.36
873 root 1.29 while (isspace (*value))
874     {
875     value++;
876 root 1.36
877 root 1.29 if (*value == '\0' || value == end)
878     {
879     /* Nothing but spaces. */
880     value = NULL;
881     break;
882 root 1.10 }
883     }
884     }
885 root 1.22
886 root 1.29 if (!end)
887     {
888     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
889     return 1;
890 root 1.10 }
891    
892 root 1.29 /* key is the field name, value is what it should be set
893     * to. We've already done the work to null terminate key,
894     * and strip off any leading spaces for both of these.
895     * We have not touched the newline at the end of the line -
896     * these are needed for some values. the end pointer
897     * points to the first of the newlines.
898     * value could be NULL! It would be easy enough to just point
899     * this to "" to prevent cores, but that would let more errors slide
900     * through.
901     *
902     * First check for entries that do not use the value parameter, then
903     * validate that value is given and check for the remaining entries
904     * that use the parameter.
905     */
906 root 1.10
907 root 1.29 if (!strcmp (key, "msg"))
908     {
909 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
910 root 1.29 {
911     if (!strcmp (buf, "endmsg\n"))
912     break;
913     else
914     {
915     /* slightly more efficient than strcat */
916     strcpy (msgbuf + msgpos, buf);
917     msgpos += strlen (buf);
918 root 1.10 }
919     }
920 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
921     * with nothing between). There is no reason in those cases to
922     * keep the empty message. Also, msgbuf contains garbage data
923     * when msgpos is zero, so copying it results in crashes
924     */
925     if (msgpos != 0)
926 root 1.43 m->msg = strdup (msgbuf);
927 root 1.10 }
928 root 1.29 else if (!strcmp (key, "maplore"))
929     {
930 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
931 root 1.29 {
932     if (!strcmp (buf, "endmaplore\n"))
933     break;
934     else
935     {
936     /* slightly more efficient than strcat */
937     strcpy (maplorebuf + maplorepos, buf);
938     maplorepos += strlen (buf);
939 root 1.10 }
940     }
941 root 1.29 if (maplorepos != 0)
942 root 1.43 m->maplore = strdup (maplorebuf);
943 root 1.29 }
944     else if (!strcmp (key, "end"))
945     {
946     break;
947     }
948     else if (value == NULL)
949     {
950     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
951     }
952     else if (!strcmp (key, "arch"))
953     {
954     /* This is an oddity, but not something we care about much. */
955     if (strcmp (value, "map\n"))
956     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
957     }
958     else if (!strcmp (key, "name"))
959     {
960     *end = 0;
961 root 1.43 m->name = strdup (value);
962 root 1.29 }
963     /* first strcmp value on these are old names supported
964     * for compatibility reasons. The new values (second) are
965     * what really should be used.
966     */
967     else if (!strcmp (key, "oid"))
968 root 1.41 fp.get (m, atoi (value));
969 root 1.29 else if (!strcmp (key, "attach"))
970 root 1.41 m->attach = value;
971 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
972 root 1.41 m->enter_x = atoi (value);
973 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
974 root 1.41 m->enter_y = atoi (value);
975 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
976 root 1.41 m->width = atoi (value);
977 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
978 root 1.41 m->height = atoi (value);
979 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
980 root 1.41 m->reset_timeout = atoi (value);
981 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
982 root 1.41 m->timeout = atoi (value);
983 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
984 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
985 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
986 root 1.41 m->darkness = atoi (value);
987 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
988 root 1.41 m->fixed_resettime = atoi (value);
989 root 1.29 else if (!strcmp (key, "unique"))
990 root 1.41 m->unique = atoi (value);
991 root 1.29 else if (!strcmp (key, "template"))
992 root 1.41 m->templatemap = atoi (value);
993 root 1.29 else if (!strcmp (key, "region"))
994 root 1.41 m->region = get_region_by_name (value);
995 root 1.29 else if (!strcmp (key, "shopitems"))
996     {
997     *end = 0;
998     m->shopitems = parse_shop_string (value);
999     }
1000     else if (!strcmp (key, "shopgreed"))
1001 root 1.41 m->shopgreed = atof (value);
1002 root 1.29 else if (!strcmp (key, "shopmin"))
1003 root 1.41 m->shopmin = atol (value);
1004 root 1.29 else if (!strcmp (key, "shopmax"))
1005 root 1.41 m->shopmax = atol (value);
1006 root 1.29 else if (!strcmp (key, "shoprace"))
1007     {
1008     *end = 0;
1009 root 1.43 m->shoprace = strdup (value);
1010 root 1.29 }
1011     else if (!strcmp (key, "outdoor"))
1012 root 1.41 m->outdoor = atoi (value);
1013 root 1.29 else if (!strcmp (key, "temp"))
1014 root 1.41 m->temp = atoi (value);
1015 root 1.29 else if (!strcmp (key, "pressure"))
1016 root 1.41 m->pressure = atoi (value);
1017 root 1.29 else if (!strcmp (key, "humid"))
1018 root 1.41 m->humid = atoi (value);
1019 root 1.29 else if (!strcmp (key, "windspeed"))
1020 root 1.41 m->windspeed = atoi (value);
1021 root 1.29 else if (!strcmp (key, "winddir"))
1022 root 1.41 m->winddir = atoi (value);
1023 root 1.29 else if (!strcmp (key, "sky"))
1024 root 1.41 m->sky = atoi (value);
1025 root 1.29 else if (!strcmp (key, "nosmooth"))
1026 root 1.41 m->nosmooth = atoi (value);
1027 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1028     {
1029     int tile = atoi (key + 10);
1030    
1031     if (tile < 1 || tile > 4)
1032     {
1033     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1034     }
1035     else
1036     {
1037     char *path;
1038    
1039     *end = 0;
1040    
1041     if (m->tile_path[tile - 1])
1042     {
1043     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1044     free (m->tile_path[tile - 1]);
1045     m->tile_path[tile - 1] = NULL;
1046 root 1.10 }
1047    
1048 root 1.29 if (check_path (value, 1) != -1)
1049     {
1050     /* The unadorned path works. */
1051     path = value;
1052     }
1053     else
1054     {
1055     /* Try again; it could be a relative exit. */
1056    
1057     path = path_combine_and_normalize (m->path, value);
1058    
1059     if (check_path (path, 1) == -1)
1060     {
1061     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1062     path = NULL;
1063 root 1.10 }
1064     }
1065 elmex 1.1
1066 root 1.29 if (editor)
1067     {
1068     /* Use the value as in the file. */
1069 root 1.43 m->tile_path[tile - 1] = strdup (value);
1070 root 1.10 }
1071 root 1.29 else if (path != NULL)
1072     {
1073     /* Use the normalized value. */
1074 root 1.43 m->tile_path[tile - 1] = strdup (path);
1075 root 1.29 }
1076     } /* end if tile direction (in)valid */
1077 root 1.10 }
1078 root 1.29 else
1079 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1080 elmex 1.1 }
1081 root 1.41
1082 root 1.29 if (!key || strcmp (key, "end"))
1083     {
1084     LOG (llevError, "Got premature eof on map header!\n");
1085     return 1;
1086 elmex 1.1 }
1087 root 1.41
1088 root 1.29 return 0;
1089 elmex 1.1 }
1090    
1091     /*
1092     * Opens the file "filename" and reads information about the map
1093     * from the given file, and stores it in a newly allocated
1094 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1095 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1096     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1097     * MAP_BLOCK, in which case we block on this load. This happens in all
1098     * cases, no matter if this flag is set or not.
1099     * MAP_STYLE: style map - don't add active objects, don't add to server
1100 root 1.10 * managed map list.
1101 elmex 1.1 */
1102    
1103 root 1.31 maptile *
1104 root 1.29 load_original_map (const char *filename, int flags)
1105     {
1106 root 1.31 maptile *m;
1107 root 1.29 char pathname[MAX_BUF];
1108 elmex 1.1
1109 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1110     strcpy (pathname, filename);
1111     else if (flags & MAP_OVERLAY)
1112     strcpy (pathname, create_overlay_pathname (filename));
1113     else
1114     strcpy (pathname, create_pathname (filename));
1115 root 1.22
1116 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1117 elmex 1.1
1118 root 1.29 object_thawer thawer (pathname);
1119 root 1.9
1120 root 1.29 if (!thawer)
1121     return 0;
1122 elmex 1.1
1123 root 1.29 m = get_linked_map ();
1124 elmex 1.1
1125 root 1.29 strcpy (m->path, filename);
1126     if (load_map_header (thawer, m))
1127     {
1128     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1129     delete_map (m);
1130 root 1.47 return 0;
1131 root 1.29 }
1132    
1133 root 1.34 m->allocate ();
1134 root 1.29
1135     m->in_memory = MAP_LOADING;
1136     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1137    
1138     m->in_memory = MAP_IN_MEMORY;
1139 root 1.49 if (!m->difficulty)
1140     m->difficulty = calculate_difficulty (m);
1141 root 1.29 set_map_reset_time (m);
1142     m->instantiate ();
1143     return (m);
1144 elmex 1.1 }
1145    
1146     /*
1147     * Loads a map, which has been loaded earlier, from file.
1148     * Return the map object we load into (this can change from the passed
1149     * option if we can't find the original map)
1150     */
1151    
1152 root 1.31 static maptile *
1153     load_temporary_map (maptile *m)
1154 root 1.29 {
1155     char buf[MAX_BUF];
1156    
1157     if (!m->tmpname)
1158     {
1159     LOG (llevError, "No temporary filename for map %s\n", m->path);
1160     strcpy (buf, m->path);
1161     delete_map (m);
1162     m = load_original_map (buf, 0);
1163     if (m == NULL)
1164     return NULL;
1165     fix_auto_apply (m); /* Chests which open as default */
1166     return m;
1167 elmex 1.1 }
1168    
1169 root 1.29 object_thawer thawer (m->tmpname);
1170 root 1.14
1171 root 1.29 if (!thawer)
1172     {
1173     strcpy (buf, m->path);
1174     delete_map (m);
1175     m = load_original_map (buf, 0);
1176     if (!m)
1177 root 1.10 return NULL;
1178 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1179     return m;
1180 elmex 1.1 }
1181    
1182 root 1.29 if (load_map_header (thawer, m))
1183     {
1184     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1185     delete_map (m);
1186     m = load_original_map (m->path, 0);
1187     return NULL;
1188     }
1189 root 1.34
1190     m->allocate ();
1191 root 1.29
1192     m->in_memory = MAP_LOADING;
1193     load_objects (m, thawer, 0);
1194    
1195     m->in_memory = MAP_IN_MEMORY;
1196     INVOKE_MAP (SWAPIN, m);
1197     return m;
1198 elmex 1.1 }
1199    
1200     /*
1201     * Loads a map, which has been loaded earlier, from file.
1202     * Return the map object we load into (this can change from the passed
1203     * option if we can't find the original map)
1204     */
1205    
1206 root 1.31 maptile *
1207     load_overlay_map (const char *filename, maptile *m)
1208 root 1.29 {
1209     char pathname[MAX_BUF];
1210 elmex 1.1
1211 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1212 elmex 1.1
1213 root 1.29 object_thawer thawer (pathname);
1214 root 1.9
1215 root 1.29 if (!thawer)
1216     return m;
1217    
1218     if (load_map_header (thawer, m))
1219     {
1220     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1221     delete_map (m);
1222     m = load_original_map (m->path, 0);
1223 root 1.47 return 0;
1224 elmex 1.1 }
1225 root 1.34 /*m->allocate ();*/
1226 elmex 1.1
1227 root 1.29 m->in_memory = MAP_LOADING;
1228     load_objects (m, thawer, MAP_OVERLAY);
1229 root 1.14
1230 root 1.29 m->in_memory = MAP_IN_MEMORY;
1231     return m;
1232 elmex 1.1 }
1233    
1234     /******************************************************************************
1235     * This is the start of unique map handling code
1236     *****************************************************************************/
1237    
1238     /* This goes through map 'm' and removed any unique items on the map. */
1239 root 1.29 static void
1240 root 1.31 delete_unique_items (maptile *m)
1241 elmex 1.1 {
1242 root 1.29 int i, j, unique;
1243     object *op, *next;
1244 elmex 1.1
1245 root 1.48 for (i = 0; i < m->width; i++)
1246     for (j = 0; j < m->height; j++)
1247 root 1.29 {
1248     unique = 0;
1249 root 1.40
1250 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1251 root 1.29 {
1252     next = op->above;
1253 root 1.40
1254 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1255     unique = 1;
1256 root 1.40
1257 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1258     {
1259 root 1.47 op->destroy_inv (false);
1260 root 1.40 op->destroy ();
1261 root 1.29 }
1262     }
1263     }
1264 elmex 1.1 }
1265    
1266    
1267     /*
1268     * Loads unique objects from file(s) into the map which is in memory
1269     * m is the map to load unique items into.
1270     */
1271 root 1.29 static void
1272 root 1.31 load_unique_objects (maptile *m)
1273 root 1.29 {
1274     int count;
1275     char firstname[MAX_BUF];
1276 elmex 1.1
1277 root 1.29 for (count = 0; count < 10; count++)
1278     {
1279     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280     if (!access (firstname, R_OK))
1281     break;
1282 elmex 1.1 }
1283 root 1.29 /* If we get here, we did not find any map */
1284     if (count == 10)
1285     return;
1286 elmex 1.1
1287 root 1.29 object_thawer thawer (firstname);
1288 root 1.9
1289 root 1.29 if (!thawer)
1290     return;
1291 root 1.15
1292 root 1.29 m->in_memory = MAP_LOADING;
1293     if (m->tmpname == NULL) /* if we have loaded unique items from */
1294     delete_unique_items (m); /* original map before, don't duplicate them */
1295 root 1.50
1296 root 1.29 load_objects (m, thawer, 0);
1297 root 1.14
1298 root 1.29 m->in_memory = MAP_IN_MEMORY;
1299 elmex 1.1 }
1300    
1301     /*
1302     * Saves a map to file. If flag is set, it is saved into the same
1303     * file it was (originally) loaded from. Otherwise a temporary
1304     * filename will be genarated, and the file will be stored there.
1305 root 1.31 * The temporary filename will be stored in the maptileure.
1306 elmex 1.1 * If the map is unique, we also save to the filename in the map
1307     * (this should have been updated when first loaded)
1308     */
1309 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 1.50 if (!m->in_memory) //TODO: makes no sense to me?
1483 root 1.47 return;
1484 elmex 1.1
1485 root 1.47 m->in_memory = MAP_SAVING;
1486 root 1.42
1487     // TODO: use new/delete
1488    
1489 root 1.29 if (flag && m->spaces)
1490     free_all_objects (m);
1491 root 1.42
1492 root 1.50 free (m->name), m->name = 0;
1493     free (m->spaces), m->spaces = 0;
1494     free (m->msg), m->msg = 0;
1495     free (m->maplore), m->maplore = 0;
1496     free (m->shoprace), m->shoprace = 0;
1497     delete [] m->shopitems, m->shopitems = 0;
1498 root 1.42
1499 root 1.29 if (m->buttons)
1500 root 1.50 free_objectlinkpt (m->buttons), m->buttons = 0;
1501 root 1.42
1502 root 1.47 for (int i = 0; i < 4; i++)
1503 root 1.29 {
1504     if (m->tile_path[i])
1505 root 1.50 free (m->tile_path[i]), m->tile_path[i] = 0;
1506 root 1.47
1507     m->tile_map[i] = 0;
1508 root 1.29 }
1509 root 1.42
1510 root 1.29 m->in_memory = MAP_SWAPPED;
1511 root 1.47 }
1512 root 1.42
1513 root 1.47 maptile::~maptile ()
1514     {
1515     free_map (this, 1);
1516     free (tmpname);
1517 elmex 1.1 }
1518    
1519 root 1.29 void
1520 root 1.47 maptile::do_destroy ()
1521 root 1.29 {
1522 root 1.47 attachable::do_destroy ();
1523 elmex 1.1
1524 root 1.47 free_all_objects (this);
1525 root 1.29
1526     /* We need to look through all the maps and see if any maps
1527     * are pointing at this one for tiling information. Since
1528 root 1.47 * tiling can be asymetric, we just can not look to see which
1529 root 1.29 * maps this map tiles with and clears those.
1530     */
1531 root 1.47 //TODO: non-euclidean-tiling MUST GO
1532     for (maptile *m = first_map; m; m = m->next)
1533     for (int i = 0; i < 4; i++)
1534     if (m->tile_map[i] == this)
1535     m->tile_map[i] = 0;
1536 root 1.11
1537 root 1.47 if (first_map == this)
1538     first_map = next;
1539 root 1.29 else
1540 root 1.47 for (maptile *m = first_map; m; m = m->next)
1541     if (m->next = this)
1542     {
1543     m->next = next;
1544     break;
1545     }
1546     }
1547 elmex 1.1
1548 root 1.47 //TODO: must go
1549     void
1550     delete_map (maptile *m)
1551     {
1552     if (m)
1553     m->destroy ();
1554 elmex 1.1 }
1555    
1556     /*
1557     * Makes sure the given map is loaded and swapped in.
1558     * name is path name of the map.
1559     * flags meaning:
1560     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1561     * and don't do unique items or the like.
1562     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1563     * dont do any more name translation on it.
1564     *
1565     * Returns a pointer to the given map.
1566     */
1567 root 1.31 maptile *
1568 root 1.29 ready_map_name (const char *name, int flags)
1569     {
1570     if (!name)
1571 root 1.47 return 0;
1572 elmex 1.1
1573 root 1.29 /* Have we been at this level before? */
1574 root 1.47 maptile *m = has_been_loaded (name);
1575 elmex 1.1
1576 root 1.29 /* Map is good to go, so just return it */
1577     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1578 root 1.47 return m;
1579 root 1.10
1580 root 1.29 /* unique maps always get loaded from their original location, and never
1581     * a temp location. Likewise, if map_flush is set, or we have never loaded
1582     * this map, load it now. I removed the reset checking from here -
1583     * it seems the probability of a player trying to enter a map that should
1584     * reset but hasn't yet is quite low, and removing that makes this function
1585     * a bit cleaner (and players probably shouldn't rely on exact timing for
1586     * resets in any case - if they really care, they should use the 'maps command.
1587     */
1588     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1589     {
1590     /* first visit or time to reset */
1591     if (m)
1592     {
1593     clean_tmp_map (m); /* Doesn't make much difference */
1594     delete_map (m);
1595     }
1596    
1597     /* create and load a map */
1598     if (flags & MAP_PLAYER_UNIQUE)
1599     LOG (llevDebug, "Trying to load map %s.\n", name);
1600     else
1601     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1602    
1603     //eval_pv ("$x = Event::time", 1);//D
1604     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1605     return (NULL);
1606     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1607    
1608     fix_auto_apply (m); /* Chests which open as default */
1609    
1610     /* If a player unique map, no extra unique object file to load.
1611     * if from the editor, likewise.
1612     */
1613     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1614     load_unique_objects (m);
1615    
1616     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1617     {
1618     m = load_overlay_map (name, m);
1619     if (m == NULL)
1620     return NULL;
1621     }
1622    
1623     if (flags & MAP_PLAYER_UNIQUE)
1624     INVOKE_MAP (SWAPIN, m);
1625    
1626     }
1627     else
1628     {
1629     /* If in this loop, we found a temporary map, so load it up. */
1630    
1631     m = load_temporary_map (m);
1632     if (m == NULL)
1633     return NULL;
1634     load_unique_objects (m);
1635    
1636     clean_tmp_map (m);
1637     m->in_memory = MAP_IN_MEMORY;
1638     /* tempnam() on sun systems (probably others) uses malloc
1639     * to allocated space for the string. Free it here.
1640     * In some cases, load_temporary_map above won't find the
1641     * temporary map, and so has reloaded a new map. If that
1642     * is the case, tmpname is now null
1643     */
1644     if (m->tmpname)
1645     free (m->tmpname);
1646     m->tmpname = NULL;
1647     /* It's going to be saved anew anyway */
1648     }
1649    
1650     /* Below here is stuff common to both first time loaded maps and
1651     * temp maps.
1652     */
1653 root 1.10
1654 root 1.29 decay_objects (m); /* start the decay */
1655     /* In case other objects press some buttons down */
1656     update_buttons (m);
1657     if (m->outdoor)
1658     set_darkness_map (m);
1659     /* run the weather over this map */
1660     weather_effect (name);
1661     return m;
1662 elmex 1.1 }
1663    
1664    
1665     /*
1666     * This routine is supposed to find out the difficulty of the map.
1667     * difficulty does not have a lot to do with character level,
1668     * but does have a lot to do with treasure on the map.
1669     *
1670     * Difficulty can now be set by the map creature. If the value stored
1671     * in the map is zero, then use this routine. Maps should really
1672     * have a difficulty set than using this function - human calculation
1673     * is much better than this functions guesswork.
1674     */
1675    
1676 root 1.29 int
1677 root 1.31 calculate_difficulty (maptile *m)
1678 root 1.29 {
1679 elmex 1.1 object *op;
1680     archetype *at;
1681 pippijn 1.26 int x, y, i;
1682 elmex 1.1 long monster_cnt = 0;
1683     double avgexp = 0;
1684     sint64 total_exp = 0;
1685    
1686 root 1.49 if (m->difficulty)
1687 elmex 1.1 {
1688 root 1.49 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1689     return m->difficulty;
1690 elmex 1.1 }
1691    
1692 root 1.48 for (x = 0; x < m->width; x++)
1693     for (y = 0; y < m->height; y++)
1694 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1695 elmex 1.1 {
1696 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1697 elmex 1.1 {
1698     total_exp += op->stats.exp;
1699     monster_cnt++;
1700     }
1701    
1702 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1703 elmex 1.1 {
1704     total_exp += op->stats.exp;
1705 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1706 elmex 1.1
1707 root 1.29 if (at != NULL)
1708 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1709    
1710     monster_cnt++;
1711     }
1712     }
1713    
1714     avgexp = (double) total_exp / monster_cnt;
1715    
1716     for (i = 1; i <= settings.max_level; i++)
1717     {
1718     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1719     {
1720     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1721     return i;
1722     }
1723     }
1724    
1725     return 1;
1726     }
1727    
1728 root 1.29 void
1729 root 1.31 clean_tmp_map (maptile *m)
1730 root 1.29 {
1731     if (m->tmpname == NULL)
1732     return;
1733 root 1.8 INVOKE_MAP (CLEAN, m);
1734 root 1.29 (void) unlink (m->tmpname);
1735 elmex 1.1 }
1736    
1737 root 1.29 void
1738     free_all_maps (void)
1739 elmex 1.1 {
1740 root 1.29 int real_maps = 0;
1741 elmex 1.1
1742 root 1.29 while (first_map)
1743     {
1744     /* I think some of the callers above before it gets here set this to be
1745     * saving, but we still want to free this data
1746     */
1747     if (first_map->in_memory == MAP_SAVING)
1748     first_map->in_memory = MAP_IN_MEMORY;
1749     delete_map (first_map);
1750     real_maps++;
1751 elmex 1.1 }
1752 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1753 elmex 1.1 }
1754    
1755     /* change_map_light() - used to change map light level (darkness)
1756     * up or down. Returns true if successful. It should now be
1757     * possible to change a value by more than 1.
1758     * Move this from los.c to map.c since this is more related
1759     * to maps than los.
1760     * postive values make it darker, negative make it brighter
1761     */
1762 root 1.29
1763     int
1764 root 1.31 change_map_light (maptile *m, int change)
1765 root 1.29 {
1766     int new_level = m->darkness + change;
1767    
1768     /* Nothing to do */
1769     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1770     {
1771     return 0;
1772 elmex 1.1 }
1773    
1774 root 1.29 /* inform all players on the map */
1775     if (change > 0)
1776     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1777     else
1778     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1779    
1780     /* Do extra checking. since m->darkness is a unsigned value,
1781     * we need to be extra careful about negative values.
1782     * In general, the checks below are only needed if change
1783     * is not +/-1
1784     */
1785     if (new_level < 0)
1786     m->darkness = 0;
1787     else if (new_level >= MAX_DARKNESS)
1788     m->darkness = MAX_DARKNESS;
1789     else
1790     m->darkness = new_level;
1791 elmex 1.1
1792 root 1.29 /* All clients need to get re-updated for the change */
1793     update_all_map_los (m);
1794     return 1;
1795 elmex 1.1 }
1796    
1797     /*
1798     * This function updates various attributes about a specific space
1799     * on the map (what it looks like, whether it blocks magic,
1800     * has a living creatures, prevents people from passing
1801     * through, etc)
1802     */
1803 root 1.29 void
1804 root 1.46 mapspace::update_ ()
1805 root 1.29 {
1806 root 1.45 object *tmp, *last = 0;
1807 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1808 root 1.29 New_Face *top, *floor, *middle;
1809     object *top_obj, *floor_obj, *middle_obj;
1810     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1811    
1812     middle = blank_face;
1813 root 1.45 top = blank_face;
1814     floor = blank_face;
1815 root 1.29
1816 root 1.45 middle_obj = 0;
1817     top_obj = 0;
1818     floor_obj = 0;
1819 root 1.29
1820 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1821 root 1.29 {
1822     /* This could be made additive I guess (two lights better than
1823 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1824 root 1.29 * light bulbs do not illuminate twice as far as once since
1825 root 1.45 * it is a dissapation factor that is cubed.
1826 root 1.29 */
1827     if (tmp->glow_radius > light)
1828     light = tmp->glow_radius;
1829    
1830     /* This call is needed in order to update objects the player
1831     * is standing in that have animations (ie, grass, fire, etc).
1832     * However, it also causes the look window to be re-drawn
1833     * 3 times each time the player moves, because many of the
1834     * functions the move_player calls eventualy call this.
1835     *
1836     * Always put the player down for drawing.
1837     */
1838     if (!tmp->invisible)
1839     {
1840     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1841     {
1842     top = tmp->face;
1843     top_obj = tmp;
1844     }
1845     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1846     {
1847     /* If we got a floor, that means middle and top were below it,
1848     * so should not be visible, so we clear them.
1849     */
1850     middle = blank_face;
1851     top = blank_face;
1852     floor = tmp->face;
1853     floor_obj = tmp;
1854     }
1855     /* Flag anywhere have high priority */
1856     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1857     {
1858     middle = tmp->face;
1859    
1860     middle_obj = tmp;
1861     anywhere = 1;
1862     }
1863     /* Find the highest visible face around. If equal
1864     * visibilities, we still want the one nearer to the
1865     * top
1866     */
1867     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1868     {
1869     middle = tmp->face;
1870     middle_obj = tmp;
1871     }
1872     }
1873 root 1.45
1874 root 1.29 if (tmp == tmp->above)
1875     {
1876     LOG (llevError, "Error in structure of map\n");
1877     exit (-1);
1878     }
1879    
1880 root 1.45 move_slow |= tmp->move_slow;
1881 root 1.29 move_block |= tmp->move_block;
1882 root 1.45 move_on |= tmp->move_on;
1883     move_off |= tmp->move_off;
1884 root 1.29 move_allow |= tmp->move_allow;
1885    
1886 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1887     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1888     if (tmp->type == PLAYER) flags |= P_PLAYER;
1889     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1890     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1891     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1892     }
1893 root 1.29
1894 root 1.46 this->light = light;
1895     this->flags_ = flags;
1896     this->move_block = move_block & ~move_allow;
1897     this->move_on = move_on;
1898     this->move_off = move_off;
1899     this->move_slow = move_slow;
1900 root 1.29
1901     /* At this point, we have a floor face (if there is a floor),
1902     * and the floor is set - we are not going to touch it at
1903     * this point.
1904     * middle contains the highest visibility face.
1905     * top contains a player/monster face, if there is one.
1906     *
1907     * We now need to fill in top.face and/or middle.face.
1908     */
1909    
1910     /* If the top face also happens to be high visibility, re-do our
1911     * middle face. This should not happen, as we already have the
1912     * else statement above so middle should not get set. OTOH, it
1913     * may be possible for the faces to match but be different objects.
1914     */
1915     if (top == middle)
1916     middle = blank_face;
1917    
1918     /* There are three posibilities at this point:
1919     * 1) top face is set, need middle to be set.
1920     * 2) middle is set, need to set top.
1921     * 3) neither middle or top is set - need to set both.
1922     */
1923    
1924     for (tmp = last; tmp; tmp = tmp->below)
1925     {
1926     /* Once we get to a floor, stop, since we already have a floor object */
1927     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928     break;
1929    
1930     /* If two top faces are already set, quit processing */
1931     if ((top != blank_face) && (middle != blank_face))
1932     break;
1933 root 1.10
1934 root 1.29 /* Only show visible faces, unless its the editor - show all */
1935     if (!tmp->invisible || editor)
1936     {
1937     /* Fill in top if needed */
1938     if (top == blank_face)
1939     {
1940     top = tmp->face;
1941     top_obj = tmp;
1942     if (top == middle)
1943     middle = blank_face;
1944     }
1945     else
1946     {
1947     /* top is already set - we should only get here if
1948     * middle is not set
1949     *
1950     * Set the middle face and break out, since there is nothing
1951     * more to fill in. We don't check visiblity here, since
1952     *
1953     */
1954     if (tmp->face != top)
1955     {
1956     middle = tmp->face;
1957     middle_obj = tmp;
1958     break;
1959 root 1.10 }
1960     }
1961     }
1962 elmex 1.1 }
1963 root 1.45
1964 root 1.29 if (middle == floor)
1965     middle = blank_face;
1966 root 1.45
1967 root 1.29 if (top == middle)
1968     middle = blank_face;
1969 root 1.45
1970 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1971     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1972     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1973 elmex 1.1 }
1974    
1975 root 1.29 void
1976 root 1.31 set_map_reset_time (maptile *map)
1977 root 1.29 {
1978     int timeout;
1979 elmex 1.1
1980 root 1.49 timeout = map->reset_timeout;
1981 root 1.29 if (timeout <= 0)
1982     timeout = MAP_DEFAULTRESET;
1983     if (timeout >= MAP_MAXRESET)
1984     timeout = MAP_MAXRESET;
1985 root 1.49 map->reset_time = time (0) + timeout;
1986 elmex 1.1 }
1987    
1988     /* this updates the orig_map->tile_map[tile_num] value after loading
1989     * the map. It also takes care of linking back the freshly loaded
1990     * maps tile_map values if it tiles back to this one. It returns
1991     * the value of orig_map->tile_map[tile_num]. It really only does this
1992     * so that it is easier for calling functions to verify success.
1993     */
1994    
1995 root 1.31 static maptile *
1996     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1997 elmex 1.1 {
1998 root 1.29 int dest_tile = (tile_num + 2) % 4;
1999     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2000 elmex 1.1
2001 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2002 elmex 1.1
2003 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2004     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))
2005     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2006 elmex 1.1
2007 root 1.29 return orig_map->tile_map[tile_num];
2008 elmex 1.1 }
2009    
2010     /* this returns TRUE if the coordinates (x,y) are out of
2011     * map m. This function also takes into account any
2012     * tiling considerations, loading adjacant maps as needed.
2013     * This is the function should always be used when it
2014     * necessary to check for valid coordinates.
2015     * This function will recursively call itself for the
2016     * tiled maps.
2017     *
2018     *
2019     */
2020 root 1.29 int
2021 root 1.31 out_of_map (maptile *m, int x, int y)
2022 elmex 1.1 {
2023 root 1.29 /* If we get passed a null map, this is obviously the
2024     * case. This generally shouldn't happen, but if the
2025     * map loads fail below, it could happen.
2026     */
2027     if (!m)
2028     return 0;
2029 elmex 1.1
2030 root 1.29 if (x < 0)
2031     {
2032     if (!m->tile_path[3])
2033     return 1;
2034 root 1.46
2035 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2036 root 1.46 load_and_link_tiled_map (m, 3);
2037    
2038 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2039 elmex 1.1 }
2040 root 1.46
2041 root 1.48 if (x >= m->width)
2042 root 1.29 {
2043     if (!m->tile_path[1])
2044     return 1;
2045 root 1.46
2046 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2047 root 1.46 load_and_link_tiled_map (m, 1);
2048    
2049 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2050 elmex 1.1 }
2051 root 1.46
2052 root 1.29 if (y < 0)
2053     {
2054     if (!m->tile_path[0])
2055     return 1;
2056 root 1.46
2057 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2058 root 1.46 load_and_link_tiled_map (m, 0);
2059    
2060 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2061 elmex 1.1 }
2062 root 1.46
2063 root 1.48 if (y >= m->height)
2064 root 1.29 {
2065     if (!m->tile_path[2])
2066     return 1;
2067 root 1.46
2068 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2069 root 1.46 load_and_link_tiled_map (m, 2);
2070    
2071 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2072 elmex 1.1 }
2073    
2074 root 1.29 /* Simple case - coordinates are within this local
2075     * map.
2076     */
2077     return 0;
2078 elmex 1.1 }
2079    
2080     /* This is basically the same as out_of_map above, but
2081     * instead we return NULL if no map is valid (coordinates
2082     * out of bounds and no tiled map), otherwise it returns
2083     * the map as that the coordinates are really on, and
2084     * updates x and y to be the localized coordinates.
2085     * Using this is more efficient of calling out_of_map
2086     * and then figuring out what the real map is
2087     */
2088 root 1.31 maptile *
2089     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2090 elmex 1.1 {
2091    
2092 root 1.29 if (*x < 0)
2093     {
2094     if (!m->tile_path[3])
2095 root 1.46 return 0;
2096 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2097     load_and_link_tiled_map (m, 3);
2098 elmex 1.1
2099 root 1.48 *x += m->tile_map[3]->width;
2100 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2101 elmex 1.1 }
2102 root 1.46
2103 root 1.48 if (*x >= m->width)
2104 root 1.29 {
2105     if (!m->tile_path[1])
2106 root 1.46 return 0;
2107    
2108 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2109     load_and_link_tiled_map (m, 1);
2110 elmex 1.1
2111 root 1.48 *x -= m->width;
2112 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2113 elmex 1.1 }
2114 root 1.46
2115 root 1.29 if (*y < 0)
2116     {
2117     if (!m->tile_path[0])
2118 root 1.46 return 0;
2119    
2120 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2121     load_and_link_tiled_map (m, 0);
2122 elmex 1.1
2123 root 1.48 *y += m->tile_map[0]->height;
2124 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2125 elmex 1.1 }
2126 root 1.46
2127 root 1.48 if (*y >= m->height)
2128 root 1.29 {
2129     if (!m->tile_path[2])
2130 root 1.46 return 0;
2131    
2132 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2133     load_and_link_tiled_map (m, 2);
2134 elmex 1.1
2135 root 1.48 *y -= m->height;
2136 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2137 elmex 1.1 }
2138    
2139 root 1.29 /* Simple case - coordinates are within this local
2140     * map.
2141     */
2142 elmex 1.1
2143 root 1.29 return m;
2144 elmex 1.1 }
2145    
2146     /**
2147     * Return whether map2 is adjacent to map1. If so, store the distance from
2148     * map1 to map2 in dx/dy.
2149     */
2150 root 1.29 static int
2151 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2152 root 1.29 {
2153     if (!map1 || !map2)
2154     return 0;
2155    
2156     if (map1 == map2)
2157     {
2158     *dx = 0;
2159     *dy = 0;
2160    
2161     }
2162     else if (map1->tile_map[0] == map2)
2163     { /* up */
2164     *dx = 0;
2165 root 1.48 *dy = -map2->height;
2166 root 1.29 }
2167     else if (map1->tile_map[1] == map2)
2168     { /* right */
2169 root 1.48 *dx = map1->width;
2170 root 1.29 *dy = 0;
2171     }
2172     else if (map1->tile_map[2] == map2)
2173     { /* down */
2174     *dx = 0;
2175 root 1.48 *dy = map1->height;
2176 root 1.29 }
2177     else if (map1->tile_map[3] == map2)
2178     { /* left */
2179 root 1.48 *dx = -map2->width;
2180 root 1.29 *dy = 0;
2181    
2182     }
2183     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2184     { /* up right */
2185 root 1.48 *dx = map1->tile_map[0]->width;
2186     *dy = -map1->tile_map[0]->height;
2187 root 1.29 }
2188     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2189     { /* up left */
2190 root 1.48 *dx = -map2->width;
2191     *dy = -map1->tile_map[0]->height;
2192 root 1.29 }
2193     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2194     { /* right up */
2195 root 1.48 *dx = map1->width;
2196     *dy = -map2->height;
2197 root 1.29 }
2198     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2199     { /* right down */
2200 root 1.48 *dx = map1->width;
2201     *dy = map1->tile_map[1]->height;
2202 root 1.29 }
2203     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2204     { /* down right */
2205 root 1.48 *dx = map1->tile_map[2]->width;
2206     *dy = map1->height;
2207 root 1.29 }
2208     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2209     { /* down left */
2210 root 1.48 *dx = -map2->width;
2211     *dy = map1->height;
2212 root 1.29 }
2213     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2214     { /* left up */
2215 root 1.48 *dx = -map1->tile_map[3]->width;
2216     *dy = -map2->height;
2217 root 1.29 }
2218     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2219     { /* left down */
2220 root 1.48 *dx = -map1->tile_map[3]->width;
2221     *dy = map1->tile_map[3]->height;
2222 elmex 1.1
2223 root 1.29 }
2224     else
2225     { /* not "adjacent" enough */
2226     return 0;
2227 elmex 1.1 }
2228    
2229 root 1.29 return 1;
2230 elmex 1.1 }
2231    
2232     /* From map.c
2233     * This is used by get_player to determine where the other
2234     * creature is. get_rangevector takes into account map tiling,
2235     * so you just can not look the the map coordinates and get the
2236     * righte value. distance_x/y are distance away, which
2237     * can be negativbe. direction is the crossfire direction scheme
2238     * that the creature should head. part is the part of the
2239     * monster that is closest.
2240     *
2241     * get_rangevector looks at op1 and op2, and fills in the
2242     * structure for op1 to get to op2.
2243     * We already trust that the caller has verified that the
2244     * two objects are at least on adjacent maps. If not,
2245     * results are not likely to be what is desired.
2246     * if the objects are not on maps, results are also likely to
2247     * be unexpected
2248     *
2249     * currently, the only flag supported (0x1) is don't translate for
2250     * closest body part of 'op1'
2251     */
2252    
2253 root 1.29 void
2254     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2255     {
2256     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2257     {
2258     /* be conservative and fill in _some_ data */
2259     retval->distance = 100000;
2260     retval->distance_x = 32767;
2261     retval->distance_y = 32767;
2262     retval->direction = 0;
2263     retval->part = 0;
2264     }
2265     else
2266     {
2267     object *best;
2268    
2269     retval->distance_x += op2->x - op1->x;
2270     retval->distance_y += op2->y - op1->y;
2271    
2272     best = op1;
2273     /* If this is multipart, find the closest part now */
2274     if (!(flags & 0x1) && op1->more)
2275     {
2276     object *tmp;
2277     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2278    
2279     /* we just take the offset of the piece to head to figure
2280     * distance instead of doing all that work above again
2281     * since the distance fields we set above are positive in the
2282     * same axis as is used for multipart objects, the simply arithmetic
2283     * below works.
2284     */
2285     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2286     {
2287     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2288     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2289     if (tmpi < best_distance)
2290     {
2291     best_distance = tmpi;
2292     best = tmp;
2293 elmex 1.1 }
2294     }
2295 root 1.29 if (best != op1)
2296     {
2297     retval->distance_x += op1->x - best->x;
2298     retval->distance_y += op1->y - best->y;
2299 elmex 1.1 }
2300     }
2301 root 1.29 retval->part = best;
2302     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2303     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2304 elmex 1.1 }
2305     }
2306    
2307     /* this is basically the same as get_rangevector above, but instead of
2308     * the first parameter being an object, it instead is the map
2309     * and x,y coordinates - this is used for path to player -
2310     * since the object is not infact moving but we are trying to traverse
2311     * the path, we need this.
2312     * flags has no meaning for this function at this time - I kept it in to
2313     * be more consistant with the above function and also in case they are needed
2314     * for something in the future. Also, since no object is pasted, the best
2315     * field of the rv_vector is set to NULL.
2316     */
2317    
2318 root 1.29 void
2319 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2320 root 1.29 {
2321     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2322     {
2323     /* be conservative and fill in _some_ data */
2324     retval->distance = 100000;
2325     retval->distance_x = 32767;
2326     retval->distance_y = 32767;
2327     retval->direction = 0;
2328     retval->part = 0;
2329     }
2330     else
2331     {
2332     retval->distance_x += op2->x - x;
2333     retval->distance_y += op2->y - y;
2334    
2335     retval->part = NULL;
2336     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2337     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2338 elmex 1.1 }
2339     }
2340    
2341     /* Returns true of op1 and op2 are effectively on the same map
2342     * (as related to map tiling). Note that this looks for a path from
2343     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2344     * to op1, this will still return false.
2345     * Note we only look one map out to keep the processing simple
2346     * and efficient. This could probably be a macro.
2347     * MSW 2001-08-05
2348     */
2349 root 1.29 int
2350     on_same_map (const object *op1, const object *op2)
2351     {
2352     int dx, dy;
2353 elmex 1.1
2354 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2355 elmex 1.1 }