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Revision: 1.53
Committed: Wed Dec 27 09:28:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +26 -43 lines
Log Message:
introduce for_all_maps

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     if (!name || !*name)
41     return 0;
42 root 1.49
43 root 1.53 for_all_maps (map)
44 root 1.29 if (!strcmp (name, map->path))
45 root 1.53 return map;
46 root 1.49
47 root 1.53 return 0;
48 elmex 1.1 }
49    
50     /*
51     * This makes a path absolute outside the world of Crossfire.
52     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53     * and returns the pointer to a static array containing the result.
54     * it really should be called create_mapname
55     */
56    
57 root 1.29 const char *
58     create_pathname (const char *name)
59     {
60     static char buf[MAX_BUF];
61 elmex 1.1
62 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63     * someplace else in the code? msw 2-17-97
64     */
65     if (*name == '/')
66     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67     else
68     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
69     return (buf);
70 elmex 1.1 }
71    
72     /*
73     * same as create_pathname, but for the overlay maps.
74     */
75    
76 root 1.29 const char *
77     create_overlay_pathname (const char *name)
78     {
79     static char buf[MAX_BUF];
80 elmex 1.1
81 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82     * someplace else in the code? msw 2-17-97
83     */
84     if (*name == '/')
85     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86     else
87     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88     return (buf);
89 elmex 1.1 }
90    
91     /*
92     * same as create_pathname, but for the template maps.
93     */
94    
95 root 1.29 const char *
96     create_template_pathname (const char *name)
97     {
98     static char buf[MAX_BUF];
99 elmex 1.1
100 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101     * someplace else in the code? msw 2-17-97
102     */
103     if (*name == '/')
104     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105     else
106     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107     return (buf);
108 elmex 1.1 }
109    
110     /*
111     * This makes absolute path to the itemfile where unique objects
112     * will be saved. Converts '/' to '@'. I think it's essier maintain
113     * files than full directory structure, but if this is problem it can
114     * be changed.
115     */
116 root 1.29 static const char *
117     create_items_path (const char *s)
118     {
119     static char buf[MAX_BUF];
120     char *t;
121    
122     if (*s == '/')
123     s++;
124 elmex 1.1
125 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126 elmex 1.1
127 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
128     if (*s == '/')
129     *t = '@';
130     else
131     *t = *s;
132     *t = 0;
133     return (buf);
134 elmex 1.1 }
135    
136    
137     /*
138     * This function checks if a file with the given path exists.
139     * -1 is returned if it fails, otherwise the mode of the file
140     * is returned.
141     * It tries out all the compression suffixes listed in the uncomp[] array.
142     *
143     * If prepend_dir is set, then we call create_pathname (which prepends
144     * libdir & mapdir). Otherwise, we assume the name given is fully
145     * complete.
146     * Only the editor actually cares about the writablity of this -
147     * the rest of the code only cares that the file is readable.
148     * when the editor goes away, the call to stat should probably be
149     * replaced by an access instead (similar to the windows one, but
150     * that seems to be missing the prepend_dir processing
151     */
152    
153 root 1.29 int
154     check_path (const char *name, int prepend_dir)
155 elmex 1.1 {
156 root 1.29 char buf[MAX_BUF];
157    
158     char *endbuf;
159     struct stat statbuf;
160     int mode = 0;
161 elmex 1.1
162 root 1.29 if (prepend_dir)
163     strcpy (buf, create_pathname (name));
164     else
165     strcpy (buf, name);
166 elmex 1.1
167 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
168     * this method should be equivalant and is clearer.
169     * Can not use strcat because we need to cycle through
170     * all the names.
171     */
172     endbuf = buf + strlen (buf);
173    
174     if (stat (buf, &statbuf))
175     return -1;
176     if (!S_ISREG (statbuf.st_mode))
177     return (-1);
178    
179     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
180     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
181     mode |= 4;
182    
183     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
185     mode |= 2;
186 elmex 1.1
187 root 1.29 return (mode);
188 elmex 1.1 }
189    
190     /*
191     * Prints out debug-information about a map.
192     * Dumping these at llevError doesn't seem right, but is
193     * necessary to make sure the information is in fact logged.
194     */
195    
196 root 1.29 void
197 root 1.31 dump_map (const maptile *m)
198 root 1.29 {
199     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 root 1.49 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201 root 1.29
202     if (m->msg != NULL)
203     LOG (llevError, "Message:\n%s", m->msg);
204 elmex 1.1
205 root 1.29 if (m->maplore != NULL)
206     LOG (llevError, "Lore:\n%s", m->maplore);
207 elmex 1.1
208 root 1.29 if (m->tmpname != NULL)
209     LOG (llevError, "Tmpname: %s\n", m->tmpname);
210 elmex 1.1
211 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212     LOG (llevError, "Darkness: %d\n", m->darkness);
213 elmex 1.1 }
214    
215     /*
216     * Prints out debug-information about all maps.
217     * This basically just goes through all the maps and calls
218     * dump_map on each one.
219     */
220    
221 root 1.29 void
222     dump_all_maps (void)
223     {
224 root 1.53 for_all_maps (m)
225 root 1.46 dump_map (m);
226 elmex 1.1 }
227    
228     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
229     * one function that just returns a P_.. value (see map.h)
230     * it will also do map translation for tiled maps, returning
231     * new values into newmap, nx, and ny. Any and all of those
232     * values can be null, in which case if a new map is needed (returned
233     * by a P_NEW_MAP value, another call to get_map_from_coord
234     * is needed. The case of not passing values is if we're just
235     * checking for the existence of something on those spaces, but
236     * don't expect to insert/remove anything from those spaces.
237     */
238 root 1.29 int
239 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
240 elmex 1.1 {
241 root 1.29 sint16 newx, newy;
242     int retval = 0;
243 root 1.31 maptile *mp;
244 root 1.29
245     newx = x;
246     newy = y;
247 root 1.46
248 root 1.29 mp = get_map_from_coord (oldmap, &newx, &newy);
249 root 1.46
250     if (!mp)
251     return P_OUT_OF_MAP;
252    
253 root 1.29 if (mp != oldmap)
254     retval |= P_NEW_MAP;
255 root 1.28
256 root 1.46 if (newmap) *newmap = mp;
257     if (nx) *nx = newx;
258     if (ny) *ny = newy;
259 elmex 1.3
260 root 1.46 return retval | mp->at (newx, newy).flags ();
261 elmex 1.1 }
262    
263     /*
264     * Returns true if the given coordinate is blocked except by the
265     * object passed is not blocking. This is used with
266     * multipart monsters - if we want to see if a 2x2 monster
267     * can move 1 space to the left, we don't want its own area
268     * to block it from moving there.
269     * Returns TRUE if the space is blocked by something other than the
270     * monster.
271     * m, x, y are the target map/coordinates - needed for map tiling.
272     * the coordinates & map passed in should have been updated for tiling
273     * by the caller.
274     */
275 root 1.29 int
276 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
277 root 1.29 {
278     object *tmp;
279     int mflags, blocked;
280    
281     /* Make sure the coordinates are valid - they should be, as caller should
282     * have already checked this.
283     */
284     if (OUT_OF_REAL_MAP (m, sx, sy))
285     {
286     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
287     return 1;
288 elmex 1.1 }
289    
290 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
291     * directly.
292     */
293 root 1.46 mflags = m->at (sx, sy).flags ();
294 root 1.29
295     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
296    
297     /* If space is currently not blocked by anything, no need to
298     * go further. Not true for players - all sorts of special
299     * things we need to do for players.
300     */
301     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
302     return 0;
303    
304     /* if there isn't anytyhing alive on this space, and this space isn't
305     * otherwise blocked, we can return now. Only if there is a living
306     * creature do we need to investigate if it is part of this creature
307     * or another. Likewise, only if something is blocking us do we
308     * need to investigate if there is a special circumstance that would
309     * let the player through (inventory checkers for example)
310     */
311     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312     return 0;
313    
314     if (ob->head != NULL)
315     ob = ob->head;
316    
317     /* We basically go through the stack of objects, and if there is
318     * some other object that has NO_PASS or FLAG_ALIVE set, return
319     * true. If we get through the entire stack, that must mean
320     * ob is blocking it, so return 0.
321     */
322 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
323 root 1.29 {
324    
325     /* This must be before the checks below. Code for inventory checkers. */
326     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
327     {
328     /* If last_sp is set, the player/monster needs an object,
329     * so we check for it. If they don't have it, they can't
330     * pass through this space.
331     */
332     if (tmp->last_sp)
333     {
334     if (check_inv_recursive (ob, tmp) == NULL)
335     return 1;
336     else
337     continue;
338     }
339     else
340     {
341     /* In this case, the player must not have the object -
342     * if they do, they can't pass through.
343     */
344     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
345     return 1;
346     else
347     continue;
348     }
349     } /* if check_inv */
350     else
351     {
352     /* Broke apart a big nasty if into several here to make
353     * this more readable. first check - if the space blocks
354     * movement, can't move here.
355     * second - if a monster, can't move there, unles it is a
356     * hidden dm
357     */
358     if (OB_MOVE_BLOCK (ob, tmp))
359     return 1;
360     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
361     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
362     return 1;
363 root 1.10 }
364 elmex 1.1
365     }
366 root 1.29 return 0;
367 elmex 1.1 }
368    
369    
370     /*
371     * Returns true if the given object can't fit in the given spot.
372     * This is meant for multi space objects - for single space objecs,
373     * just calling get_map_blocked and checking that against movement type
374     * of object. This function goes through all the parts of the
375     * multipart object and makes sure they can be inserted.
376     *
377     * While this doesn't call out of map, the get_map_flags does.
378     *
379     * This function has been used to deprecate arch_out_of_map -
380     * this function also does that check, and since in most cases,
381     * a call to one would follow the other, doesn't make a lot of sense to
382     * have two seperate functions for this.
383     *
384     * This returns nonzero if this arch can not go on the space provided,
385     * 0 otherwise. the return value will contain the P_.. value
386     * so the caller can know why this object can't go on the map.
387     * Note that callers should not expect P_NEW_MAP to be set
388     * in return codes - since the object is multispace - if
389     * we did return values, what do you return if half the object
390     * is one map, half on another.
391     *
392     * Note this used to be arch_blocked, but with new movement
393     * code, we need to have actual object to check its move_type
394     * against the move_block values.
395     */
396 root 1.29 int
397 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
398 root 1.29 {
399     archetype *tmp;
400     int flag;
401 root 1.31 maptile *m1;
402 root 1.29 sint16 sx, sy;
403 elmex 1.1
404 root 1.29 if (ob == NULL)
405     {
406     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407     if (flag & P_OUT_OF_MAP)
408     return P_OUT_OF_MAP;
409 elmex 1.1
410 root 1.29 /* don't have object, so don't know what types would block */
411 root 1.47 return m1->at (sx, sy).move_block;
412 elmex 1.1 }
413    
414 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
415 root 1.29 {
416     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
417 elmex 1.1
418 root 1.29 if (flag & P_OUT_OF_MAP)
419     return P_OUT_OF_MAP;
420     if (flag & P_IS_ALIVE)
421     return P_IS_ALIVE;
422    
423 root 1.47 mapspace &ms = m1->at (sx, sy);
424    
425    
426 root 1.29 /* find_first_free_spot() calls this function. However, often
427     * ob doesn't have any move type (when used to place exits)
428     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429     */
430 elmex 1.1
431 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
432 root 1.29 continue;
433 elmex 1.1
434 root 1.29 /* Note it is intentional that we check ob - the movement type of the
435     * head of the object should correspond for the entire object.
436     */
437 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
438 root 1.45 return P_NO_PASS;
439     }
440 elmex 1.1
441 root 1.29 return 0;
442 elmex 1.1 }
443    
444     /* When the map is loaded, load_object does not actually insert objects
445     * into inventory, but just links them. What this does is go through
446     * and insert them properly.
447     * The object 'container' is the object that contains the inventory.
448     * This is needed so that we can update the containers weight.
449     */
450    
451 root 1.29 void
452     fix_container (object *container)
453 elmex 1.1 {
454 root 1.29 object *tmp = container->inv, *next;
455 elmex 1.1
456 root 1.29 container->inv = NULL;
457     while (tmp != NULL)
458     {
459     next = tmp->below;
460     if (tmp->inv)
461     fix_container (tmp);
462     (void) insert_ob_in_ob (tmp, container);
463     tmp = next;
464     }
465     /* sum_weight will go through and calculate what all the containers are
466     * carrying.
467     */
468     sum_weight (container);
469 elmex 1.1 }
470    
471     /* link_multipart_objects go through all the objects on the map looking
472     * for objects whose arch says they are multipart yet according to the
473     * info we have, they only have the head (as would be expected when
474     * they are saved). We do have to look for the old maps that did save
475     * the more sections and not re-add sections for them.
476     */
477 root 1.29 static void
478 root 1.31 link_multipart_objects (maptile *m)
479 elmex 1.1 {
480 root 1.29 int x, y;
481     object *tmp, *op, *last, *above;
482     archetype *at;
483    
484 root 1.48 for (x = 0; x < m->width; x++)
485     for (y = 0; y < m->height; y++)
486 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
487 root 1.29 {
488     above = tmp->above;
489    
490     /* already multipart - don't do anything more */
491     if (tmp->head || tmp->more)
492     continue;
493    
494     /* If there is nothing more to this object, this for loop
495     * won't do anything.
496     */
497     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498     {
499     op = arch_to_object (at);
500    
501     /* update x,y coordinates */
502     op->x += tmp->x;
503     op->y += tmp->y;
504     op->head = tmp;
505     op->map = m;
506     last->more = op;
507     op->name = tmp->name;
508     op->title = tmp->title;
509     /* we could link all the parts onto tmp, and then just
510     * call insert_ob_in_map once, but the effect is the same,
511     * as insert_ob_in_map will call itself with each part, and
512     * the coding is simpler to just to it here with each part.
513     */
514     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
515     } /* for at = tmp->arch->more */
516     } /* for objects on this space */
517 elmex 1.1 }
518 root 1.29
519 elmex 1.1 /*
520     * Loads (ands parses) the objects into a given map from the specified
521     * file pointer.
522     * mapflags is the same as we get with load_original_map
523     */
524 root 1.24 void
525 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
526 root 1.24 {
527     int i, j;
528     int unique;
529     object *op, *prev = NULL, *last_more = NULL, *otmp;
530 elmex 1.1
531 root 1.40 op = object::create ();
532 root 1.24 op->map = m; /* To handle buttons correctly */
533 elmex 1.1
534 root 1.24 while ((i = load_object (fp, op, mapflags)))
535     {
536     /* if the archetype for the object is null, means that we
537     * got an invalid object. Don't do anything with it - the game
538     * or editor will not be able to do anything with it either.
539     */
540     if (op->arch == NULL)
541     {
542 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
543 root 1.24 continue;
544 root 1.10 }
545    
546 root 1.24 switch (i)
547     {
548 root 1.41 case LL_NORMAL:
549     /* if we are loading an overlay, put the floors on the bottom */
550     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552     else
553     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554    
555     if (op->inv)
556     sum_weight (op);
557    
558     prev = op, last_more = op;
559     break;
560    
561     case LL_MORE:
562     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563     op->head = prev, last_more->more = op, last_more = op;
564     break;
565 root 1.10 }
566 root 1.24
567     if (mapflags & MAP_STYLE)
568     remove_from_active_list (op);
569    
570 root 1.40 op = object::create ();
571 root 1.24 op->map = m;
572 elmex 1.1 }
573 root 1.24
574     for (i = 0; i < m->width; i++)
575     {
576     for (j = 0; j < m->height; j++)
577     {
578     unique = 0;
579     /* check for unique items, or unique squares */
580 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
581 root 1.24 {
582 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
583 root 1.24 unique = 1;
584 root 1.41
585 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 root 1.10 }
588     }
589 elmex 1.1 }
590 root 1.24
591 root 1.40 op->destroy ();
592 root 1.24 link_multipart_objects (m);
593 elmex 1.1 }
594    
595     /* This saves all the objects on the map in a non destructive fashion.
596     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
597     * and we only save the head of multi part objects - this is needed
598     * in order to do map tiling properly.
599     */
600 root 1.29 void
601 root 1.51 save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602 root 1.29 {
603     int i, j = 0, unique = 0;
604     object *op;
605 elmex 1.1
606 root 1.29 /* first pass - save one-part objects */
607 root 1.48 for (i = 0; i < m->width; i++)
608     for (j = 0; j < m->height; j++)
609 root 1.29 {
610     unique = 0;
611 root 1.51
612 root 1.49 for (op = m->at (i, j).bot; op; op = op->above)
613 root 1.29 {
614 root 1.51 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 root 1.29 unique = 1;
616    
617     if (op->type == PLAYER)
618 root 1.45 continue;
619 root 1.29
620     if (op->head || op->owner)
621     continue;
622    
623 root 1.48 if (unique || op->flag [FLAG_UNIQUE])
624 root 1.51 save_object (fp2, op, 1);
625 root 1.48 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 root 1.51 save_object (fp, op, 1);
627 root 1.45 }
628     }
629 elmex 1.1 }
630    
631 root 1.34 maptile::maptile ()
632     {
633     in_memory = MAP_SWAPPED;
634     /* The maps used to pick up default x and y values from the
635     * map archetype. Mimic that behaviour.
636     */
637 root 1.53 width = 16;
638     height = 16;
639     reset_timeout = 0;
640     timeout = 300;
641     enter_x = 0;
642     enter_y = 0;
643 root 1.34 /*set part to -1 indicating conversion to weather map not yet done */
644 root 1.53 worldpartx = -1;
645     worldparty = -1;
646 root 1.34 }
647    
648 elmex 1.1 /*
649 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
650 elmex 1.1 * Modified to no longer take a path option which was not being
651     * used anyways. MSW 2001-07-01
652     */
653 root 1.31 maptile *
654 root 1.29 get_linked_map (void)
655     {
656 root 1.53 maptile *map = new maptile;
657 root 1.34
658 root 1.53 map->next = first_map;
659     first_map = map;
660 elmex 1.1
661 root 1.29 return map;
662 elmex 1.1 }
663    
664     /*
665 root 1.31 * Allocates the arrays contained in a maptile.
666 elmex 1.1 * This basically allocates the dynamic array of spaces for the
667     * map.
668     */
669 root 1.29 void
670 root 1.34 maptile::allocate ()
671 root 1.29 {
672 root 1.34 in_memory = MAP_IN_MEMORY;
673    
674 root 1.29 /* Log this condition and free the storage. We could I suppose
675     * realloc, but if the caller is presuming the data will be intact,
676     * that is their poor assumption.
677     */
678 root 1.34 if (spaces)
679 root 1.29 {
680 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 root 1.53 sfree (spaces, size ());
682 elmex 1.1 }
683    
684 root 1.53 spaces = salloc0<mapspace> (size ());
685 elmex 1.1 }
686    
687     /* Create and returns a map of the specific size. Used
688     * in random map code and the editor.
689     */
690 root 1.31 maptile *
691 root 1.29 get_empty_map (int sizex, int sizey)
692     {
693 root 1.31 maptile *m = get_linked_map ();
694 root 1.29
695     m->width = sizex;
696     m->height = sizey;
697     m->in_memory = MAP_SWAPPED;
698 root 1.34 m->allocate ();
699    
700 root 1.29 return m;
701 elmex 1.1 }
702    
703     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
704     * corresponding to that string. Memory is allocated for this, it must be freed
705     * at a later date.
706     * Called by parse_map_headers below.
707     */
708    
709 root 1.29 static shopitems *
710     parse_shop_string (const char *input_string)
711     {
712     char *shop_string, *p, *q, *next_semicolon, *next_colon;
713     shopitems *items = NULL;
714     int i = 0, number_of_entries = 0;
715     const typedata *current_type;
716    
717 root 1.43 shop_string = strdup (input_string);
718 root 1.29 p = shop_string;
719     /* first we'll count the entries, we'll need that for allocating the array shortly */
720     while (p)
721     {
722     p = strchr (p, ';');
723     number_of_entries++;
724     if (p)
725     p++;
726     }
727     p = shop_string;
728     strip_endline (p);
729     items = new shopitems[number_of_entries + 1];
730     for (i = 0; i < number_of_entries; i++)
731     {
732     if (!p)
733     {
734     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
735     break;
736     }
737     next_semicolon = strchr (p, ';');
738     next_colon = strchr (p, ':');
739     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
740     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741     items[i].strength = atoi (strchr (p, ':') + 1);
742    
743     if (isdigit (*p) || *p == '*')
744     {
745     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
746     current_type = get_typedata (items[i].typenum);
747     if (current_type)
748     {
749     items[i].name = current_type->name;
750     items[i].name_pl = current_type->name_pl;
751     }
752     }
753     else
754     { /*we have a named type, let's figure out what it is */
755     q = strpbrk (p, ";:");
756     if (q)
757     *q = '\0';
758    
759     current_type = get_typedata_by_name (p);
760     if (current_type)
761     {
762     items[i].name = current_type->name;
763     items[i].typenum = current_type->number;
764     items[i].name_pl = current_type->name_pl;
765     }
766     else
767     { /* oh uh, something's wrong, let's free up this one, and try
768     * the next entry while we're at it, better print a warning
769     */
770     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
771     }
772     }
773     items[i].index = number_of_entries;
774     if (next_semicolon)
775     p = ++next_semicolon;
776     else
777     p = NULL;
778 elmex 1.1 }
779 root 1.29 free (shop_string);
780     return items;
781 elmex 1.1 }
782    
783     /* opposite of parse string, this puts the string that was originally fed in to
784     * the map (or something equivilent) into output_string. */
785 root 1.29 static void
786 root 1.31 print_shop_string (maptile *m, char *output_string)
787 root 1.29 {
788     int i;
789     char tmp[MAX_BUF];
790    
791     strcpy (output_string, "");
792     for (i = 0; i < m->shopitems[0].index; i++)
793     {
794     if (m->shopitems[i].typenum)
795     {
796     if (m->shopitems[i].strength)
797     {
798     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
799 root 1.10 }
800 root 1.29 else
801     sprintf (tmp, "%s;", m->shopitems[i].name);
802 root 1.10 }
803 root 1.29 else
804     {
805     if (m->shopitems[i].strength)
806     {
807     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
808     }
809     else
810     sprintf (tmp, "*");
811     }
812     strcat (output_string, tmp);
813 elmex 1.1 }
814     }
815    
816     /* This loads the header information of the map. The header
817     * contains things like difficulty, size, timeout, etc.
818     * this used to be stored in the map object, but with the
819     * addition of tiling, fields beyond that easily named in an
820     * object structure were needed, so it just made sense to
821     * put all the stuff in the map object so that names actually make
822     * sense.
823     * This could be done in lex (like the object loader), but I think
824     * currently, there are few enough fields this is not a big deal.
825     * MSW 2001-07-01
826     * return 0 on success, 1 on failure.
827     */
828    
829 root 1.29 static int
830 root 1.31 load_map_header (object_thawer & fp, maptile *m)
831 elmex 1.1 {
832 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
833     int msgpos = 0;
834     int maplorepos = 0;
835    
836 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 root 1.29 {
838     buf[HUGE_BUF - 1] = 0;
839     key = buf;
840 root 1.36
841 root 1.29 while (isspace (*key))
842     key++;
843 root 1.36
844 root 1.29 if (*key == 0)
845     continue; /* empty line */
846 root 1.36
847 root 1.29 value = strchr (key, ' ');
848 root 1.36
849 root 1.29 if (!value)
850     {
851 pippijn 1.37 if ((end = strchr (key, '\n')))
852 root 1.36 *end = 0;
853 root 1.29 }
854     else
855     {
856     *value = 0;
857     value++;
858     end = strchr (value, '\n');
859 root 1.36
860 root 1.29 while (isspace (*value))
861     {
862     value++;
863 root 1.36
864 root 1.29 if (*value == '\0' || value == end)
865     {
866     /* Nothing but spaces. */
867     value = NULL;
868     break;
869 root 1.10 }
870     }
871     }
872 root 1.22
873 root 1.29 if (!end)
874     {
875     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876     return 1;
877 root 1.10 }
878    
879 root 1.29 /* key is the field name, value is what it should be set
880     * to. We've already done the work to null terminate key,
881     * and strip off any leading spaces for both of these.
882     * We have not touched the newline at the end of the line -
883     * these are needed for some values. the end pointer
884     * points to the first of the newlines.
885     * value could be NULL! It would be easy enough to just point
886     * this to "" to prevent cores, but that would let more errors slide
887     * through.
888     *
889     * First check for entries that do not use the value parameter, then
890     * validate that value is given and check for the remaining entries
891     * that use the parameter.
892     */
893 root 1.10
894 root 1.29 if (!strcmp (key, "msg"))
895     {
896 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 root 1.29 {
898     if (!strcmp (buf, "endmsg\n"))
899     break;
900     else
901     {
902     /* slightly more efficient than strcat */
903     strcpy (msgbuf + msgpos, buf);
904     msgpos += strlen (buf);
905 root 1.10 }
906     }
907 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
908     * with nothing between). There is no reason in those cases to
909     * keep the empty message. Also, msgbuf contains garbage data
910     * when msgpos is zero, so copying it results in crashes
911     */
912     if (msgpos != 0)
913 root 1.43 m->msg = strdup (msgbuf);
914 root 1.10 }
915 root 1.29 else if (!strcmp (key, "maplore"))
916     {
917 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 root 1.29 {
919     if (!strcmp (buf, "endmaplore\n"))
920     break;
921     else
922     {
923     /* slightly more efficient than strcat */
924     strcpy (maplorebuf + maplorepos, buf);
925     maplorepos += strlen (buf);
926 root 1.10 }
927     }
928 root 1.29 if (maplorepos != 0)
929 root 1.43 m->maplore = strdup (maplorebuf);
930 root 1.29 }
931     else if (!strcmp (key, "end"))
932     {
933     break;
934     }
935     else if (value == NULL)
936     {
937     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938     }
939     else if (!strcmp (key, "arch"))
940     {
941     /* This is an oddity, but not something we care about much. */
942     if (strcmp (value, "map\n"))
943     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944     }
945     else if (!strcmp (key, "name"))
946     {
947     *end = 0;
948 root 1.43 m->name = strdup (value);
949 root 1.29 }
950     /* first strcmp value on these are old names supported
951     * for compatibility reasons. The new values (second) are
952     * what really should be used.
953     */
954     else if (!strcmp (key, "oid"))
955 root 1.41 fp.get (m, atoi (value));
956 root 1.29 else if (!strcmp (key, "attach"))
957 root 1.41 m->attach = value;
958 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 root 1.41 m->enter_x = atoi (value);
960 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 root 1.41 m->enter_y = atoi (value);
962 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 root 1.41 m->width = atoi (value);
964 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 root 1.41 m->height = atoi (value);
966 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 root 1.41 m->reset_timeout = atoi (value);
968 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 root 1.41 m->timeout = atoi (value);
970 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 root 1.41 m->darkness = atoi (value);
974 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 root 1.41 m->fixed_resettime = atoi (value);
976 root 1.29 else if (!strcmp (key, "unique"))
977 root 1.41 m->unique = atoi (value);
978 root 1.29 else if (!strcmp (key, "template"))
979 root 1.41 m->templatemap = atoi (value);
980 root 1.29 else if (!strcmp (key, "region"))
981 root 1.41 m->region = get_region_by_name (value);
982 root 1.29 else if (!strcmp (key, "shopitems"))
983     {
984     *end = 0;
985     m->shopitems = parse_shop_string (value);
986     }
987     else if (!strcmp (key, "shopgreed"))
988 root 1.41 m->shopgreed = atof (value);
989 root 1.29 else if (!strcmp (key, "shopmin"))
990 root 1.41 m->shopmin = atol (value);
991 root 1.29 else if (!strcmp (key, "shopmax"))
992 root 1.41 m->shopmax = atol (value);
993 root 1.29 else if (!strcmp (key, "shoprace"))
994     {
995     *end = 0;
996 root 1.43 m->shoprace = strdup (value);
997 root 1.29 }
998     else if (!strcmp (key, "outdoor"))
999 root 1.41 m->outdoor = atoi (value);
1000 root 1.29 else if (!strcmp (key, "temp"))
1001 root 1.41 m->temp = atoi (value);
1002 root 1.29 else if (!strcmp (key, "pressure"))
1003 root 1.41 m->pressure = atoi (value);
1004 root 1.29 else if (!strcmp (key, "humid"))
1005 root 1.41 m->humid = atoi (value);
1006 root 1.29 else if (!strcmp (key, "windspeed"))
1007 root 1.41 m->windspeed = atoi (value);
1008 root 1.29 else if (!strcmp (key, "winddir"))
1009 root 1.41 m->winddir = atoi (value);
1010 root 1.29 else if (!strcmp (key, "sky"))
1011 root 1.41 m->sky = atoi (value);
1012 root 1.29 else if (!strcmp (key, "nosmooth"))
1013 root 1.41 m->nosmooth = atoi (value);
1014 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1015     {
1016     int tile = atoi (key + 10);
1017    
1018     if (tile < 1 || tile > 4)
1019     {
1020     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021     }
1022     else
1023     {
1024     char *path;
1025    
1026     *end = 0;
1027    
1028     if (m->tile_path[tile - 1])
1029     {
1030     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031     free (m->tile_path[tile - 1]);
1032     m->tile_path[tile - 1] = NULL;
1033 root 1.10 }
1034    
1035 root 1.29 if (check_path (value, 1) != -1)
1036     {
1037     /* The unadorned path works. */
1038     path = value;
1039     }
1040     else
1041     {
1042     /* Try again; it could be a relative exit. */
1043    
1044     path = path_combine_and_normalize (m->path, value);
1045    
1046     if (check_path (path, 1) == -1)
1047     {
1048     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049     path = NULL;
1050 root 1.10 }
1051     }
1052 elmex 1.1
1053 root 1.29 if (editor)
1054     {
1055     /* Use the value as in the file. */
1056 root 1.43 m->tile_path[tile - 1] = strdup (value);
1057 root 1.10 }
1058 root 1.29 else if (path != NULL)
1059     {
1060     /* Use the normalized value. */
1061 root 1.43 m->tile_path[tile - 1] = strdup (path);
1062 root 1.29 }
1063     } /* end if tile direction (in)valid */
1064 root 1.10 }
1065 root 1.29 else
1066 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 elmex 1.1 }
1068 root 1.41
1069 root 1.29 if (!key || strcmp (key, "end"))
1070     {
1071     LOG (llevError, "Got premature eof on map header!\n");
1072     return 1;
1073 elmex 1.1 }
1074 root 1.41
1075 root 1.29 return 0;
1076 elmex 1.1 }
1077    
1078     /*
1079     * Opens the file "filename" and reads information about the map
1080     * from the given file, and stores it in a newly allocated
1081 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1083     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084     * MAP_BLOCK, in which case we block on this load. This happens in all
1085     * cases, no matter if this flag is set or not.
1086     * MAP_STYLE: style map - don't add active objects, don't add to server
1087 root 1.10 * managed map list.
1088 elmex 1.1 */
1089    
1090 root 1.31 maptile *
1091 root 1.29 load_original_map (const char *filename, int flags)
1092     {
1093 root 1.31 maptile *m;
1094 root 1.29 char pathname[MAX_BUF];
1095 elmex 1.1
1096 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1097     strcpy (pathname, filename);
1098     else if (flags & MAP_OVERLAY)
1099     strcpy (pathname, create_overlay_pathname (filename));
1100     else
1101     strcpy (pathname, create_pathname (filename));
1102 root 1.22
1103 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104 elmex 1.1
1105 root 1.29 object_thawer thawer (pathname);
1106 root 1.9
1107 root 1.29 if (!thawer)
1108     return 0;
1109 elmex 1.1
1110 root 1.29 m = get_linked_map ();
1111 elmex 1.1
1112 root 1.29 strcpy (m->path, filename);
1113     if (load_map_header (thawer, m))
1114     {
1115     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116     delete_map (m);
1117 root 1.47 return 0;
1118 root 1.29 }
1119    
1120 root 1.34 m->allocate ();
1121 root 1.29
1122     m->in_memory = MAP_LOADING;
1123     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124    
1125     m->in_memory = MAP_IN_MEMORY;
1126 root 1.49 if (!m->difficulty)
1127     m->difficulty = calculate_difficulty (m);
1128 root 1.29 set_map_reset_time (m);
1129     m->instantiate ();
1130     return (m);
1131 elmex 1.1 }
1132    
1133     /*
1134     * Loads a map, which has been loaded earlier, from file.
1135     * Return the map object we load into (this can change from the passed
1136     * option if we can't find the original map)
1137     */
1138    
1139 root 1.31 static maptile *
1140     load_temporary_map (maptile *m)
1141 root 1.29 {
1142     char buf[MAX_BUF];
1143    
1144     if (!m->tmpname)
1145     {
1146     LOG (llevError, "No temporary filename for map %s\n", m->path);
1147     strcpy (buf, m->path);
1148     delete_map (m);
1149     m = load_original_map (buf, 0);
1150     if (m == NULL)
1151     return NULL;
1152     fix_auto_apply (m); /* Chests which open as default */
1153     return m;
1154 elmex 1.1 }
1155    
1156 root 1.29 object_thawer thawer (m->tmpname);
1157 root 1.14
1158 root 1.29 if (!thawer)
1159     {
1160     strcpy (buf, m->path);
1161     delete_map (m);
1162     m = load_original_map (buf, 0);
1163     if (!m)
1164 root 1.10 return NULL;
1165 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1166     return m;
1167 elmex 1.1 }
1168    
1169 root 1.29 if (load_map_header (thawer, m))
1170     {
1171     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172     delete_map (m);
1173     m = load_original_map (m->path, 0);
1174     return NULL;
1175     }
1176 root 1.34
1177     m->allocate ();
1178 root 1.29
1179     m->in_memory = MAP_LOADING;
1180     load_objects (m, thawer, 0);
1181    
1182     m->in_memory = MAP_IN_MEMORY;
1183     INVOKE_MAP (SWAPIN, m);
1184     return m;
1185 elmex 1.1 }
1186    
1187     /*
1188     * Loads a map, which has been loaded earlier, from file.
1189     * Return the map object we load into (this can change from the passed
1190     * option if we can't find the original map)
1191     */
1192    
1193 root 1.31 maptile *
1194     load_overlay_map (const char *filename, maptile *m)
1195 root 1.29 {
1196     char pathname[MAX_BUF];
1197 elmex 1.1
1198 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1199 elmex 1.1
1200 root 1.29 object_thawer thawer (pathname);
1201 root 1.9
1202 root 1.29 if (!thawer)
1203     return m;
1204    
1205     if (load_map_header (thawer, m))
1206     {
1207     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208     delete_map (m);
1209     m = load_original_map (m->path, 0);
1210 root 1.47 return 0;
1211 elmex 1.1 }
1212 root 1.34 /*m->allocate ();*/
1213 elmex 1.1
1214 root 1.29 m->in_memory = MAP_LOADING;
1215     load_objects (m, thawer, MAP_OVERLAY);
1216 root 1.14
1217 root 1.29 m->in_memory = MAP_IN_MEMORY;
1218     return m;
1219 elmex 1.1 }
1220    
1221     /******************************************************************************
1222     * This is the start of unique map handling code
1223     *****************************************************************************/
1224    
1225     /* This goes through map 'm' and removed any unique items on the map. */
1226 root 1.29 static void
1227 root 1.31 delete_unique_items (maptile *m)
1228 elmex 1.1 {
1229 root 1.29 int i, j, unique;
1230     object *op, *next;
1231 elmex 1.1
1232 root 1.48 for (i = 0; i < m->width; i++)
1233     for (j = 0; j < m->height; j++)
1234 root 1.29 {
1235     unique = 0;
1236 root 1.40
1237 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1238 root 1.29 {
1239     next = op->above;
1240 root 1.40
1241 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1242     unique = 1;
1243 root 1.40
1244 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1245     {
1246 root 1.47 op->destroy_inv (false);
1247 root 1.40 op->destroy ();
1248 root 1.29 }
1249     }
1250     }
1251 elmex 1.1 }
1252    
1253     /*
1254     * Loads unique objects from file(s) into the map which is in memory
1255     * m is the map to load unique items into.
1256     */
1257 root 1.29 static void
1258 root 1.31 load_unique_objects (maptile *m)
1259 root 1.29 {
1260     int count;
1261     char firstname[MAX_BUF];
1262 elmex 1.1
1263 root 1.29 for (count = 0; count < 10; count++)
1264     {
1265     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266     if (!access (firstname, R_OK))
1267     break;
1268 elmex 1.1 }
1269 root 1.29 /* If we get here, we did not find any map */
1270     if (count == 10)
1271     return;
1272 elmex 1.1
1273 root 1.29 object_thawer thawer (firstname);
1274 root 1.9
1275 root 1.29 if (!thawer)
1276     return;
1277 root 1.15
1278 root 1.29 m->in_memory = MAP_LOADING;
1279     if (m->tmpname == NULL) /* if we have loaded unique items from */
1280     delete_unique_items (m); /* original map before, don't duplicate them */
1281 root 1.50
1282 root 1.29 load_objects (m, thawer, 0);
1283 root 1.14
1284 root 1.29 m->in_memory = MAP_IN_MEMORY;
1285 elmex 1.1 }
1286    
1287     /*
1288     * Saves a map to file. If flag is set, it is saved into the same
1289     * file it was (originally) loaded from. Otherwise a temporary
1290     * filename will be genarated, and the file will be stored there.
1291 root 1.31 * The temporary filename will be stored in the maptileure.
1292 elmex 1.1 * If the map is unique, we also save to the filename in the map
1293     * (this should have been updated when first loaded)
1294     */
1295 root 1.10 int
1296 root 1.31 new_save_map (maptile *m, int flag)
1297 root 1.10 {
1298 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 root 1.10 int i;
1300    
1301     if (flag && !*m->path)
1302     {
1303     LOG (llevError, "Tried to save map without path.\n");
1304     return -1;
1305 elmex 1.1 }
1306 root 1.10
1307     if (flag || (m->unique) || (m->templatemap))
1308     {
1309     if (!m->unique && !m->templatemap)
1310 root 1.29 { /* flag is set */
1311 root 1.10 if (flag == 2)
1312     strcpy (filename, create_overlay_pathname (m->path));
1313     else
1314     strcpy (filename, create_pathname (m->path));
1315     }
1316     else
1317     strcpy (filename, m->path);
1318    
1319     make_path_to_file (filename);
1320 elmex 1.1 }
1321 root 1.10 else
1322     {
1323     if (!m->tmpname)
1324 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1325 root 1.17
1326 root 1.10 strcpy (filename, m->tmpname);
1327     }
1328    
1329     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1330     m->in_memory = MAP_SAVING;
1331    
1332 root 1.17 object_freezer freezer;
1333 root 1.10
1334     /* legacy */
1335 root 1.17 fprintf (freezer, "arch map\n");
1336 root 1.10 if (m->name)
1337 root 1.17 fprintf (freezer, "name %s\n", m->name);
1338 root 1.10 if (!flag)
1339 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 root 1.10 if (m->reset_timeout)
1341 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 root 1.10 if (m->fixed_resettime)
1343 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1345     * or a difficulty value we generated when the map was first loaded
1346     */
1347     if (m->difficulty)
1348 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 root 1.10 if (m->region)
1350 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1351 root 1.10 if (m->shopitems)
1352     {
1353     print_shop_string (m, shop);
1354 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1355 elmex 1.1 }
1356 root 1.10 if (m->shopgreed)
1357 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 root 1.10 if (m->shopmin)
1359 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 root 1.10 if (m->shopmax)
1361 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 root 1.10 if (m->shoprace)
1363 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 root 1.10 if (m->darkness)
1365 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1366 root 1.10 if (m->width)
1367 root 1.17 fprintf (freezer, "width %d\n", m->width);
1368 root 1.10 if (m->height)
1369 root 1.17 fprintf (freezer, "height %d\n", m->height);
1370 root 1.10 if (m->enter_x)
1371 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 root 1.10 if (m->enter_y)
1373 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 root 1.10 if (m->msg)
1375 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 root 1.10 if (m->maplore)
1377 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 root 1.10 if (m->unique)
1379 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1380 root 1.10 if (m->templatemap)
1381 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1382 root 1.10 if (m->outdoor)
1383 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 root 1.10 if (m->temp)
1385 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1386 root 1.10 if (m->pressure)
1387 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1388 root 1.10 if (m->humid)
1389 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1390 root 1.10 if (m->windspeed)
1391 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 root 1.10 if (m->winddir)
1393 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1394 root 1.10 if (m->sky)
1395 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1396 root 1.10 if (m->nosmooth)
1397 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398 root 1.10
1399     /* Save any tiling information, except on overlays */
1400     if (flag != 2)
1401     for (i = 0; i < 4; i++)
1402     if (m->tile_path[i])
1403 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404 root 1.10
1405 root 1.17 freezer.put (m);
1406     fprintf (freezer, "end\n");
1407 root 1.10
1408     /* In the game save unique items in the different file, but
1409     * in the editor save them to the normal map file.
1410     * If unique map, save files in the proper destination (set by
1411     * player)
1412     */
1413     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414     {
1415 root 1.17 object_freezer unique;
1416 elmex 1.1
1417 root 1.10 if (flag == 2)
1418 root 1.17 save_objects (m, freezer, unique, 2);
1419 root 1.10 else
1420 root 1.17 save_objects (m, freezer, unique, 0);
1421    
1422     sprintf (buf, "%s.v00", create_items_path (m->path));
1423    
1424     unique.save (buf);
1425 root 1.10 }
1426     else
1427 root 1.29 { /* save same file when not playing, like in editor */
1428 root 1.17 save_objects (m, freezer, freezer, 0);
1429 root 1.10 }
1430 elmex 1.6
1431 root 1.17 freezer.save (filename);
1432    
1433 root 1.10 return 0;
1434 elmex 1.1 }
1435    
1436     /*
1437     * Remove and free all objects in the given map.
1438     */
1439 root 1.29 void
1440 root 1.31 free_all_objects (maptile *m)
1441 root 1.29 {
1442 root 1.47 if (!m->spaces)
1443     return;
1444 root 1.29
1445 root 1.48 for (int i = 0; i < m->width; i++)
1446     for (int j = 0; j < m->height; j++)
1447 root 1.29 {
1448 root 1.47 mapspace &ms = m->at (i, j);
1449 root 1.29
1450 root 1.49 while (object *op = ms.bot)
1451 root 1.29 {
1452 root 1.47 if (op->head)
1453 root 1.29 op = op->head;
1454    
1455 root 1.47 op->destroy_inv (false);
1456 root 1.40 op->destroy ();
1457 root 1.29 }
1458     }
1459 elmex 1.1 }
1460    
1461     /*
1462 root 1.31 * Frees everything allocated by the given maptileure.
1463 elmex 1.1 * don't free tmpname - our caller is left to do that
1464     */
1465 root 1.29 void
1466 root 1.31 free_map (maptile *m, int flag)
1467 root 1.29 {
1468 root 1.50 if (!m->in_memory) //TODO: makes no sense to me?
1469 root 1.47 return;
1470 elmex 1.1
1471 root 1.47 m->in_memory = MAP_SAVING;
1472 root 1.42
1473     // TODO: use new/delete
1474    
1475 root 1.29 if (flag && m->spaces)
1476     free_all_objects (m);
1477 root 1.42
1478 root 1.53 sfree (m->spaces, m->size ()), m->spaces = 0;
1479    
1480 root 1.50 free (m->name), m->name = 0;
1481     free (m->msg), m->msg = 0;
1482     free (m->maplore), m->maplore = 0;
1483     free (m->shoprace), m->shoprace = 0;
1484     delete [] m->shopitems, m->shopitems = 0;
1485 root 1.42
1486 root 1.29 if (m->buttons)
1487 root 1.50 free_objectlinkpt (m->buttons), m->buttons = 0;
1488 root 1.42
1489 root 1.47 for (int i = 0; i < 4; i++)
1490 root 1.53 free (m->tile_path[i]), m->tile_path[i] = 0;
1491 root 1.42
1492 root 1.29 m->in_memory = MAP_SWAPPED;
1493 root 1.47 }
1494 root 1.42
1495 root 1.47 maptile::~maptile ()
1496     {
1497 root 1.53 assert (destroyed ());
1498 elmex 1.1 }
1499    
1500 root 1.29 void
1501 root 1.47 maptile::do_destroy ()
1502 root 1.29 {
1503 root 1.47 attachable::do_destroy ();
1504 elmex 1.1
1505 root 1.53 free_map (this, 1);
1506     free (tmpname), tmpname = 0;
1507 root 1.29
1508     /* We need to look through all the maps and see if any maps
1509     * are pointing at this one for tiling information. Since
1510 root 1.47 * tiling can be asymetric, we just can not look to see which
1511 root 1.29 * maps this map tiles with and clears those.
1512     */
1513 root 1.47 //TODO: non-euclidean-tiling MUST GO
1514 root 1.53 for_all_maps (m)
1515 root 1.47 for (int i = 0; i < 4; i++)
1516     if (m->tile_map[i] == this)
1517     m->tile_map[i] = 0;
1518 root 1.11
1519 root 1.47 if (first_map == this)
1520     first_map = next;
1521 root 1.29 else
1522 root 1.53 for_all_maps (m)
1523 root 1.47 if (m->next = this)
1524     {
1525     m->next = next;
1526     break;
1527     }
1528     }
1529 elmex 1.1
1530 root 1.47 //TODO: must go
1531     void
1532     delete_map (maptile *m)
1533     {
1534     if (m)
1535     m->destroy ();
1536 elmex 1.1 }
1537    
1538     /*
1539     * Makes sure the given map is loaded and swapped in.
1540     * name is path name of the map.
1541     * flags meaning:
1542     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1543     * and don't do unique items or the like.
1544     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1545     * dont do any more name translation on it.
1546     *
1547     * Returns a pointer to the given map.
1548     */
1549 root 1.31 maptile *
1550 root 1.29 ready_map_name (const char *name, int flags)
1551     {
1552     if (!name)
1553 root 1.47 return 0;
1554 elmex 1.1
1555 root 1.29 /* Have we been at this level before? */
1556 root 1.47 maptile *m = has_been_loaded (name);
1557 elmex 1.1
1558 root 1.29 /* Map is good to go, so just return it */
1559     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 root 1.47 return m;
1561 root 1.10
1562 root 1.29 /* unique maps always get loaded from their original location, and never
1563     * a temp location. Likewise, if map_flush is set, or we have never loaded
1564     * this map, load it now. I removed the reset checking from here -
1565     * it seems the probability of a player trying to enter a map that should
1566     * reset but hasn't yet is quite low, and removing that makes this function
1567     * a bit cleaner (and players probably shouldn't rely on exact timing for
1568     * resets in any case - if they really care, they should use the 'maps command.
1569     */
1570     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571     {
1572     /* first visit or time to reset */
1573     if (m)
1574     {
1575     clean_tmp_map (m); /* Doesn't make much difference */
1576     delete_map (m);
1577     }
1578    
1579     /* create and load a map */
1580     if (flags & MAP_PLAYER_UNIQUE)
1581     LOG (llevDebug, "Trying to load map %s.\n", name);
1582     else
1583     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584    
1585     //eval_pv ("$x = Event::time", 1);//D
1586     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587     return (NULL);
1588     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589    
1590     fix_auto_apply (m); /* Chests which open as default */
1591    
1592     /* If a player unique map, no extra unique object file to load.
1593     * if from the editor, likewise.
1594     */
1595     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596     load_unique_objects (m);
1597    
1598     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599     {
1600     m = load_overlay_map (name, m);
1601     if (m == NULL)
1602     return NULL;
1603     }
1604    
1605     if (flags & MAP_PLAYER_UNIQUE)
1606     INVOKE_MAP (SWAPIN, m);
1607    
1608     }
1609     else
1610     {
1611     /* If in this loop, we found a temporary map, so load it up. */
1612    
1613     m = load_temporary_map (m);
1614     if (m == NULL)
1615     return NULL;
1616     load_unique_objects (m);
1617    
1618     clean_tmp_map (m);
1619     m->in_memory = MAP_IN_MEMORY;
1620     /* tempnam() on sun systems (probably others) uses malloc
1621     * to allocated space for the string. Free it here.
1622     * In some cases, load_temporary_map above won't find the
1623     * temporary map, and so has reloaded a new map. If that
1624     * is the case, tmpname is now null
1625     */
1626     if (m->tmpname)
1627     free (m->tmpname);
1628     m->tmpname = NULL;
1629     /* It's going to be saved anew anyway */
1630     }
1631    
1632     /* Below here is stuff common to both first time loaded maps and
1633     * temp maps.
1634     */
1635 root 1.10
1636 root 1.29 decay_objects (m); /* start the decay */
1637     /* In case other objects press some buttons down */
1638     update_buttons (m);
1639     if (m->outdoor)
1640     set_darkness_map (m);
1641     /* run the weather over this map */
1642     weather_effect (name);
1643     return m;
1644 elmex 1.1 }
1645    
1646    
1647     /*
1648     * This routine is supposed to find out the difficulty of the map.
1649     * difficulty does not have a lot to do with character level,
1650     * but does have a lot to do with treasure on the map.
1651     *
1652     * Difficulty can now be set by the map creature. If the value stored
1653     * in the map is zero, then use this routine. Maps should really
1654     * have a difficulty set than using this function - human calculation
1655     * is much better than this functions guesswork.
1656     */
1657    
1658 root 1.29 int
1659 root 1.31 calculate_difficulty (maptile *m)
1660 root 1.29 {
1661 elmex 1.1 object *op;
1662     archetype *at;
1663 pippijn 1.26 int x, y, i;
1664 elmex 1.1 long monster_cnt = 0;
1665     double avgexp = 0;
1666     sint64 total_exp = 0;
1667    
1668 root 1.49 if (m->difficulty)
1669 elmex 1.1 {
1670 root 1.49 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671     return m->difficulty;
1672 elmex 1.1 }
1673    
1674 root 1.48 for (x = 0; x < m->width; x++)
1675     for (y = 0; y < m->height; y++)
1676 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 elmex 1.1 {
1678 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 elmex 1.1 {
1680     total_exp += op->stats.exp;
1681     monster_cnt++;
1682     }
1683    
1684 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1685 elmex 1.1 {
1686     total_exp += op->stats.exp;
1687 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1688 elmex 1.1
1689 root 1.29 if (at != NULL)
1690 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1691    
1692     monster_cnt++;
1693     }
1694     }
1695    
1696     avgexp = (double) total_exp / monster_cnt;
1697    
1698     for (i = 1; i <= settings.max_level; i++)
1699     {
1700     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1701     {
1702     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703     return i;
1704     }
1705     }
1706    
1707     return 1;
1708     }
1709    
1710 root 1.29 void
1711 root 1.31 clean_tmp_map (maptile *m)
1712 root 1.29 {
1713     if (m->tmpname == NULL)
1714     return;
1715 root 1.8 INVOKE_MAP (CLEAN, m);
1716 root 1.29 (void) unlink (m->tmpname);
1717 elmex 1.1 }
1718    
1719 root 1.29 void
1720     free_all_maps (void)
1721 elmex 1.1 {
1722 root 1.29 int real_maps = 0;
1723 elmex 1.1
1724 root 1.29 while (first_map)
1725     {
1726     /* I think some of the callers above before it gets here set this to be
1727     * saving, but we still want to free this data
1728     */
1729     if (first_map->in_memory == MAP_SAVING)
1730     first_map->in_memory = MAP_IN_MEMORY;
1731     delete_map (first_map);
1732     real_maps++;
1733 elmex 1.1 }
1734 root 1.53
1735 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736 elmex 1.1 }
1737    
1738     /* change_map_light() - used to change map light level (darkness)
1739     * up or down. Returns true if successful. It should now be
1740     * possible to change a value by more than 1.
1741     * Move this from los.c to map.c since this is more related
1742     * to maps than los.
1743     * postive values make it darker, negative make it brighter
1744     */
1745 root 1.29
1746     int
1747 root 1.31 change_map_light (maptile *m, int change)
1748 root 1.29 {
1749     int new_level = m->darkness + change;
1750    
1751     /* Nothing to do */
1752     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1753     {
1754     return 0;
1755 elmex 1.1 }
1756    
1757 root 1.29 /* inform all players on the map */
1758     if (change > 0)
1759     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1760     else
1761     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1762    
1763     /* Do extra checking. since m->darkness is a unsigned value,
1764     * we need to be extra careful about negative values.
1765     * In general, the checks below are only needed if change
1766     * is not +/-1
1767     */
1768     if (new_level < 0)
1769     m->darkness = 0;
1770     else if (new_level >= MAX_DARKNESS)
1771     m->darkness = MAX_DARKNESS;
1772     else
1773     m->darkness = new_level;
1774 elmex 1.1
1775 root 1.29 /* All clients need to get re-updated for the change */
1776     update_all_map_los (m);
1777     return 1;
1778 elmex 1.1 }
1779    
1780     /*
1781     * This function updates various attributes about a specific space
1782     * on the map (what it looks like, whether it blocks magic,
1783     * has a living creatures, prevents people from passing
1784     * through, etc)
1785     */
1786 root 1.29 void
1787 root 1.46 mapspace::update_ ()
1788 root 1.29 {
1789 root 1.45 object *tmp, *last = 0;
1790 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1791 root 1.29 New_Face *top, *floor, *middle;
1792     object *top_obj, *floor_obj, *middle_obj;
1793     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1794    
1795     middle = blank_face;
1796 root 1.45 top = blank_face;
1797     floor = blank_face;
1798 root 1.29
1799 root 1.45 middle_obj = 0;
1800     top_obj = 0;
1801     floor_obj = 0;
1802 root 1.29
1803 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 root 1.29 {
1805     /* This could be made additive I guess (two lights better than
1806 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1807 root 1.29 * light bulbs do not illuminate twice as far as once since
1808 root 1.45 * it is a dissapation factor that is cubed.
1809 root 1.29 */
1810     if (tmp->glow_radius > light)
1811     light = tmp->glow_radius;
1812    
1813     /* This call is needed in order to update objects the player
1814     * is standing in that have animations (ie, grass, fire, etc).
1815     * However, it also causes the look window to be re-drawn
1816     * 3 times each time the player moves, because many of the
1817     * functions the move_player calls eventualy call this.
1818     *
1819     * Always put the player down for drawing.
1820     */
1821     if (!tmp->invisible)
1822     {
1823     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1824     {
1825     top = tmp->face;
1826     top_obj = tmp;
1827     }
1828     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829     {
1830     /* If we got a floor, that means middle and top were below it,
1831     * so should not be visible, so we clear them.
1832     */
1833     middle = blank_face;
1834     top = blank_face;
1835     floor = tmp->face;
1836     floor_obj = tmp;
1837     }
1838     /* Flag anywhere have high priority */
1839     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840     {
1841     middle = tmp->face;
1842    
1843     middle_obj = tmp;
1844     anywhere = 1;
1845     }
1846     /* Find the highest visible face around. If equal
1847     * visibilities, we still want the one nearer to the
1848     * top
1849     */
1850     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1851     {
1852     middle = tmp->face;
1853     middle_obj = tmp;
1854     }
1855     }
1856 root 1.45
1857 root 1.29 if (tmp == tmp->above)
1858     {
1859     LOG (llevError, "Error in structure of map\n");
1860     exit (-1);
1861     }
1862    
1863 root 1.45 move_slow |= tmp->move_slow;
1864 root 1.29 move_block |= tmp->move_block;
1865 root 1.45 move_on |= tmp->move_on;
1866     move_off |= tmp->move_off;
1867 root 1.29 move_allow |= tmp->move_allow;
1868    
1869 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1870     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1871     if (tmp->type == PLAYER) flags |= P_PLAYER;
1872     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1873     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1874     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1875     }
1876 root 1.29
1877 root 1.46 this->light = light;
1878     this->flags_ = flags;
1879     this->move_block = move_block & ~move_allow;
1880     this->move_on = move_on;
1881     this->move_off = move_off;
1882     this->move_slow = move_slow;
1883 root 1.29
1884     /* At this point, we have a floor face (if there is a floor),
1885     * and the floor is set - we are not going to touch it at
1886     * this point.
1887     * middle contains the highest visibility face.
1888     * top contains a player/monster face, if there is one.
1889     *
1890     * We now need to fill in top.face and/or middle.face.
1891     */
1892    
1893     /* If the top face also happens to be high visibility, re-do our
1894     * middle face. This should not happen, as we already have the
1895     * else statement above so middle should not get set. OTOH, it
1896     * may be possible for the faces to match but be different objects.
1897     */
1898     if (top == middle)
1899     middle = blank_face;
1900    
1901     /* There are three posibilities at this point:
1902     * 1) top face is set, need middle to be set.
1903     * 2) middle is set, need to set top.
1904     * 3) neither middle or top is set - need to set both.
1905     */
1906    
1907     for (tmp = last; tmp; tmp = tmp->below)
1908     {
1909     /* Once we get to a floor, stop, since we already have a floor object */
1910     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1911     break;
1912    
1913     /* If two top faces are already set, quit processing */
1914     if ((top != blank_face) && (middle != blank_face))
1915     break;
1916 root 1.10
1917 root 1.29 /* Only show visible faces, unless its the editor - show all */
1918     if (!tmp->invisible || editor)
1919     {
1920     /* Fill in top if needed */
1921     if (top == blank_face)
1922     {
1923     top = tmp->face;
1924     top_obj = tmp;
1925     if (top == middle)
1926     middle = blank_face;
1927     }
1928     else
1929     {
1930     /* top is already set - we should only get here if
1931     * middle is not set
1932     *
1933     * Set the middle face and break out, since there is nothing
1934     * more to fill in. We don't check visiblity here, since
1935     *
1936     */
1937     if (tmp->face != top)
1938     {
1939     middle = tmp->face;
1940     middle_obj = tmp;
1941     break;
1942 root 1.10 }
1943     }
1944     }
1945 elmex 1.1 }
1946 root 1.45
1947 root 1.29 if (middle == floor)
1948     middle = blank_face;
1949 root 1.45
1950 root 1.29 if (top == middle)
1951     middle = blank_face;
1952 root 1.45
1953 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1954     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1955     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1956 elmex 1.1 }
1957    
1958 root 1.29 void
1959 root 1.31 set_map_reset_time (maptile *map)
1960 root 1.29 {
1961     int timeout;
1962 elmex 1.1
1963 root 1.49 timeout = map->reset_timeout;
1964 root 1.29 if (timeout <= 0)
1965     timeout = MAP_DEFAULTRESET;
1966     if (timeout >= MAP_MAXRESET)
1967     timeout = MAP_MAXRESET;
1968 root 1.49 map->reset_time = time (0) + timeout;
1969 elmex 1.1 }
1970    
1971     /* this updates the orig_map->tile_map[tile_num] value after loading
1972     * the map. It also takes care of linking back the freshly loaded
1973     * maps tile_map values if it tiles back to this one. It returns
1974     * the value of orig_map->tile_map[tile_num]. It really only does this
1975     * so that it is easier for calling functions to verify success.
1976     */
1977    
1978 root 1.31 static maptile *
1979     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1980 elmex 1.1 {
1981 root 1.29 int dest_tile = (tile_num + 2) % 4;
1982     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1983 elmex 1.1
1984 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1985 elmex 1.1
1986 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
1987     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))
1988     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1989 elmex 1.1
1990 root 1.29 return orig_map->tile_map[tile_num];
1991 elmex 1.1 }
1992    
1993     /* this returns TRUE if the coordinates (x,y) are out of
1994     * map m. This function also takes into account any
1995     * tiling considerations, loading adjacant maps as needed.
1996     * This is the function should always be used when it
1997     * necessary to check for valid coordinates.
1998     * This function will recursively call itself for the
1999     * tiled maps.
2000     *
2001     *
2002     */
2003 root 1.29 int
2004 root 1.31 out_of_map (maptile *m, int x, int y)
2005 elmex 1.1 {
2006 root 1.29 /* If we get passed a null map, this is obviously the
2007     * case. This generally shouldn't happen, but if the
2008     * map loads fail below, it could happen.
2009     */
2010     if (!m)
2011     return 0;
2012 elmex 1.1
2013 root 1.29 if (x < 0)
2014     {
2015     if (!m->tile_path[3])
2016     return 1;
2017 root 1.46
2018 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 root 1.46 load_and_link_tiled_map (m, 3);
2020    
2021 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2022 elmex 1.1 }
2023 root 1.46
2024 root 1.48 if (x >= m->width)
2025 root 1.29 {
2026     if (!m->tile_path[1])
2027     return 1;
2028 root 1.46
2029 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2030 root 1.46 load_and_link_tiled_map (m, 1);
2031    
2032 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2033 elmex 1.1 }
2034 root 1.46
2035 root 1.29 if (y < 0)
2036     {
2037     if (!m->tile_path[0])
2038     return 1;
2039 root 1.46
2040 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2041 root 1.46 load_and_link_tiled_map (m, 0);
2042    
2043 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2044 elmex 1.1 }
2045 root 1.46
2046 root 1.48 if (y >= m->height)
2047 root 1.29 {
2048     if (!m->tile_path[2])
2049     return 1;
2050 root 1.46
2051 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 root 1.46 load_and_link_tiled_map (m, 2);
2053    
2054 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2055 elmex 1.1 }
2056    
2057 root 1.29 /* Simple case - coordinates are within this local
2058     * map.
2059     */
2060     return 0;
2061 elmex 1.1 }
2062    
2063     /* This is basically the same as out_of_map above, but
2064     * instead we return NULL if no map is valid (coordinates
2065     * out of bounds and no tiled map), otherwise it returns
2066     * the map as that the coordinates are really on, and
2067     * updates x and y to be the localized coordinates.
2068     * Using this is more efficient of calling out_of_map
2069     * and then figuring out what the real map is
2070     */
2071 root 1.31 maptile *
2072     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2073 elmex 1.1 {
2074    
2075 root 1.29 if (*x < 0)
2076     {
2077     if (!m->tile_path[3])
2078 root 1.46 return 0;
2079 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080     load_and_link_tiled_map (m, 3);
2081 elmex 1.1
2082 root 1.48 *x += m->tile_map[3]->width;
2083 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2084 elmex 1.1 }
2085 root 1.46
2086 root 1.48 if (*x >= m->width)
2087 root 1.29 {
2088     if (!m->tile_path[1])
2089 root 1.46 return 0;
2090    
2091 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2092     load_and_link_tiled_map (m, 1);
2093 elmex 1.1
2094 root 1.48 *x -= m->width;
2095 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2096 elmex 1.1 }
2097 root 1.46
2098 root 1.29 if (*y < 0)
2099     {
2100     if (!m->tile_path[0])
2101 root 1.46 return 0;
2102    
2103 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2104     load_and_link_tiled_map (m, 0);
2105 elmex 1.1
2106 root 1.48 *y += m->tile_map[0]->height;
2107 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2108 elmex 1.1 }
2109 root 1.46
2110 root 1.48 if (*y >= m->height)
2111 root 1.29 {
2112     if (!m->tile_path[2])
2113 root 1.46 return 0;
2114    
2115 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2116     load_and_link_tiled_map (m, 2);
2117 elmex 1.1
2118 root 1.48 *y -= m->height;
2119 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2120 elmex 1.1 }
2121    
2122 root 1.29 /* Simple case - coordinates are within this local
2123     * map.
2124     */
2125 elmex 1.1
2126 root 1.29 return m;
2127 elmex 1.1 }
2128    
2129     /**
2130     * Return whether map2 is adjacent to map1. If so, store the distance from
2131     * map1 to map2 in dx/dy.
2132     */
2133 root 1.29 static int
2134 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2135 root 1.29 {
2136     if (!map1 || !map2)
2137     return 0;
2138    
2139     if (map1 == map2)
2140     {
2141     *dx = 0;
2142     *dy = 0;
2143    
2144     }
2145     else if (map1->tile_map[0] == map2)
2146     { /* up */
2147     *dx = 0;
2148 root 1.48 *dy = -map2->height;
2149 root 1.29 }
2150     else if (map1->tile_map[1] == map2)
2151     { /* right */
2152 root 1.48 *dx = map1->width;
2153 root 1.29 *dy = 0;
2154     }
2155     else if (map1->tile_map[2] == map2)
2156     { /* down */
2157     *dx = 0;
2158 root 1.48 *dy = map1->height;
2159 root 1.29 }
2160     else if (map1->tile_map[3] == map2)
2161     { /* left */
2162 root 1.48 *dx = -map2->width;
2163 root 1.29 *dy = 0;
2164    
2165     }
2166     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2167     { /* up right */
2168 root 1.48 *dx = map1->tile_map[0]->width;
2169     *dy = -map1->tile_map[0]->height;
2170 root 1.29 }
2171     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2172     { /* up left */
2173 root 1.48 *dx = -map2->width;
2174     *dy = -map1->tile_map[0]->height;
2175 root 1.29 }
2176     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2177     { /* right up */
2178 root 1.48 *dx = map1->width;
2179     *dy = -map2->height;
2180 root 1.29 }
2181     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2182     { /* right down */
2183 root 1.48 *dx = map1->width;
2184     *dy = map1->tile_map[1]->height;
2185 root 1.29 }
2186     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2187     { /* down right */
2188 root 1.48 *dx = map1->tile_map[2]->width;
2189     *dy = map1->height;
2190 root 1.29 }
2191     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2192     { /* down left */
2193 root 1.48 *dx = -map2->width;
2194     *dy = map1->height;
2195 root 1.29 }
2196     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2197     { /* left up */
2198 root 1.48 *dx = -map1->tile_map[3]->width;
2199     *dy = -map2->height;
2200 root 1.29 }
2201     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2202     { /* left down */
2203 root 1.48 *dx = -map1->tile_map[3]->width;
2204     *dy = map1->tile_map[3]->height;
2205 elmex 1.1
2206 root 1.29 }
2207     else
2208     { /* not "adjacent" enough */
2209     return 0;
2210 elmex 1.1 }
2211    
2212 root 1.29 return 1;
2213 elmex 1.1 }
2214    
2215     /* From map.c
2216     * This is used by get_player to determine where the other
2217     * creature is. get_rangevector takes into account map tiling,
2218     * so you just can not look the the map coordinates and get the
2219     * righte value. distance_x/y are distance away, which
2220     * can be negativbe. direction is the crossfire direction scheme
2221     * that the creature should head. part is the part of the
2222     * monster that is closest.
2223     *
2224     * get_rangevector looks at op1 and op2, and fills in the
2225     * structure for op1 to get to op2.
2226     * We already trust that the caller has verified that the
2227     * two objects are at least on adjacent maps. If not,
2228     * results are not likely to be what is desired.
2229     * if the objects are not on maps, results are also likely to
2230     * be unexpected
2231     *
2232     * currently, the only flag supported (0x1) is don't translate for
2233     * closest body part of 'op1'
2234     */
2235    
2236 root 1.29 void
2237     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2238     {
2239     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2240     {
2241     /* be conservative and fill in _some_ data */
2242     retval->distance = 100000;
2243     retval->distance_x = 32767;
2244     retval->distance_y = 32767;
2245     retval->direction = 0;
2246     retval->part = 0;
2247     }
2248     else
2249     {
2250     object *best;
2251    
2252     retval->distance_x += op2->x - op1->x;
2253     retval->distance_y += op2->y - op1->y;
2254    
2255     best = op1;
2256     /* If this is multipart, find the closest part now */
2257     if (!(flags & 0x1) && op1->more)
2258     {
2259     object *tmp;
2260     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2261    
2262     /* we just take the offset of the piece to head to figure
2263     * distance instead of doing all that work above again
2264     * since the distance fields we set above are positive in the
2265     * same axis as is used for multipart objects, the simply arithmetic
2266     * below works.
2267     */
2268     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2269     {
2270     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2271     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2272     if (tmpi < best_distance)
2273     {
2274     best_distance = tmpi;
2275     best = tmp;
2276 elmex 1.1 }
2277     }
2278 root 1.29 if (best != op1)
2279     {
2280     retval->distance_x += op1->x - best->x;
2281     retval->distance_y += op1->y - best->y;
2282 elmex 1.1 }
2283     }
2284 root 1.29 retval->part = best;
2285     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2286     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2287 elmex 1.1 }
2288     }
2289    
2290     /* this is basically the same as get_rangevector above, but instead of
2291     * the first parameter being an object, it instead is the map
2292     * and x,y coordinates - this is used for path to player -
2293     * since the object is not infact moving but we are trying to traverse
2294     * the path, we need this.
2295     * flags has no meaning for this function at this time - I kept it in to
2296     * be more consistant with the above function and also in case they are needed
2297     * for something in the future. Also, since no object is pasted, the best
2298     * field of the rv_vector is set to NULL.
2299     */
2300    
2301 root 1.29 void
2302 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2303 root 1.29 {
2304     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2305     {
2306     /* be conservative and fill in _some_ data */
2307     retval->distance = 100000;
2308     retval->distance_x = 32767;
2309     retval->distance_y = 32767;
2310     retval->direction = 0;
2311     retval->part = 0;
2312     }
2313     else
2314     {
2315     retval->distance_x += op2->x - x;
2316     retval->distance_y += op2->y - y;
2317    
2318     retval->part = NULL;
2319     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2320     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2321 elmex 1.1 }
2322     }
2323    
2324     /* Returns true of op1 and op2 are effectively on the same map
2325     * (as related to map tiling). Note that this looks for a path from
2326     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2327     * to op1, this will still return false.
2328     * Note we only look one map out to keep the processing simple
2329     * and efficient. This could probably be a macro.
2330     * MSW 2001-08-05
2331     */
2332 root 1.29 int
2333     on_same_map (const object *op1, const object *op2)
2334     {
2335     int dx, dy;
2336 elmex 1.1
2337 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2338 elmex 1.1 }
2339 root 1.52
2340     object *
2341     maptile::insert (object *op, int x, int y, object *originator, int flags)
2342     {
2343     if (!op->flag [FLAG_REMOVED])
2344     op->remove ();
2345    
2346     return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347     }
2348