ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.54
Committed: Wed Dec 27 13:13:46 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +33 -30 lines
Log Message:
misc stuff

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     #include <global.h>
25     #include <funcpoint.h>
26    
27     #include <loader.h>
28 pippijn 1.38 #include <unistd.h>
29 elmex 1.1
30     #include "path.h"
31    
32     /*
33 root 1.31 * Returns the maptile which has a name matching the given argument.
34 elmex 1.1 * return NULL if no match is found.
35     */
36 root 1.31 maptile *
37 root 1.29 has_been_loaded (const char *name)
38     {
39     if (!name || !*name)
40     return 0;
41 root 1.49
42 root 1.53 for_all_maps (map)
43 root 1.29 if (!strcmp (name, map->path))
44 root 1.53 return map;
45 root 1.49
46 root 1.53 return 0;
47 elmex 1.1 }
48    
49     /*
50     * This makes a path absolute outside the world of Crossfire.
51     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52     * and returns the pointer to a static array containing the result.
53     * it really should be called create_mapname
54     */
55    
56 root 1.29 const char *
57     create_pathname (const char *name)
58     {
59     static char buf[MAX_BUF];
60 elmex 1.1
61 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62     * someplace else in the code? msw 2-17-97
63     */
64     if (*name == '/')
65     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66     else
67     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
68     return (buf);
69 elmex 1.1 }
70    
71     /*
72     * same as create_pathname, but for the overlay maps.
73     */
74    
75 root 1.29 const char *
76     create_overlay_pathname (const char *name)
77     {
78     static char buf[MAX_BUF];
79 elmex 1.1
80 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81     * someplace else in the code? msw 2-17-97
82     */
83     if (*name == '/')
84     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85     else
86     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87     return (buf);
88 elmex 1.1 }
89    
90     /*
91     * same as create_pathname, but for the template maps.
92     */
93    
94 root 1.29 const char *
95     create_template_pathname (const char *name)
96     {
97     static char buf[MAX_BUF];
98 elmex 1.1
99 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100     * someplace else in the code? msw 2-17-97
101     */
102     if (*name == '/')
103     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104     else
105     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106     return (buf);
107 elmex 1.1 }
108    
109     /*
110     * This makes absolute path to the itemfile where unique objects
111     * will be saved. Converts '/' to '@'. I think it's essier maintain
112     * files than full directory structure, but if this is problem it can
113     * be changed.
114     */
115 root 1.29 static const char *
116     create_items_path (const char *s)
117     {
118     static char buf[MAX_BUF];
119     char *t;
120    
121     if (*s == '/')
122     s++;
123 elmex 1.1
124 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125 elmex 1.1
126 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
127     if (*s == '/')
128     *t = '@';
129     else
130     *t = *s;
131     *t = 0;
132     return (buf);
133 elmex 1.1 }
134    
135    
136     /*
137     * This function checks if a file with the given path exists.
138     * -1 is returned if it fails, otherwise the mode of the file
139     * is returned.
140     * It tries out all the compression suffixes listed in the uncomp[] array.
141     *
142     * If prepend_dir is set, then we call create_pathname (which prepends
143     * libdir & mapdir). Otherwise, we assume the name given is fully
144     * complete.
145     * Only the editor actually cares about the writablity of this -
146     * the rest of the code only cares that the file is readable.
147     * when the editor goes away, the call to stat should probably be
148     * replaced by an access instead (similar to the windows one, but
149     * that seems to be missing the prepend_dir processing
150     */
151    
152 root 1.29 int
153     check_path (const char *name, int prepend_dir)
154 elmex 1.1 {
155 root 1.29 char buf[MAX_BUF];
156    
157     char *endbuf;
158     struct stat statbuf;
159     int mode = 0;
160 elmex 1.1
161 root 1.29 if (prepend_dir)
162     strcpy (buf, create_pathname (name));
163     else
164     strcpy (buf, name);
165 elmex 1.1
166 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
167     * this method should be equivalant and is clearer.
168     * Can not use strcat because we need to cycle through
169     * all the names.
170     */
171     endbuf = buf + strlen (buf);
172    
173     if (stat (buf, &statbuf))
174     return -1;
175     if (!S_ISREG (statbuf.st_mode))
176     return (-1);
177    
178     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
179     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
180     mode |= 4;
181    
182     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184     mode |= 2;
185 elmex 1.1
186 root 1.29 return (mode);
187 elmex 1.1 }
188    
189     /*
190     * Prints out debug-information about a map.
191     * Dumping these at llevError doesn't seem right, but is
192     * necessary to make sure the information is in fact logged.
193     */
194    
195 root 1.29 void
196 root 1.31 dump_map (const maptile *m)
197 root 1.29 {
198     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 root 1.49 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200 root 1.29
201     if (m->msg != NULL)
202     LOG (llevError, "Message:\n%s", m->msg);
203 elmex 1.1
204 root 1.29 if (m->maplore != NULL)
205     LOG (llevError, "Lore:\n%s", m->maplore);
206 elmex 1.1
207 root 1.29 if (m->tmpname != NULL)
208     LOG (llevError, "Tmpname: %s\n", m->tmpname);
209 elmex 1.1
210 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211     LOG (llevError, "Darkness: %d\n", m->darkness);
212 elmex 1.1 }
213    
214     /*
215     * Prints out debug-information about all maps.
216     * This basically just goes through all the maps and calls
217     * dump_map on each one.
218     */
219    
220 root 1.29 void
221     dump_all_maps (void)
222     {
223 root 1.53 for_all_maps (m)
224 root 1.46 dump_map (m);
225 elmex 1.1 }
226    
227     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
228     * one function that just returns a P_.. value (see map.h)
229     * it will also do map translation for tiled maps, returning
230     * new values into newmap, nx, and ny. Any and all of those
231     * values can be null, in which case if a new map is needed (returned
232     * by a P_NEW_MAP value, another call to get_map_from_coord
233     * is needed. The case of not passing values is if we're just
234     * checking for the existence of something on those spaces, but
235     * don't expect to insert/remove anything from those spaces.
236     */
237 root 1.29 int
238 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239 elmex 1.1 {
240 root 1.29 sint16 newx, newy;
241     int retval = 0;
242 root 1.31 maptile *mp;
243 root 1.29
244     newx = x;
245     newy = y;
246 root 1.46
247 root 1.29 mp = get_map_from_coord (oldmap, &newx, &newy);
248 root 1.46
249     if (!mp)
250     return P_OUT_OF_MAP;
251    
252 root 1.29 if (mp != oldmap)
253     retval |= P_NEW_MAP;
254 root 1.28
255 root 1.46 if (newmap) *newmap = mp;
256     if (nx) *nx = newx;
257     if (ny) *ny = newy;
258 elmex 1.3
259 root 1.46 return retval | mp->at (newx, newy).flags ();
260 elmex 1.1 }
261    
262     /*
263     * Returns true if the given coordinate is blocked except by the
264     * object passed is not blocking. This is used with
265     * multipart monsters - if we want to see if a 2x2 monster
266     * can move 1 space to the left, we don't want its own area
267     * to block it from moving there.
268     * Returns TRUE if the space is blocked by something other than the
269     * monster.
270     * m, x, y are the target map/coordinates - needed for map tiling.
271     * the coordinates & map passed in should have been updated for tiling
272     * by the caller.
273     */
274 root 1.29 int
275 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
276 root 1.29 {
277     object *tmp;
278     int mflags, blocked;
279    
280     /* Make sure the coordinates are valid - they should be, as caller should
281     * have already checked this.
282     */
283     if (OUT_OF_REAL_MAP (m, sx, sy))
284     {
285     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
286     return 1;
287 elmex 1.1 }
288    
289 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
290     * directly.
291     */
292 root 1.46 mflags = m->at (sx, sy).flags ();
293 root 1.29
294     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
295    
296     /* If space is currently not blocked by anything, no need to
297     * go further. Not true for players - all sorts of special
298     * things we need to do for players.
299     */
300     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
301     return 0;
302    
303     /* if there isn't anytyhing alive on this space, and this space isn't
304     * otherwise blocked, we can return now. Only if there is a living
305     * creature do we need to investigate if it is part of this creature
306     * or another. Likewise, only if something is blocking us do we
307     * need to investigate if there is a special circumstance that would
308     * let the player through (inventory checkers for example)
309     */
310     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311     return 0;
312    
313     if (ob->head != NULL)
314     ob = ob->head;
315    
316     /* We basically go through the stack of objects, and if there is
317     * some other object that has NO_PASS or FLAG_ALIVE set, return
318     * true. If we get through the entire stack, that must mean
319     * ob is blocking it, so return 0.
320     */
321 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
322 root 1.29 {
323    
324     /* This must be before the checks below. Code for inventory checkers. */
325     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
326     {
327     /* If last_sp is set, the player/monster needs an object,
328     * so we check for it. If they don't have it, they can't
329     * pass through this space.
330     */
331     if (tmp->last_sp)
332     {
333     if (check_inv_recursive (ob, tmp) == NULL)
334     return 1;
335     else
336     continue;
337     }
338     else
339     {
340     /* In this case, the player must not have the object -
341     * if they do, they can't pass through.
342     */
343     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
344     return 1;
345     else
346     continue;
347     }
348     } /* if check_inv */
349     else
350     {
351     /* Broke apart a big nasty if into several here to make
352     * this more readable. first check - if the space blocks
353     * movement, can't move here.
354     * second - if a monster, can't move there, unles it is a
355     * hidden dm
356     */
357     if (OB_MOVE_BLOCK (ob, tmp))
358     return 1;
359     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
360     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
361     return 1;
362 root 1.10 }
363 elmex 1.1
364     }
365 root 1.29 return 0;
366 elmex 1.1 }
367    
368    
369     /*
370     * Returns true if the given object can't fit in the given spot.
371     * This is meant for multi space objects - for single space objecs,
372     * just calling get_map_blocked and checking that against movement type
373     * of object. This function goes through all the parts of the
374     * multipart object and makes sure they can be inserted.
375     *
376     * While this doesn't call out of map, the get_map_flags does.
377     *
378     * This function has been used to deprecate arch_out_of_map -
379     * this function also does that check, and since in most cases,
380     * a call to one would follow the other, doesn't make a lot of sense to
381     * have two seperate functions for this.
382     *
383     * This returns nonzero if this arch can not go on the space provided,
384     * 0 otherwise. the return value will contain the P_.. value
385     * so the caller can know why this object can't go on the map.
386     * Note that callers should not expect P_NEW_MAP to be set
387     * in return codes - since the object is multispace - if
388     * we did return values, what do you return if half the object
389     * is one map, half on another.
390     *
391     * Note this used to be arch_blocked, but with new movement
392     * code, we need to have actual object to check its move_type
393     * against the move_block values.
394     */
395 root 1.29 int
396 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
397 root 1.29 {
398     archetype *tmp;
399     int flag;
400 root 1.31 maptile *m1;
401 root 1.29 sint16 sx, sy;
402 elmex 1.1
403 root 1.29 if (ob == NULL)
404     {
405     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406     if (flag & P_OUT_OF_MAP)
407     return P_OUT_OF_MAP;
408 elmex 1.1
409 root 1.29 /* don't have object, so don't know what types would block */
410 root 1.47 return m1->at (sx, sy).move_block;
411 elmex 1.1 }
412    
413 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
414 root 1.29 {
415     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 elmex 1.1
417 root 1.29 if (flag & P_OUT_OF_MAP)
418     return P_OUT_OF_MAP;
419     if (flag & P_IS_ALIVE)
420     return P_IS_ALIVE;
421    
422 root 1.47 mapspace &ms = m1->at (sx, sy);
423    
424    
425 root 1.29 /* find_first_free_spot() calls this function. However, often
426     * ob doesn't have any move type (when used to place exits)
427     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428     */
429 elmex 1.1
430 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
431 root 1.29 continue;
432 elmex 1.1
433 root 1.29 /* Note it is intentional that we check ob - the movement type of the
434     * head of the object should correspond for the entire object.
435     */
436 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
437 root 1.45 return P_NO_PASS;
438     }
439 elmex 1.1
440 root 1.29 return 0;
441 elmex 1.1 }
442    
443     /* When the map is loaded, load_object does not actually insert objects
444     * into inventory, but just links them. What this does is go through
445     * and insert them properly.
446     * The object 'container' is the object that contains the inventory.
447     * This is needed so that we can update the containers weight.
448     */
449    
450 root 1.29 void
451     fix_container (object *container)
452 elmex 1.1 {
453 root 1.29 object *tmp = container->inv, *next;
454 elmex 1.1
455 root 1.29 container->inv = NULL;
456     while (tmp != NULL)
457     {
458     next = tmp->below;
459     if (tmp->inv)
460     fix_container (tmp);
461     (void) insert_ob_in_ob (tmp, container);
462     tmp = next;
463     }
464     /* sum_weight will go through and calculate what all the containers are
465     * carrying.
466     */
467     sum_weight (container);
468 elmex 1.1 }
469    
470     /* link_multipart_objects go through all the objects on the map looking
471     * for objects whose arch says they are multipart yet according to the
472     * info we have, they only have the head (as would be expected when
473     * they are saved). We do have to look for the old maps that did save
474     * the more sections and not re-add sections for them.
475     */
476 root 1.29 static void
477 root 1.31 link_multipart_objects (maptile *m)
478 elmex 1.1 {
479 root 1.29 int x, y;
480     object *tmp, *op, *last, *above;
481     archetype *at;
482    
483 root 1.48 for (x = 0; x < m->width; x++)
484     for (y = 0; y < m->height; y++)
485 root 1.45 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
486 root 1.29 {
487     above = tmp->above;
488    
489     /* already multipart - don't do anything more */
490     if (tmp->head || tmp->more)
491     continue;
492    
493     /* If there is nothing more to this object, this for loop
494     * won't do anything.
495     */
496     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
497     {
498     op = arch_to_object (at);
499    
500     /* update x,y coordinates */
501     op->x += tmp->x;
502     op->y += tmp->y;
503     op->head = tmp;
504     op->map = m;
505     last->more = op;
506     op->name = tmp->name;
507     op->title = tmp->title;
508     /* we could link all the parts onto tmp, and then just
509     * call insert_ob_in_map once, but the effect is the same,
510     * as insert_ob_in_map will call itself with each part, and
511     * the coding is simpler to just to it here with each part.
512     */
513     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
514     } /* for at = tmp->arch->more */
515     } /* for objects on this space */
516 elmex 1.1 }
517 root 1.29
518 elmex 1.1 /*
519     * Loads (ands parses) the objects into a given map from the specified
520     * file pointer.
521     * mapflags is the same as we get with load_original_map
522     */
523 root 1.24 void
524 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
525 root 1.24 {
526     int i, j;
527     int unique;
528     object *op, *prev = NULL, *last_more = NULL, *otmp;
529 elmex 1.1
530 root 1.40 op = object::create ();
531 root 1.24 op->map = m; /* To handle buttons correctly */
532 elmex 1.1
533 root 1.24 while ((i = load_object (fp, op, mapflags)))
534     {
535     /* if the archetype for the object is null, means that we
536     * got an invalid object. Don't do anything with it - the game
537     * or editor will not be able to do anything with it either.
538     */
539     if (op->arch == NULL)
540     {
541 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 root 1.24 continue;
543 root 1.10 }
544    
545 root 1.24 switch (i)
546     {
547 root 1.41 case LL_NORMAL:
548     /* if we are loading an overlay, put the floors on the bottom */
549     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551     else
552     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
553    
554     if (op->inv)
555     sum_weight (op);
556    
557     prev = op, last_more = op;
558     break;
559    
560     case LL_MORE:
561     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
562     op->head = prev, last_more->more = op, last_more = op;
563     break;
564 root 1.10 }
565 root 1.24
566     if (mapflags & MAP_STYLE)
567     remove_from_active_list (op);
568    
569 root 1.40 op = object::create ();
570 root 1.24 op->map = m;
571 elmex 1.1 }
572 root 1.24
573     for (i = 0; i < m->width; i++)
574     {
575     for (j = 0; j < m->height; j++)
576     {
577     unique = 0;
578     /* check for unique items, or unique squares */
579 root 1.45 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
580 root 1.24 {
581 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 root 1.24 unique = 1;
583 root 1.41
584 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 root 1.10 }
587     }
588 elmex 1.1 }
589 root 1.24
590 root 1.40 op->destroy ();
591 root 1.24 link_multipart_objects (m);
592 elmex 1.1 }
593    
594     /* This saves all the objects on the map in a non destructive fashion.
595     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
596     * and we only save the head of multi part objects - this is needed
597     * in order to do map tiling properly.
598     */
599 root 1.29 void
600 root 1.51 save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
601 root 1.29 {
602     int i, j = 0, unique = 0;
603     object *op;
604 elmex 1.1
605 root 1.29 /* first pass - save one-part objects */
606 root 1.48 for (i = 0; i < m->width; i++)
607     for (j = 0; j < m->height; j++)
608 root 1.29 {
609     unique = 0;
610 root 1.51
611 root 1.49 for (op = m->at (i, j).bot; op; op = op->above)
612 root 1.29 {
613 root 1.51 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 root 1.29 unique = 1;
615    
616 root 1.54 if (!op->can_map_save ())
617 root 1.29 continue;
618    
619 root 1.48 if (unique || op->flag [FLAG_UNIQUE])
620 root 1.51 save_object (fp2, op, 1);
621 root 1.48 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 root 1.51 save_object (fp, op, 1);
623 root 1.45 }
624     }
625 elmex 1.1 }
626    
627 root 1.34 maptile::maptile ()
628     {
629     in_memory = MAP_SWAPPED;
630 root 1.54
631 root 1.34 /* The maps used to pick up default x and y values from the
632     * map archetype. Mimic that behaviour.
633     */
634 root 1.53 width = 16;
635     height = 16;
636     reset_timeout = 0;
637     timeout = 300;
638     enter_x = 0;
639     enter_y = 0;
640 root 1.34 /*set part to -1 indicating conversion to weather map not yet done */
641 root 1.53 worldpartx = -1;
642     worldparty = -1;
643 root 1.34 }
644    
645 root 1.54 void
646     maptile::link ()
647     {
648     next = first_map;
649     first_map = this;
650     }
651    
652     void
653     maptile::unlink ()
654     {
655     if (first_map == this)
656     first_map = next;
657     else
658     for_all_maps (m)
659     if (m->next = this)
660     {
661     m->next = next;
662     break;
663     }
664     }
665    
666 elmex 1.1 /*
667 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
668 elmex 1.1 * Modified to no longer take a path option which was not being
669     * used anyways. MSW 2001-07-01
670     */
671 root 1.31 maptile *
672 root 1.29 get_linked_map (void)
673     {
674 root 1.53 maptile *map = new maptile;
675 root 1.54 map->link ();
676 root 1.29 return map;
677 elmex 1.1 }
678    
679     /*
680 root 1.31 * Allocates the arrays contained in a maptile.
681 elmex 1.1 * This basically allocates the dynamic array of spaces for the
682     * map.
683     */
684 root 1.29 void
685 root 1.34 maptile::allocate ()
686 root 1.29 {
687 root 1.34 in_memory = MAP_IN_MEMORY;
688    
689 root 1.29 /* Log this condition and free the storage. We could I suppose
690     * realloc, but if the caller is presuming the data will be intact,
691     * that is their poor assumption.
692     */
693 root 1.34 if (spaces)
694 root 1.29 {
695 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
696 root 1.53 sfree (spaces, size ());
697 elmex 1.1 }
698    
699 root 1.53 spaces = salloc0<mapspace> (size ());
700 elmex 1.1 }
701    
702     /* Create and returns a map of the specific size. Used
703     * in random map code and the editor.
704     */
705 root 1.31 maptile *
706 root 1.29 get_empty_map (int sizex, int sizey)
707     {
708 root 1.31 maptile *m = get_linked_map ();
709 root 1.29
710     m->width = sizex;
711     m->height = sizey;
712     m->in_memory = MAP_SWAPPED;
713 root 1.34 m->allocate ();
714    
715 root 1.29 return m;
716 elmex 1.1 }
717    
718     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
719     * corresponding to that string. Memory is allocated for this, it must be freed
720     * at a later date.
721     * Called by parse_map_headers below.
722     */
723    
724 root 1.29 static shopitems *
725     parse_shop_string (const char *input_string)
726     {
727     char *shop_string, *p, *q, *next_semicolon, *next_colon;
728     shopitems *items = NULL;
729     int i = 0, number_of_entries = 0;
730     const typedata *current_type;
731    
732 root 1.43 shop_string = strdup (input_string);
733 root 1.29 p = shop_string;
734     /* first we'll count the entries, we'll need that for allocating the array shortly */
735     while (p)
736     {
737     p = strchr (p, ';');
738     number_of_entries++;
739     if (p)
740     p++;
741     }
742 root 1.54
743 root 1.29 p = shop_string;
744     strip_endline (p);
745     items = new shopitems[number_of_entries + 1];
746     for (i = 0; i < number_of_entries; i++)
747     {
748     if (!p)
749     {
750     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
751     break;
752     }
753 root 1.54
754 root 1.29 next_semicolon = strchr (p, ';');
755     next_colon = strchr (p, ':');
756     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758     items[i].strength = atoi (strchr (p, ':') + 1);
759    
760     if (isdigit (*p) || *p == '*')
761     {
762     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
763     current_type = get_typedata (items[i].typenum);
764     if (current_type)
765     {
766     items[i].name = current_type->name;
767     items[i].name_pl = current_type->name_pl;
768     }
769     }
770     else
771     { /*we have a named type, let's figure out what it is */
772     q = strpbrk (p, ";:");
773     if (q)
774     *q = '\0';
775    
776     current_type = get_typedata_by_name (p);
777     if (current_type)
778     {
779     items[i].name = current_type->name;
780     items[i].typenum = current_type->number;
781     items[i].name_pl = current_type->name_pl;
782     }
783     else
784     { /* oh uh, something's wrong, let's free up this one, and try
785     * the next entry while we're at it, better print a warning
786     */
787     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788     }
789     }
790 root 1.54
791 root 1.29 items[i].index = number_of_entries;
792     if (next_semicolon)
793     p = ++next_semicolon;
794     else
795     p = NULL;
796 elmex 1.1 }
797 root 1.54
798 root 1.29 free (shop_string);
799     return items;
800 elmex 1.1 }
801    
802     /* opposite of parse string, this puts the string that was originally fed in to
803     * the map (or something equivilent) into output_string. */
804 root 1.29 static void
805 root 1.31 print_shop_string (maptile *m, char *output_string)
806 root 1.29 {
807     int i;
808     char tmp[MAX_BUF];
809    
810     strcpy (output_string, "");
811     for (i = 0; i < m->shopitems[0].index; i++)
812     {
813     if (m->shopitems[i].typenum)
814     {
815     if (m->shopitems[i].strength)
816 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
817 root 1.29 else
818     sprintf (tmp, "%s;", m->shopitems[i].name);
819 root 1.10 }
820 root 1.29 else
821     {
822     if (m->shopitems[i].strength)
823 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
824 root 1.29 else
825     sprintf (tmp, "*");
826     }
827 root 1.54
828 root 1.29 strcat (output_string, tmp);
829 elmex 1.1 }
830     }
831    
832     /* This loads the header information of the map. The header
833     * contains things like difficulty, size, timeout, etc.
834     * this used to be stored in the map object, but with the
835     * addition of tiling, fields beyond that easily named in an
836     * object structure were needed, so it just made sense to
837     * put all the stuff in the map object so that names actually make
838     * sense.
839     * This could be done in lex (like the object loader), but I think
840     * currently, there are few enough fields this is not a big deal.
841     * MSW 2001-07-01
842     * return 0 on success, 1 on failure.
843     */
844    
845 root 1.29 static int
846 root 1.31 load_map_header (object_thawer & fp, maptile *m)
847 elmex 1.1 {
848 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
849     int msgpos = 0;
850     int maplorepos = 0;
851    
852 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
853 root 1.29 {
854     buf[HUGE_BUF - 1] = 0;
855     key = buf;
856 root 1.36
857 root 1.29 while (isspace (*key))
858     key++;
859 root 1.36
860 root 1.29 if (*key == 0)
861     continue; /* empty line */
862 root 1.36
863 root 1.29 value = strchr (key, ' ');
864 root 1.36
865 root 1.29 if (!value)
866     {
867 pippijn 1.37 if ((end = strchr (key, '\n')))
868 root 1.36 *end = 0;
869 root 1.29 }
870     else
871     {
872     *value = 0;
873     value++;
874     end = strchr (value, '\n');
875 root 1.36
876 root 1.29 while (isspace (*value))
877     {
878     value++;
879 root 1.36
880 root 1.29 if (*value == '\0' || value == end)
881     {
882     /* Nothing but spaces. */
883     value = NULL;
884     break;
885 root 1.10 }
886     }
887     }
888 root 1.22
889 root 1.29 if (!end)
890     {
891     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
892     return 1;
893 root 1.10 }
894    
895 root 1.29 /* key is the field name, value is what it should be set
896     * to. We've already done the work to null terminate key,
897     * and strip off any leading spaces for both of these.
898     * We have not touched the newline at the end of the line -
899     * these are needed for some values. the end pointer
900     * points to the first of the newlines.
901     * value could be NULL! It would be easy enough to just point
902     * this to "" to prevent cores, but that would let more errors slide
903     * through.
904     *
905     * First check for entries that do not use the value parameter, then
906     * validate that value is given and check for the remaining entries
907     * that use the parameter.
908     */
909 root 1.10
910 root 1.29 if (!strcmp (key, "msg"))
911     {
912 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
913 root 1.29 {
914     if (!strcmp (buf, "endmsg\n"))
915     break;
916     else
917     {
918     /* slightly more efficient than strcat */
919     strcpy (msgbuf + msgpos, buf);
920     msgpos += strlen (buf);
921 root 1.10 }
922     }
923 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
924     * with nothing between). There is no reason in those cases to
925     * keep the empty message. Also, msgbuf contains garbage data
926     * when msgpos is zero, so copying it results in crashes
927     */
928     if (msgpos != 0)
929 root 1.43 m->msg = strdup (msgbuf);
930 root 1.10 }
931 root 1.29 else if (!strcmp (key, "maplore"))
932     {
933 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
934 root 1.29 {
935     if (!strcmp (buf, "endmaplore\n"))
936     break;
937     else
938     {
939     /* slightly more efficient than strcat */
940     strcpy (maplorebuf + maplorepos, buf);
941     maplorepos += strlen (buf);
942 root 1.10 }
943     }
944 root 1.29 if (maplorepos != 0)
945 root 1.43 m->maplore = strdup (maplorebuf);
946 root 1.29 }
947     else if (!strcmp (key, "end"))
948     {
949     break;
950     }
951     else if (value == NULL)
952     {
953     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
954     }
955     else if (!strcmp (key, "arch"))
956     {
957     /* This is an oddity, but not something we care about much. */
958     if (strcmp (value, "map\n"))
959     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
960     }
961     else if (!strcmp (key, "name"))
962     {
963     *end = 0;
964 root 1.43 m->name = strdup (value);
965 root 1.29 }
966     /* first strcmp value on these are old names supported
967     * for compatibility reasons. The new values (second) are
968     * what really should be used.
969     */
970     else if (!strcmp (key, "oid"))
971 root 1.41 fp.get (m, atoi (value));
972 root 1.29 else if (!strcmp (key, "attach"))
973 root 1.41 m->attach = value;
974 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
975 root 1.41 m->enter_x = atoi (value);
976 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
977 root 1.41 m->enter_y = atoi (value);
978 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
979 root 1.41 m->width = atoi (value);
980 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
981 root 1.41 m->height = atoi (value);
982 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
983 root 1.41 m->reset_timeout = atoi (value);
984 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
985 root 1.41 m->timeout = atoi (value);
986 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
987 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
988 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
989 root 1.41 m->darkness = atoi (value);
990 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
991 root 1.41 m->fixed_resettime = atoi (value);
992 root 1.29 else if (!strcmp (key, "unique"))
993 root 1.41 m->unique = atoi (value);
994 root 1.29 else if (!strcmp (key, "template"))
995 root 1.41 m->templatemap = atoi (value);
996 root 1.29 else if (!strcmp (key, "region"))
997 root 1.41 m->region = get_region_by_name (value);
998 root 1.29 else if (!strcmp (key, "shopitems"))
999     {
1000     *end = 0;
1001     m->shopitems = parse_shop_string (value);
1002     }
1003     else if (!strcmp (key, "shopgreed"))
1004 root 1.41 m->shopgreed = atof (value);
1005 root 1.29 else if (!strcmp (key, "shopmin"))
1006 root 1.41 m->shopmin = atol (value);
1007 root 1.29 else if (!strcmp (key, "shopmax"))
1008 root 1.41 m->shopmax = atol (value);
1009 root 1.29 else if (!strcmp (key, "shoprace"))
1010     {
1011     *end = 0;
1012 root 1.43 m->shoprace = strdup (value);
1013 root 1.29 }
1014     else if (!strcmp (key, "outdoor"))
1015 root 1.41 m->outdoor = atoi (value);
1016 root 1.29 else if (!strcmp (key, "temp"))
1017 root 1.41 m->temp = atoi (value);
1018 root 1.29 else if (!strcmp (key, "pressure"))
1019 root 1.41 m->pressure = atoi (value);
1020 root 1.29 else if (!strcmp (key, "humid"))
1021 root 1.41 m->humid = atoi (value);
1022 root 1.29 else if (!strcmp (key, "windspeed"))
1023 root 1.41 m->windspeed = atoi (value);
1024 root 1.29 else if (!strcmp (key, "winddir"))
1025 root 1.41 m->winddir = atoi (value);
1026 root 1.29 else if (!strcmp (key, "sky"))
1027 root 1.41 m->sky = atoi (value);
1028 root 1.29 else if (!strcmp (key, "nosmooth"))
1029 root 1.41 m->nosmooth = atoi (value);
1030 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1031     {
1032     int tile = atoi (key + 10);
1033    
1034     if (tile < 1 || tile > 4)
1035     {
1036     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1037     }
1038     else
1039     {
1040     char *path;
1041    
1042     *end = 0;
1043    
1044     if (m->tile_path[tile - 1])
1045     {
1046     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1047     free (m->tile_path[tile - 1]);
1048     m->tile_path[tile - 1] = NULL;
1049 root 1.10 }
1050    
1051 root 1.29 if (check_path (value, 1) != -1)
1052     {
1053     /* The unadorned path works. */
1054     path = value;
1055     }
1056     else
1057     {
1058     /* Try again; it could be a relative exit. */
1059    
1060     path = path_combine_and_normalize (m->path, value);
1061    
1062     if (check_path (path, 1) == -1)
1063     {
1064     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1065     path = NULL;
1066 root 1.10 }
1067     }
1068 elmex 1.1
1069 root 1.29 if (editor)
1070     {
1071     /* Use the value as in the file. */
1072 root 1.43 m->tile_path[tile - 1] = strdup (value);
1073 root 1.10 }
1074 root 1.29 else if (path != NULL)
1075     {
1076     /* Use the normalized value. */
1077 root 1.43 m->tile_path[tile - 1] = strdup (path);
1078 root 1.29 }
1079     } /* end if tile direction (in)valid */
1080 root 1.10 }
1081 root 1.29 else
1082 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1083 elmex 1.1 }
1084 root 1.41
1085 root 1.29 if (!key || strcmp (key, "end"))
1086     {
1087     LOG (llevError, "Got premature eof on map header!\n");
1088     return 1;
1089 elmex 1.1 }
1090 root 1.41
1091 root 1.29 return 0;
1092 elmex 1.1 }
1093    
1094     /*
1095     * Opens the file "filename" and reads information about the map
1096     * from the given file, and stores it in a newly allocated
1097 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1098 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1099     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1100     * MAP_BLOCK, in which case we block on this load. This happens in all
1101     * cases, no matter if this flag is set or not.
1102     * MAP_STYLE: style map - don't add active objects, don't add to server
1103 root 1.10 * managed map list.
1104 elmex 1.1 */
1105 root 1.31 maptile *
1106 root 1.29 load_original_map (const char *filename, int flags)
1107     {
1108 root 1.31 maptile *m;
1109 root 1.29 char pathname[MAX_BUF];
1110 elmex 1.1
1111 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1112     strcpy (pathname, filename);
1113     else if (flags & MAP_OVERLAY)
1114     strcpy (pathname, create_overlay_pathname (filename));
1115     else
1116     strcpy (pathname, create_pathname (filename));
1117 root 1.22
1118 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1119 elmex 1.1
1120 root 1.29 object_thawer thawer (pathname);
1121 root 1.9
1122 root 1.29 if (!thawer)
1123     return 0;
1124 elmex 1.1
1125 root 1.29 m = get_linked_map ();
1126 elmex 1.1
1127 root 1.29 strcpy (m->path, filename);
1128     if (load_map_header (thawer, m))
1129     {
1130     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1131     delete_map (m);
1132 root 1.47 return 0;
1133 root 1.29 }
1134    
1135 root 1.34 m->allocate ();
1136 root 1.29
1137     m->in_memory = MAP_LOADING;
1138     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1139    
1140     m->in_memory = MAP_IN_MEMORY;
1141 root 1.49 if (!m->difficulty)
1142     m->difficulty = calculate_difficulty (m);
1143 root 1.29 set_map_reset_time (m);
1144     m->instantiate ();
1145     return (m);
1146 elmex 1.1 }
1147    
1148     /*
1149     * Loads a map, which has been loaded earlier, from file.
1150     * Return the map object we load into (this can change from the passed
1151     * option if we can't find the original map)
1152     */
1153 root 1.31 static maptile *
1154     load_temporary_map (maptile *m)
1155 root 1.29 {
1156     char buf[MAX_BUF];
1157    
1158     if (!m->tmpname)
1159     {
1160     LOG (llevError, "No temporary filename for map %s\n", m->path);
1161     strcpy (buf, m->path);
1162     delete_map (m);
1163     m = load_original_map (buf, 0);
1164     if (m == NULL)
1165     return NULL;
1166     fix_auto_apply (m); /* Chests which open as default */
1167     return m;
1168 elmex 1.1 }
1169    
1170 root 1.29 object_thawer thawer (m->tmpname);
1171 root 1.14
1172 root 1.29 if (!thawer)
1173     {
1174     strcpy (buf, m->path);
1175     delete_map (m);
1176     m = load_original_map (buf, 0);
1177     if (!m)
1178 root 1.10 return NULL;
1179 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1180     return m;
1181 elmex 1.1 }
1182    
1183 root 1.29 if (load_map_header (thawer, m))
1184     {
1185     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1186     delete_map (m);
1187     m = load_original_map (m->path, 0);
1188     return NULL;
1189     }
1190 root 1.34
1191     m->allocate ();
1192 root 1.29
1193     m->in_memory = MAP_LOADING;
1194     load_objects (m, thawer, 0);
1195    
1196     m->in_memory = MAP_IN_MEMORY;
1197     INVOKE_MAP (SWAPIN, m);
1198     return m;
1199 elmex 1.1 }
1200    
1201     /*
1202     * Loads a map, which has been loaded earlier, from file.
1203     * Return the map object we load into (this can change from the passed
1204     * option if we can't find the original map)
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     * Loads unique objects from file(s) into the map which is in memory
1268     * m is the map to load unique items into.
1269     */
1270 root 1.29 static void
1271 root 1.31 load_unique_objects (maptile *m)
1272 root 1.29 {
1273     int count;
1274     char firstname[MAX_BUF];
1275 elmex 1.1
1276 root 1.29 for (count = 0; count < 10; count++)
1277     {
1278     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279     if (!access (firstname, R_OK))
1280     break;
1281 elmex 1.1 }
1282 root 1.29 /* If we get here, we did not find any map */
1283     if (count == 10)
1284     return;
1285 elmex 1.1
1286 root 1.29 object_thawer thawer (firstname);
1287 root 1.9
1288 root 1.29 if (!thawer)
1289     return;
1290 root 1.15
1291 root 1.29 m->in_memory = MAP_LOADING;
1292     if (m->tmpname == NULL) /* if we have loaded unique items from */
1293     delete_unique_items (m); /* original map before, don't duplicate them */
1294 root 1.50
1295 root 1.29 load_objects (m, thawer, 0);
1296 root 1.14
1297 root 1.29 m->in_memory = MAP_IN_MEMORY;
1298 elmex 1.1 }
1299    
1300     /*
1301     * Saves a map to file. If flag is set, it is saved into the same
1302     * file it was (originally) loaded from. Otherwise a temporary
1303     * filename will be genarated, and the file will be stored there.
1304 root 1.31 * The temporary filename will be stored in the maptileure.
1305 elmex 1.1 * If the map is unique, we also save to the filename in the map
1306     * (this should have been updated when first loaded)
1307     */
1308 root 1.10 int
1309 root 1.31 new_save_map (maptile *m, int flag)
1310 root 1.10 {
1311 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 root 1.10 int i;
1313    
1314     if (flag && !*m->path)
1315     {
1316     LOG (llevError, "Tried to save map without path.\n");
1317     return -1;
1318 elmex 1.1 }
1319 root 1.10
1320     if (flag || (m->unique) || (m->templatemap))
1321     {
1322     if (!m->unique && !m->templatemap)
1323 root 1.29 { /* flag is set */
1324 root 1.10 if (flag == 2)
1325     strcpy (filename, create_overlay_pathname (m->path));
1326     else
1327     strcpy (filename, create_pathname (m->path));
1328     }
1329     else
1330     strcpy (filename, m->path);
1331    
1332     make_path_to_file (filename);
1333 elmex 1.1 }
1334 root 1.10 else
1335     {
1336     if (!m->tmpname)
1337 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1338 root 1.17
1339 root 1.10 strcpy (filename, m->tmpname);
1340     }
1341    
1342     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343     m->in_memory = MAP_SAVING;
1344    
1345 root 1.17 object_freezer freezer;
1346 root 1.10
1347     /* legacy */
1348 root 1.17 fprintf (freezer, "arch map\n");
1349 root 1.10 if (m->name)
1350 root 1.17 fprintf (freezer, "name %s\n", m->name);
1351 root 1.10 if (!flag)
1352 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 root 1.10 if (m->reset_timeout)
1354 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 root 1.10 if (m->fixed_resettime)
1356 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1358     * or a difficulty value we generated when the map was first loaded
1359     */
1360     if (m->difficulty)
1361 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 root 1.10 if (m->region)
1363 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1364 root 1.10 if (m->shopitems)
1365     {
1366     print_shop_string (m, shop);
1367 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1368 elmex 1.1 }
1369 root 1.10 if (m->shopgreed)
1370 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 root 1.10 if (m->shopmin)
1372 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 root 1.10 if (m->shopmax)
1374 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 root 1.10 if (m->shoprace)
1376 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 root 1.10 if (m->darkness)
1378 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1379 root 1.10 if (m->width)
1380 root 1.17 fprintf (freezer, "width %d\n", m->width);
1381 root 1.10 if (m->height)
1382 root 1.17 fprintf (freezer, "height %d\n", m->height);
1383 root 1.10 if (m->enter_x)
1384 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 root 1.10 if (m->enter_y)
1386 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 root 1.10 if (m->msg)
1388 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 root 1.10 if (m->maplore)
1390 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 root 1.10 if (m->unique)
1392 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1393 root 1.10 if (m->templatemap)
1394 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1395 root 1.10 if (m->outdoor)
1396 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 root 1.10 if (m->temp)
1398 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1399 root 1.10 if (m->pressure)
1400 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1401 root 1.10 if (m->humid)
1402 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1403 root 1.10 if (m->windspeed)
1404 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 root 1.10 if (m->winddir)
1406 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1407 root 1.10 if (m->sky)
1408 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1409 root 1.10 if (m->nosmooth)
1410 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411 root 1.10
1412     /* Save any tiling information, except on overlays */
1413     if (flag != 2)
1414     for (i = 0; i < 4; i++)
1415     if (m->tile_path[i])
1416 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417 root 1.10
1418 root 1.17 freezer.put (m);
1419     fprintf (freezer, "end\n");
1420 root 1.10
1421     /* In the game save unique items in the different file, but
1422     * in the editor save them to the normal map file.
1423     * If unique map, save files in the proper destination (set by
1424     * player)
1425     */
1426     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427     {
1428 root 1.17 object_freezer unique;
1429 elmex 1.1
1430 root 1.10 if (flag == 2)
1431 root 1.17 save_objects (m, freezer, unique, 2);
1432 root 1.10 else
1433 root 1.17 save_objects (m, freezer, unique, 0);
1434    
1435     sprintf (buf, "%s.v00", create_items_path (m->path));
1436    
1437     unique.save (buf);
1438 root 1.10 }
1439     else
1440 root 1.29 { /* save same file when not playing, like in editor */
1441 root 1.17 save_objects (m, freezer, freezer, 0);
1442 root 1.10 }
1443 elmex 1.6
1444 root 1.17 freezer.save (filename);
1445    
1446 root 1.10 return 0;
1447 elmex 1.1 }
1448    
1449     /*
1450     * Remove and free all objects in the given map.
1451     */
1452 root 1.29 void
1453 root 1.31 free_all_objects (maptile *m)
1454 root 1.29 {
1455 root 1.47 if (!m->spaces)
1456     return;
1457 root 1.29
1458 root 1.48 for (int i = 0; i < m->width; i++)
1459     for (int j = 0; j < m->height; j++)
1460 root 1.29 {
1461 root 1.47 mapspace &ms = m->at (i, j);
1462 root 1.29
1463 root 1.49 while (object *op = ms.bot)
1464 root 1.29 {
1465 root 1.47 if (op->head)
1466 root 1.29 op = op->head;
1467    
1468 root 1.47 op->destroy_inv (false);
1469 root 1.40 op->destroy ();
1470 root 1.29 }
1471     }
1472 elmex 1.1 }
1473    
1474     /*
1475 root 1.31 * Frees everything allocated by the given maptileure.
1476 elmex 1.1 * don't free tmpname - our caller is left to do that
1477     */
1478 root 1.29 void
1479 root 1.31 free_map (maptile *m, int flag)
1480 root 1.29 {
1481 root 1.50 if (!m->in_memory) //TODO: makes no sense to me?
1482 root 1.47 return;
1483 elmex 1.1
1484 root 1.47 m->in_memory = MAP_SAVING;
1485 root 1.42
1486     // TODO: use new/delete
1487    
1488 root 1.29 if (flag && m->spaces)
1489     free_all_objects (m);
1490 root 1.42
1491 root 1.53 sfree (m->spaces, m->size ()), m->spaces = 0;
1492    
1493 root 1.50 free (m->name), m->name = 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 1.53 free (m->tile_path[i]), m->tile_path[i] = 0;
1504 root 1.42
1505 root 1.29 m->in_memory = MAP_SWAPPED;
1506 root 1.47 }
1507 root 1.42
1508 root 1.47 maptile::~maptile ()
1509     {
1510 root 1.53 assert (destroyed ());
1511 elmex 1.1 }
1512    
1513 root 1.29 void
1514 root 1.47 maptile::do_destroy ()
1515 root 1.29 {
1516 root 1.47 attachable::do_destroy ();
1517 elmex 1.1
1518 root 1.54 unlink ();
1519    
1520 root 1.53 free_map (this, 1);
1521     free (tmpname), tmpname = 0;
1522 root 1.29
1523     /* We need to look through all the maps and see if any maps
1524     * are pointing at this one for tiling information. Since
1525 root 1.47 * tiling can be asymetric, we just can not look to see which
1526 root 1.29 * maps this map tiles with and clears those.
1527     */
1528 root 1.47 //TODO: non-euclidean-tiling MUST GO
1529 root 1.53 for_all_maps (m)
1530 root 1.47 for (int i = 0; i < 4; i++)
1531     if (m->tile_map[i] == this)
1532     m->tile_map[i] = 0;
1533     }
1534 elmex 1.1
1535 root 1.47 //TODO: must go
1536     void
1537     delete_map (maptile *m)
1538     {
1539     if (m)
1540     m->destroy ();
1541 elmex 1.1 }
1542    
1543     /*
1544     * Makes sure the given map is loaded and swapped in.
1545     * name is path name of the map.
1546     * flags meaning:
1547     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1548     * and don't do unique items or the like.
1549     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1550     * dont do any more name translation on it.
1551     *
1552     * Returns a pointer to the given map.
1553     */
1554 root 1.31 maptile *
1555 root 1.29 ready_map_name (const char *name, int flags)
1556     {
1557     if (!name)
1558 root 1.47 return 0;
1559 elmex 1.1
1560 root 1.29 /* Have we been at this level before? */
1561 root 1.47 maptile *m = has_been_loaded (name);
1562 elmex 1.1
1563 root 1.29 /* Map is good to go, so just return it */
1564     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1565 root 1.47 return m;
1566 root 1.10
1567 root 1.29 /* unique maps always get loaded from their original location, and never
1568     * a temp location. Likewise, if map_flush is set, or we have never loaded
1569     * this map, load it now. I removed the reset checking from here -
1570     * it seems the probability of a player trying to enter a map that should
1571     * reset but hasn't yet is quite low, and removing that makes this function
1572     * a bit cleaner (and players probably shouldn't rely on exact timing for
1573     * resets in any case - if they really care, they should use the 'maps command.
1574     */
1575     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1576     {
1577     /* first visit or time to reset */
1578     if (m)
1579     {
1580     clean_tmp_map (m); /* Doesn't make much difference */
1581     delete_map (m);
1582     }
1583    
1584     /* create and load a map */
1585     if (flags & MAP_PLAYER_UNIQUE)
1586     LOG (llevDebug, "Trying to load map %s.\n", name);
1587     else
1588     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1589    
1590     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1591     return (NULL);
1592    
1593     fix_auto_apply (m); /* Chests which open as default */
1594    
1595     /* If a player unique map, no extra unique object file to load.
1596     * if from the editor, likewise.
1597     */
1598     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1599     load_unique_objects (m);
1600    
1601     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1602     {
1603     m = load_overlay_map (name, m);
1604     if (m == NULL)
1605     return NULL;
1606     }
1607    
1608     if (flags & MAP_PLAYER_UNIQUE)
1609     INVOKE_MAP (SWAPIN, m);
1610    
1611     }
1612     else
1613     {
1614     /* If in this loop, we found a temporary map, so load it up. */
1615    
1616     m = load_temporary_map (m);
1617     if (m == NULL)
1618     return NULL;
1619     load_unique_objects (m);
1620    
1621     clean_tmp_map (m);
1622     m->in_memory = MAP_IN_MEMORY;
1623     /* tempnam() on sun systems (probably others) uses malloc
1624     * to allocated space for the string. Free it here.
1625     * In some cases, load_temporary_map above won't find the
1626     * temporary map, and so has reloaded a new map. If that
1627     * is the case, tmpname is now null
1628     */
1629     if (m->tmpname)
1630     free (m->tmpname);
1631     m->tmpname = NULL;
1632     /* It's going to be saved anew anyway */
1633     }
1634    
1635     /* Below here is stuff common to both first time loaded maps and
1636     * temp maps.
1637     */
1638 root 1.10
1639 root 1.29 decay_objects (m); /* start the decay */
1640     /* In case other objects press some buttons down */
1641     update_buttons (m);
1642     if (m->outdoor)
1643     set_darkness_map (m);
1644     /* run the weather over this map */
1645     weather_effect (name);
1646     return m;
1647 elmex 1.1 }
1648    
1649    
1650     /*
1651     * This routine is supposed to find out the difficulty of the map.
1652     * difficulty does not have a lot to do with character level,
1653     * but does have a lot to do with treasure on the map.
1654     *
1655     * Difficulty can now be set by the map creature. If the value stored
1656     * in the map is zero, then use this routine. Maps should really
1657     * have a difficulty set than using this function - human calculation
1658     * is much better than this functions guesswork.
1659     */
1660    
1661 root 1.29 int
1662 root 1.31 calculate_difficulty (maptile *m)
1663 root 1.29 {
1664 elmex 1.1 object *op;
1665     archetype *at;
1666 pippijn 1.26 int x, y, i;
1667 elmex 1.1 long monster_cnt = 0;
1668     double avgexp = 0;
1669     sint64 total_exp = 0;
1670    
1671 root 1.49 if (m->difficulty)
1672 elmex 1.1 {
1673 root 1.49 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1674     return m->difficulty;
1675 elmex 1.1 }
1676    
1677 root 1.48 for (x = 0; x < m->width; x++)
1678     for (y = 0; y < m->height; y++)
1679 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1680 elmex 1.1 {
1681 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1682 elmex 1.1 {
1683     total_exp += op->stats.exp;
1684     monster_cnt++;
1685     }
1686    
1687 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1688 elmex 1.1 {
1689     total_exp += op->stats.exp;
1690 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1691 elmex 1.1
1692 root 1.29 if (at != NULL)
1693 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1694    
1695     monster_cnt++;
1696     }
1697     }
1698    
1699     avgexp = (double) total_exp / monster_cnt;
1700    
1701     for (i = 1; i <= settings.max_level; i++)
1702     {
1703     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1704     {
1705     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1706     return i;
1707     }
1708     }
1709    
1710     return 1;
1711     }
1712    
1713 root 1.29 void
1714 root 1.31 clean_tmp_map (maptile *m)
1715 root 1.29 {
1716     if (m->tmpname == NULL)
1717     return;
1718 root 1.8 INVOKE_MAP (CLEAN, m);
1719 root 1.29 (void) unlink (m->tmpname);
1720 elmex 1.1 }
1721    
1722 root 1.29 void
1723     free_all_maps (void)
1724 elmex 1.1 {
1725 root 1.29 int real_maps = 0;
1726 elmex 1.1
1727 root 1.29 while (first_map)
1728     {
1729     /* I think some of the callers above before it gets here set this to be
1730     * saving, but we still want to free this data
1731     */
1732     if (first_map->in_memory == MAP_SAVING)
1733     first_map->in_memory = MAP_IN_MEMORY;
1734     delete_map (first_map);
1735     real_maps++;
1736 elmex 1.1 }
1737 root 1.53
1738 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1739 elmex 1.1 }
1740    
1741     /* change_map_light() - used to change map light level (darkness)
1742     * up or down. Returns true if successful. It should now be
1743     * possible to change a value by more than 1.
1744     * Move this from los.c to map.c since this is more related
1745     * to maps than los.
1746     * postive values make it darker, negative make it brighter
1747     */
1748 root 1.29
1749     int
1750 root 1.31 change_map_light (maptile *m, int change)
1751 root 1.29 {
1752     int new_level = m->darkness + change;
1753    
1754     /* Nothing to do */
1755     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1756     {
1757     return 0;
1758 elmex 1.1 }
1759    
1760 root 1.29 /* inform all players on the map */
1761     if (change > 0)
1762     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1763     else
1764     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1765    
1766     /* Do extra checking. since m->darkness is a unsigned value,
1767     * we need to be extra careful about negative values.
1768     * In general, the checks below are only needed if change
1769     * is not +/-1
1770     */
1771     if (new_level < 0)
1772     m->darkness = 0;
1773     else if (new_level >= MAX_DARKNESS)
1774     m->darkness = MAX_DARKNESS;
1775     else
1776     m->darkness = new_level;
1777 elmex 1.1
1778 root 1.29 /* All clients need to get re-updated for the change */
1779     update_all_map_los (m);
1780     return 1;
1781 elmex 1.1 }
1782    
1783     /*
1784     * This function updates various attributes about a specific space
1785     * on the map (what it looks like, whether it blocks magic,
1786     * has a living creatures, prevents people from passing
1787     * through, etc)
1788     */
1789 root 1.29 void
1790 root 1.46 mapspace::update_ ()
1791 root 1.29 {
1792 root 1.45 object *tmp, *last = 0;
1793 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1794 root 1.29 New_Face *top, *floor, *middle;
1795     object *top_obj, *floor_obj, *middle_obj;
1796     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1797    
1798     middle = blank_face;
1799 root 1.45 top = blank_face;
1800     floor = blank_face;
1801 root 1.29
1802 root 1.45 middle_obj = 0;
1803     top_obj = 0;
1804     floor_obj = 0;
1805 root 1.29
1806 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1807 root 1.29 {
1808     /* This could be made additive I guess (two lights better than
1809 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1810 root 1.29 * light bulbs do not illuminate twice as far as once since
1811 root 1.45 * it is a dissapation factor that is cubed.
1812 root 1.29 */
1813     if (tmp->glow_radius > light)
1814     light = tmp->glow_radius;
1815    
1816     /* This call is needed in order to update objects the player
1817     * is standing in that have animations (ie, grass, fire, etc).
1818     * However, it also causes the look window to be re-drawn
1819     * 3 times each time the player moves, because many of the
1820     * functions the move_player calls eventualy call this.
1821     *
1822     * Always put the player down for drawing.
1823     */
1824     if (!tmp->invisible)
1825     {
1826     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1827     {
1828     top = tmp->face;
1829     top_obj = tmp;
1830     }
1831     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1832     {
1833     /* If we got a floor, that means middle and top were below it,
1834     * so should not be visible, so we clear them.
1835     */
1836     middle = blank_face;
1837     top = blank_face;
1838     floor = tmp->face;
1839     floor_obj = tmp;
1840     }
1841     /* Flag anywhere have high priority */
1842     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1843     {
1844     middle = tmp->face;
1845    
1846     middle_obj = tmp;
1847     anywhere = 1;
1848     }
1849     /* Find the highest visible face around. If equal
1850     * visibilities, we still want the one nearer to the
1851     * top
1852     */
1853     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1854     {
1855     middle = tmp->face;
1856     middle_obj = tmp;
1857     }
1858     }
1859 root 1.45
1860 root 1.29 if (tmp == tmp->above)
1861     {
1862     LOG (llevError, "Error in structure of map\n");
1863     exit (-1);
1864     }
1865    
1866 root 1.45 move_slow |= tmp->move_slow;
1867 root 1.29 move_block |= tmp->move_block;
1868 root 1.45 move_on |= tmp->move_on;
1869     move_off |= tmp->move_off;
1870 root 1.29 move_allow |= tmp->move_allow;
1871    
1872 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1873     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1874     if (tmp->type == PLAYER) flags |= P_PLAYER;
1875     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1876     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1877     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1878     }
1879 root 1.29
1880 root 1.46 this->light = light;
1881     this->flags_ = flags;
1882     this->move_block = move_block & ~move_allow;
1883     this->move_on = move_on;
1884     this->move_off = move_off;
1885     this->move_slow = move_slow;
1886 root 1.29
1887     /* At this point, we have a floor face (if there is a floor),
1888     * and the floor is set - we are not going to touch it at
1889     * this point.
1890     * middle contains the highest visibility face.
1891     * top contains a player/monster face, if there is one.
1892     *
1893     * We now need to fill in top.face and/or middle.face.
1894     */
1895    
1896     /* If the top face also happens to be high visibility, re-do our
1897     * middle face. This should not happen, as we already have the
1898     * else statement above so middle should not get set. OTOH, it
1899     * may be possible for the faces to match but be different objects.
1900     */
1901     if (top == middle)
1902     middle = blank_face;
1903    
1904     /* There are three posibilities at this point:
1905     * 1) top face is set, need middle to be set.
1906     * 2) middle is set, need to set top.
1907     * 3) neither middle or top is set - need to set both.
1908     */
1909    
1910     for (tmp = last; tmp; tmp = tmp->below)
1911     {
1912     /* Once we get to a floor, stop, since we already have a floor object */
1913     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1914     break;
1915    
1916     /* If two top faces are already set, quit processing */
1917     if ((top != blank_face) && (middle != blank_face))
1918     break;
1919 root 1.10
1920 root 1.29 /* Only show visible faces, unless its the editor - show all */
1921     if (!tmp->invisible || editor)
1922     {
1923     /* Fill in top if needed */
1924     if (top == blank_face)
1925     {
1926     top = tmp->face;
1927     top_obj = tmp;
1928     if (top == middle)
1929     middle = blank_face;
1930     }
1931     else
1932     {
1933     /* top is already set - we should only get here if
1934     * middle is not set
1935     *
1936     * Set the middle face and break out, since there is nothing
1937     * more to fill in. We don't check visiblity here, since
1938     *
1939     */
1940     if (tmp->face != top)
1941     {
1942     middle = tmp->face;
1943     middle_obj = tmp;
1944     break;
1945 root 1.10 }
1946     }
1947     }
1948 elmex 1.1 }
1949 root 1.45
1950 root 1.29 if (middle == floor)
1951     middle = blank_face;
1952 root 1.45
1953 root 1.29 if (top == middle)
1954     middle = blank_face;
1955 root 1.45
1956 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1957     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1958     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1959 elmex 1.1 }
1960    
1961 root 1.29 void
1962 root 1.31 set_map_reset_time (maptile *map)
1963 root 1.29 {
1964     int timeout;
1965 elmex 1.1
1966 root 1.49 timeout = map->reset_timeout;
1967 root 1.29 if (timeout <= 0)
1968     timeout = MAP_DEFAULTRESET;
1969     if (timeout >= MAP_MAXRESET)
1970     timeout = MAP_MAXRESET;
1971 root 1.49 map->reset_time = time (0) + timeout;
1972 elmex 1.1 }
1973    
1974     /* this updates the orig_map->tile_map[tile_num] value after loading
1975     * the map. It also takes care of linking back the freshly loaded
1976     * maps tile_map values if it tiles back to this one. It returns
1977     * the value of orig_map->tile_map[tile_num]. It really only does this
1978     * so that it is easier for calling functions to verify success.
1979     */
1980    
1981 root 1.31 static maptile *
1982     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1983 elmex 1.1 {
1984 root 1.29 int dest_tile = (tile_num + 2) % 4;
1985     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1986 elmex 1.1
1987 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1988 elmex 1.1
1989 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
1990     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))
1991     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1992 elmex 1.1
1993 root 1.29 return orig_map->tile_map[tile_num];
1994 elmex 1.1 }
1995    
1996     /* this returns TRUE if the coordinates (x,y) are out of
1997     * map m. This function also takes into account any
1998     * tiling considerations, loading adjacant maps as needed.
1999     * This is the function should always be used when it
2000     * necessary to check for valid coordinates.
2001     * This function will recursively call itself for the
2002     * tiled maps.
2003     *
2004     *
2005     */
2006 root 1.29 int
2007 root 1.31 out_of_map (maptile *m, int x, int y)
2008 elmex 1.1 {
2009 root 1.29 /* If we get passed a null map, this is obviously the
2010     * case. This generally shouldn't happen, but if the
2011     * map loads fail below, it could happen.
2012     */
2013     if (!m)
2014     return 0;
2015 elmex 1.1
2016 root 1.29 if (x < 0)
2017     {
2018     if (!m->tile_path[3])
2019     return 1;
2020 root 1.46
2021 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2022 root 1.46 load_and_link_tiled_map (m, 3);
2023    
2024 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2025 elmex 1.1 }
2026 root 1.46
2027 root 1.48 if (x >= m->width)
2028 root 1.29 {
2029     if (!m->tile_path[1])
2030     return 1;
2031 root 1.46
2032 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2033 root 1.46 load_and_link_tiled_map (m, 1);
2034    
2035 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2036 elmex 1.1 }
2037 root 1.46
2038 root 1.29 if (y < 0)
2039     {
2040     if (!m->tile_path[0])
2041     return 1;
2042 root 1.46
2043 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 root 1.46 load_and_link_tiled_map (m, 0);
2045    
2046 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2047 elmex 1.1 }
2048 root 1.46
2049 root 1.48 if (y >= m->height)
2050 root 1.29 {
2051     if (!m->tile_path[2])
2052     return 1;
2053 root 1.46
2054 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2055 root 1.46 load_and_link_tiled_map (m, 2);
2056    
2057 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2058 elmex 1.1 }
2059    
2060 root 1.29 /* Simple case - coordinates are within this local
2061     * map.
2062     */
2063     return 0;
2064 elmex 1.1 }
2065    
2066     /* This is basically the same as out_of_map above, but
2067     * instead we return NULL if no map is valid (coordinates
2068     * out of bounds and no tiled map), otherwise it returns
2069     * the map as that the coordinates are really on, and
2070     * updates x and y to be the localized coordinates.
2071     * Using this is more efficient of calling out_of_map
2072     * and then figuring out what the real map is
2073     */
2074 root 1.31 maptile *
2075     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2076 elmex 1.1 {
2077    
2078 root 1.29 if (*x < 0)
2079     {
2080     if (!m->tile_path[3])
2081 root 1.46 return 0;
2082 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2083     load_and_link_tiled_map (m, 3);
2084 elmex 1.1
2085 root 1.48 *x += m->tile_map[3]->width;
2086 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2087 elmex 1.1 }
2088 root 1.46
2089 root 1.48 if (*x >= m->width)
2090 root 1.29 {
2091     if (!m->tile_path[1])
2092 root 1.46 return 0;
2093    
2094 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2095     load_and_link_tiled_map (m, 1);
2096 elmex 1.1
2097 root 1.48 *x -= m->width;
2098 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2099 elmex 1.1 }
2100 root 1.46
2101 root 1.29 if (*y < 0)
2102     {
2103     if (!m->tile_path[0])
2104 root 1.46 return 0;
2105    
2106 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2107     load_and_link_tiled_map (m, 0);
2108 elmex 1.1
2109 root 1.48 *y += m->tile_map[0]->height;
2110 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2111 elmex 1.1 }
2112 root 1.46
2113 root 1.48 if (*y >= m->height)
2114 root 1.29 {
2115     if (!m->tile_path[2])
2116 root 1.46 return 0;
2117    
2118 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2119     load_and_link_tiled_map (m, 2);
2120 elmex 1.1
2121 root 1.48 *y -= m->height;
2122 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2123 elmex 1.1 }
2124    
2125 root 1.29 /* Simple case - coordinates are within this local
2126     * map.
2127     */
2128 elmex 1.1
2129 root 1.29 return m;
2130 elmex 1.1 }
2131    
2132     /**
2133     * Return whether map2 is adjacent to map1. If so, store the distance from
2134     * map1 to map2 in dx/dy.
2135     */
2136 root 1.29 static int
2137 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2138 root 1.29 {
2139     if (!map1 || !map2)
2140     return 0;
2141    
2142     if (map1 == map2)
2143     {
2144     *dx = 0;
2145     *dy = 0;
2146    
2147     }
2148     else if (map1->tile_map[0] == map2)
2149     { /* up */
2150     *dx = 0;
2151 root 1.48 *dy = -map2->height;
2152 root 1.29 }
2153     else if (map1->tile_map[1] == map2)
2154     { /* right */
2155 root 1.48 *dx = map1->width;
2156 root 1.29 *dy = 0;
2157     }
2158     else if (map1->tile_map[2] == map2)
2159     { /* down */
2160     *dx = 0;
2161 root 1.48 *dy = map1->height;
2162 root 1.29 }
2163     else if (map1->tile_map[3] == map2)
2164     { /* left */
2165 root 1.48 *dx = -map2->width;
2166 root 1.29 *dy = 0;
2167    
2168     }
2169     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2170     { /* up right */
2171 root 1.48 *dx = map1->tile_map[0]->width;
2172     *dy = -map1->tile_map[0]->height;
2173 root 1.29 }
2174     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2175     { /* up left */
2176 root 1.48 *dx = -map2->width;
2177     *dy = -map1->tile_map[0]->height;
2178 root 1.29 }
2179     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2180     { /* right up */
2181 root 1.48 *dx = map1->width;
2182     *dy = -map2->height;
2183 root 1.29 }
2184     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2185     { /* right down */
2186 root 1.48 *dx = map1->width;
2187     *dy = map1->tile_map[1]->height;
2188 root 1.29 }
2189     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2190     { /* down right */
2191 root 1.48 *dx = map1->tile_map[2]->width;
2192     *dy = map1->height;
2193 root 1.29 }
2194     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2195     { /* down left */
2196 root 1.48 *dx = -map2->width;
2197     *dy = map1->height;
2198 root 1.29 }
2199     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2200     { /* left up */
2201 root 1.48 *dx = -map1->tile_map[3]->width;
2202     *dy = -map2->height;
2203 root 1.29 }
2204     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2205     { /* left down */
2206 root 1.48 *dx = -map1->tile_map[3]->width;
2207     *dy = map1->tile_map[3]->height;
2208 elmex 1.1
2209 root 1.29 }
2210     else
2211     { /* not "adjacent" enough */
2212     return 0;
2213 elmex 1.1 }
2214    
2215 root 1.29 return 1;
2216 elmex 1.1 }
2217    
2218     /* From map.c
2219     * This is used by get_player to determine where the other
2220     * creature is. get_rangevector takes into account map tiling,
2221     * so you just can not look the the map coordinates and get the
2222     * righte value. distance_x/y are distance away, which
2223     * can be negativbe. direction is the crossfire direction scheme
2224     * that the creature should head. part is the part of the
2225     * monster that is closest.
2226     *
2227     * get_rangevector looks at op1 and op2, and fills in the
2228     * structure for op1 to get to op2.
2229     * We already trust that the caller has verified that the
2230     * two objects are at least on adjacent maps. If not,
2231     * results are not likely to be what is desired.
2232     * if the objects are not on maps, results are also likely to
2233     * be unexpected
2234     *
2235     * currently, the only flag supported (0x1) is don't translate for
2236     * closest body part of 'op1'
2237     */
2238    
2239 root 1.29 void
2240     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2241     {
2242     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2243     {
2244     /* be conservative and fill in _some_ data */
2245     retval->distance = 100000;
2246     retval->distance_x = 32767;
2247     retval->distance_y = 32767;
2248     retval->direction = 0;
2249     retval->part = 0;
2250     }
2251     else
2252     {
2253     object *best;
2254    
2255     retval->distance_x += op2->x - op1->x;
2256     retval->distance_y += op2->y - op1->y;
2257    
2258     best = op1;
2259     /* If this is multipart, find the closest part now */
2260     if (!(flags & 0x1) && op1->more)
2261     {
2262     object *tmp;
2263     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2264    
2265     /* we just take the offset of the piece to head to figure
2266     * distance instead of doing all that work above again
2267     * since the distance fields we set above are positive in the
2268     * same axis as is used for multipart objects, the simply arithmetic
2269     * below works.
2270     */
2271     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2272     {
2273     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2274     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2275     if (tmpi < best_distance)
2276     {
2277     best_distance = tmpi;
2278     best = tmp;
2279 elmex 1.1 }
2280     }
2281 root 1.29 if (best != op1)
2282     {
2283     retval->distance_x += op1->x - best->x;
2284     retval->distance_y += op1->y - best->y;
2285 elmex 1.1 }
2286     }
2287 root 1.29 retval->part = best;
2288     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2289     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2290 elmex 1.1 }
2291     }
2292    
2293     /* this is basically the same as get_rangevector above, but instead of
2294     * the first parameter being an object, it instead is the map
2295     * and x,y coordinates - this is used for path to player -
2296     * since the object is not infact moving but we are trying to traverse
2297     * the path, we need this.
2298     * flags has no meaning for this function at this time - I kept it in to
2299     * be more consistant with the above function and also in case they are needed
2300     * for something in the future. Also, since no object is pasted, the best
2301     * field of the rv_vector is set to NULL.
2302     */
2303    
2304 root 1.29 void
2305 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2306 root 1.29 {
2307     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2308     {
2309     /* be conservative and fill in _some_ data */
2310     retval->distance = 100000;
2311     retval->distance_x = 32767;
2312     retval->distance_y = 32767;
2313     retval->direction = 0;
2314     retval->part = 0;
2315     }
2316     else
2317     {
2318     retval->distance_x += op2->x - x;
2319     retval->distance_y += op2->y - y;
2320    
2321     retval->part = NULL;
2322     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2323     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2324 elmex 1.1 }
2325     }
2326    
2327     /* Returns true of op1 and op2 are effectively on the same map
2328     * (as related to map tiling). Note that this looks for a path from
2329     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2330     * to op1, this will still return false.
2331     * Note we only look one map out to keep the processing simple
2332     * and efficient. This could probably be a macro.
2333     * MSW 2001-08-05
2334     */
2335 root 1.29 int
2336     on_same_map (const object *op1, const object *op2)
2337     {
2338     int dx, dy;
2339 elmex 1.1
2340 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2341 elmex 1.1 }
2342 root 1.52
2343     object *
2344     maptile::insert (object *op, int x, int y, object *originator, int flags)
2345     {
2346     if (!op->flag [FLAG_REMOVED])
2347     op->remove ();
2348    
2349     return insert_ob_in_map_at (op, this, originator, flags, x, y);
2350     }
2351