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Revision: 1.55
Committed: Wed Dec 27 18:09:48 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +15 -11 lines
Log Message:
i cannot find, nor reproduce, the problem at all.
the log clearly shows map loads where there shouldn't be any, so we lose maps.
but only on cf.schmorp.de.
i am frustrated.

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 root 1.55 {
659     for_all_maps (m)
660     if (m->next = this)
661     {
662     m->next = next;
663     return;
664     }
665    
666     LOG (llevError, "maptile::unlink() map not on list: %s\n", path);
667     }
668 root 1.54 }
669    
670 elmex 1.1 /*
671 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
672 elmex 1.1 * Modified to no longer take a path option which was not being
673     * used anyways. MSW 2001-07-01
674     */
675 root 1.31 maptile *
676 root 1.29 get_linked_map (void)
677     {
678 root 1.53 maptile *map = new maptile;
679 root 1.54 map->link ();
680 root 1.29 return map;
681 elmex 1.1 }
682    
683     /*
684 root 1.31 * Allocates the arrays contained in a maptile.
685 elmex 1.1 * This basically allocates the dynamic array of spaces for the
686     * map.
687     */
688 root 1.29 void
689 root 1.34 maptile::allocate ()
690 root 1.29 {
691 root 1.34 in_memory = MAP_IN_MEMORY;
692    
693 root 1.29 /* Log this condition and free the storage. We could I suppose
694     * realloc, but if the caller is presuming the data will be intact,
695     * that is their poor assumption.
696     */
697 root 1.34 if (spaces)
698 root 1.29 {
699 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 root 1.53 sfree (spaces, size ());
701 elmex 1.1 }
702    
703 root 1.53 spaces = salloc0<mapspace> (size ());
704 elmex 1.1 }
705    
706     /* Create and returns a map of the specific size. Used
707     * in random map code and the editor.
708     */
709 root 1.31 maptile *
710 root 1.29 get_empty_map (int sizex, int sizey)
711     {
712 root 1.31 maptile *m = get_linked_map ();
713 root 1.29
714 root 1.55 m->width = sizex;
715     m->height = sizey;
716 root 1.29 m->in_memory = MAP_SWAPPED;
717 root 1.55
718 root 1.34 m->allocate ();
719    
720 root 1.29 return m;
721 elmex 1.1 }
722    
723     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
724     * corresponding to that string. Memory is allocated for this, it must be freed
725     * at a later date.
726     * Called by parse_map_headers below.
727     */
728 root 1.29 static shopitems *
729     parse_shop_string (const char *input_string)
730     {
731     char *shop_string, *p, *q, *next_semicolon, *next_colon;
732     shopitems *items = NULL;
733     int i = 0, number_of_entries = 0;
734     const typedata *current_type;
735    
736 root 1.43 shop_string = strdup (input_string);
737 root 1.29 p = shop_string;
738     /* first we'll count the entries, we'll need that for allocating the array shortly */
739     while (p)
740     {
741     p = strchr (p, ';');
742     number_of_entries++;
743     if (p)
744     p++;
745     }
746 root 1.54
747 root 1.29 p = shop_string;
748     strip_endline (p);
749     items = new shopitems[number_of_entries + 1];
750     for (i = 0; i < number_of_entries; i++)
751     {
752     if (!p)
753     {
754     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
755     break;
756     }
757 root 1.54
758 root 1.29 next_semicolon = strchr (p, ';');
759     next_colon = strchr (p, ':');
760     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
761     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
762     items[i].strength = atoi (strchr (p, ':') + 1);
763    
764     if (isdigit (*p) || *p == '*')
765     {
766     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
767     current_type = get_typedata (items[i].typenum);
768     if (current_type)
769     {
770     items[i].name = current_type->name;
771     items[i].name_pl = current_type->name_pl;
772     }
773     }
774     else
775     { /*we have a named type, let's figure out what it is */
776     q = strpbrk (p, ";:");
777     if (q)
778     *q = '\0';
779    
780     current_type = get_typedata_by_name (p);
781     if (current_type)
782     {
783     items[i].name = current_type->name;
784     items[i].typenum = current_type->number;
785     items[i].name_pl = current_type->name_pl;
786     }
787     else
788     { /* oh uh, something's wrong, let's free up this one, and try
789     * the next entry while we're at it, better print a warning
790     */
791     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
792     }
793     }
794 root 1.54
795 root 1.29 items[i].index = number_of_entries;
796     if (next_semicolon)
797     p = ++next_semicolon;
798     else
799     p = NULL;
800 elmex 1.1 }
801 root 1.54
802 root 1.29 free (shop_string);
803     return items;
804 elmex 1.1 }
805    
806     /* opposite of parse string, this puts the string that was originally fed in to
807     * the map (or something equivilent) into output_string. */
808 root 1.29 static void
809 root 1.31 print_shop_string (maptile *m, char *output_string)
810 root 1.29 {
811     int i;
812     char tmp[MAX_BUF];
813    
814     strcpy (output_string, "");
815     for (i = 0; i < m->shopitems[0].index; i++)
816     {
817     if (m->shopitems[i].typenum)
818     {
819     if (m->shopitems[i].strength)
820 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 root 1.29 else
822     sprintf (tmp, "%s;", m->shopitems[i].name);
823 root 1.10 }
824 root 1.29 else
825     {
826     if (m->shopitems[i].strength)
827 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
828 root 1.29 else
829     sprintf (tmp, "*");
830     }
831 root 1.54
832 root 1.29 strcat (output_string, tmp);
833 elmex 1.1 }
834     }
835    
836     /* This loads the header information of the map. The header
837     * contains things like difficulty, size, timeout, etc.
838     * this used to be stored in the map object, but with the
839     * addition of tiling, fields beyond that easily named in an
840     * object structure were needed, so it just made sense to
841     * put all the stuff in the map object so that names actually make
842     * sense.
843     * This could be done in lex (like the object loader), but I think
844     * currently, there are few enough fields this is not a big deal.
845     * MSW 2001-07-01
846     * return 0 on success, 1 on failure.
847     */
848    
849 root 1.29 static int
850 root 1.31 load_map_header (object_thawer & fp, maptile *m)
851 elmex 1.1 {
852 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
853     int msgpos = 0;
854     int maplorepos = 0;
855    
856 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 root 1.29 {
858     buf[HUGE_BUF - 1] = 0;
859     key = buf;
860 root 1.36
861 root 1.29 while (isspace (*key))
862     key++;
863 root 1.36
864 root 1.29 if (*key == 0)
865     continue; /* empty line */
866 root 1.36
867 root 1.29 value = strchr (key, ' ');
868 root 1.36
869 root 1.29 if (!value)
870     {
871 pippijn 1.37 if ((end = strchr (key, '\n')))
872 root 1.36 *end = 0;
873 root 1.29 }
874     else
875     {
876     *value = 0;
877     value++;
878     end = strchr (value, '\n');
879 root 1.36
880 root 1.29 while (isspace (*value))
881     {
882     value++;
883 root 1.36
884 root 1.29 if (*value == '\0' || value == end)
885     {
886     /* Nothing but spaces. */
887     value = NULL;
888     break;
889 root 1.10 }
890     }
891     }
892 root 1.22
893 root 1.29 if (!end)
894     {
895     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
896     return 1;
897 root 1.10 }
898    
899 root 1.29 /* key is the field name, value is what it should be set
900     * to. We've already done the work to null terminate key,
901     * and strip off any leading spaces for both of these.
902     * We have not touched the newline at the end of the line -
903     * these are needed for some values. the end pointer
904     * points to the first of the newlines.
905     * value could be NULL! It would be easy enough to just point
906     * this to "" to prevent cores, but that would let more errors slide
907     * through.
908     *
909     * First check for entries that do not use the value parameter, then
910     * validate that value is given and check for the remaining entries
911     * that use the parameter.
912     */
913 root 1.10
914 root 1.29 if (!strcmp (key, "msg"))
915     {
916 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
917 root 1.29 {
918     if (!strcmp (buf, "endmsg\n"))
919     break;
920     else
921     {
922     /* slightly more efficient than strcat */
923     strcpy (msgbuf + msgpos, buf);
924     msgpos += strlen (buf);
925 root 1.10 }
926     }
927 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
928     * with nothing between). There is no reason in those cases to
929     * keep the empty message. Also, msgbuf contains garbage data
930     * when msgpos is zero, so copying it results in crashes
931     */
932     if (msgpos != 0)
933 root 1.43 m->msg = strdup (msgbuf);
934 root 1.10 }
935 root 1.29 else if (!strcmp (key, "maplore"))
936     {
937 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
938 root 1.29 {
939     if (!strcmp (buf, "endmaplore\n"))
940     break;
941     else
942     {
943     /* slightly more efficient than strcat */
944     strcpy (maplorebuf + maplorepos, buf);
945     maplorepos += strlen (buf);
946 root 1.10 }
947     }
948 root 1.29 if (maplorepos != 0)
949 root 1.43 m->maplore = strdup (maplorebuf);
950 root 1.29 }
951     else if (!strcmp (key, "end"))
952     {
953     break;
954     }
955     else if (value == NULL)
956     {
957     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
958     }
959     else if (!strcmp (key, "arch"))
960     {
961     /* This is an oddity, but not something we care about much. */
962     if (strcmp (value, "map\n"))
963     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
964     }
965     else if (!strcmp (key, "name"))
966     {
967     *end = 0;
968 root 1.43 m->name = strdup (value);
969 root 1.29 }
970     /* first strcmp value on these are old names supported
971     * for compatibility reasons. The new values (second) are
972     * what really should be used.
973     */
974     else if (!strcmp (key, "oid"))
975 root 1.41 fp.get (m, atoi (value));
976 root 1.29 else if (!strcmp (key, "attach"))
977 root 1.41 m->attach = value;
978 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
979 root 1.41 m->enter_x = atoi (value);
980 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
981 root 1.41 m->enter_y = atoi (value);
982 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
983 root 1.41 m->width = atoi (value);
984 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
985 root 1.41 m->height = atoi (value);
986 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
987 root 1.41 m->reset_timeout = atoi (value);
988 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
989 root 1.41 m->timeout = atoi (value);
990 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
991 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
992 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
993 root 1.41 m->darkness = atoi (value);
994 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
995 root 1.41 m->fixed_resettime = atoi (value);
996 root 1.29 else if (!strcmp (key, "unique"))
997 root 1.41 m->unique = atoi (value);
998 root 1.29 else if (!strcmp (key, "template"))
999 root 1.41 m->templatemap = atoi (value);
1000 root 1.29 else if (!strcmp (key, "region"))
1001 root 1.41 m->region = get_region_by_name (value);
1002 root 1.29 else if (!strcmp (key, "shopitems"))
1003     {
1004     *end = 0;
1005     m->shopitems = parse_shop_string (value);
1006     }
1007     else if (!strcmp (key, "shopgreed"))
1008 root 1.41 m->shopgreed = atof (value);
1009 root 1.29 else if (!strcmp (key, "shopmin"))
1010 root 1.41 m->shopmin = atol (value);
1011 root 1.29 else if (!strcmp (key, "shopmax"))
1012 root 1.41 m->shopmax = atol (value);
1013 root 1.29 else if (!strcmp (key, "shoprace"))
1014     {
1015     *end = 0;
1016 root 1.43 m->shoprace = strdup (value);
1017 root 1.29 }
1018     else if (!strcmp (key, "outdoor"))
1019 root 1.41 m->outdoor = atoi (value);
1020 root 1.29 else if (!strcmp (key, "temp"))
1021 root 1.41 m->temp = atoi (value);
1022 root 1.29 else if (!strcmp (key, "pressure"))
1023 root 1.41 m->pressure = atoi (value);
1024 root 1.29 else if (!strcmp (key, "humid"))
1025 root 1.41 m->humid = atoi (value);
1026 root 1.29 else if (!strcmp (key, "windspeed"))
1027 root 1.41 m->windspeed = atoi (value);
1028 root 1.29 else if (!strcmp (key, "winddir"))
1029 root 1.41 m->winddir = atoi (value);
1030 root 1.29 else if (!strcmp (key, "sky"))
1031 root 1.41 m->sky = atoi (value);
1032 root 1.29 else if (!strcmp (key, "nosmooth"))
1033 root 1.41 m->nosmooth = atoi (value);
1034 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1035     {
1036     int tile = atoi (key + 10);
1037    
1038     if (tile < 1 || tile > 4)
1039     {
1040     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1041     }
1042     else
1043     {
1044     char *path;
1045    
1046     *end = 0;
1047    
1048     if (m->tile_path[tile - 1])
1049     {
1050     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1051     free (m->tile_path[tile - 1]);
1052     m->tile_path[tile - 1] = NULL;
1053 root 1.10 }
1054    
1055 root 1.29 if (check_path (value, 1) != -1)
1056     {
1057     /* The unadorned path works. */
1058     path = value;
1059     }
1060     else
1061     {
1062     /* Try again; it could be a relative exit. */
1063    
1064     path = path_combine_and_normalize (m->path, value);
1065    
1066     if (check_path (path, 1) == -1)
1067     {
1068     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1069     path = NULL;
1070 root 1.10 }
1071     }
1072 elmex 1.1
1073 root 1.29 if (editor)
1074     {
1075     /* Use the value as in the file. */
1076 root 1.43 m->tile_path[tile - 1] = strdup (value);
1077 root 1.10 }
1078 root 1.29 else if (path != NULL)
1079     {
1080     /* Use the normalized value. */
1081 root 1.43 m->tile_path[tile - 1] = strdup (path);
1082 root 1.29 }
1083     } /* end if tile direction (in)valid */
1084 root 1.10 }
1085 root 1.29 else
1086 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1087 elmex 1.1 }
1088 root 1.41
1089 root 1.29 if (!key || strcmp (key, "end"))
1090     {
1091     LOG (llevError, "Got premature eof on map header!\n");
1092     return 1;
1093 elmex 1.1 }
1094 root 1.41
1095 root 1.29 return 0;
1096 elmex 1.1 }
1097    
1098     /*
1099     * Opens the file "filename" and reads information about the map
1100     * from the given file, and stores it in a newly allocated
1101 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1102 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1103     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1104     * MAP_BLOCK, in which case we block on this load. This happens in all
1105     * cases, no matter if this flag is set or not.
1106     * MAP_STYLE: style map - don't add active objects, don't add to server
1107 root 1.10 * managed map list.
1108 elmex 1.1 */
1109 root 1.31 maptile *
1110 root 1.29 load_original_map (const char *filename, int flags)
1111     {
1112 root 1.31 maptile *m;
1113 root 1.29 char pathname[MAX_BUF];
1114 elmex 1.1
1115 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1116     strcpy (pathname, filename);
1117     else if (flags & MAP_OVERLAY)
1118     strcpy (pathname, create_overlay_pathname (filename));
1119     else
1120     strcpy (pathname, create_pathname (filename));
1121 root 1.22
1122 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1123 elmex 1.1
1124 root 1.29 object_thawer thawer (pathname);
1125 root 1.9
1126 root 1.29 if (!thawer)
1127     return 0;
1128 elmex 1.1
1129 root 1.29 m = get_linked_map ();
1130 elmex 1.1
1131 root 1.29 strcpy (m->path, filename);
1132     if (load_map_header (thawer, m))
1133     {
1134     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1135     delete_map (m);
1136 root 1.47 return 0;
1137 root 1.29 }
1138    
1139 root 1.34 m->allocate ();
1140 root 1.29
1141     m->in_memory = MAP_LOADING;
1142     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1143    
1144     m->in_memory = MAP_IN_MEMORY;
1145 root 1.49 if (!m->difficulty)
1146     m->difficulty = calculate_difficulty (m);
1147 root 1.29 set_map_reset_time (m);
1148     m->instantiate ();
1149     return (m);
1150 elmex 1.1 }
1151    
1152     /*
1153     * Loads a map, which has been loaded earlier, from file.
1154     * Return the map object we load into (this can change from the passed
1155     * option if we can't find the original map)
1156     */
1157 root 1.31 static maptile *
1158     load_temporary_map (maptile *m)
1159 root 1.29 {
1160     char buf[MAX_BUF];
1161    
1162     if (!m->tmpname)
1163     {
1164     LOG (llevError, "No temporary filename for map %s\n", m->path);
1165     strcpy (buf, m->path);
1166     delete_map (m);
1167     m = load_original_map (buf, 0);
1168     if (m == NULL)
1169     return NULL;
1170     fix_auto_apply (m); /* Chests which open as default */
1171     return m;
1172 elmex 1.1 }
1173    
1174 root 1.29 object_thawer thawer (m->tmpname);
1175 root 1.14
1176 root 1.29 if (!thawer)
1177     {
1178     strcpy (buf, m->path);
1179     delete_map (m);
1180     m = load_original_map (buf, 0);
1181     if (!m)
1182 root 1.10 return NULL;
1183 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1184     return m;
1185 elmex 1.1 }
1186    
1187 root 1.29 if (load_map_header (thawer, m))
1188     {
1189     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190     delete_map (m);
1191     m = load_original_map (m->path, 0);
1192     return NULL;
1193     }
1194 root 1.34
1195     m->allocate ();
1196 root 1.29
1197     m->in_memory = MAP_LOADING;
1198     load_objects (m, thawer, 0);
1199    
1200     m->in_memory = MAP_IN_MEMORY;
1201     INVOKE_MAP (SWAPIN, m);
1202     return m;
1203 elmex 1.1 }
1204    
1205     /*
1206     * Loads a map, which has been loaded earlier, from file.
1207     * Return the map object we load into (this can change from the passed
1208     * option if we can't find the original map)
1209     */
1210 root 1.31 maptile *
1211     load_overlay_map (const char *filename, maptile *m)
1212 root 1.29 {
1213     char pathname[MAX_BUF];
1214 elmex 1.1
1215 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1216 elmex 1.1
1217 root 1.29 object_thawer thawer (pathname);
1218 root 1.9
1219 root 1.29 if (!thawer)
1220     return m;
1221    
1222     if (load_map_header (thawer, m))
1223     {
1224     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225     delete_map (m);
1226     m = load_original_map (m->path, 0);
1227 root 1.47 return 0;
1228 elmex 1.1 }
1229 root 1.34 /*m->allocate ();*/
1230 elmex 1.1
1231 root 1.29 m->in_memory = MAP_LOADING;
1232     load_objects (m, thawer, MAP_OVERLAY);
1233 root 1.14
1234 root 1.29 m->in_memory = MAP_IN_MEMORY;
1235     return m;
1236 elmex 1.1 }
1237    
1238     /******************************************************************************
1239     * This is the start of unique map handling code
1240     *****************************************************************************/
1241    
1242     /* This goes through map 'm' and removed any unique items on the map. */
1243 root 1.29 static void
1244 root 1.31 delete_unique_items (maptile *m)
1245 elmex 1.1 {
1246 root 1.29 int i, j, unique;
1247     object *op, *next;
1248 elmex 1.1
1249 root 1.48 for (i = 0; i < m->width; i++)
1250     for (j = 0; j < m->height; j++)
1251 root 1.29 {
1252     unique = 0;
1253 root 1.40
1254 root 1.45 for (op = GET_MAP_OB (m, i, j); op; op = next)
1255 root 1.29 {
1256     next = op->above;
1257 root 1.40
1258 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259     unique = 1;
1260 root 1.40
1261 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262     {
1263 root 1.47 op->destroy_inv (false);
1264 root 1.40 op->destroy ();
1265 root 1.29 }
1266     }
1267     }
1268 elmex 1.1 }
1269    
1270     /*
1271     * Loads unique objects from file(s) into the map which is in memory
1272     * m is the map to load unique items into.
1273     */
1274 root 1.29 static void
1275 root 1.31 load_unique_objects (maptile *m)
1276 root 1.29 {
1277     int count;
1278     char firstname[MAX_BUF];
1279 elmex 1.1
1280 root 1.29 for (count = 0; count < 10; count++)
1281     {
1282     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283     if (!access (firstname, R_OK))
1284     break;
1285 elmex 1.1 }
1286 root 1.29 /* If we get here, we did not find any map */
1287     if (count == 10)
1288     return;
1289 elmex 1.1
1290 root 1.29 object_thawer thawer (firstname);
1291 root 1.9
1292 root 1.29 if (!thawer)
1293     return;
1294 root 1.15
1295 root 1.29 m->in_memory = MAP_LOADING;
1296     if (m->tmpname == NULL) /* if we have loaded unique items from */
1297     delete_unique_items (m); /* original map before, don't duplicate them */
1298 root 1.50
1299 root 1.29 load_objects (m, thawer, 0);
1300 root 1.14
1301 root 1.29 m->in_memory = MAP_IN_MEMORY;
1302 elmex 1.1 }
1303    
1304     /*
1305     * Saves a map to file. If flag is set, it is saved into the same
1306     * file it was (originally) loaded from. Otherwise a temporary
1307     * filename will be genarated, and the file will be stored there.
1308 root 1.31 * The temporary filename will be stored in the maptileure.
1309 elmex 1.1 * If the map is unique, we also save to the filename in the map
1310     * (this should have been updated when first loaded)
1311     */
1312 root 1.10 int
1313 root 1.31 new_save_map (maptile *m, int flag)
1314 root 1.10 {
1315 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1316 root 1.10 int i;
1317    
1318     if (flag && !*m->path)
1319     {
1320     LOG (llevError, "Tried to save map without path.\n");
1321     return -1;
1322 elmex 1.1 }
1323 root 1.10
1324     if (flag || (m->unique) || (m->templatemap))
1325     {
1326     if (!m->unique && !m->templatemap)
1327 root 1.29 { /* flag is set */
1328 root 1.10 if (flag == 2)
1329     strcpy (filename, create_overlay_pathname (m->path));
1330     else
1331     strcpy (filename, create_pathname (m->path));
1332     }
1333     else
1334     strcpy (filename, m->path);
1335    
1336     make_path_to_file (filename);
1337 elmex 1.1 }
1338 root 1.10 else
1339     {
1340     if (!m->tmpname)
1341 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1342 root 1.17
1343 root 1.10 strcpy (filename, m->tmpname);
1344     }
1345    
1346     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1347     m->in_memory = MAP_SAVING;
1348    
1349 root 1.17 object_freezer freezer;
1350 root 1.10
1351     /* legacy */
1352 root 1.17 fprintf (freezer, "arch map\n");
1353 root 1.10 if (m->name)
1354 root 1.17 fprintf (freezer, "name %s\n", m->name);
1355 root 1.10 if (!flag)
1356 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1357 root 1.10 if (m->reset_timeout)
1358 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1359 root 1.10 if (m->fixed_resettime)
1360 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1361 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1362     * or a difficulty value we generated when the map was first loaded
1363     */
1364     if (m->difficulty)
1365 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1366 root 1.10 if (m->region)
1367 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1368 root 1.10 if (m->shopitems)
1369     {
1370     print_shop_string (m, shop);
1371 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1372 elmex 1.1 }
1373 root 1.10 if (m->shopgreed)
1374 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1375 root 1.10 if (m->shopmin)
1376 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1377 root 1.10 if (m->shopmax)
1378 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1379 root 1.10 if (m->shoprace)
1380 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1381 root 1.10 if (m->darkness)
1382 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1383 root 1.10 if (m->width)
1384 root 1.17 fprintf (freezer, "width %d\n", m->width);
1385 root 1.10 if (m->height)
1386 root 1.17 fprintf (freezer, "height %d\n", m->height);
1387 root 1.10 if (m->enter_x)
1388 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1389 root 1.10 if (m->enter_y)
1390 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1391 root 1.10 if (m->msg)
1392 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1393 root 1.10 if (m->maplore)
1394 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1395 root 1.10 if (m->unique)
1396 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1397 root 1.10 if (m->templatemap)
1398 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1399 root 1.10 if (m->outdoor)
1400 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1401 root 1.10 if (m->temp)
1402 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1403 root 1.10 if (m->pressure)
1404 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1405 root 1.10 if (m->humid)
1406 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1407 root 1.10 if (m->windspeed)
1408 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1409 root 1.10 if (m->winddir)
1410 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1411 root 1.10 if (m->sky)
1412 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1413 root 1.10 if (m->nosmooth)
1414 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1415 root 1.10
1416     /* Save any tiling information, except on overlays */
1417     if (flag != 2)
1418     for (i = 0; i < 4; i++)
1419     if (m->tile_path[i])
1420 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1421 root 1.10
1422 root 1.17 freezer.put (m);
1423     fprintf (freezer, "end\n");
1424 root 1.10
1425     /* In the game save unique items in the different file, but
1426     * in the editor save them to the normal map file.
1427     * If unique map, save files in the proper destination (set by
1428     * player)
1429     */
1430     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1431     {
1432 root 1.17 object_freezer unique;
1433 elmex 1.1
1434 root 1.10 if (flag == 2)
1435 root 1.17 save_objects (m, freezer, unique, 2);
1436 root 1.10 else
1437 root 1.17 save_objects (m, freezer, unique, 0);
1438    
1439     sprintf (buf, "%s.v00", create_items_path (m->path));
1440    
1441     unique.save (buf);
1442 root 1.10 }
1443     else
1444 root 1.29 { /* save same file when not playing, like in editor */
1445 root 1.17 save_objects (m, freezer, freezer, 0);
1446 root 1.10 }
1447 elmex 1.6
1448 root 1.17 freezer.save (filename);
1449    
1450 root 1.10 return 0;
1451 elmex 1.1 }
1452    
1453     /*
1454     * Remove and free all objects in the given map.
1455     */
1456 root 1.29 void
1457 root 1.31 free_all_objects (maptile *m)
1458 root 1.29 {
1459 root 1.47 if (!m->spaces)
1460     return;
1461 root 1.29
1462 root 1.48 for (int i = 0; i < m->width; i++)
1463     for (int j = 0; j < m->height; j++)
1464 root 1.29 {
1465 root 1.47 mapspace &ms = m->at (i, j);
1466 root 1.29
1467 root 1.49 while (object *op = ms.bot)
1468 root 1.29 {
1469 root 1.47 if (op->head)
1470 root 1.29 op = op->head;
1471    
1472 root 1.47 op->destroy_inv (false);
1473 root 1.40 op->destroy ();
1474 root 1.29 }
1475     }
1476 elmex 1.1 }
1477    
1478     /*
1479 root 1.31 * Frees everything allocated by the given maptileure.
1480 elmex 1.1 * don't free tmpname - our caller is left to do that
1481     */
1482 root 1.29 void
1483 root 1.31 free_map (maptile *m, int flag)
1484 root 1.29 {
1485 root 1.50 if (!m->in_memory) //TODO: makes no sense to me?
1486 root 1.47 return;
1487 elmex 1.1
1488 root 1.47 m->in_memory = MAP_SAVING;
1489 root 1.42
1490     // TODO: use new/delete
1491    
1492 root 1.29 if (flag && m->spaces)
1493     free_all_objects (m);
1494 root 1.42
1495 root 1.53 sfree (m->spaces, m->size ()), m->spaces = 0;
1496    
1497 root 1.50 free (m->name), m->name = 0;
1498     free (m->msg), m->msg = 0;
1499     free (m->maplore), m->maplore = 0;
1500     free (m->shoprace), m->shoprace = 0;
1501     delete [] m->shopitems, m->shopitems = 0;
1502 root 1.42
1503 root 1.29 if (m->buttons)
1504 root 1.50 free_objectlinkpt (m->buttons), m->buttons = 0;
1505 root 1.42
1506 root 1.47 for (int i = 0; i < 4; i++)
1507 root 1.53 free (m->tile_path[i]), m->tile_path[i] = 0;
1508 root 1.42
1509 root 1.29 m->in_memory = MAP_SWAPPED;
1510 root 1.47 }
1511 root 1.42
1512 root 1.47 maptile::~maptile ()
1513     {
1514 root 1.53 assert (destroyed ());
1515 elmex 1.1 }
1516    
1517 root 1.29 void
1518 root 1.47 maptile::do_destroy ()
1519 root 1.29 {
1520 root 1.47 attachable::do_destroy ();
1521 elmex 1.1
1522 root 1.54 unlink ();
1523    
1524 root 1.53 free_map (this, 1);
1525     free (tmpname), tmpname = 0;
1526 root 1.29
1527     /* We need to look through all the maps and see if any maps
1528     * are pointing at this one for tiling information. Since
1529 root 1.47 * tiling can be asymetric, we just can not look to see which
1530 root 1.29 * maps this map tiles with and clears those.
1531     */
1532 root 1.47 //TODO: non-euclidean-tiling MUST GO
1533 root 1.53 for_all_maps (m)
1534 root 1.47 for (int i = 0; i < 4; i++)
1535     if (m->tile_map[i] == this)
1536     m->tile_map[i] = 0;
1537     }
1538 elmex 1.1
1539 root 1.47 //TODO: must go
1540     void
1541     delete_map (maptile *m)
1542     {
1543     if (m)
1544     m->destroy ();
1545 elmex 1.1 }
1546    
1547     /*
1548     * Makes sure the given map is loaded and swapped in.
1549     * name is path name of the map.
1550     * flags meaning:
1551     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1552     * and don't do unique items or the like.
1553     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1554     * dont do any more name translation on it.
1555     *
1556     * Returns a pointer to the given map.
1557     */
1558 root 1.31 maptile *
1559 root 1.29 ready_map_name (const char *name, int flags)
1560     {
1561     if (!name)
1562 root 1.47 return 0;
1563 elmex 1.1
1564 root 1.29 /* Have we been at this level before? */
1565 root 1.47 maptile *m = has_been_loaded (name);
1566 elmex 1.1
1567 root 1.29 /* Map is good to go, so just return it */
1568     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1569 root 1.47 return m;
1570 root 1.10
1571 root 1.29 /* unique maps always get loaded from their original location, and never
1572     * a temp location. Likewise, if map_flush is set, or we have never loaded
1573     * this map, load it now. I removed the reset checking from here -
1574     * it seems the probability of a player trying to enter a map that should
1575     * reset but hasn't yet is quite low, and removing that makes this function
1576     * a bit cleaner (and players probably shouldn't rely on exact timing for
1577     * resets in any case - if they really care, they should use the 'maps command.
1578     */
1579     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1580     {
1581     /* first visit or time to reset */
1582     if (m)
1583     {
1584     clean_tmp_map (m); /* Doesn't make much difference */
1585     delete_map (m);
1586     }
1587    
1588     /* create and load a map */
1589     if (flags & MAP_PLAYER_UNIQUE)
1590     LOG (llevDebug, "Trying to load map %s.\n", name);
1591     else
1592     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1593    
1594     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1595     return (NULL);
1596    
1597     fix_auto_apply (m); /* Chests which open as default */
1598    
1599     /* If a player unique map, no extra unique object file to load.
1600     * if from the editor, likewise.
1601     */
1602     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1603     load_unique_objects (m);
1604    
1605     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1606     {
1607     m = load_overlay_map (name, m);
1608     if (m == NULL)
1609     return NULL;
1610     }
1611    
1612     if (flags & MAP_PLAYER_UNIQUE)
1613     INVOKE_MAP (SWAPIN, m);
1614    
1615     }
1616     else
1617     {
1618     /* If in this loop, we found a temporary map, so load it up. */
1619    
1620     m = load_temporary_map (m);
1621     if (m == NULL)
1622     return NULL;
1623     load_unique_objects (m);
1624    
1625     clean_tmp_map (m);
1626     m->in_memory = MAP_IN_MEMORY;
1627     /* tempnam() on sun systems (probably others) uses malloc
1628     * to allocated space for the string. Free it here.
1629     * In some cases, load_temporary_map above won't find the
1630     * temporary map, and so has reloaded a new map. If that
1631     * is the case, tmpname is now null
1632     */
1633     if (m->tmpname)
1634     free (m->tmpname);
1635     m->tmpname = NULL;
1636     /* It's going to be saved anew anyway */
1637     }
1638    
1639     /* Below here is stuff common to both first time loaded maps and
1640     * temp maps.
1641     */
1642 root 1.10
1643 root 1.29 decay_objects (m); /* start the decay */
1644     /* In case other objects press some buttons down */
1645     update_buttons (m);
1646     if (m->outdoor)
1647     set_darkness_map (m);
1648     /* run the weather over this map */
1649     weather_effect (name);
1650     return m;
1651 elmex 1.1 }
1652    
1653    
1654     /*
1655     * This routine is supposed to find out the difficulty of the map.
1656     * difficulty does not have a lot to do with character level,
1657     * but does have a lot to do with treasure on the map.
1658     *
1659     * Difficulty can now be set by the map creature. If the value stored
1660     * in the map is zero, then use this routine. Maps should really
1661     * have a difficulty set than using this function - human calculation
1662     * is much better than this functions guesswork.
1663     */
1664    
1665 root 1.29 int
1666 root 1.31 calculate_difficulty (maptile *m)
1667 root 1.29 {
1668 elmex 1.1 object *op;
1669     archetype *at;
1670 pippijn 1.26 int x, y, i;
1671 elmex 1.1 long monster_cnt = 0;
1672     double avgexp = 0;
1673     sint64 total_exp = 0;
1674    
1675 root 1.49 if (m->difficulty)
1676 elmex 1.1 {
1677 root 1.49 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1678     return m->difficulty;
1679 elmex 1.1 }
1680    
1681 root 1.48 for (x = 0; x < m->width; x++)
1682     for (y = 0; y < m->height; y++)
1683 root 1.45 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1684 elmex 1.1 {
1685 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1686 elmex 1.1 {
1687     total_exp += op->stats.exp;
1688     monster_cnt++;
1689     }
1690    
1691 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1692 elmex 1.1 {
1693     total_exp += op->stats.exp;
1694 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1695 elmex 1.1
1696 root 1.29 if (at != NULL)
1697 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1698    
1699     monster_cnt++;
1700     }
1701     }
1702    
1703     avgexp = (double) total_exp / monster_cnt;
1704    
1705     for (i = 1; i <= settings.max_level; i++)
1706     {
1707     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1708     {
1709     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1710     return i;
1711     }
1712     }
1713    
1714     return 1;
1715     }
1716    
1717 root 1.29 void
1718 root 1.31 clean_tmp_map (maptile *m)
1719 root 1.29 {
1720     if (m->tmpname == NULL)
1721     return;
1722 root 1.8 INVOKE_MAP (CLEAN, m);
1723 root 1.29 (void) unlink (m->tmpname);
1724 elmex 1.1 }
1725    
1726 root 1.29 void
1727     free_all_maps (void)
1728 elmex 1.1 {
1729 root 1.29 int real_maps = 0;
1730 elmex 1.1
1731 root 1.29 while (first_map)
1732     {
1733     /* I think some of the callers above before it gets here set this to be
1734     * saving, but we still want to free this data
1735     */
1736     if (first_map->in_memory == MAP_SAVING)
1737     first_map->in_memory = MAP_IN_MEMORY;
1738     delete_map (first_map);
1739     real_maps++;
1740 elmex 1.1 }
1741 root 1.53
1742 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1743 elmex 1.1 }
1744    
1745     /* change_map_light() - used to change map light level (darkness)
1746     * up or down. Returns true if successful. It should now be
1747     * possible to change a value by more than 1.
1748     * Move this from los.c to map.c since this is more related
1749     * to maps than los.
1750     * postive values make it darker, negative make it brighter
1751     */
1752 root 1.29
1753     int
1754 root 1.31 change_map_light (maptile *m, int change)
1755 root 1.29 {
1756     int new_level = m->darkness + change;
1757    
1758     /* Nothing to do */
1759     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1760     {
1761     return 0;
1762 elmex 1.1 }
1763    
1764 root 1.29 /* inform all players on the map */
1765     if (change > 0)
1766     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1767     else
1768     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1769    
1770     /* Do extra checking. since m->darkness is a unsigned value,
1771     * we need to be extra careful about negative values.
1772     * In general, the checks below are only needed if change
1773     * is not +/-1
1774     */
1775     if (new_level < 0)
1776     m->darkness = 0;
1777     else if (new_level >= MAX_DARKNESS)
1778     m->darkness = MAX_DARKNESS;
1779     else
1780     m->darkness = new_level;
1781 elmex 1.1
1782 root 1.29 /* All clients need to get re-updated for the change */
1783     update_all_map_los (m);
1784     return 1;
1785 elmex 1.1 }
1786    
1787     /*
1788     * This function updates various attributes about a specific space
1789     * on the map (what it looks like, whether it blocks magic,
1790     * has a living creatures, prevents people from passing
1791     * through, etc)
1792     */
1793 root 1.29 void
1794 root 1.46 mapspace::update_ ()
1795 root 1.29 {
1796 root 1.45 object *tmp, *last = 0;
1797 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1798 root 1.29 New_Face *top, *floor, *middle;
1799     object *top_obj, *floor_obj, *middle_obj;
1800     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1801    
1802     middle = blank_face;
1803 root 1.45 top = blank_face;
1804     floor = blank_face;
1805 root 1.29
1806 root 1.45 middle_obj = 0;
1807     top_obj = 0;
1808     floor_obj = 0;
1809 root 1.29
1810 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1811 root 1.29 {
1812     /* This could be made additive I guess (two lights better than
1813 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1814 root 1.29 * light bulbs do not illuminate twice as far as once since
1815 root 1.45 * it is a dissapation factor that is cubed.
1816 root 1.29 */
1817     if (tmp->glow_radius > light)
1818     light = tmp->glow_radius;
1819    
1820     /* This call is needed in order to update objects the player
1821     * is standing in that have animations (ie, grass, fire, etc).
1822     * However, it also causes the look window to be re-drawn
1823     * 3 times each time the player moves, because many of the
1824     * functions the move_player calls eventualy call this.
1825     *
1826     * Always put the player down for drawing.
1827     */
1828     if (!tmp->invisible)
1829     {
1830     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1831     {
1832     top = tmp->face;
1833     top_obj = tmp;
1834     }
1835     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1836     {
1837     /* If we got a floor, that means middle and top were below it,
1838     * so should not be visible, so we clear them.
1839     */
1840     middle = blank_face;
1841     top = blank_face;
1842     floor = tmp->face;
1843     floor_obj = tmp;
1844     }
1845     /* Flag anywhere have high priority */
1846     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1847     {
1848     middle = tmp->face;
1849    
1850     middle_obj = tmp;
1851     anywhere = 1;
1852     }
1853     /* Find the highest visible face around. If equal
1854     * visibilities, we still want the one nearer to the
1855     * top
1856     */
1857     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1858     {
1859     middle = tmp->face;
1860     middle_obj = tmp;
1861     }
1862     }
1863 root 1.45
1864 root 1.29 if (tmp == tmp->above)
1865     {
1866     LOG (llevError, "Error in structure of map\n");
1867     exit (-1);
1868     }
1869    
1870 root 1.45 move_slow |= tmp->move_slow;
1871 root 1.29 move_block |= tmp->move_block;
1872 root 1.45 move_on |= tmp->move_on;
1873     move_off |= tmp->move_off;
1874 root 1.29 move_allow |= tmp->move_allow;
1875    
1876 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1877     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1878     if (tmp->type == PLAYER) flags |= P_PLAYER;
1879     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1880     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1881     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1882     }
1883 root 1.29
1884 root 1.46 this->light = light;
1885     this->flags_ = flags;
1886     this->move_block = move_block & ~move_allow;
1887     this->move_on = move_on;
1888     this->move_off = move_off;
1889     this->move_slow = move_slow;
1890 root 1.29
1891     /* At this point, we have a floor face (if there is a floor),
1892     * and the floor is set - we are not going to touch it at
1893     * this point.
1894     * middle contains the highest visibility face.
1895     * top contains a player/monster face, if there is one.
1896     *
1897     * We now need to fill in top.face and/or middle.face.
1898     */
1899    
1900     /* If the top face also happens to be high visibility, re-do our
1901     * middle face. This should not happen, as we already have the
1902     * else statement above so middle should not get set. OTOH, it
1903     * may be possible for the faces to match but be different objects.
1904     */
1905     if (top == middle)
1906     middle = blank_face;
1907    
1908     /* There are three posibilities at this point:
1909     * 1) top face is set, need middle to be set.
1910     * 2) middle is set, need to set top.
1911     * 3) neither middle or top is set - need to set both.
1912     */
1913    
1914     for (tmp = last; tmp; tmp = tmp->below)
1915     {
1916     /* Once we get to a floor, stop, since we already have a floor object */
1917     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918     break;
1919    
1920     /* If two top faces are already set, quit processing */
1921     if ((top != blank_face) && (middle != blank_face))
1922     break;
1923 root 1.10
1924 root 1.29 /* Only show visible faces, unless its the editor - show all */
1925     if (!tmp->invisible || editor)
1926     {
1927     /* Fill in top if needed */
1928     if (top == blank_face)
1929     {
1930     top = tmp->face;
1931     top_obj = tmp;
1932     if (top == middle)
1933     middle = blank_face;
1934     }
1935     else
1936     {
1937     /* top is already set - we should only get here if
1938     * middle is not set
1939     *
1940     * Set the middle face and break out, since there is nothing
1941     * more to fill in. We don't check visiblity here, since
1942     *
1943     */
1944     if (tmp->face != top)
1945     {
1946     middle = tmp->face;
1947     middle_obj = tmp;
1948     break;
1949 root 1.10 }
1950     }
1951     }
1952 elmex 1.1 }
1953 root 1.45
1954 root 1.29 if (middle == floor)
1955     middle = blank_face;
1956 root 1.45
1957 root 1.29 if (top == middle)
1958     middle = blank_face;
1959 root 1.45
1960 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1961     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1962     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1963 elmex 1.1 }
1964    
1965 root 1.29 void
1966 root 1.31 set_map_reset_time (maptile *map)
1967 root 1.29 {
1968 root 1.55 int timeout = map->reset_timeout;
1969 elmex 1.1
1970 root 1.29 if (timeout <= 0)
1971     timeout = MAP_DEFAULTRESET;
1972     if (timeout >= MAP_MAXRESET)
1973     timeout = MAP_MAXRESET;
1974 root 1.55
1975 root 1.49 map->reset_time = time (0) + timeout;
1976 elmex 1.1 }
1977    
1978     /* this updates the orig_map->tile_map[tile_num] value after loading
1979     * the map. It also takes care of linking back the freshly loaded
1980     * maps tile_map values if it tiles back to this one. It returns
1981     * the value of orig_map->tile_map[tile_num]. It really only does this
1982     * so that it is easier for calling functions to verify success.
1983     */
1984    
1985 root 1.31 static maptile *
1986     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1987 elmex 1.1 {
1988 root 1.29 int dest_tile = (tile_num + 2) % 4;
1989     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1990 elmex 1.1
1991 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1992 elmex 1.1
1993 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
1994     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))
1995     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996 elmex 1.1
1997 root 1.29 return orig_map->tile_map[tile_num];
1998 elmex 1.1 }
1999    
2000     /* this returns TRUE if the coordinates (x,y) are out of
2001     * map m. This function also takes into account any
2002     * tiling considerations, loading adjacant maps as needed.
2003     * This is the function should always be used when it
2004     * necessary to check for valid coordinates.
2005     * This function will recursively call itself for the
2006     * tiled maps.
2007     *
2008     *
2009     */
2010 root 1.29 int
2011 root 1.31 out_of_map (maptile *m, int x, int y)
2012 elmex 1.1 {
2013 root 1.29 /* If we get passed a null map, this is obviously the
2014     * case. This generally shouldn't happen, but if the
2015     * map loads fail below, it could happen.
2016     */
2017     if (!m)
2018     return 0;
2019 elmex 1.1
2020 root 1.29 if (x < 0)
2021     {
2022     if (!m->tile_path[3])
2023     return 1;
2024 root 1.46
2025 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 root 1.46 load_and_link_tiled_map (m, 3);
2027    
2028 root 1.48 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2029 elmex 1.1 }
2030 root 1.46
2031 root 1.48 if (x >= m->width)
2032 root 1.29 {
2033     if (!m->tile_path[1])
2034     return 1;
2035 root 1.46
2036 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 root 1.46 load_and_link_tiled_map (m, 1);
2038    
2039 root 1.48 return (out_of_map (m->tile_map[1], x - m->width, y));
2040 elmex 1.1 }
2041 root 1.46
2042 root 1.29 if (y < 0)
2043     {
2044     if (!m->tile_path[0])
2045     return 1;
2046 root 1.46
2047 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 root 1.46 load_and_link_tiled_map (m, 0);
2049    
2050 root 1.48 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2051 elmex 1.1 }
2052 root 1.46
2053 root 1.48 if (y >= m->height)
2054 root 1.29 {
2055     if (!m->tile_path[2])
2056     return 1;
2057 root 1.46
2058 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 root 1.46 load_and_link_tiled_map (m, 2);
2060    
2061 root 1.48 return (out_of_map (m->tile_map[2], x, y - m->height));
2062 elmex 1.1 }
2063    
2064 root 1.29 /* Simple case - coordinates are within this local
2065     * map.
2066     */
2067     return 0;
2068 elmex 1.1 }
2069    
2070     /* This is basically the same as out_of_map above, but
2071     * instead we return NULL if no map is valid (coordinates
2072     * out of bounds and no tiled map), otherwise it returns
2073     * the map as that the coordinates are really on, and
2074     * updates x and y to be the localized coordinates.
2075     * Using this is more efficient of calling out_of_map
2076     * and then figuring out what the real map is
2077     */
2078 root 1.31 maptile *
2079     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2080 elmex 1.1 {
2081    
2082 root 1.29 if (*x < 0)
2083     {
2084     if (!m->tile_path[3])
2085 root 1.46 return 0;
2086 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2087     load_and_link_tiled_map (m, 3);
2088 elmex 1.1
2089 root 1.48 *x += m->tile_map[3]->width;
2090 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
2091 elmex 1.1 }
2092 root 1.46
2093 root 1.48 if (*x >= m->width)
2094 root 1.29 {
2095     if (!m->tile_path[1])
2096 root 1.46 return 0;
2097    
2098 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2099     load_and_link_tiled_map (m, 1);
2100 elmex 1.1
2101 root 1.48 *x -= m->width;
2102 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
2103 elmex 1.1 }
2104 root 1.46
2105 root 1.29 if (*y < 0)
2106     {
2107     if (!m->tile_path[0])
2108 root 1.46 return 0;
2109    
2110 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2111     load_and_link_tiled_map (m, 0);
2112 elmex 1.1
2113 root 1.48 *y += m->tile_map[0]->height;
2114 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
2115 elmex 1.1 }
2116 root 1.46
2117 root 1.48 if (*y >= m->height)
2118 root 1.29 {
2119     if (!m->tile_path[2])
2120 root 1.46 return 0;
2121    
2122 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2123     load_and_link_tiled_map (m, 2);
2124 elmex 1.1
2125 root 1.48 *y -= m->height;
2126 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
2127 elmex 1.1 }
2128    
2129 root 1.29 /* Simple case - coordinates are within this local
2130     * map.
2131     */
2132 elmex 1.1
2133 root 1.29 return m;
2134 elmex 1.1 }
2135    
2136     /**
2137     * Return whether map2 is adjacent to map1. If so, store the distance from
2138     * map1 to map2 in dx/dy.
2139     */
2140 root 1.29 static int
2141 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142 root 1.29 {
2143     if (!map1 || !map2)
2144     return 0;
2145    
2146     if (map1 == map2)
2147     {
2148     *dx = 0;
2149     *dy = 0;
2150    
2151     }
2152     else if (map1->tile_map[0] == map2)
2153     { /* up */
2154     *dx = 0;
2155 root 1.48 *dy = -map2->height;
2156 root 1.29 }
2157     else if (map1->tile_map[1] == map2)
2158     { /* right */
2159 root 1.48 *dx = map1->width;
2160 root 1.29 *dy = 0;
2161     }
2162     else if (map1->tile_map[2] == map2)
2163     { /* down */
2164     *dx = 0;
2165 root 1.48 *dy = map1->height;
2166 root 1.29 }
2167     else if (map1->tile_map[3] == map2)
2168     { /* left */
2169 root 1.48 *dx = -map2->width;
2170 root 1.29 *dy = 0;
2171    
2172     }
2173     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174     { /* up right */
2175 root 1.48 *dx = map1->tile_map[0]->width;
2176     *dy = -map1->tile_map[0]->height;
2177 root 1.29 }
2178     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2179     { /* up left */
2180 root 1.48 *dx = -map2->width;
2181     *dy = -map1->tile_map[0]->height;
2182 root 1.29 }
2183     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2184     { /* right up */
2185 root 1.48 *dx = map1->width;
2186     *dy = -map2->height;
2187 root 1.29 }
2188     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2189     { /* right down */
2190 root 1.48 *dx = map1->width;
2191     *dy = map1->tile_map[1]->height;
2192 root 1.29 }
2193     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2194     { /* down right */
2195 root 1.48 *dx = map1->tile_map[2]->width;
2196     *dy = map1->height;
2197 root 1.29 }
2198     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2199     { /* down left */
2200 root 1.48 *dx = -map2->width;
2201     *dy = map1->height;
2202 root 1.29 }
2203     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2204     { /* left up */
2205 root 1.48 *dx = -map1->tile_map[3]->width;
2206     *dy = -map2->height;
2207 root 1.29 }
2208     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209     { /* left down */
2210 root 1.48 *dx = -map1->tile_map[3]->width;
2211     *dy = map1->tile_map[3]->height;
2212 elmex 1.1
2213 root 1.29 }
2214     else
2215     { /* not "adjacent" enough */
2216     return 0;
2217 elmex 1.1 }
2218    
2219 root 1.29 return 1;
2220 elmex 1.1 }
2221    
2222     /* From map.c
2223     * This is used by get_player to determine where the other
2224     * creature is. get_rangevector takes into account map tiling,
2225     * so you just can not look the the map coordinates and get the
2226     * righte value. distance_x/y are distance away, which
2227     * can be negativbe. direction is the crossfire direction scheme
2228     * that the creature should head. part is the part of the
2229     * monster that is closest.
2230     *
2231     * get_rangevector looks at op1 and op2, and fills in the
2232     * structure for op1 to get to op2.
2233     * We already trust that the caller has verified that the
2234     * two objects are at least on adjacent maps. If not,
2235     * results are not likely to be what is desired.
2236     * if the objects are not on maps, results are also likely to
2237     * be unexpected
2238     *
2239     * currently, the only flag supported (0x1) is don't translate for
2240     * closest body part of 'op1'
2241     */
2242    
2243 root 1.29 void
2244     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2245     {
2246     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247     {
2248     /* be conservative and fill in _some_ data */
2249     retval->distance = 100000;
2250     retval->distance_x = 32767;
2251     retval->distance_y = 32767;
2252     retval->direction = 0;
2253     retval->part = 0;
2254     }
2255     else
2256     {
2257     object *best;
2258    
2259     retval->distance_x += op2->x - op1->x;
2260     retval->distance_y += op2->y - op1->y;
2261    
2262     best = op1;
2263     /* If this is multipart, find the closest part now */
2264     if (!(flags & 0x1) && op1->more)
2265     {
2266     object *tmp;
2267     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268    
2269     /* we just take the offset of the piece to head to figure
2270     * distance instead of doing all that work above again
2271     * since the distance fields we set above are positive in the
2272     * same axis as is used for multipart objects, the simply arithmetic
2273     * below works.
2274     */
2275     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2276     {
2277     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2278     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279     if (tmpi < best_distance)
2280     {
2281     best_distance = tmpi;
2282     best = tmp;
2283 elmex 1.1 }
2284     }
2285 root 1.29 if (best != op1)
2286     {
2287     retval->distance_x += op1->x - best->x;
2288     retval->distance_y += op1->y - best->y;
2289 elmex 1.1 }
2290     }
2291 root 1.29 retval->part = best;
2292     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2293     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 elmex 1.1 }
2295     }
2296    
2297     /* this is basically the same as get_rangevector above, but instead of
2298     * the first parameter being an object, it instead is the map
2299     * and x,y coordinates - this is used for path to player -
2300     * since the object is not infact moving but we are trying to traverse
2301     * the path, we need this.
2302     * flags has no meaning for this function at this time - I kept it in to
2303     * be more consistant with the above function and also in case they are needed
2304     * for something in the future. Also, since no object is pasted, the best
2305     * field of the rv_vector is set to NULL.
2306     */
2307    
2308 root 1.29 void
2309 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2310 root 1.29 {
2311     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312     {
2313     /* be conservative and fill in _some_ data */
2314     retval->distance = 100000;
2315     retval->distance_x = 32767;
2316     retval->distance_y = 32767;
2317     retval->direction = 0;
2318     retval->part = 0;
2319     }
2320     else
2321     {
2322     retval->distance_x += op2->x - x;
2323     retval->distance_y += op2->y - y;
2324    
2325     retval->part = NULL;
2326     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2327     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 elmex 1.1 }
2329     }
2330    
2331     /* Returns true of op1 and op2 are effectively on the same map
2332     * (as related to map tiling). Note that this looks for a path from
2333     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2334     * to op1, this will still return false.
2335     * Note we only look one map out to keep the processing simple
2336     * and efficient. This could probably be a macro.
2337     * MSW 2001-08-05
2338     */
2339 root 1.29 int
2340     on_same_map (const object *op1, const object *op2)
2341     {
2342     int dx, dy;
2343 elmex 1.1
2344 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2345 elmex 1.1 }
2346 root 1.52
2347     object *
2348     maptile::insert (object *op, int x, int y, object *originator, int flags)
2349     {
2350     if (!op->flag [FLAG_REMOVED])
2351     op->remove ();
2352    
2353     return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354     }
2355