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/cvs/deliantra/server/common/map.C
Revision: 1.2
Committed: Tue Aug 15 15:00:20 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.1: +6 -1 lines
Log Message:
added a safe_map flag which prevents bad effects on maps that should be
safe, like some shops and for example the trade shop in scorn.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 elmex 1.2 * "$Id: map.C,v 1.1 2006-08-13 17:16:00 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     #include <global.h>
31     #include <funcpoint.h>
32    
33     #include <loader.h>
34     #ifndef WIN32 /* ---win32 exclude header */
35     #include <unistd.h>
36     #endif /* win32 */
37    
38     #include "path.h"
39    
40    
41     extern int nrofallocobjects,nroffreeobjects;
42    
43     void (*load_original_map_callback)(mapstruct *map);
44     void (*load_temporary_map_callback)(mapstruct *map);
45     void (*clean_temporary_map_callback)(mapstruct *map);
46    
47     /*
48     * Returns the mapstruct which has a name matching the given argument.
49     * return NULL if no match is found.
50     */
51    
52     mapstruct *has_been_loaded (const char *name) {
53     mapstruct *map;
54    
55     if (!name || !*name)
56     return 0;
57     for (map = first_map; map; map = map->next)
58     if (!strcmp (name, map->path))
59     break;
60     return (map);
61     }
62    
63     /*
64     * This makes a path absolute outside the world of Crossfire.
65     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66     * and returns the pointer to a static array containing the result.
67     * it really should be called create_mapname
68     */
69    
70     const char *create_pathname (const char *name) {
71     static char buf[MAX_BUF];
72    
73     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74     * someplace else in the code? msw 2-17-97
75     */
76     if (*name == '/')
77     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78     else
79     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80     return (buf);
81     }
82    
83     /*
84     * same as create_pathname, but for the overlay maps.
85     */
86    
87     const char *create_overlay_pathname (const char *name) {
88     static char buf[MAX_BUF];
89    
90     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91     * someplace else in the code? msw 2-17-97
92     */
93     if (*name == '/')
94     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95     else
96     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97     return (buf);
98     }
99    
100     /*
101     * same as create_pathname, but for the template maps.
102     */
103    
104     const char *create_template_pathname (const char *name) {
105     static char buf[MAX_BUF];
106    
107     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108     * someplace else in the code? msw 2-17-97
109     */
110     if (*name == '/')
111     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112     else
113     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114     return (buf);
115     }
116    
117     /*
118     * This makes absolute path to the itemfile where unique objects
119     * will be saved. Converts '/' to '@'. I think it's essier maintain
120     * files than full directory structure, but if this is problem it can
121     * be changed.
122     */
123     static const char *create_items_path (const char *s) {
124     static char buf[MAX_BUF];
125     char *t;
126    
127     if (*s == '/')
128     s++;
129    
130     sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131    
132     for (t=buf+strlen(buf); *s; s++,t++)
133     if (*s == '/')
134     *t = '@';
135     else
136     *t = *s;
137     *t = 0;
138     return (buf);
139     }
140    
141    
142     /*
143     * This function checks if a file with the given path exists.
144     * -1 is returned if it fails, otherwise the mode of the file
145     * is returned.
146     * It tries out all the compression suffixes listed in the uncomp[] array.
147     *
148     * If prepend_dir is set, then we call create_pathname (which prepends
149     * libdir & mapdir). Otherwise, we assume the name given is fully
150     * complete.
151     * Only the editor actually cares about the writablity of this -
152     * the rest of the code only cares that the file is readable.
153     * when the editor goes away, the call to stat should probably be
154     * replaced by an access instead (similar to the windows one, but
155     * that seems to be missing the prepend_dir processing
156     */
157    
158     int check_path (const char *name, int prepend_dir)
159     {
160     char buf[MAX_BUF];
161     #ifndef WIN32
162     char *endbuf;
163     struct stat statbuf;
164     int mode = 0, i;
165     #endif
166    
167     if (prepend_dir)
168     strcpy (buf, create_pathname(name));
169     else
170     strcpy(buf, name);
171     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
172     return(_access(buf,0));
173     #else
174    
175     /* old method (strchr(buf, '\0')) seemd very odd to me -
176     * this method should be equivalant and is clearer.
177     * Can not use strcat because we need to cycle through
178     * all the names.
179     */
180     endbuf = buf + strlen(buf);
181    
182     for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183     if (uncomp[i][0])
184     strcpy(endbuf, uncomp[i][0]);
185     else
186     *endbuf = '\0';
187     if (!stat (buf, &statbuf))
188     break;
189     }
190     if (i == NROF_COMPRESS_METHODS)
191     return (-1);
192     if (!S_ISREG (statbuf.st_mode))
193     return (-1);
194    
195     if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196     ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197     (statbuf.st_mode & S_IROTH))
198     mode |= 4;
199    
200     if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201     (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202     (statbuf.st_mode & S_IWOTH))
203     mode |= 2;
204    
205     return (mode);
206     #endif
207     }
208    
209     /*
210     * Prints out debug-information about a map.
211     * Dumping these at llevError doesn't seem right, but is
212     * necessary to make sure the information is in fact logged.
213     */
214    
215     void dump_map(const mapstruct *m) {
216     LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217     LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218     MAP_WIDTH(m), MAP_HEIGHT(m),
219     MAP_ENTER_X(m), MAP_ENTER_Y(m));
220    
221     if(m->msg!=NULL)
222     LOG(llevError,"Message:\n%s",m->msg);
223    
224     if(m->maplore!=NULL)
225     LOG(llevError,"Lore:\n%s",m->maplore);
226    
227     if(m->tmpname!=NULL)
228     LOG(llevError,"Tmpname: %s\n",m->tmpname);
229    
230     LOG(llevError,"Difficulty: %d\n",m->difficulty);
231     LOG(llevError,"Darkness: %d\n",m->darkness);
232     }
233    
234     /*
235     * Prints out debug-information about all maps.
236     * This basically just goes through all the maps and calls
237     * dump_map on each one.
238     */
239    
240     void dump_all_maps(void) {
241     mapstruct *m;
242     for(m=first_map;m!=NULL;m=m->next) {
243     dump_map(m);
244     }
245     }
246    
247     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
248     * one function that just returns a P_.. value (see map.h)
249     * it will also do map translation for tiled maps, returning
250     * new values into newmap, nx, and ny. Any and all of those
251     * values can be null, in which case if a new map is needed (returned
252     * by a P_NEW_MAP value, another call to get_map_from_coord
253     * is needed. The case of not passing values is if we're just
254     * checking for the existence of something on those spaces, but
255     * don't expect to insert/remove anything from those spaces.
256     */
257     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258     {
259     sint16 newx, newy;
260     int retval=0;
261     mapstruct *mp;
262    
263     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264     newx = x;
265     newy = y;
266     mp = get_map_from_coord(oldmap, &newx, &newy);
267     if (mp != oldmap)
268     retval |= P_NEW_MAP;
269     if (newmap) *newmap = mp;
270     if (nx) *nx = newx;
271     if (ny) *ny = newy;
272     retval |= mp->spaces[newx + mp->width * newy].flags;
273 elmex 1.2 if (mp->safe_map)
274     retval |= P_NO_MAGIC | P_NO_CLERIC | P_SAFE_MAP;
275 elmex 1.1 return retval;
276     }
277    
278    
279     /*
280     * Returns true if the given coordinate is blocked except by the
281     * object passed is not blocking. This is used with
282     * multipart monsters - if we want to see if a 2x2 monster
283     * can move 1 space to the left, we don't want its own area
284     * to block it from moving there.
285     * Returns TRUE if the space is blocked by something other than the
286     * monster.
287     * m, x, y are the target map/coordinates - needed for map tiling.
288     * the coordinates & map passed in should have been updated for tiling
289     * by the caller.
290     */
291    
292     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
293     object *tmp;
294     int mflags, blocked;
295    
296     /* Make sure the coordinates are valid - they should be, as caller should
297     * have already checked this.
298     */
299     if (OUT_OF_REAL_MAP(m, sx, sy)) {
300     LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
301     return 1;
302     }
303    
304     /* Save some cycles - instead of calling get_map_flags(), just get the value
305     * directly.
306     */
307     mflags = m->spaces[sx + m->width * sy].flags;
308    
309     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
310    
311     /* If space is currently not blocked by anything, no need to
312     * go further. Not true for players - all sorts of special
313     * things we need to do for players.
314     */
315     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
316    
317     /* if there isn't anytyhing alive on this space, and this space isn't
318     * otherwise blocked, we can return now. Only if there is a living
319     * creature do we need to investigate if it is part of this creature
320     * or another. Likewise, only if something is blocking us do we
321     * need to investigate if there is a special circumstance that would
322     * let the player through (inventory checkers for example)
323     */
324     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
325    
326     if(ob->head != NULL)
327     ob=ob->head;
328    
329     /* We basically go through the stack of objects, and if there is
330     * some other object that has NO_PASS or FLAG_ALIVE set, return
331     * true. If we get through the entire stack, that must mean
332     * ob is blocking it, so return 0.
333     */
334     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
335    
336     /* This must be before the checks below. Code for inventory checkers. */
337     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
338     /* If last_sp is set, the player/monster needs an object,
339     * so we check for it. If they don't have it, they can't
340     * pass through this space.
341     */
342     if (tmp->last_sp) {
343     if (check_inv_recursive(ob,tmp)==NULL)
344     return 1;
345     else
346     continue;
347     } else {
348     /* In this case, the player must not have the object -
349     * if they do, they can't pass through.
350     */
351     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
352     return 1;
353     else
354     continue;
355     }
356     } /* if check_inv */
357     else {
358     /* Broke apart a big nasty if into several here to make
359     * this more readable. first check - if the space blocks
360     * movement, can't move here.
361     * second - if a monster, can't move there, unles it is a
362     * hidden dm
363     */
364     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
365     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
366     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
367     return 1;
368     }
369    
370     }
371     return 0;
372     }
373    
374    
375     /*
376     * Returns true if the given object can't fit in the given spot.
377     * This is meant for multi space objects - for single space objecs,
378     * just calling get_map_blocked and checking that against movement type
379     * of object. This function goes through all the parts of the
380     * multipart object and makes sure they can be inserted.
381     *
382     * While this doesn't call out of map, the get_map_flags does.
383     *
384     * This function has been used to deprecate arch_out_of_map -
385     * this function also does that check, and since in most cases,
386     * a call to one would follow the other, doesn't make a lot of sense to
387     * have two seperate functions for this.
388     *
389     * This returns nonzero if this arch can not go on the space provided,
390     * 0 otherwise. the return value will contain the P_.. value
391     * so the caller can know why this object can't go on the map.
392     * Note that callers should not expect P_NEW_MAP to be set
393     * in return codes - since the object is multispace - if
394     * we did return values, what do you return if half the object
395     * is one map, half on another.
396     *
397     * Note this used to be arch_blocked, but with new movement
398     * code, we need to have actual object to check its move_type
399     * against the move_block values.
400     */
401    
402     int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
403     archetype *tmp;
404     int flag;
405     mapstruct *m1;
406     sint16 sx, sy;
407    
408     if(ob==NULL) {
409     flag= get_map_flags(m,&m1, x,y, &sx, &sy);
410     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
411    
412     /* don't have object, so don't know what types would block */
413     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
414     }
415    
416     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
417     flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
418    
419     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
420     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
421    
422     /* find_first_free_spot() calls this function. However, often
423     * ob doesn't have any move type (when used to place exits)
424     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
425     */
426    
427     if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
428    
429     /* Note it is intentional that we check ob - the movement type of the
430     * head of the object should correspond for the entire object.
431     */
432     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
433     return AB_NO_PASS;
434    
435     }
436     return 0;
437     }
438    
439     /* When the map is loaded, load_object does not actually insert objects
440     * into inventory, but just links them. What this does is go through
441     * and insert them properly.
442     * The object 'container' is the object that contains the inventory.
443     * This is needed so that we can update the containers weight.
444     */
445    
446     void fix_container(object *container)
447     {
448     object *tmp=container->inv, *next;
449    
450     container->inv=NULL;
451     while (tmp!=NULL) {
452     next = tmp->below;
453     if (tmp->inv)
454     fix_container(tmp);
455     (void) insert_ob_in_ob(tmp,container);
456     tmp = next;
457     }
458     /* sum_weight will go through and calculate what all the containers are
459     * carrying.
460     */
461     sum_weight(container);
462     }
463    
464     /* link_multipart_objects go through all the objects on the map looking
465     * for objects whose arch says they are multipart yet according to the
466     * info we have, they only have the head (as would be expected when
467     * they are saved). We do have to look for the old maps that did save
468     * the more sections and not re-add sections for them.
469     */
470    
471     static void link_multipart_objects(mapstruct *m)
472     {
473     int x,y;
474     object *tmp, *op, *last, *above;
475     archetype *at;
476    
477     for(x=0;x<MAP_WIDTH(m);x++)
478     for(y=0;y<MAP_HEIGHT(m);y++)
479     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
480     above=tmp->above;
481    
482     /* already multipart - don't do anything more */
483     if (tmp->head || tmp->more) continue;
484    
485     /* If there is nothing more to this object, this for loop
486     * won't do anything.
487     */
488     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
489     op = arch_to_object(at);
490    
491     /* update x,y coordinates */
492     op->x += tmp->x;
493     op->y += tmp->y;
494     op->head = tmp;
495     op->map = m;
496     last->more = op;
497     if (tmp->name != op->name) {
498     if (op->name) free_string(op->name);
499     op->name = add_string(tmp->name);
500     }
501     if (tmp->title != op->title) {
502     if (op->title) free_string(op->title);
503     op->title = add_string(tmp->title);
504     }
505     /* we could link all the parts onto tmp, and then just
506     * call insert_ob_in_map once, but the effect is the same,
507     * as insert_ob_in_map will call itself with each part, and
508     * the coding is simpler to just to it here with each part.
509     */
510     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
511     } /* for at = tmp->arch->more */
512     } /* for objects on this space */
513     }
514    
515    
516    
517     /*
518     * Loads (ands parses) the objects into a given map from the specified
519     * file pointer.
520     * mapflags is the same as we get with load_original_map
521     */
522    
523     void load_objects (mapstruct *m, FILE *fp, int mapflags) {
524     int i,j,bufstate=LO_NEWFILE;
525     int unique;
526     object *op, *prev=NULL,*last_more=NULL, *otmp;
527    
528     op=get_object();
529     op->map = m; /* To handle buttons correctly */
530    
531     while((i=load_object(fp,op,bufstate, mapflags))) {
532     /* Since the loading of the map header does not load an object
533     * anymore, we need to pass LO_NEWFILE for the first object loaded,
534     * and then switch to LO_REPEAT for faster loading.
535     */
536     bufstate = LO_REPEAT;
537    
538     /* if the archetype for the object is null, means that we
539     * got an invalid object. Don't do anything with it - the game
540     * or editor will not be able to do anything with it either.
541     */
542     if (op->arch==NULL) {
543     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
544     continue;
545     }
546    
547    
548     switch(i) {
549     case LL_NORMAL:
550     /* if we are loading an overlay, put the floors on the bottom */
551     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
552     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554     else
555     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556    
557     if (op->inv)
558     sum_weight(op);
559    
560     prev=op,last_more=op;
561     break;
562    
563     case LL_MORE:
564     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565     op->head=prev,last_more->more=op,last_more=op;
566     break;
567     }
568     if (mapflags & MAP_STYLE) {
569     remove_from_active_list(op);
570     }
571     op=get_object();
572     op->map = m;
573     }
574     for (i=0;i<m->width;i++){
575     for (j=0;j<m->height;j++){
576     unique =0;
577     /* check for unique items, or unique squares */
578     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
579     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
580     unique = 1;
581     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
582     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
583     }
584     }
585     }
586     free_object(op);
587     link_multipart_objects(m);
588     }
589    
590     /* This saves all the objects on the map in a non destructive fashion.
591     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
592     * and we only save the head of multi part objects - this is needed
593     * in order to do map tiling properly.
594     */
595     void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
596     int i, j = 0,unique=0;
597     object *op;
598     /* first pass - save one-part objects */
599     for(i = 0; i < MAP_WIDTH(m); i++)
600     for (j = 0; j < MAP_HEIGHT(m); j++) {
601     unique=0;
602     for(op = get_map_ob (m, i, j); op; op = op->above) {
603     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
604     unique=1;
605    
606     if(op->type == PLAYER) {
607     LOG(llevDebug, "Player on map that is being saved\n");
608     continue;
609     }
610    
611     if (op->head || op->owner)
612     continue;
613    
614     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
615     save_object( fp2 , op, 3);
616     else
617     if (flag == 0 ||
618     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
619     !QUERY_FLAG(op, FLAG_UNPAID))))
620     save_object(fp, op, 3);
621    
622     } /* for this space */
623     } /* for this j */
624     }
625    
626     /*
627     * Allocates, initialises, and returns a pointer to a mapstruct.
628     * Modified to no longer take a path option which was not being
629     * used anyways. MSW 2001-07-01
630     */
631    
632     mapstruct *get_linked_map(void) {
633     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
634     mapstruct *mp;
635    
636     if(map==NULL)
637     fatal(OUT_OF_MEMORY);
638    
639     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
640     if(mp==NULL)
641     first_map=map;
642     else
643     mp->next=map;
644    
645     map->in_memory=MAP_SWAPPED;
646     /* The maps used to pick up default x and y values from the
647     * map archetype. Mimic that behaviour.
648     */
649     MAP_WIDTH(map)=16;
650     MAP_HEIGHT(map)=16;
651     MAP_RESET_TIMEOUT(map)=0;
652     MAP_TIMEOUT(map)=300;
653     MAP_ENTER_X(map)=0;
654     MAP_ENTER_Y(map)=0;
655     /*set part to -1 indicating conversion to weather map not yet done*/
656     MAP_WORLDPARTX(map)=-1;
657     MAP_WORLDPARTY(map)=-1;
658     return map;
659     }
660    
661     /*
662     * Allocates the arrays contained in a mapstruct.
663     * This basically allocates the dynamic array of spaces for the
664     * map.
665     */
666    
667     void allocate_map(mapstruct *m) {
668     m->in_memory = MAP_IN_MEMORY;
669     /* Log this condition and free the storage. We could I suppose
670     * realloc, but if the caller is presuming the data will be intact,
671     * that is their poor assumption.
672     */
673     if (m->spaces) {
674     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
675     free(m->spaces);
676     }
677    
678     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
679    
680     if(m->spaces==NULL)
681     fatal(OUT_OF_MEMORY);
682     }
683    
684     /* Create and returns a map of the specific size. Used
685     * in random map code and the editor.
686     */
687     mapstruct *get_empty_map(int sizex, int sizey) {
688     mapstruct *m = get_linked_map();
689     m->width = sizex;
690     m->height = sizey;
691     m->in_memory = MAP_SWAPPED;
692     allocate_map(m);
693     return m;
694     }
695    
696     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
697     * corresponding to that string. Memory is allocated for this, it must be freed
698     * at a later date.
699     * Called by parse_map_headers below.
700     */
701    
702     static shopitems *parse_shop_string (const char *input_string) {
703     char *shop_string, *p, *q, *next_semicolon, *next_colon;
704     shopitems *items=NULL;
705     int i=0, number_of_entries=0;
706     const typedata *current_type;
707    
708     shop_string=strdup_local(input_string);
709     p=shop_string;
710     /* first we'll count the entries, we'll need that for allocating the array shortly */
711     while (p) {
712     p=strchr(p, ';');
713     number_of_entries++;
714     if (p) p++;
715     }
716     p=shop_string;
717     strip_endline(p);
718     items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
719     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
720     for (i=0; i<number_of_entries; i++) {
721     if (!p) {
722     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
723     break;
724     }
725     next_semicolon=strchr(p, ';');
726     next_colon=strchr(p, ':');
727     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
728     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
729     items[i].strength=atoi(strchr(p,':')+1);
730    
731     if (isdigit(*p) || *p=='*') {
732     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
733     current_type=get_typedata(items[i].typenum);
734     if (current_type) {
735     items[i].name=current_type->name;
736     items[i].name_pl=current_type->name_pl;
737     }
738     }
739     else { /*we have a named type, let's figure out what it is */
740     q=strpbrk(p,";:");
741     if (q) *q='\0';
742    
743     current_type=get_typedata_by_name(p);
744     if (current_type) {
745     items[i].name=current_type->name;
746     items[i].typenum=current_type->number;
747     items[i].name_pl=current_type->name_pl;
748     }
749     else { /* oh uh, something's wrong, let's free up this one, and try
750     * the next entry while we're at it, better print a warning
751     */
752     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
753     p, input_string);
754     }
755     }
756     items[i].index=number_of_entries;
757     if (next_semicolon) p=++next_semicolon;
758     else p=NULL;
759     }
760     free(shop_string);
761     return items;
762     }
763    
764     /* opposite of parse string, this puts the string that was originally fed in to
765     * the map (or something equivilent) into output_string. */
766     static void print_shop_string(mapstruct *m, char *output_string) {
767     int i;
768     char tmp[MAX_BUF];
769     strcpy(output_string, "");
770     for (i=0; i< m->shopitems[0].index; i++) {
771     if (m->shopitems[i].typenum) {
772     if (m->shopitems[i].strength) {
773     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
774     }
775     else sprintf(tmp, "%s;", m->shopitems[i].name);
776     }
777     else {
778     if (m->shopitems[i].strength) {
779     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
780     }
781     else sprintf(tmp, "*");
782     }
783     strcat(output_string, tmp);
784     }
785     }
786    
787     /* This loads the header information of the map. The header
788     * contains things like difficulty, size, timeout, etc.
789     * this used to be stored in the map object, but with the
790     * addition of tiling, fields beyond that easily named in an
791     * object structure were needed, so it just made sense to
792     * put all the stuff in the map object so that names actually make
793     * sense.
794     * This could be done in lex (like the object loader), but I think
795     * currently, there are few enough fields this is not a big deal.
796     * MSW 2001-07-01
797     * return 0 on success, 1 on failure.
798     */
799    
800     static int load_map_header(FILE *fp, mapstruct *m)
801     {
802     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
803     int msgpos=0;
804     int maplorepos=0;
805    
806     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
807     buf[HUGE_BUF-1] = 0;
808     key = buf;
809     while (isspace(*key)) key++;
810     if (*key == 0) continue; /* empty line */
811     value = strchr(key, ' ');
812     if (!value) {
813     end = strchr(key, '\n');
814     if (end != NULL) {
815     *end = 0;
816     }
817     } else {
818     *value = 0;
819     value++;
820     end = strchr(value, '\n');
821     while (isspace(*value)) {
822     value++;
823     if (*value == '\0' || value == end) {
824     /* Nothing but spaces. */
825     value = NULL;
826     break;
827     }
828     }
829     }
830     if (!end) {
831     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
832     buf);
833     return 1;
834     }
835    
836    
837     /* key is the field name, value is what it should be set
838     * to. We've already done the work to null terminate key,
839     * and strip off any leading spaces for both of these.
840     * We have not touched the newline at the end of the line -
841     * these are needed for some values. the end pointer
842     * points to the first of the newlines.
843     * value could be NULL! It would be easy enough to just point
844     * this to "" to prevent cores, but that would let more errors slide
845     * through.
846     *
847     * First check for entries that do not use the value parameter, then
848     * validate that value is given and check for the remaining entries
849     * that use the parameter.
850     */
851    
852     if (!strcmp(key,"msg")) {
853     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
854     if (!strcmp(buf,"endmsg\n")) break;
855     else {
856     /* slightly more efficient than strcat */
857     strcpy(msgbuf+msgpos, buf);
858     msgpos += strlen(buf);
859     }
860     }
861     /* There are lots of maps that have empty messages (eg, msg/endmsg
862     * with nothing between). There is no reason in those cases to
863     * keep the empty message. Also, msgbuf contains garbage data
864     * when msgpos is zero, so copying it results in crashes
865     */
866     if (msgpos != 0)
867     m->msg = strdup_local(msgbuf);
868     }
869     else if (!strcmp(key,"maplore")) {
870     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
871     if (!strcmp(buf,"endmaplore\n")) break;
872     else {
873     /* slightly more efficient than strcat */
874     strcpy(maplorebuf+maplorepos, buf);
875     maplorepos += strlen(buf);
876     }
877     }
878     if (maplorepos != 0)
879     m->maplore = strdup_local(maplorebuf);
880     }
881     else if (!strcmp(key,"end")) {
882     break;
883     }
884     else if (value == NULL) {
885     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
886     }
887     else if (!strcmp(key, "arch")) {
888     /* This is an oddity, but not something we care about much. */
889     if (strcmp(value,"map\n"))
890     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
891     }
892     else if (!strcmp(key,"name")) {
893     *end=0;
894     m->name = strdup_local(value);
895     }
896     /* first strcmp value on these are old names supported
897     * for compatibility reasons. The new values (second) are
898     * what really should be used.
899     */
900     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
901     m->enter_x = atoi(value);
902     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
903     m->enter_y = atoi(value);
904     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
905     m->width = atoi(value);
906     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
907     m->height = atoi(value);
908     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
909     m->reset_timeout = atoi(value);
910     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
911     m->timeout = atoi(value);
912     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
913     m->difficulty = atoi(value);
914     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
915     m->darkness = atoi(value);
916     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
917     m->fixed_resettime = atoi(value);
918     } else if (!strcmp(key,"unique")) {
919     m->unique = atoi(value);
920     } else if (!strcmp(key,"template")) {
921     m->templatemap = atoi(value);
922     } else if (!strcmp(key,"region")) {
923     m->region = get_region_by_name(value);
924     } else if (!strcmp(key,"shopitems")) {
925     *end=0;
926     m->shopitems = parse_shop_string(value);
927     } else if (!strcmp(key,"shopgreed")) {
928     m->shopgreed = atof(value);
929     } else if (!strcmp(key,"shopmin")) {
930     m->shopmin = atol(value);
931     } else if (!strcmp(key,"shopmax")) {
932     m->shopmax = atol(value);
933     } else if (!strcmp(key,"shoprace")) {
934     *end=0;
935     m->shoprace = strdup_local(value);
936     } else if (!strcmp(key,"outdoor")) {
937     m->outdoor = atoi(value);
938     } else if (!strcmp(key, "temp")) {
939     m->temp = atoi(value);
940     } else if (!strcmp(key, "pressure")) {
941     m->pressure = atoi(value);
942     } else if (!strcmp(key, "humid")) {
943     m->humid = atoi(value);
944     } else if (!strcmp(key, "windspeed")) {
945     m->windspeed = atoi(value);
946     } else if (!strcmp(key, "winddir")) {
947     m->winddir = atoi(value);
948     } else if (!strcmp(key, "sky")) {
949     m->sky = atoi(value);
950     } else if (!strcmp(key, "nosmooth")) {
951     m->nosmooth = atoi(value);
952 elmex 1.2 } else if (!strcmp(key, "safe_map")) {
953     m->safe_map = atoi(value);
954 elmex 1.1 }
955     else if (!strncmp(key,"tile_path_", 10)) {
956     int tile=atoi(key+10);
957    
958     if (tile<1 || tile>4) {
959     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960     tile, m->path);
961     } else {
962     char *path;
963    
964     *end = 0;
965    
966     if (m->tile_path[tile-1]) {
967     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968     tile, m->path);
969     free(m->tile_path[tile-1]);
970     m->tile_path[tile-1] = NULL;
971     }
972    
973     if (check_path(value, 1) != -1) {
974     /* The unadorned path works. */
975     path = value;
976     } else {
977     /* Try again; it could be a relative exit. */
978    
979     path = path_combine_and_normalize(m->path, value);
980    
981     if (check_path(path, 1) == -1) {
982     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983     path = NULL;
984     }
985     }
986    
987     if (editor) {
988     /* Use the value as in the file. */
989     m->tile_path[tile-1] = strdup_local(value);
990     } else if (path != NULL) {
991     /* Use the normalized value. */
992     m->tile_path[tile-1] = strdup_local(path);
993     }
994     } /* end if tile direction (in)valid */
995     }
996     else {
997     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998     }
999     }
1000     if (!key || strcmp(key,"end")) {
1001     LOG(llevError,"Got premature eof on map header!\n");
1002     return 1;
1003     }
1004     return 0;
1005     }
1006    
1007     /*
1008     * Opens the file "filename" and reads information about the map
1009     * from the given file, and stores it in a newly allocated
1010     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011     * flags correspond to those in map.h. Main ones used are
1012     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013     * MAP_BLOCK, in which case we block on this load. This happens in all
1014     * cases, no matter if this flag is set or not.
1015     * MAP_STYLE: style map - don't add active objects, don't add to server
1016     * managed map list.
1017     */
1018    
1019     mapstruct *load_original_map(const char *filename, int flags) {
1020     FILE *fp;
1021     mapstruct *m;
1022     int comp;
1023     char pathname[MAX_BUF];
1024    
1025     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1026     if (flags & MAP_PLAYER_UNIQUE)
1027     strcpy(pathname, filename);
1028     else if (flags & MAP_OVERLAY)
1029     strcpy(pathname, create_overlay_pathname(filename));
1030     else
1031     strcpy(pathname, create_pathname(filename));
1032    
1033     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1034     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1035     return (NULL);
1036     }
1037    
1038     m = get_linked_map();
1039    
1040     strcpy (m->path, filename);
1041     if (load_map_header(fp, m)) {
1042     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043     filename, flags);
1044     delete_map(m);
1045     return NULL;
1046     }
1047    
1048     allocate_map(m);
1049     m->compressed = comp;
1050    
1051     m->in_memory=MAP_LOADING;
1052     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1053     close_and_delete(fp, comp);
1054     m->in_memory=MAP_IN_MEMORY;
1055     if (!MAP_DIFFICULTY(m))
1056     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057     set_map_reset_time(m);
1058     if (load_original_map_callback)
1059     load_original_map_callback(m);
1060     return (m);
1061     }
1062    
1063     /*
1064     * Loads a map, which has been loaded earlier, from file.
1065     * Return the map object we load into (this can change from the passed
1066     * option if we can't find the original map)
1067     */
1068    
1069     static mapstruct *load_temporary_map(mapstruct *m) {
1070     FILE *fp;
1071     int comp;
1072     char buf[MAX_BUF];
1073    
1074     if (!m->tmpname) {
1075     LOG(llevError, "No temporary filename for map %s\n", m->path);
1076     strcpy(buf, m->path);
1077     delete_map(m);
1078     m = load_original_map(buf, 0);
1079     if(m==NULL) return NULL;
1080     fix_auto_apply(m); /* Chests which open as default */
1081     return m;
1082     }
1083    
1084     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1085     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1086     strcpy(buf, m->path);
1087     delete_map(m);
1088     m = load_original_map(buf, 0);
1089     if(m==NULL) return NULL;
1090     fix_auto_apply(m); /* Chests which open as default */
1091     return m;
1092     }
1093    
1094    
1095     if (load_map_header(fp, m)) {
1096     LOG(llevError,"Error loading map header for %s (%s)\n",
1097     m->path, m->tmpname);
1098     delete_map(m);
1099     m = load_original_map(m->path, 0);
1100     return NULL;
1101     }
1102     m->compressed = comp;
1103     allocate_map(m);
1104    
1105     m->in_memory=MAP_LOADING;
1106     load_objects (m, fp, 0);
1107     close_and_delete(fp, comp);
1108     m->in_memory=MAP_IN_MEMORY;
1109     if (load_temporary_map_callback)
1110     load_temporary_map_callback(m);
1111     return m;
1112     }
1113    
1114     /*
1115     * Loads a map, which has been loaded earlier, from file.
1116     * Return the map object we load into (this can change from the passed
1117     * option if we can't find the original map)
1118     */
1119    
1120     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1121     FILE *fp;
1122     int comp;
1123     char pathname[MAX_BUF];
1124    
1125     strcpy(pathname, create_overlay_pathname(filename));
1126    
1127     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1128     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1129     return m;
1130     }
1131    
1132     if (load_map_header(fp, m)) {
1133     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1134     m->path, pathname);
1135     delete_map(m);
1136     m = load_original_map(m->path, 0);
1137     return NULL;
1138     }
1139     m->compressed = comp;
1140     /*allocate_map(m);*/
1141    
1142     m->in_memory=MAP_LOADING;
1143     load_objects (m, fp, MAP_OVERLAY);
1144     close_and_delete(fp, comp);
1145     m->in_memory=MAP_IN_MEMORY;
1146     return m;
1147     }
1148    
1149     /******************************************************************************
1150     * This is the start of unique map handling code
1151     *****************************************************************************/
1152    
1153     /* This goes through map 'm' and removed any unique items on the map. */
1154     static void delete_unique_items(mapstruct *m)
1155     {
1156     int i,j,unique;
1157     object *op, *next;
1158    
1159     for(i=0; i<MAP_WIDTH(m); i++)
1160     for(j=0; j<MAP_HEIGHT(m); j++) {
1161     unique=0;
1162     for (op=get_map_ob(m, i, j); op; op=next) {
1163     next = op->above;
1164     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1165     unique=1;
1166     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1167     clean_object(op);
1168     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1169     remove_button_link(op);
1170     remove_ob(op);
1171     free_object(op);
1172     }
1173     }
1174     }
1175     }
1176    
1177    
1178     /*
1179     * Loads unique objects from file(s) into the map which is in memory
1180     * m is the map to load unique items into.
1181     */
1182     static void load_unique_objects(mapstruct *m) {
1183     FILE *fp;
1184     int comp,count;
1185     char firstname[MAX_BUF];
1186    
1187     for (count=0; count<10; count++) {
1188     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1189     if (!access(firstname, R_OK)) break;
1190     }
1191     /* If we get here, we did not find any map */
1192     if (count==10) return;
1193    
1194     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1195     /* There is no expectation that every map will have unique items, but this
1196     * is debug output, so leave it in.
1197     */
1198     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1199     return;
1200     }
1201    
1202     m->in_memory=MAP_LOADING;
1203     if (m->tmpname == NULL) /* if we have loaded unique items from */
1204     delete_unique_items(m); /* original map before, don't duplicate them */
1205     load_object(fp, NULL, LO_NOREAD,0);
1206     load_objects (m, fp, 0);
1207     close_and_delete(fp, comp);
1208     m->in_memory=MAP_IN_MEMORY;
1209     }
1210    
1211    
1212     /*
1213     * Saves a map to file. If flag is set, it is saved into the same
1214     * file it was (originally) loaded from. Otherwise a temporary
1215     * filename will be genarated, and the file will be stored there.
1216     * The temporary filename will be stored in the mapstructure.
1217     * If the map is unique, we also save to the filename in the map
1218     * (this should have been updated when first loaded)
1219     */
1220    
1221     int new_save_map(mapstruct *m, int flag) {
1222     FILE *fp, *fp2;
1223     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1224     int i;
1225    
1226     if (flag && !*m->path) {
1227     LOG(llevError,"Tried to save map without path.\n");
1228     return -1;
1229     }
1230    
1231     if (flag || (m->unique) || (m->templatemap)) {
1232     if (!m->unique && !m->templatemap) { /* flag is set */
1233     if (flag == 2)
1234     strcpy(filename, create_overlay_pathname(m->path));
1235     else
1236     strcpy (filename, create_pathname (m->path));
1237     } else
1238     strcpy (filename, m->path);
1239    
1240     /* If the compression suffix already exists on the filename, don't
1241     * put it on again. This nasty looking strcmp checks to see if the
1242     * compression suffix is at the end of the filename already.
1243     */
1244     if (m->compressed &&
1245     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1246     uncomp[m->compressed][0]))
1247     strcat(filename, uncomp[m->compressed][0]);
1248     make_path_to_file(filename);
1249     } else {
1250     if (!m->tmpname)
1251     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1252     strcpy(filename, m->tmpname);
1253     }
1254     LOG(llevDebug,"Saving map %s\n",m->path);
1255     m->in_memory = MAP_SAVING;
1256    
1257     unlink (filename); // do not overwrite backups if done via hardlinks
1258    
1259     /* Compress if it isn't a temporary save. Do compress if unique */
1260     if (m->compressed && (m->unique || m->templatemap || flag)) {
1261     char buf[MAX_BUF];
1262     strcpy(buf, uncomp[m->compressed][2]);
1263     strcat(buf, " > ");
1264     strcat(buf, filename);
1265     fp = popen(buf, "w");
1266     } else
1267     fp = fopen(filename, "w");
1268    
1269     if(fp == NULL) {
1270     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1271     return -1;
1272     }
1273    
1274     /* legacy */
1275     fprintf(fp,"arch map\n");
1276     if (m->name) fprintf(fp,"name %s\n", m->name);
1277     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1278     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1279     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1280     /* we unfortunately have no idea if this is a value the creator set
1281     * or a difficulty value we generated when the map was first loaded
1282     */
1283     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1284     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1285     if (m->shopitems) {
1286     print_shop_string(m, shop);
1287     fprintf(fp,"shopitems %s\n", shop);
1288     }
1289     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1290     #ifndef WIN32
1291     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1292     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1293     #else
1294     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1295     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1296     #endif
1297     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1298     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1299     if (m->width) fprintf(fp,"width %d\n", m->width);
1300     if (m->height) fprintf(fp,"height %d\n", m->height);
1301     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1302     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1303     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1304     if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1305     if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1306     if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1307     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1308     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1309     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1310     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1311     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1312     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1313     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1314     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1315 elmex 1.2 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1316 elmex 1.1
1317     /* Save any tiling information, except on overlays */
1318     if (flag != 2)
1319     for (i=0; i<4; i++)
1320     if (m->tile_path[i])
1321     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1322    
1323     fprintf(fp,"end\n");
1324    
1325     /* In the game save unique items in the different file, but
1326     * in the editor save them to the normal map file.
1327     * If unique map, save files in the proper destination (set by
1328     * player)
1329     */
1330     fp2 = fp; /* save unique items into fp2 */
1331     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1332     sprintf (buf,"%s.v00",create_items_path (m->path));
1333     if ((fp2 = fopen (buf, "w")) == NULL) {
1334     LOG(llevError, "Can't open unique items file %s\n", buf);
1335     }
1336     if (flag == 2)
1337     save_objects(m, fp, fp2, 2);
1338     else
1339     save_objects (m, fp, fp2, 0);
1340     if (fp2 != NULL) {
1341     if (ftell (fp2) == 0) {
1342     fclose (fp2);
1343     unlink (buf);
1344     } else {
1345     fclose (fp2);
1346     chmod (buf, SAVE_MODE);
1347     }
1348     }
1349     } else { /* save same file when not playing, like in editor */
1350     save_objects(m, fp, fp, 0);
1351     }
1352    
1353     if (m->compressed && (m->unique || m->templatemap || flag))
1354     pclose(fp);
1355     else
1356     fclose(fp);
1357    
1358     chmod (filename, SAVE_MODE);
1359     return 0;
1360     }
1361    
1362    
1363     /*
1364     * Remove and free all objects in the inventory of the given object.
1365     * object.c ?
1366     */
1367    
1368     void clean_object(object *op)
1369     {
1370     object *tmp, *next;
1371    
1372     for(tmp = op->inv; tmp; tmp = next)
1373     {
1374     next = tmp->below;
1375     clean_object(tmp);
1376     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1377     remove_button_link(tmp);
1378     remove_ob(tmp);
1379     free_object(tmp);
1380     }
1381     }
1382    
1383     /*
1384     * Remove and free all objects in the given map.
1385     */
1386    
1387     void free_all_objects(mapstruct *m) {
1388     int i,j;
1389     object *op;
1390    
1391     for(i=0;i<MAP_WIDTH(m);i++)
1392     for(j=0;j<MAP_HEIGHT(m);j++) {
1393     object *previous_obj=NULL;
1394     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1395     if (op==previous_obj) {
1396     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1397     break;
1398     }
1399     previous_obj=op;
1400     if(op->head!=NULL)
1401     op = op->head;
1402    
1403     /* If the map isn't in memory, free_object will remove and
1404     * free objects in op's inventory. So let it do the job.
1405     */
1406     if (m->in_memory==MAP_IN_MEMORY)
1407     clean_object(op);
1408     remove_ob(op);
1409     free_object(op);
1410     }
1411     }
1412     #ifdef MANY_CORES
1413     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1414     * an item on that map was not saved - look for that condition and die as appropriate -
1415     * this leaves more of the map data intact for better debugging.
1416     */
1417     for (op=objects; op!=NULL; op=op->next) {
1418     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1419     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1420     abort();
1421     }
1422     }
1423     #endif
1424     }
1425    
1426     /*
1427     * Frees everything allocated by the given mapstructure.
1428     * don't free tmpname - our caller is left to do that
1429     */
1430    
1431     void free_map(mapstruct *m,int flag) {
1432     int i;
1433    
1434     if (!m->in_memory) {
1435     LOG(llevError,"Trying to free freed map.\n");
1436     return;
1437     }
1438     if (flag && m->spaces) free_all_objects(m);
1439     if (m->name) FREE_AND_CLEAR(m->name);
1440     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1441     if (m->msg) FREE_AND_CLEAR(m->msg);
1442     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1443     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1444     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1445     if (m->buttons)
1446     free_objectlinkpt(m->buttons);
1447     m->buttons = NULL;
1448     for (i=0; i<4; i++) {
1449     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1450     m->tile_map[i] = NULL;
1451     }
1452     m->in_memory = MAP_SWAPPED;
1453     }
1454    
1455     /*
1456     * function: vanish mapstruct
1457     * m : pointer to mapstruct, if NULL no action
1458     * this deletes all the data on the map (freeing pointers)
1459     * and then removes this map from the global linked list of maps.
1460     */
1461    
1462     void delete_map(mapstruct *m) {
1463     mapstruct *tmp, *last;
1464     int i;
1465    
1466     if (!m)
1467     return;
1468     if (m->in_memory == MAP_IN_MEMORY) {
1469     /* change to MAP_SAVING, even though we are not,
1470     * so that remove_ob doesn't do as much work.
1471     */
1472     m->in_memory = MAP_SAVING;
1473     free_map (m, 1);
1474     }
1475     /* move this out of free_map, since tmpname can still be needed if
1476     * the map is swapped out.
1477     */
1478     if (m->tmpname) {
1479     free(m->tmpname);
1480     m->tmpname=NULL;
1481     }
1482     last = NULL;
1483     /* We need to look through all the maps and see if any maps
1484     * are pointing at this one for tiling information. Since
1485     * tiling can be assymetric, we just can not look to see which
1486     * maps this map tiles with and clears those.
1487     */
1488     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1489     if (tmp->next == m) last = tmp;
1490    
1491     /* This should hopefully get unrolled on a decent compiler */
1492     for (i=0; i<4; i++)
1493     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1494     }
1495    
1496     /* If last is null, then this should be the first map in the list */
1497     if (!last) {
1498     if (m == first_map)
1499     first_map = m->next;
1500     else
1501     /* m->path is a static char, so should hopefully still have
1502     * some useful data in it.
1503     */
1504     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1505     m->path);
1506     }
1507     else
1508     last->next = m->next;
1509    
1510     free (m);
1511     }
1512    
1513    
1514    
1515     /*
1516     * Makes sure the given map is loaded and swapped in.
1517     * name is path name of the map.
1518     * flags meaning:
1519     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1520     * and don't do unique items or the like.
1521     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1522     * dont do any more name translation on it.
1523     *
1524     * Returns a pointer to the given map.
1525     */
1526    
1527     mapstruct *ready_map_name(const char *name, int flags) {
1528     mapstruct *m;
1529    
1530     if (!name)
1531     return (NULL);
1532    
1533     /* Have we been at this level before? */
1534     m = has_been_loaded (name);
1535    
1536     /* Map is good to go, so just return it */
1537     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1538     return m;
1539     }
1540    
1541     /* unique maps always get loaded from their original location, and never
1542     * a temp location. Likewise, if map_flush is set, or we have never loaded
1543     * this map, load it now. I removed the reset checking from here -
1544     * it seems the probability of a player trying to enter a map that should
1545     * reset but hasn't yet is quite low, and removing that makes this function
1546     * a bit cleaner (and players probably shouldn't rely on exact timing for
1547     * resets in any case - if they really care, they should use the 'maps command.
1548     */
1549     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1550    
1551     /* first visit or time to reset */
1552     if (m) {
1553     clean_tmp_map(m); /* Doesn't make much difference */
1554     delete_map(m);
1555     }
1556    
1557     /* create and load a map */
1558     if (flags & MAP_PLAYER_UNIQUE)
1559     LOG(llevDebug, "Trying to load map %s.\n", name);
1560     else
1561     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1562    
1563     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1564     return (NULL);
1565    
1566     fix_auto_apply(m); /* Chests which open as default */
1567    
1568     /* If a player unique map, no extra unique object file to load.
1569     * if from the editor, likewise.
1570     */
1571     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1572     load_unique_objects(m);
1573    
1574     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1575     m=load_overlay_map(name, m);
1576     if (m==NULL)
1577     return NULL;
1578     }
1579    
1580     } else {
1581     /* If in this loop, we found a temporary map, so load it up. */
1582    
1583     m=load_temporary_map (m);
1584     if(m==NULL) return NULL;
1585     load_unique_objects(m);
1586    
1587     clean_tmp_map(m);
1588     m->in_memory = MAP_IN_MEMORY;
1589     /* tempnam() on sun systems (probably others) uses malloc
1590     * to allocated space for the string. Free it here.
1591     * In some cases, load_temporary_map above won't find the
1592     * temporary map, and so has reloaded a new map. If that
1593     * is the case, tmpname is now null
1594     */
1595     if (m->tmpname) free(m->tmpname);
1596     m->tmpname = NULL;
1597     /* It's going to be saved anew anyway */
1598     }
1599    
1600     /* Below here is stuff common to both first time loaded maps and
1601     * temp maps.
1602     */
1603    
1604     decay_objects(m); /* start the decay */
1605     /* In case other objects press some buttons down */
1606     update_buttons(m);
1607     if (m->outdoor)
1608     set_darkness_map(m);
1609     /* run the weather over this map */
1610     weather_effect(name);
1611     return m;
1612     }
1613    
1614    
1615     /*
1616     * This routine is supposed to find out the difficulty of the map.
1617     * difficulty does not have a lot to do with character level,
1618     * but does have a lot to do with treasure on the map.
1619     *
1620     * Difficulty can now be set by the map creature. If the value stored
1621     * in the map is zero, then use this routine. Maps should really
1622     * have a difficulty set than using this function - human calculation
1623     * is much better than this functions guesswork.
1624     */
1625    
1626     int calculate_difficulty(mapstruct *m) {
1627     object *op;
1628     archetype *at;
1629     int x, y, i, diff;
1630     long monster_cnt = 0;
1631     double avgexp = 0;
1632     sint64 total_exp = 0;
1633    
1634     if (MAP_DIFFICULTY (m))
1635     {
1636     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1637     return MAP_DIFFICULTY (m);
1638     }
1639    
1640     for(x = 0; x < MAP_WIDTH(m); x++)
1641     for(y = 0; y < MAP_HEIGHT(m); y++)
1642     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1643     {
1644     if(QUERY_FLAG (op, FLAG_MONSTER))
1645     {
1646     total_exp += op->stats.exp;
1647     monster_cnt++;
1648     }
1649    
1650     if(QUERY_FLAG (op, FLAG_GENERATOR))
1651     {
1652     total_exp += op->stats.exp;
1653     at = type_to_archetype(GENERATE_TYPE (op));
1654    
1655     if(at != NULL)
1656     total_exp += at->clone.stats.exp * 8;
1657    
1658     monster_cnt++;
1659     }
1660     }
1661    
1662     avgexp = (double) total_exp / monster_cnt;
1663    
1664     for (i = 1; i <= settings.max_level; i++)
1665     {
1666     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1667     {
1668     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1669     return i;
1670     }
1671     }
1672    
1673     return 1;
1674     }
1675    
1676     void clean_tmp_map(mapstruct *m) {
1677     if(m->tmpname == NULL)
1678     return;
1679     if (clean_temporary_map_callback)
1680     clean_temporary_map_callback (m);
1681     (void) unlink(m->tmpname);
1682     }
1683    
1684     void free_all_maps(void)
1685     {
1686     int real_maps=0;
1687    
1688     while (first_map) {
1689     /* I think some of the callers above before it gets here set this to be
1690     * saving, but we still want to free this data
1691     */
1692     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693     delete_map(first_map);
1694     real_maps++;
1695     }
1696     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697     }
1698    
1699     /* change_map_light() - used to change map light level (darkness)
1700     * up or down. Returns true if successful. It should now be
1701     * possible to change a value by more than 1.
1702     * Move this from los.c to map.c since this is more related
1703     * to maps than los.
1704     * postive values make it darker, negative make it brighter
1705     */
1706    
1707     int change_map_light(mapstruct *m, int change) {
1708     int new_level = m->darkness + change;
1709    
1710     /* Nothing to do */
1711     if(!change || (new_level <= 0 && m->darkness == 0) ||
1712     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713     return 0;
1714     }
1715    
1716     /* inform all players on the map */
1717     if (change>0)
1718     new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1719     else
1720     new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1721    
1722     /* Do extra checking. since m->darkness is a unsigned value,
1723     * we need to be extra careful about negative values.
1724     * In general, the checks below are only needed if change
1725     * is not +/-1
1726     */
1727     if (new_level < 0) m->darkness = 0;
1728     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1729     else m->darkness=new_level;
1730    
1731     /* All clients need to get re-updated for the change */
1732     update_all_map_los(m);
1733     return 1;
1734     }
1735    
1736    
1737     /*
1738     * This function updates various attributes about a specific space
1739     * on the map (what it looks like, whether it blocks magic,
1740     * has a living creatures, prevents people from passing
1741     * through, etc)
1742     */
1743     void update_position (mapstruct *m, int x, int y) {
1744     object *tmp, *last = NULL;
1745     uint8 flags = 0, oldflags, light=0, anywhere=0;
1746     New_Face *top,*floor, *middle;
1747     object *top_obj, *floor_obj, *middle_obj;
1748     MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1749    
1750     oldflags = GET_MAP_FLAGS(m,x,y);
1751     if (!(oldflags & P_NEED_UPDATE)) {
1752     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1753     m->path, x, y);
1754     return;
1755     }
1756    
1757     middle=blank_face;
1758     top=blank_face;
1759     floor=blank_face;
1760    
1761     middle_obj = NULL;
1762     top_obj = NULL;
1763     floor_obj = NULL;
1764    
1765     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1766    
1767     /* This could be made additive I guess (two lights better than
1768     * one). But if so, it shouldn't be a simple additive - 2
1769     * light bulbs do not illuminate twice as far as once since
1770     * it is a disapation factor that is squared (or is it cubed?)
1771     */
1772     if (tmp->glow_radius > light) light = tmp->glow_radius;
1773    
1774     /* This call is needed in order to update objects the player
1775     * is standing in that have animations (ie, grass, fire, etc).
1776     * However, it also causes the look window to be re-drawn
1777     * 3 times each time the player moves, because many of the
1778     * functions the move_player calls eventualy call this.
1779     *
1780     * Always put the player down for drawing.
1781     */
1782     if (!tmp->invisible) {
1783     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1784     top = tmp->face;
1785     top_obj = tmp;
1786     }
1787     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1788     /* If we got a floor, that means middle and top were below it,
1789     * so should not be visible, so we clear them.
1790     */
1791     middle=blank_face;
1792     top=blank_face;
1793     floor = tmp->face;
1794     floor_obj = tmp;
1795     }
1796     /* Flag anywhere have high priority */
1797     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1798     middle = tmp->face;
1799    
1800     middle_obj = tmp;
1801     anywhere =1;
1802     }
1803     /* Find the highest visible face around. If equal
1804     * visibilities, we still want the one nearer to the
1805     * top
1806     */
1807     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1808     middle = tmp->face;
1809     middle_obj = tmp;
1810     }
1811     }
1812     if (tmp==tmp->above) {
1813     LOG(llevError, "Error in structure of map\n");
1814     exit (-1);
1815     }
1816    
1817     move_slow |= tmp->move_slow;
1818     move_block |= tmp->move_block;
1819     move_on |= tmp->move_on;
1820     move_off |= tmp->move_off;
1821     move_allow |= tmp->move_allow;
1822    
1823     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1824     flags |= P_IS_ALIVE;
1825     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1826     flags |= P_NO_MAGIC;
1827     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1828     flags |= P_NO_CLERIC;
1829    
1830     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1831     flags |= P_BLOCKSVIEW;
1832     } /* for stack of objects */
1833    
1834     /* we don't want to rely on this function to have accurate flags, but
1835     * since we're already doing the work, we calculate them here.
1836     * if they don't match, logic is broken someplace.
1837     */
1838     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1839     (!(oldflags & P_NO_ERROR))) {
1840     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1841     m->path, x, y,
1842     (oldflags & ~P_NEED_UPDATE), flags);
1843     }
1844     SET_MAP_FLAGS(m, x, y, flags);
1845     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1846     SET_MAP_MOVE_ON(m, x, y, move_on);
1847     SET_MAP_MOVE_OFF(m, x, y, move_off);
1848     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1849    
1850     /* At this point, we have a floor face (if there is a floor),
1851     * and the floor is set - we are not going to touch it at
1852     * this point.
1853     * middle contains the highest visibility face.
1854     * top contains a player/monster face, if there is one.
1855     *
1856     * We now need to fill in top.face and/or middle.face.
1857     */
1858    
1859     /* If the top face also happens to be high visibility, re-do our
1860     * middle face. This should not happen, as we already have the
1861     * else statement above so middle should not get set. OTOH, it
1862     * may be possible for the faces to match but be different objects.
1863     */
1864     if (top == middle) middle=blank_face;
1865    
1866     /* There are three posibilities at this point:
1867     * 1) top face is set, need middle to be set.
1868     * 2) middle is set, need to set top.
1869     * 3) neither middle or top is set - need to set both.
1870     */
1871    
1872     for (tmp=last; tmp; tmp=tmp->below) {
1873     /* Once we get to a floor, stop, since we already have a floor object */
1874     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1875    
1876     /* If two top faces are already set, quit processing */
1877     if ((top != blank_face) && (middle != blank_face)) break;
1878    
1879     /* Only show visible faces, unless its the editor - show all */
1880     if (!tmp->invisible || editor) {
1881     /* Fill in top if needed */
1882     if (top == blank_face) {
1883     top = tmp->face;
1884     top_obj = tmp;
1885     if (top == middle) middle=blank_face;
1886     } else {
1887     /* top is already set - we should only get here if
1888     * middle is not set
1889     *
1890     * Set the middle face and break out, since there is nothing
1891     * more to fill in. We don't check visiblity here, since
1892     *
1893     */
1894     if (tmp->face != top ) {
1895     middle = tmp->face;
1896     middle_obj = tmp;
1897     break;
1898     }
1899     }
1900     }
1901     }
1902     if (middle == floor) middle = blank_face;
1903     if (top == middle) middle = blank_face;
1904     SET_MAP_FACE(m,x,y,top,0);
1905     if(top != blank_face)
1906     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1907     else
1908     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1909     SET_MAP_FACE(m,x,y,middle,1);
1910     if(middle != blank_face)
1911     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1912     else
1913     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1914     SET_MAP_FACE(m,x,y,floor,2);
1915     if(floor != blank_face)
1916     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1917     else
1918     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1919     SET_MAP_LIGHT(m,x,y,light);
1920     }
1921    
1922    
1923     void set_map_reset_time(mapstruct *map) {
1924     int timeout;
1925    
1926     timeout = MAP_RESET_TIMEOUT(map);
1927     if (timeout <= 0)
1928     timeout = MAP_DEFAULTRESET;
1929     if (timeout >= MAP_MAXRESET)
1930     timeout = MAP_MAXRESET;
1931     MAP_WHEN_RESET(map) = seconds()+timeout;
1932     }
1933    
1934     /* this updates the orig_map->tile_map[tile_num] value after loading
1935     * the map. It also takes care of linking back the freshly loaded
1936     * maps tile_map values if it tiles back to this one. It returns
1937     * the value of orig_map->tile_map[tile_num]. It really only does this
1938     * so that it is easier for calling functions to verify success.
1939     */
1940    
1941     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1942     {
1943     int dest_tile = (tile_num +2) % 4;
1944     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1945    
1946     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1947    
1948     /* need to do a strcmp here as the orig_map->path is not a shared string */
1949     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1950     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1951     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1952    
1953     return orig_map->tile_map[tile_num];
1954     }
1955    
1956     /* this returns TRUE if the coordinates (x,y) are out of
1957     * map m. This function also takes into account any
1958     * tiling considerations, loading adjacant maps as needed.
1959     * This is the function should always be used when it
1960     * necessary to check for valid coordinates.
1961     * This function will recursively call itself for the
1962     * tiled maps.
1963     *
1964     *
1965     */
1966     int out_of_map(mapstruct *m, int x, int y)
1967     {
1968    
1969     /* If we get passed a null map, this is obviously the
1970     * case. This generally shouldn't happen, but if the
1971     * map loads fail below, it could happen.
1972     */
1973     if (!m) return 0;
1974    
1975     if (x<0) {
1976     if (!m->tile_path[3]) return 1;
1977     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1978     load_and_link_tiled_map(m, 3);
1979     }
1980     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1981     }
1982     if (x>=MAP_WIDTH(m)) {
1983     if (!m->tile_path[1]) return 1;
1984     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1985     load_and_link_tiled_map(m, 1);
1986     }
1987     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1988     }
1989     if (y<0) {
1990     if (!m->tile_path[0]) return 1;
1991     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1992     load_and_link_tiled_map(m, 0);
1993     }
1994     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1995     }
1996     if (y>=MAP_HEIGHT(m)) {
1997     if (!m->tile_path[2]) return 1;
1998     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1999     load_and_link_tiled_map(m, 2);
2000     }
2001     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2002     }
2003    
2004     /* Simple case - coordinates are within this local
2005     * map.
2006     */
2007     return 0;
2008     }
2009    
2010     /* This is basically the same as out_of_map above, but
2011     * instead we return NULL if no map is valid (coordinates
2012     * out of bounds and no tiled map), otherwise it returns
2013     * the map as that the coordinates are really on, and
2014     * updates x and y to be the localized coordinates.
2015     * Using this is more efficient of calling out_of_map
2016     * and then figuring out what the real map is
2017     */
2018     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2019     {
2020    
2021     if (*x<0) {
2022     if (!m->tile_path[3]) return NULL;
2023     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2024     load_and_link_tiled_map(m, 3);
2025    
2026     *x += MAP_WIDTH(m->tile_map[3]);
2027     return (get_map_from_coord(m->tile_map[3], x, y));
2028     }
2029     if (*x>=MAP_WIDTH(m)) {
2030     if (!m->tile_path[1]) return NULL;
2031     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2032     load_and_link_tiled_map(m, 1);
2033    
2034     *x -= MAP_WIDTH(m);
2035     return (get_map_from_coord(m->tile_map[1], x, y));
2036     }
2037     if (*y<0) {
2038     if (!m->tile_path[0]) return NULL;
2039     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2040     load_and_link_tiled_map(m, 0);
2041    
2042     *y += MAP_HEIGHT(m->tile_map[0]);
2043     return (get_map_from_coord(m->tile_map[0], x, y));
2044     }
2045     if (*y>=MAP_HEIGHT(m)) {
2046     if (!m->tile_path[2]) return NULL;
2047     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2048     load_and_link_tiled_map(m, 2);
2049    
2050     *y -= MAP_HEIGHT(m);
2051     return (get_map_from_coord(m->tile_map[2], x, y));
2052     }
2053    
2054     /* Simple case - coordinates are within this local
2055     * map.
2056     */
2057    
2058     return m;
2059     }
2060    
2061     /**
2062     * Return whether map2 is adjacent to map1. If so, store the distance from
2063     * map1 to map2 in dx/dy.
2064     */
2065     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2066     if (!map1 || !map2)
2067     return 0;
2068    
2069     if (map1 == map2) {
2070     *dx = 0;
2071     *dy = 0;
2072    
2073     } else if (map1->tile_map[0] == map2) { /* up */
2074     *dx = 0;
2075     *dy = -MAP_HEIGHT(map2);
2076     } else if (map1->tile_map[1] == map2) { /* right */
2077     *dx = MAP_WIDTH(map1);
2078     *dy = 0;
2079     } else if (map1->tile_map[2] == map2) { /* down */
2080     *dx = 0;
2081     *dy = MAP_HEIGHT(map1);
2082     } else if (map1->tile_map[3] == map2) { /* left */
2083     *dx = -MAP_WIDTH(map2);
2084     *dy = 0;
2085    
2086     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2087     *dx = MAP_WIDTH(map1->tile_map[0]);
2088     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2089     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2090     *dx = -MAP_WIDTH(map2);
2091     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2092     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2093     *dx = MAP_WIDTH(map1);
2094     *dy = -MAP_HEIGHT(map2);
2095     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2096     *dx = MAP_WIDTH(map1);
2097     *dy = MAP_HEIGHT(map1->tile_map[1]);
2098     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2099     *dx = MAP_WIDTH(map1->tile_map[2]);
2100     *dy = MAP_HEIGHT(map1);
2101     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2102     *dx = -MAP_WIDTH(map2);
2103     *dy = MAP_HEIGHT(map1);
2104     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2105     *dx = -MAP_WIDTH(map1->tile_map[3]);
2106     *dy = -MAP_HEIGHT(map2);
2107     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2108     *dx = -MAP_WIDTH(map1->tile_map[3]);
2109     *dy = MAP_HEIGHT(map1->tile_map[3]);
2110    
2111     } else { /* not "adjacent" enough */
2112     return 0;
2113     }
2114    
2115     return 1;
2116     }
2117    
2118     /* From map.c
2119     * This is used by get_player to determine where the other
2120     * creature is. get_rangevector takes into account map tiling,
2121     * so you just can not look the the map coordinates and get the
2122     * righte value. distance_x/y are distance away, which
2123     * can be negativbe. direction is the crossfire direction scheme
2124     * that the creature should head. part is the part of the
2125     * monster that is closest.
2126     *
2127     * get_rangevector looks at op1 and op2, and fills in the
2128     * structure for op1 to get to op2.
2129     * We already trust that the caller has verified that the
2130     * two objects are at least on adjacent maps. If not,
2131     * results are not likely to be what is desired.
2132     * if the objects are not on maps, results are also likely to
2133     * be unexpected
2134     *
2135     * currently, the only flag supported (0x1) is don't translate for
2136     * closest body part of 'op1'
2137     */
2138    
2139     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2140     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2141     /* be conservative and fill in _some_ data */
2142     retval->distance = 100000;
2143     retval->distance_x = 32767;
2144     retval->distance_y = 32767;
2145     retval->direction = 0;
2146     retval->part = 0;
2147     } else {
2148     object *best;
2149    
2150     retval->distance_x += op2->x-op1->x;
2151     retval->distance_y += op2->y-op1->y;
2152    
2153     best = op1;
2154     /* If this is multipart, find the closest part now */
2155     if (!(flags&0x1) && op1->more) {
2156     object *tmp;
2157     int best_distance = retval->distance_x*retval->distance_x+
2158     retval->distance_y*retval->distance_y, tmpi;
2159    
2160     /* we just take the offset of the piece to head to figure
2161     * distance instead of doing all that work above again
2162     * since the distance fields we set above are positive in the
2163     * same axis as is used for multipart objects, the simply arithmetic
2164     * below works.
2165     */
2166     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2167     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2168     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2169     if (tmpi < best_distance) {
2170     best_distance = tmpi;
2171     best = tmp;
2172     }
2173     }
2174     if (best != op1) {
2175     retval->distance_x += op1->x-best->x;
2176     retval->distance_y += op1->y-best->y;
2177     }
2178     }
2179     retval->part = best;
2180     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2181     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2182     }
2183     }
2184    
2185     /* this is basically the same as get_rangevector above, but instead of
2186     * the first parameter being an object, it instead is the map
2187     * and x,y coordinates - this is used for path to player -
2188     * since the object is not infact moving but we are trying to traverse
2189     * the path, we need this.
2190     * flags has no meaning for this function at this time - I kept it in to
2191     * be more consistant with the above function and also in case they are needed
2192     * for something in the future. Also, since no object is pasted, the best
2193     * field of the rv_vector is set to NULL.
2194     */
2195    
2196     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2197     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2198     /* be conservative and fill in _some_ data */
2199     retval->distance = 100000;
2200     retval->distance_x = 32767;
2201     retval->distance_y = 32767;
2202     retval->direction = 0;
2203     retval->part = 0;
2204     } else {
2205     retval->distance_x += op2->x-x;
2206     retval->distance_y += op2->y-y;
2207    
2208     retval->part = NULL;
2209     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2210     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2211     }
2212     }
2213    
2214     /* Returns true of op1 and op2 are effectively on the same map
2215     * (as related to map tiling). Note that this looks for a path from
2216     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2217     * to op1, this will still return false.
2218     * Note we only look one map out to keep the processing simple
2219     * and efficient. This could probably be a macro.
2220     * MSW 2001-08-05
2221     */
2222     int on_same_map(const object *op1, const object *op2) {
2223     int dx, dy;
2224    
2225     return adjacent_map(op1->map, op2->map, &dx, &dy);
2226     }