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/cvs/deliantra/server/common/map.C
Revision: 1.4
Committed: Tue Aug 15 18:12:20 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +2 -2 lines
Log Message:
renamed SAFE_FLOOR to SAFE_GROUND

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 elmex 1.4 * "$Id: map.C,v 1.3 2006-08-15 17:35:50 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 1.3
274     if (retval & P_SAFE)
275     retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276    
277 elmex 1.1 return retval;
278     }
279    
280    
281     /*
282     * Returns true if the given coordinate is blocked except by the
283     * object passed is not blocking. This is used with
284     * multipart monsters - if we want to see if a 2x2 monster
285     * can move 1 space to the left, we don't want its own area
286     * to block it from moving there.
287     * Returns TRUE if the space is blocked by something other than the
288     * monster.
289     * m, x, y are the target map/coordinates - needed for map tiling.
290     * the coordinates & map passed in should have been updated for tiling
291     * by the caller.
292     */
293    
294     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
295     object *tmp;
296     int mflags, blocked;
297    
298     /* Make sure the coordinates are valid - they should be, as caller should
299     * have already checked this.
300     */
301     if (OUT_OF_REAL_MAP(m, sx, sy)) {
302     LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
303     return 1;
304     }
305    
306     /* Save some cycles - instead of calling get_map_flags(), just get the value
307     * directly.
308     */
309     mflags = m->spaces[sx + m->width * sy].flags;
310    
311     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
312    
313     /* If space is currently not blocked by anything, no need to
314     * go further. Not true for players - all sorts of special
315     * things we need to do for players.
316     */
317     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
318    
319     /* if there isn't anytyhing alive on this space, and this space isn't
320     * otherwise blocked, we can return now. Only if there is a living
321     * creature do we need to investigate if it is part of this creature
322     * or another. Likewise, only if something is blocking us do we
323     * need to investigate if there is a special circumstance that would
324     * let the player through (inventory checkers for example)
325     */
326     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327    
328     if(ob->head != NULL)
329     ob=ob->head;
330    
331     /* We basically go through the stack of objects, and if there is
332     * some other object that has NO_PASS or FLAG_ALIVE set, return
333     * true. If we get through the entire stack, that must mean
334     * ob is blocking it, so return 0.
335     */
336     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337    
338     /* This must be before the checks below. Code for inventory checkers. */
339     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340     /* If last_sp is set, the player/monster needs an object,
341     * so we check for it. If they don't have it, they can't
342     * pass through this space.
343     */
344     if (tmp->last_sp) {
345     if (check_inv_recursive(ob,tmp)==NULL)
346     return 1;
347     else
348     continue;
349     } else {
350     /* In this case, the player must not have the object -
351     * if they do, they can't pass through.
352     */
353     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354     return 1;
355     else
356     continue;
357     }
358     } /* if check_inv */
359     else {
360     /* Broke apart a big nasty if into several here to make
361     * this more readable. first check - if the space blocks
362     * movement, can't move here.
363     * second - if a monster, can't move there, unles it is a
364     * hidden dm
365     */
366     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369     return 1;
370     }
371    
372     }
373     return 0;
374     }
375    
376    
377     /*
378     * Returns true if the given object can't fit in the given spot.
379     * This is meant for multi space objects - for single space objecs,
380     * just calling get_map_blocked and checking that against movement type
381     * of object. This function goes through all the parts of the
382     * multipart object and makes sure they can be inserted.
383     *
384     * While this doesn't call out of map, the get_map_flags does.
385     *
386     * This function has been used to deprecate arch_out_of_map -
387     * this function also does that check, and since in most cases,
388     * a call to one would follow the other, doesn't make a lot of sense to
389     * have two seperate functions for this.
390     *
391     * This returns nonzero if this arch can not go on the space provided,
392     * 0 otherwise. the return value will contain the P_.. value
393     * so the caller can know why this object can't go on the map.
394     * Note that callers should not expect P_NEW_MAP to be set
395     * in return codes - since the object is multispace - if
396     * we did return values, what do you return if half the object
397     * is one map, half on another.
398     *
399     * Note this used to be arch_blocked, but with new movement
400     * code, we need to have actual object to check its move_type
401     * against the move_block values.
402     */
403    
404     int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
405     archetype *tmp;
406     int flag;
407     mapstruct *m1;
408     sint16 sx, sy;
409    
410     if(ob==NULL) {
411     flag= get_map_flags(m,&m1, x,y, &sx, &sy);
412     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
413    
414     /* don't have object, so don't know what types would block */
415     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
416     }
417    
418     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
419     flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
420    
421     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
422     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
423    
424     /* find_first_free_spot() calls this function. However, often
425     * ob doesn't have any move type (when used to place exits)
426     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427     */
428    
429     if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
430    
431     /* Note it is intentional that we check ob - the movement type of the
432     * head of the object should correspond for the entire object.
433     */
434     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
435     return AB_NO_PASS;
436    
437     }
438     return 0;
439     }
440    
441     /* When the map is loaded, load_object does not actually insert objects
442     * into inventory, but just links them. What this does is go through
443     * and insert them properly.
444     * The object 'container' is the object that contains the inventory.
445     * This is needed so that we can update the containers weight.
446     */
447    
448     void fix_container(object *container)
449     {
450     object *tmp=container->inv, *next;
451    
452     container->inv=NULL;
453     while (tmp!=NULL) {
454     next = tmp->below;
455     if (tmp->inv)
456     fix_container(tmp);
457     (void) insert_ob_in_ob(tmp,container);
458     tmp = next;
459     }
460     /* sum_weight will go through and calculate what all the containers are
461     * carrying.
462     */
463     sum_weight(container);
464     }
465    
466     /* link_multipart_objects go through all the objects on the map looking
467     * for objects whose arch says they are multipart yet according to the
468     * info we have, they only have the head (as would be expected when
469     * they are saved). We do have to look for the old maps that did save
470     * the more sections and not re-add sections for them.
471     */
472    
473     static void link_multipart_objects(mapstruct *m)
474     {
475     int x,y;
476     object *tmp, *op, *last, *above;
477     archetype *at;
478    
479     for(x=0;x<MAP_WIDTH(m);x++)
480     for(y=0;y<MAP_HEIGHT(m);y++)
481     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
482     above=tmp->above;
483    
484     /* already multipart - don't do anything more */
485     if (tmp->head || tmp->more) continue;
486    
487     /* If there is nothing more to this object, this for loop
488     * won't do anything.
489     */
490     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
491     op = arch_to_object(at);
492    
493     /* update x,y coordinates */
494     op->x += tmp->x;
495     op->y += tmp->y;
496     op->head = tmp;
497     op->map = m;
498     last->more = op;
499     if (tmp->name != op->name) {
500     if (op->name) free_string(op->name);
501     op->name = add_string(tmp->name);
502     }
503     if (tmp->title != op->title) {
504     if (op->title) free_string(op->title);
505     op->title = add_string(tmp->title);
506     }
507     /* we could link all the parts onto tmp, and then just
508     * call insert_ob_in_map once, but the effect is the same,
509     * as insert_ob_in_map will call itself with each part, and
510     * the coding is simpler to just to it here with each part.
511     */
512     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
513     } /* for at = tmp->arch->more */
514     } /* for objects on this space */
515     }
516    
517    
518    
519     /*
520     * Loads (ands parses) the objects into a given map from the specified
521     * file pointer.
522     * mapflags is the same as we get with load_original_map
523     */
524    
525     void load_objects (mapstruct *m, FILE *fp, int mapflags) {
526     int i,j,bufstate=LO_NEWFILE;
527     int unique;
528     object *op, *prev=NULL,*last_more=NULL, *otmp;
529    
530     op=get_object();
531     op->map = m; /* To handle buttons correctly */
532    
533     while((i=load_object(fp,op,bufstate, mapflags))) {
534     /* Since the loading of the map header does not load an object
535     * anymore, we need to pass LO_NEWFILE for the first object loaded,
536     * and then switch to LO_REPEAT for faster loading.
537     */
538     bufstate = LO_REPEAT;
539    
540     /* if the archetype for the object is null, means that we
541     * got an invalid object. Don't do anything with it - the game
542     * or editor will not be able to do anything with it either.
543     */
544     if (op->arch==NULL) {
545     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
546     continue;
547     }
548    
549    
550     switch(i) {
551     case LL_NORMAL:
552     /* if we are loading an overlay, put the floors on the bottom */
553     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556     else
557     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558    
559     if (op->inv)
560     sum_weight(op);
561    
562     prev=op,last_more=op;
563     break;
564    
565     case LL_MORE:
566     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567     op->head=prev,last_more->more=op,last_more=op;
568     break;
569     }
570     if (mapflags & MAP_STYLE) {
571     remove_from_active_list(op);
572     }
573     op=get_object();
574     op->map = m;
575     }
576     for (i=0;i<m->width;i++){
577     for (j=0;j<m->height;j++){
578     unique =0;
579     /* check for unique items, or unique squares */
580     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
581     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
582     unique = 1;
583     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
584     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
585     }
586     }
587     }
588     free_object(op);
589     link_multipart_objects(m);
590     }
591    
592     /* This saves all the objects on the map in a non destructive fashion.
593     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
594     * and we only save the head of multi part objects - this is needed
595     * in order to do map tiling properly.
596     */
597     void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
598     int i, j = 0,unique=0;
599     object *op;
600     /* first pass - save one-part objects */
601     for(i = 0; i < MAP_WIDTH(m); i++)
602     for (j = 0; j < MAP_HEIGHT(m); j++) {
603     unique=0;
604     for(op = get_map_ob (m, i, j); op; op = op->above) {
605     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606     unique=1;
607    
608     if(op->type == PLAYER) {
609     LOG(llevDebug, "Player on map that is being saved\n");
610     continue;
611     }
612    
613     if (op->head || op->owner)
614     continue;
615    
616     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
617     save_object( fp2 , op, 3);
618     else
619     if (flag == 0 ||
620     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621     !QUERY_FLAG(op, FLAG_UNPAID))))
622     save_object(fp, op, 3);
623    
624     } /* for this space */
625     } /* for this j */
626     }
627    
628     /*
629     * Allocates, initialises, and returns a pointer to a mapstruct.
630     * Modified to no longer take a path option which was not being
631     * used anyways. MSW 2001-07-01
632     */
633    
634     mapstruct *get_linked_map(void) {
635     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636     mapstruct *mp;
637    
638     if(map==NULL)
639     fatal(OUT_OF_MEMORY);
640    
641     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642     if(mp==NULL)
643     first_map=map;
644     else
645     mp->next=map;
646    
647     map->in_memory=MAP_SWAPPED;
648     /* The maps used to pick up default x and y values from the
649     * map archetype. Mimic that behaviour.
650     */
651     MAP_WIDTH(map)=16;
652     MAP_HEIGHT(map)=16;
653     MAP_RESET_TIMEOUT(map)=0;
654     MAP_TIMEOUT(map)=300;
655     MAP_ENTER_X(map)=0;
656     MAP_ENTER_Y(map)=0;
657     /*set part to -1 indicating conversion to weather map not yet done*/
658     MAP_WORLDPARTX(map)=-1;
659     MAP_WORLDPARTY(map)=-1;
660     return map;
661     }
662    
663     /*
664     * Allocates the arrays contained in a mapstruct.
665     * This basically allocates the dynamic array of spaces for the
666     * map.
667     */
668    
669     void allocate_map(mapstruct *m) {
670     m->in_memory = MAP_IN_MEMORY;
671     /* Log this condition and free the storage. We could I suppose
672     * realloc, but if the caller is presuming the data will be intact,
673     * that is their poor assumption.
674     */
675     if (m->spaces) {
676     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677     free(m->spaces);
678     }
679    
680     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681    
682     if(m->spaces==NULL)
683     fatal(OUT_OF_MEMORY);
684     }
685    
686     /* Create and returns a map of the specific size. Used
687     * in random map code and the editor.
688     */
689     mapstruct *get_empty_map(int sizex, int sizey) {
690     mapstruct *m = get_linked_map();
691     m->width = sizex;
692     m->height = sizey;
693     m->in_memory = MAP_SWAPPED;
694     allocate_map(m);
695     return m;
696     }
697    
698     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
699     * corresponding to that string. Memory is allocated for this, it must be freed
700     * at a later date.
701     * Called by parse_map_headers below.
702     */
703    
704     static shopitems *parse_shop_string (const char *input_string) {
705     char *shop_string, *p, *q, *next_semicolon, *next_colon;
706     shopitems *items=NULL;
707     int i=0, number_of_entries=0;
708     const typedata *current_type;
709    
710     shop_string=strdup_local(input_string);
711     p=shop_string;
712     /* first we'll count the entries, we'll need that for allocating the array shortly */
713     while (p) {
714     p=strchr(p, ';');
715     number_of_entries++;
716     if (p) p++;
717     }
718     p=shop_string;
719     strip_endline(p);
720     items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
721     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722     for (i=0; i<number_of_entries; i++) {
723     if (!p) {
724     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725     break;
726     }
727     next_semicolon=strchr(p, ';');
728     next_colon=strchr(p, ':');
729     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731     items[i].strength=atoi(strchr(p,':')+1);
732    
733     if (isdigit(*p) || *p=='*') {
734     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735     current_type=get_typedata(items[i].typenum);
736     if (current_type) {
737     items[i].name=current_type->name;
738     items[i].name_pl=current_type->name_pl;
739     }
740     }
741     else { /*we have a named type, let's figure out what it is */
742     q=strpbrk(p,";:");
743     if (q) *q='\0';
744    
745     current_type=get_typedata_by_name(p);
746     if (current_type) {
747     items[i].name=current_type->name;
748     items[i].typenum=current_type->number;
749     items[i].name_pl=current_type->name_pl;
750     }
751     else { /* oh uh, something's wrong, let's free up this one, and try
752     * the next entry while we're at it, better print a warning
753     */
754     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755     p, input_string);
756     }
757     }
758     items[i].index=number_of_entries;
759     if (next_semicolon) p=++next_semicolon;
760     else p=NULL;
761     }
762     free(shop_string);
763     return items;
764     }
765    
766     /* opposite of parse string, this puts the string that was originally fed in to
767     * the map (or something equivilent) into output_string. */
768     static void print_shop_string(mapstruct *m, char *output_string) {
769     int i;
770     char tmp[MAX_BUF];
771     strcpy(output_string, "");
772     for (i=0; i< m->shopitems[0].index; i++) {
773     if (m->shopitems[i].typenum) {
774     if (m->shopitems[i].strength) {
775     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776     }
777     else sprintf(tmp, "%s;", m->shopitems[i].name);
778     }
779     else {
780     if (m->shopitems[i].strength) {
781     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
782     }
783     else sprintf(tmp, "*");
784     }
785     strcat(output_string, tmp);
786     }
787     }
788    
789     /* This loads the header information of the map. The header
790     * contains things like difficulty, size, timeout, etc.
791     * this used to be stored in the map object, but with the
792     * addition of tiling, fields beyond that easily named in an
793     * object structure were needed, so it just made sense to
794     * put all the stuff in the map object so that names actually make
795     * sense.
796     * This could be done in lex (like the object loader), but I think
797     * currently, there are few enough fields this is not a big deal.
798     * MSW 2001-07-01
799     * return 0 on success, 1 on failure.
800     */
801    
802     static int load_map_header(FILE *fp, mapstruct *m)
803     {
804     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
805     int msgpos=0;
806     int maplorepos=0;
807    
808     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
809     buf[HUGE_BUF-1] = 0;
810     key = buf;
811     while (isspace(*key)) key++;
812     if (*key == 0) continue; /* empty line */
813     value = strchr(key, ' ');
814     if (!value) {
815     end = strchr(key, '\n');
816     if (end != NULL) {
817     *end = 0;
818     }
819     } else {
820     *value = 0;
821     value++;
822     end = strchr(value, '\n');
823     while (isspace(*value)) {
824     value++;
825     if (*value == '\0' || value == end) {
826     /* Nothing but spaces. */
827     value = NULL;
828     break;
829     }
830     }
831     }
832     if (!end) {
833     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834     buf);
835     return 1;
836     }
837    
838    
839     /* key is the field name, value is what it should be set
840     * to. We've already done the work to null terminate key,
841     * and strip off any leading spaces for both of these.
842     * We have not touched the newline at the end of the line -
843     * these are needed for some values. the end pointer
844     * points to the first of the newlines.
845     * value could be NULL! It would be easy enough to just point
846     * this to "" to prevent cores, but that would let more errors slide
847     * through.
848     *
849     * First check for entries that do not use the value parameter, then
850     * validate that value is given and check for the remaining entries
851     * that use the parameter.
852     */
853    
854     if (!strcmp(key,"msg")) {
855     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
856     if (!strcmp(buf,"endmsg\n")) break;
857     else {
858     /* slightly more efficient than strcat */
859     strcpy(msgbuf+msgpos, buf);
860     msgpos += strlen(buf);
861     }
862     }
863     /* There are lots of maps that have empty messages (eg, msg/endmsg
864     * with nothing between). There is no reason in those cases to
865     * keep the empty message. Also, msgbuf contains garbage data
866     * when msgpos is zero, so copying it results in crashes
867     */
868     if (msgpos != 0)
869     m->msg = strdup_local(msgbuf);
870     }
871     else if (!strcmp(key,"maplore")) {
872     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873     if (!strcmp(buf,"endmaplore\n")) break;
874     else {
875     /* slightly more efficient than strcat */
876     strcpy(maplorebuf+maplorepos, buf);
877     maplorepos += strlen(buf);
878     }
879     }
880     if (maplorepos != 0)
881     m->maplore = strdup_local(maplorebuf);
882     }
883     else if (!strcmp(key,"end")) {
884     break;
885     }
886     else if (value == NULL) {
887     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888     }
889     else if (!strcmp(key, "arch")) {
890     /* This is an oddity, but not something we care about much. */
891     if (strcmp(value,"map\n"))
892     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893     }
894     else if (!strcmp(key,"name")) {
895     *end=0;
896     m->name = strdup_local(value);
897     }
898     /* first strcmp value on these are old names supported
899     * for compatibility reasons. The new values (second) are
900     * what really should be used.
901     */
902     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903     m->enter_x = atoi(value);
904     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905     m->enter_y = atoi(value);
906     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907     m->width = atoi(value);
908     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909     m->height = atoi(value);
910     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911     m->reset_timeout = atoi(value);
912     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913     m->timeout = atoi(value);
914     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915     m->difficulty = atoi(value);
916     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917     m->darkness = atoi(value);
918     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919     m->fixed_resettime = atoi(value);
920     } else if (!strcmp(key,"unique")) {
921     m->unique = atoi(value);
922     } else if (!strcmp(key,"template")) {
923     m->templatemap = atoi(value);
924     } else if (!strcmp(key,"region")) {
925     m->region = get_region_by_name(value);
926     } else if (!strcmp(key,"shopitems")) {
927     *end=0;
928     m->shopitems = parse_shop_string(value);
929     } else if (!strcmp(key,"shopgreed")) {
930     m->shopgreed = atof(value);
931     } else if (!strcmp(key,"shopmin")) {
932     m->shopmin = atol(value);
933     } else if (!strcmp(key,"shopmax")) {
934     m->shopmax = atol(value);
935     } else if (!strcmp(key,"shoprace")) {
936     *end=0;
937     m->shoprace = strdup_local(value);
938     } else if (!strcmp(key,"outdoor")) {
939     m->outdoor = atoi(value);
940     } else if (!strcmp(key, "temp")) {
941     m->temp = atoi(value);
942     } else if (!strcmp(key, "pressure")) {
943     m->pressure = atoi(value);
944     } else if (!strcmp(key, "humid")) {
945     m->humid = atoi(value);
946     } else if (!strcmp(key, "windspeed")) {
947     m->windspeed = atoi(value);
948     } else if (!strcmp(key, "winddir")) {
949     m->winddir = atoi(value);
950     } else if (!strcmp(key, "sky")) {
951     m->sky = atoi(value);
952     } else if (!strcmp(key, "nosmooth")) {
953     m->nosmooth = atoi(value);
954 elmex 1.2 } else if (!strcmp(key, "safe_map")) {
955     m->safe_map = atoi(value);
956 elmex 1.1 }
957     else if (!strncmp(key,"tile_path_", 10)) {
958     int tile=atoi(key+10);
959    
960     if (tile<1 || tile>4) {
961     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962     tile, m->path);
963     } else {
964     char *path;
965    
966     *end = 0;
967    
968     if (m->tile_path[tile-1]) {
969     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970     tile, m->path);
971     free(m->tile_path[tile-1]);
972     m->tile_path[tile-1] = NULL;
973     }
974    
975     if (check_path(value, 1) != -1) {
976     /* The unadorned path works. */
977     path = value;
978     } else {
979     /* Try again; it could be a relative exit. */
980    
981     path = path_combine_and_normalize(m->path, value);
982    
983     if (check_path(path, 1) == -1) {
984     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985     path = NULL;
986     }
987     }
988    
989     if (editor) {
990     /* Use the value as in the file. */
991     m->tile_path[tile-1] = strdup_local(value);
992     } else if (path != NULL) {
993     /* Use the normalized value. */
994     m->tile_path[tile-1] = strdup_local(path);
995     }
996     } /* end if tile direction (in)valid */
997     }
998     else {
999     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000     }
1001     }
1002     if (!key || strcmp(key,"end")) {
1003     LOG(llevError,"Got premature eof on map header!\n");
1004     return 1;
1005     }
1006     return 0;
1007     }
1008    
1009     /*
1010     * Opens the file "filename" and reads information about the map
1011     * from the given file, and stores it in a newly allocated
1012     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013     * flags correspond to those in map.h. Main ones used are
1014     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015     * MAP_BLOCK, in which case we block on this load. This happens in all
1016     * cases, no matter if this flag is set or not.
1017     * MAP_STYLE: style map - don't add active objects, don't add to server
1018     * managed map list.
1019     */
1020    
1021     mapstruct *load_original_map(const char *filename, int flags) {
1022     FILE *fp;
1023     mapstruct *m;
1024     int comp;
1025     char pathname[MAX_BUF];
1026    
1027     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028     if (flags & MAP_PLAYER_UNIQUE)
1029     strcpy(pathname, filename);
1030     else if (flags & MAP_OVERLAY)
1031     strcpy(pathname, create_overlay_pathname(filename));
1032     else
1033     strcpy(pathname, create_pathname(filename));
1034    
1035     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037     return (NULL);
1038     }
1039    
1040     m = get_linked_map();
1041    
1042     strcpy (m->path, filename);
1043     if (load_map_header(fp, m)) {
1044     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045     filename, flags);
1046     delete_map(m);
1047     return NULL;
1048     }
1049    
1050     allocate_map(m);
1051     m->compressed = comp;
1052    
1053     m->in_memory=MAP_LOADING;
1054     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055     close_and_delete(fp, comp);
1056     m->in_memory=MAP_IN_MEMORY;
1057     if (!MAP_DIFFICULTY(m))
1058     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059     set_map_reset_time(m);
1060     if (load_original_map_callback)
1061     load_original_map_callback(m);
1062     return (m);
1063     }
1064    
1065     /*
1066     * Loads a map, which has been loaded earlier, from file.
1067     * Return the map object we load into (this can change from the passed
1068     * option if we can't find the original map)
1069     */
1070    
1071     static mapstruct *load_temporary_map(mapstruct *m) {
1072     FILE *fp;
1073     int comp;
1074     char buf[MAX_BUF];
1075    
1076     if (!m->tmpname) {
1077     LOG(llevError, "No temporary filename for map %s\n", m->path);
1078     strcpy(buf, m->path);
1079     delete_map(m);
1080     m = load_original_map(buf, 0);
1081     if(m==NULL) return NULL;
1082     fix_auto_apply(m); /* Chests which open as default */
1083     return m;
1084     }
1085    
1086     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088     strcpy(buf, m->path);
1089     delete_map(m);
1090     m = load_original_map(buf, 0);
1091     if(m==NULL) return NULL;
1092     fix_auto_apply(m); /* Chests which open as default */
1093     return m;
1094     }
1095    
1096    
1097     if (load_map_header(fp, m)) {
1098     LOG(llevError,"Error loading map header for %s (%s)\n",
1099     m->path, m->tmpname);
1100     delete_map(m);
1101     m = load_original_map(m->path, 0);
1102     return NULL;
1103     }
1104     m->compressed = comp;
1105     allocate_map(m);
1106    
1107     m->in_memory=MAP_LOADING;
1108     load_objects (m, fp, 0);
1109     close_and_delete(fp, comp);
1110     m->in_memory=MAP_IN_MEMORY;
1111     if (load_temporary_map_callback)
1112     load_temporary_map_callback(m);
1113     return m;
1114     }
1115    
1116     /*
1117     * Loads a map, which has been loaded earlier, from file.
1118     * Return the map object we load into (this can change from the passed
1119     * option if we can't find the original map)
1120     */
1121    
1122     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123     FILE *fp;
1124     int comp;
1125     char pathname[MAX_BUF];
1126    
1127     strcpy(pathname, create_overlay_pathname(filename));
1128    
1129     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131     return m;
1132     }
1133    
1134     if (load_map_header(fp, m)) {
1135     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136     m->path, pathname);
1137     delete_map(m);
1138     m = load_original_map(m->path, 0);
1139     return NULL;
1140     }
1141     m->compressed = comp;
1142     /*allocate_map(m);*/
1143    
1144     m->in_memory=MAP_LOADING;
1145     load_objects (m, fp, MAP_OVERLAY);
1146     close_and_delete(fp, comp);
1147     m->in_memory=MAP_IN_MEMORY;
1148     return m;
1149     }
1150    
1151     /******************************************************************************
1152     * This is the start of unique map handling code
1153     *****************************************************************************/
1154    
1155     /* This goes through map 'm' and removed any unique items on the map. */
1156     static void delete_unique_items(mapstruct *m)
1157     {
1158     int i,j,unique;
1159     object *op, *next;
1160    
1161     for(i=0; i<MAP_WIDTH(m); i++)
1162     for(j=0; j<MAP_HEIGHT(m); j++) {
1163     unique=0;
1164     for (op=get_map_ob(m, i, j); op; op=next) {
1165     next = op->above;
1166     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1167     unique=1;
1168     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1169     clean_object(op);
1170     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1171     remove_button_link(op);
1172     remove_ob(op);
1173     free_object(op);
1174     }
1175     }
1176     }
1177     }
1178    
1179    
1180     /*
1181     * Loads unique objects from file(s) into the map which is in memory
1182     * m is the map to load unique items into.
1183     */
1184     static void load_unique_objects(mapstruct *m) {
1185     FILE *fp;
1186     int comp,count;
1187     char firstname[MAX_BUF];
1188    
1189     for (count=0; count<10; count++) {
1190     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1191     if (!access(firstname, R_OK)) break;
1192     }
1193     /* If we get here, we did not find any map */
1194     if (count==10) return;
1195    
1196     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1197     /* There is no expectation that every map will have unique items, but this
1198     * is debug output, so leave it in.
1199     */
1200     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201     return;
1202     }
1203    
1204     m->in_memory=MAP_LOADING;
1205     if (m->tmpname == NULL) /* if we have loaded unique items from */
1206     delete_unique_items(m); /* original map before, don't duplicate them */
1207     load_object(fp, NULL, LO_NOREAD,0);
1208     load_objects (m, fp, 0);
1209     close_and_delete(fp, comp);
1210     m->in_memory=MAP_IN_MEMORY;
1211     }
1212    
1213    
1214     /*
1215     * Saves a map to file. If flag is set, it is saved into the same
1216     * file it was (originally) loaded from. Otherwise a temporary
1217     * filename will be genarated, and the file will be stored there.
1218     * The temporary filename will be stored in the mapstructure.
1219     * If the map is unique, we also save to the filename in the map
1220     * (this should have been updated when first loaded)
1221     */
1222    
1223     int new_save_map(mapstruct *m, int flag) {
1224     FILE *fp, *fp2;
1225     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1226     int i;
1227    
1228     if (flag && !*m->path) {
1229     LOG(llevError,"Tried to save map without path.\n");
1230     return -1;
1231     }
1232    
1233     if (flag || (m->unique) || (m->templatemap)) {
1234     if (!m->unique && !m->templatemap) { /* flag is set */
1235     if (flag == 2)
1236     strcpy(filename, create_overlay_pathname(m->path));
1237     else
1238     strcpy (filename, create_pathname (m->path));
1239     } else
1240     strcpy (filename, m->path);
1241    
1242     /* If the compression suffix already exists on the filename, don't
1243     * put it on again. This nasty looking strcmp checks to see if the
1244     * compression suffix is at the end of the filename already.
1245     */
1246     if (m->compressed &&
1247     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1248     uncomp[m->compressed][0]))
1249     strcat(filename, uncomp[m->compressed][0]);
1250     make_path_to_file(filename);
1251     } else {
1252     if (!m->tmpname)
1253     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1254     strcpy(filename, m->tmpname);
1255     }
1256     LOG(llevDebug,"Saving map %s\n",m->path);
1257     m->in_memory = MAP_SAVING;
1258    
1259     unlink (filename); // do not overwrite backups if done via hardlinks
1260    
1261     /* Compress if it isn't a temporary save. Do compress if unique */
1262     if (m->compressed && (m->unique || m->templatemap || flag)) {
1263     char buf[MAX_BUF];
1264     strcpy(buf, uncomp[m->compressed][2]);
1265     strcat(buf, " > ");
1266     strcat(buf, filename);
1267     fp = popen(buf, "w");
1268     } else
1269     fp = fopen(filename, "w");
1270    
1271     if(fp == NULL) {
1272     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1273     return -1;
1274     }
1275    
1276     /* legacy */
1277     fprintf(fp,"arch map\n");
1278     if (m->name) fprintf(fp,"name %s\n", m->name);
1279     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1280     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1281     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1282     /* we unfortunately have no idea if this is a value the creator set
1283     * or a difficulty value we generated when the map was first loaded
1284     */
1285     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1286     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1287     if (m->shopitems) {
1288     print_shop_string(m, shop);
1289     fprintf(fp,"shopitems %s\n", shop);
1290     }
1291     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1292     #ifndef WIN32
1293     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1294     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1295     #else
1296     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1297     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1298     #endif
1299     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1300     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1301     if (m->width) fprintf(fp,"width %d\n", m->width);
1302     if (m->height) fprintf(fp,"height %d\n", m->height);
1303     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1304     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1305     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1306     if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1307     if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1308     if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1309     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1310     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1311     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1312     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1313     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1314     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1315     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1316     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1317 elmex 1.2 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1318 elmex 1.1
1319     /* Save any tiling information, except on overlays */
1320     if (flag != 2)
1321     for (i=0; i<4; i++)
1322     if (m->tile_path[i])
1323     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1324    
1325     fprintf(fp,"end\n");
1326    
1327     /* In the game save unique items in the different file, but
1328     * in the editor save them to the normal map file.
1329     * If unique map, save files in the proper destination (set by
1330     * player)
1331     */
1332     fp2 = fp; /* save unique items into fp2 */
1333     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334     sprintf (buf,"%s.v00",create_items_path (m->path));
1335     if ((fp2 = fopen (buf, "w")) == NULL) {
1336     LOG(llevError, "Can't open unique items file %s\n", buf);
1337     }
1338     if (flag == 2)
1339     save_objects(m, fp, fp2, 2);
1340     else
1341     save_objects (m, fp, fp2, 0);
1342     if (fp2 != NULL) {
1343     if (ftell (fp2) == 0) {
1344     fclose (fp2);
1345     unlink (buf);
1346     } else {
1347     fclose (fp2);
1348     chmod (buf, SAVE_MODE);
1349     }
1350     }
1351     } else { /* save same file when not playing, like in editor */
1352     save_objects(m, fp, fp, 0);
1353     }
1354    
1355     if (m->compressed && (m->unique || m->templatemap || flag))
1356     pclose(fp);
1357     else
1358     fclose(fp);
1359    
1360     chmod (filename, SAVE_MODE);
1361     return 0;
1362     }
1363    
1364    
1365     /*
1366     * Remove and free all objects in the inventory of the given object.
1367     * object.c ?
1368     */
1369    
1370     void clean_object(object *op)
1371     {
1372     object *tmp, *next;
1373    
1374     for(tmp = op->inv; tmp; tmp = next)
1375     {
1376     next = tmp->below;
1377     clean_object(tmp);
1378     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1379     remove_button_link(tmp);
1380     remove_ob(tmp);
1381     free_object(tmp);
1382     }
1383     }
1384    
1385     /*
1386     * Remove and free all objects in the given map.
1387     */
1388    
1389     void free_all_objects(mapstruct *m) {
1390     int i,j;
1391     object *op;
1392    
1393     for(i=0;i<MAP_WIDTH(m);i++)
1394     for(j=0;j<MAP_HEIGHT(m);j++) {
1395     object *previous_obj=NULL;
1396     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1397     if (op==previous_obj) {
1398     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1399     break;
1400     }
1401     previous_obj=op;
1402     if(op->head!=NULL)
1403     op = op->head;
1404    
1405     /* If the map isn't in memory, free_object will remove and
1406     * free objects in op's inventory. So let it do the job.
1407     */
1408     if (m->in_memory==MAP_IN_MEMORY)
1409     clean_object(op);
1410     remove_ob(op);
1411     free_object(op);
1412     }
1413     }
1414     #ifdef MANY_CORES
1415     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1416     * an item on that map was not saved - look for that condition and die as appropriate -
1417     * this leaves more of the map data intact for better debugging.
1418     */
1419     for (op=objects; op!=NULL; op=op->next) {
1420     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1421     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1422     abort();
1423     }
1424     }
1425     #endif
1426     }
1427    
1428     /*
1429     * Frees everything allocated by the given mapstructure.
1430     * don't free tmpname - our caller is left to do that
1431     */
1432    
1433     void free_map(mapstruct *m,int flag) {
1434     int i;
1435    
1436     if (!m->in_memory) {
1437     LOG(llevError,"Trying to free freed map.\n");
1438     return;
1439     }
1440     if (flag && m->spaces) free_all_objects(m);
1441     if (m->name) FREE_AND_CLEAR(m->name);
1442     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1443     if (m->msg) FREE_AND_CLEAR(m->msg);
1444     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1445     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1446     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1447     if (m->buttons)
1448     free_objectlinkpt(m->buttons);
1449     m->buttons = NULL;
1450     for (i=0; i<4; i++) {
1451     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1452     m->tile_map[i] = NULL;
1453     }
1454     m->in_memory = MAP_SWAPPED;
1455     }
1456    
1457     /*
1458     * function: vanish mapstruct
1459     * m : pointer to mapstruct, if NULL no action
1460     * this deletes all the data on the map (freeing pointers)
1461     * and then removes this map from the global linked list of maps.
1462     */
1463    
1464     void delete_map(mapstruct *m) {
1465     mapstruct *tmp, *last;
1466     int i;
1467    
1468     if (!m)
1469     return;
1470     if (m->in_memory == MAP_IN_MEMORY) {
1471     /* change to MAP_SAVING, even though we are not,
1472     * so that remove_ob doesn't do as much work.
1473     */
1474     m->in_memory = MAP_SAVING;
1475     free_map (m, 1);
1476     }
1477     /* move this out of free_map, since tmpname can still be needed if
1478     * the map is swapped out.
1479     */
1480     if (m->tmpname) {
1481     free(m->tmpname);
1482     m->tmpname=NULL;
1483     }
1484     last = NULL;
1485     /* We need to look through all the maps and see if any maps
1486     * are pointing at this one for tiling information. Since
1487     * tiling can be assymetric, we just can not look to see which
1488     * maps this map tiles with and clears those.
1489     */
1490     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1491     if (tmp->next == m) last = tmp;
1492    
1493     /* This should hopefully get unrolled on a decent compiler */
1494     for (i=0; i<4; i++)
1495     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1496     }
1497    
1498     /* If last is null, then this should be the first map in the list */
1499     if (!last) {
1500     if (m == first_map)
1501     first_map = m->next;
1502     else
1503     /* m->path is a static char, so should hopefully still have
1504     * some useful data in it.
1505     */
1506     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1507     m->path);
1508     }
1509     else
1510     last->next = m->next;
1511    
1512     free (m);
1513     }
1514    
1515    
1516    
1517     /*
1518     * Makes sure the given map is loaded and swapped in.
1519     * name is path name of the map.
1520     * flags meaning:
1521     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1522     * and don't do unique items or the like.
1523     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1524     * dont do any more name translation on it.
1525     *
1526     * Returns a pointer to the given map.
1527     */
1528    
1529     mapstruct *ready_map_name(const char *name, int flags) {
1530     mapstruct *m;
1531    
1532     if (!name)
1533     return (NULL);
1534    
1535     /* Have we been at this level before? */
1536     m = has_been_loaded (name);
1537    
1538     /* Map is good to go, so just return it */
1539     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1540     return m;
1541     }
1542    
1543     /* unique maps always get loaded from their original location, and never
1544     * a temp location. Likewise, if map_flush is set, or we have never loaded
1545     * this map, load it now. I removed the reset checking from here -
1546     * it seems the probability of a player trying to enter a map that should
1547     * reset but hasn't yet is quite low, and removing that makes this function
1548     * a bit cleaner (and players probably shouldn't rely on exact timing for
1549     * resets in any case - if they really care, they should use the 'maps command.
1550     */
1551     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1552    
1553     /* first visit or time to reset */
1554     if (m) {
1555     clean_tmp_map(m); /* Doesn't make much difference */
1556     delete_map(m);
1557     }
1558    
1559     /* create and load a map */
1560     if (flags & MAP_PLAYER_UNIQUE)
1561     LOG(llevDebug, "Trying to load map %s.\n", name);
1562     else
1563     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1564    
1565     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1566     return (NULL);
1567    
1568     fix_auto_apply(m); /* Chests which open as default */
1569    
1570     /* If a player unique map, no extra unique object file to load.
1571     * if from the editor, likewise.
1572     */
1573     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1574     load_unique_objects(m);
1575    
1576     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1577     m=load_overlay_map(name, m);
1578     if (m==NULL)
1579     return NULL;
1580     }
1581    
1582     } else {
1583     /* If in this loop, we found a temporary map, so load it up. */
1584    
1585     m=load_temporary_map (m);
1586     if(m==NULL) return NULL;
1587     load_unique_objects(m);
1588    
1589     clean_tmp_map(m);
1590     m->in_memory = MAP_IN_MEMORY;
1591     /* tempnam() on sun systems (probably others) uses malloc
1592     * to allocated space for the string. Free it here.
1593     * In some cases, load_temporary_map above won't find the
1594     * temporary map, and so has reloaded a new map. If that
1595     * is the case, tmpname is now null
1596     */
1597     if (m->tmpname) free(m->tmpname);
1598     m->tmpname = NULL;
1599     /* It's going to be saved anew anyway */
1600     }
1601    
1602     /* Below here is stuff common to both first time loaded maps and
1603     * temp maps.
1604     */
1605    
1606     decay_objects(m); /* start the decay */
1607     /* In case other objects press some buttons down */
1608     update_buttons(m);
1609     if (m->outdoor)
1610     set_darkness_map(m);
1611     /* run the weather over this map */
1612     weather_effect(name);
1613     return m;
1614     }
1615    
1616    
1617     /*
1618     * This routine is supposed to find out the difficulty of the map.
1619     * difficulty does not have a lot to do with character level,
1620     * but does have a lot to do with treasure on the map.
1621     *
1622     * Difficulty can now be set by the map creature. If the value stored
1623     * in the map is zero, then use this routine. Maps should really
1624     * have a difficulty set than using this function - human calculation
1625     * is much better than this functions guesswork.
1626     */
1627    
1628     int calculate_difficulty(mapstruct *m) {
1629     object *op;
1630     archetype *at;
1631     int x, y, i, diff;
1632     long monster_cnt = 0;
1633     double avgexp = 0;
1634     sint64 total_exp = 0;
1635    
1636     if (MAP_DIFFICULTY (m))
1637     {
1638     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1639     return MAP_DIFFICULTY (m);
1640     }
1641    
1642     for(x = 0; x < MAP_WIDTH(m); x++)
1643     for(y = 0; y < MAP_HEIGHT(m); y++)
1644     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1645     {
1646     if(QUERY_FLAG (op, FLAG_MONSTER))
1647     {
1648     total_exp += op->stats.exp;
1649     monster_cnt++;
1650     }
1651    
1652     if(QUERY_FLAG (op, FLAG_GENERATOR))
1653     {
1654     total_exp += op->stats.exp;
1655     at = type_to_archetype(GENERATE_TYPE (op));
1656    
1657     if(at != NULL)
1658     total_exp += at->clone.stats.exp * 8;
1659    
1660     monster_cnt++;
1661     }
1662     }
1663    
1664     avgexp = (double) total_exp / monster_cnt;
1665    
1666     for (i = 1; i <= settings.max_level; i++)
1667     {
1668     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1669     {
1670     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1671     return i;
1672     }
1673     }
1674    
1675     return 1;
1676     }
1677    
1678     void clean_tmp_map(mapstruct *m) {
1679     if(m->tmpname == NULL)
1680     return;
1681     if (clean_temporary_map_callback)
1682     clean_temporary_map_callback (m);
1683     (void) unlink(m->tmpname);
1684     }
1685    
1686     void free_all_maps(void)
1687     {
1688     int real_maps=0;
1689    
1690     while (first_map) {
1691     /* I think some of the callers above before it gets here set this to be
1692     * saving, but we still want to free this data
1693     */
1694     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695     delete_map(first_map);
1696     real_maps++;
1697     }
1698     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699     }
1700    
1701     /* change_map_light() - used to change map light level (darkness)
1702     * up or down. Returns true if successful. It should now be
1703     * possible to change a value by more than 1.
1704     * Move this from los.c to map.c since this is more related
1705     * to maps than los.
1706     * postive values make it darker, negative make it brighter
1707     */
1708    
1709     int change_map_light(mapstruct *m, int change) {
1710     int new_level = m->darkness + change;
1711    
1712     /* Nothing to do */
1713     if(!change || (new_level <= 0 && m->darkness == 0) ||
1714     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715     return 0;
1716     }
1717    
1718     /* inform all players on the map */
1719     if (change>0)
1720     new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1721     else
1722     new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1723    
1724     /* Do extra checking. since m->darkness is a unsigned value,
1725     * we need to be extra careful about negative values.
1726     * In general, the checks below are only needed if change
1727     * is not +/-1
1728     */
1729     if (new_level < 0) m->darkness = 0;
1730     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1731     else m->darkness=new_level;
1732    
1733     /* All clients need to get re-updated for the change */
1734     update_all_map_los(m);
1735     return 1;
1736     }
1737    
1738    
1739     /*
1740     * This function updates various attributes about a specific space
1741     * on the map (what it looks like, whether it blocks magic,
1742     * has a living creatures, prevents people from passing
1743     * through, etc)
1744     */
1745     void update_position (mapstruct *m, int x, int y) {
1746     object *tmp, *last = NULL;
1747     uint8 flags = 0, oldflags, light=0, anywhere=0;
1748     New_Face *top,*floor, *middle;
1749     object *top_obj, *floor_obj, *middle_obj;
1750     MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1751    
1752     oldflags = GET_MAP_FLAGS(m,x,y);
1753     if (!(oldflags & P_NEED_UPDATE)) {
1754     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755     m->path, x, y);
1756     return;
1757     }
1758    
1759     middle=blank_face;
1760     top=blank_face;
1761     floor=blank_face;
1762    
1763     middle_obj = NULL;
1764     top_obj = NULL;
1765     floor_obj = NULL;
1766    
1767     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1768    
1769     /* This could be made additive I guess (two lights better than
1770     * one). But if so, it shouldn't be a simple additive - 2
1771     * light bulbs do not illuminate twice as far as once since
1772     * it is a disapation factor that is squared (or is it cubed?)
1773     */
1774     if (tmp->glow_radius > light) light = tmp->glow_radius;
1775    
1776     /* This call is needed in order to update objects the player
1777     * is standing in that have animations (ie, grass, fire, etc).
1778     * However, it also causes the look window to be re-drawn
1779     * 3 times each time the player moves, because many of the
1780     * functions the move_player calls eventualy call this.
1781     *
1782     * Always put the player down for drawing.
1783     */
1784     if (!tmp->invisible) {
1785     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1786     top = tmp->face;
1787     top_obj = tmp;
1788     }
1789     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1790     /* If we got a floor, that means middle and top were below it,
1791     * so should not be visible, so we clear them.
1792     */
1793     middle=blank_face;
1794     top=blank_face;
1795     floor = tmp->face;
1796     floor_obj = tmp;
1797     }
1798     /* Flag anywhere have high priority */
1799     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1800     middle = tmp->face;
1801    
1802     middle_obj = tmp;
1803     anywhere =1;
1804     }
1805     /* Find the highest visible face around. If equal
1806     * visibilities, we still want the one nearer to the
1807     * top
1808     */
1809     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1810     middle = tmp->face;
1811     middle_obj = tmp;
1812     }
1813     }
1814     if (tmp==tmp->above) {
1815     LOG(llevError, "Error in structure of map\n");
1816     exit (-1);
1817     }
1818    
1819     move_slow |= tmp->move_slow;
1820     move_block |= tmp->move_block;
1821     move_on |= tmp->move_on;
1822     move_off |= tmp->move_off;
1823     move_allow |= tmp->move_allow;
1824    
1825     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1826     flags |= P_IS_ALIVE;
1827     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1828     flags |= P_NO_MAGIC;
1829     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1830     flags |= P_NO_CLERIC;
1831 elmex 1.4 if (tmp->type == SAFE_GROUND)
1832 elmex 1.3 flags |= P_SAFE;
1833 elmex 1.1
1834     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835     flags |= P_BLOCKSVIEW;
1836     } /* for stack of objects */
1837    
1838     /* we don't want to rely on this function to have accurate flags, but
1839     * since we're already doing the work, we calculate them here.
1840     * if they don't match, logic is broken someplace.
1841     */
1842     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843     (!(oldflags & P_NO_ERROR))) {
1844     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845     m->path, x, y,
1846     (oldflags & ~P_NEED_UPDATE), flags);
1847     }
1848     SET_MAP_FLAGS(m, x, y, flags);
1849     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850     SET_MAP_MOVE_ON(m, x, y, move_on);
1851     SET_MAP_MOVE_OFF(m, x, y, move_off);
1852     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853    
1854     /* At this point, we have a floor face (if there is a floor),
1855     * and the floor is set - we are not going to touch it at
1856     * this point.
1857     * middle contains the highest visibility face.
1858     * top contains a player/monster face, if there is one.
1859     *
1860     * We now need to fill in top.face and/or middle.face.
1861     */
1862    
1863     /* If the top face also happens to be high visibility, re-do our
1864     * middle face. This should not happen, as we already have the
1865     * else statement above so middle should not get set. OTOH, it
1866     * may be possible for the faces to match but be different objects.
1867     */
1868     if (top == middle) middle=blank_face;
1869    
1870     /* There are three posibilities at this point:
1871     * 1) top face is set, need middle to be set.
1872     * 2) middle is set, need to set top.
1873     * 3) neither middle or top is set - need to set both.
1874     */
1875    
1876     for (tmp=last; tmp; tmp=tmp->below) {
1877     /* Once we get to a floor, stop, since we already have a floor object */
1878     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1879    
1880     /* If two top faces are already set, quit processing */
1881     if ((top != blank_face) && (middle != blank_face)) break;
1882    
1883     /* Only show visible faces, unless its the editor - show all */
1884     if (!tmp->invisible || editor) {
1885     /* Fill in top if needed */
1886     if (top == blank_face) {
1887     top = tmp->face;
1888     top_obj = tmp;
1889     if (top == middle) middle=blank_face;
1890     } else {
1891     /* top is already set - we should only get here if
1892     * middle is not set
1893     *
1894     * Set the middle face and break out, since there is nothing
1895     * more to fill in. We don't check visiblity here, since
1896     *
1897     */
1898     if (tmp->face != top ) {
1899     middle = tmp->face;
1900     middle_obj = tmp;
1901     break;
1902     }
1903     }
1904     }
1905     }
1906     if (middle == floor) middle = blank_face;
1907     if (top == middle) middle = blank_face;
1908     SET_MAP_FACE(m,x,y,top,0);
1909     if(top != blank_face)
1910     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911     else
1912     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913     SET_MAP_FACE(m,x,y,middle,1);
1914     if(middle != blank_face)
1915     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916     else
1917     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918     SET_MAP_FACE(m,x,y,floor,2);
1919     if(floor != blank_face)
1920     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921     else
1922     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923     SET_MAP_LIGHT(m,x,y,light);
1924     }
1925    
1926    
1927     void set_map_reset_time(mapstruct *map) {
1928     int timeout;
1929    
1930     timeout = MAP_RESET_TIMEOUT(map);
1931     if (timeout <= 0)
1932     timeout = MAP_DEFAULTRESET;
1933     if (timeout >= MAP_MAXRESET)
1934     timeout = MAP_MAXRESET;
1935     MAP_WHEN_RESET(map) = seconds()+timeout;
1936     }
1937    
1938     /* this updates the orig_map->tile_map[tile_num] value after loading
1939     * the map. It also takes care of linking back the freshly loaded
1940     * maps tile_map values if it tiles back to this one. It returns
1941     * the value of orig_map->tile_map[tile_num]. It really only does this
1942     * so that it is easier for calling functions to verify success.
1943     */
1944    
1945     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1946     {
1947     int dest_tile = (tile_num +2) % 4;
1948     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949    
1950     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1951    
1952     /* need to do a strcmp here as the orig_map->path is not a shared string */
1953     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1954     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1955     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956    
1957     return orig_map->tile_map[tile_num];
1958     }
1959    
1960     /* this returns TRUE if the coordinates (x,y) are out of
1961     * map m. This function also takes into account any
1962     * tiling considerations, loading adjacant maps as needed.
1963     * This is the function should always be used when it
1964     * necessary to check for valid coordinates.
1965     * This function will recursively call itself for the
1966     * tiled maps.
1967     *
1968     *
1969     */
1970     int out_of_map(mapstruct *m, int x, int y)
1971     {
1972    
1973     /* If we get passed a null map, this is obviously the
1974     * case. This generally shouldn't happen, but if the
1975     * map loads fail below, it could happen.
1976     */
1977     if (!m) return 0;
1978    
1979     if (x<0) {
1980     if (!m->tile_path[3]) return 1;
1981     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982     load_and_link_tiled_map(m, 3);
1983     }
1984     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985     }
1986     if (x>=MAP_WIDTH(m)) {
1987     if (!m->tile_path[1]) return 1;
1988     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989     load_and_link_tiled_map(m, 1);
1990     }
1991     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992     }
1993     if (y<0) {
1994     if (!m->tile_path[0]) return 1;
1995     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996     load_and_link_tiled_map(m, 0);
1997     }
1998     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999     }
2000     if (y>=MAP_HEIGHT(m)) {
2001     if (!m->tile_path[2]) return 1;
2002     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003     load_and_link_tiled_map(m, 2);
2004     }
2005     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006     }
2007    
2008     /* Simple case - coordinates are within this local
2009     * map.
2010     */
2011     return 0;
2012     }
2013    
2014     /* This is basically the same as out_of_map above, but
2015     * instead we return NULL if no map is valid (coordinates
2016     * out of bounds and no tiled map), otherwise it returns
2017     * the map as that the coordinates are really on, and
2018     * updates x and y to be the localized coordinates.
2019     * Using this is more efficient of calling out_of_map
2020     * and then figuring out what the real map is
2021     */
2022     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2023     {
2024    
2025     if (*x<0) {
2026     if (!m->tile_path[3]) return NULL;
2027     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028     load_and_link_tiled_map(m, 3);
2029    
2030     *x += MAP_WIDTH(m->tile_map[3]);
2031     return (get_map_from_coord(m->tile_map[3], x, y));
2032     }
2033     if (*x>=MAP_WIDTH(m)) {
2034     if (!m->tile_path[1]) return NULL;
2035     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036     load_and_link_tiled_map(m, 1);
2037    
2038     *x -= MAP_WIDTH(m);
2039     return (get_map_from_coord(m->tile_map[1], x, y));
2040     }
2041     if (*y<0) {
2042     if (!m->tile_path[0]) return NULL;
2043     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044     load_and_link_tiled_map(m, 0);
2045    
2046     *y += MAP_HEIGHT(m->tile_map[0]);
2047     return (get_map_from_coord(m->tile_map[0], x, y));
2048     }
2049     if (*y>=MAP_HEIGHT(m)) {
2050     if (!m->tile_path[2]) return NULL;
2051     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052     load_and_link_tiled_map(m, 2);
2053    
2054     *y -= MAP_HEIGHT(m);
2055     return (get_map_from_coord(m->tile_map[2], x, y));
2056     }
2057    
2058     /* Simple case - coordinates are within this local
2059     * map.
2060     */
2061    
2062     return m;
2063     }
2064    
2065     /**
2066     * Return whether map2 is adjacent to map1. If so, store the distance from
2067     * map1 to map2 in dx/dy.
2068     */
2069     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2070     if (!map1 || !map2)
2071     return 0;
2072    
2073     if (map1 == map2) {
2074     *dx = 0;
2075     *dy = 0;
2076    
2077     } else if (map1->tile_map[0] == map2) { /* up */
2078     *dx = 0;
2079     *dy = -MAP_HEIGHT(map2);
2080     } else if (map1->tile_map[1] == map2) { /* right */
2081     *dx = MAP_WIDTH(map1);
2082     *dy = 0;
2083     } else if (map1->tile_map[2] == map2) { /* down */
2084     *dx = 0;
2085     *dy = MAP_HEIGHT(map1);
2086     } else if (map1->tile_map[3] == map2) { /* left */
2087     *dx = -MAP_WIDTH(map2);
2088     *dy = 0;
2089    
2090     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2091     *dx = MAP_WIDTH(map1->tile_map[0]);
2092     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2093     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2094     *dx = -MAP_WIDTH(map2);
2095     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2096     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2097     *dx = MAP_WIDTH(map1);
2098     *dy = -MAP_HEIGHT(map2);
2099     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2100     *dx = MAP_WIDTH(map1);
2101     *dy = MAP_HEIGHT(map1->tile_map[1]);
2102     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2103     *dx = MAP_WIDTH(map1->tile_map[2]);
2104     *dy = MAP_HEIGHT(map1);
2105     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2106     *dx = -MAP_WIDTH(map2);
2107     *dy = MAP_HEIGHT(map1);
2108     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2109     *dx = -MAP_WIDTH(map1->tile_map[3]);
2110     *dy = -MAP_HEIGHT(map2);
2111     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2112     *dx = -MAP_WIDTH(map1->tile_map[3]);
2113     *dy = MAP_HEIGHT(map1->tile_map[3]);
2114    
2115     } else { /* not "adjacent" enough */
2116     return 0;
2117     }
2118    
2119     return 1;
2120     }
2121    
2122     /* From map.c
2123     * This is used by get_player to determine where the other
2124     * creature is. get_rangevector takes into account map tiling,
2125     * so you just can not look the the map coordinates and get the
2126     * righte value. distance_x/y are distance away, which
2127     * can be negativbe. direction is the crossfire direction scheme
2128     * that the creature should head. part is the part of the
2129     * monster that is closest.
2130     *
2131     * get_rangevector looks at op1 and op2, and fills in the
2132     * structure for op1 to get to op2.
2133     * We already trust that the caller has verified that the
2134     * two objects are at least on adjacent maps. If not,
2135     * results are not likely to be what is desired.
2136     * if the objects are not on maps, results are also likely to
2137     * be unexpected
2138     *
2139     * currently, the only flag supported (0x1) is don't translate for
2140     * closest body part of 'op1'
2141     */
2142    
2143     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2144     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2145     /* be conservative and fill in _some_ data */
2146     retval->distance = 100000;
2147     retval->distance_x = 32767;
2148     retval->distance_y = 32767;
2149     retval->direction = 0;
2150     retval->part = 0;
2151     } else {
2152     object *best;
2153    
2154     retval->distance_x += op2->x-op1->x;
2155     retval->distance_y += op2->y-op1->y;
2156    
2157     best = op1;
2158     /* If this is multipart, find the closest part now */
2159     if (!(flags&0x1) && op1->more) {
2160     object *tmp;
2161     int best_distance = retval->distance_x*retval->distance_x+
2162     retval->distance_y*retval->distance_y, tmpi;
2163    
2164     /* we just take the offset of the piece to head to figure
2165     * distance instead of doing all that work above again
2166     * since the distance fields we set above are positive in the
2167     * same axis as is used for multipart objects, the simply arithmetic
2168     * below works.
2169     */
2170     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2171     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2172     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2173     if (tmpi < best_distance) {
2174     best_distance = tmpi;
2175     best = tmp;
2176     }
2177     }
2178     if (best != op1) {
2179     retval->distance_x += op1->x-best->x;
2180     retval->distance_y += op1->y-best->y;
2181     }
2182     }
2183     retval->part = best;
2184     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2185     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2186     }
2187     }
2188    
2189     /* this is basically the same as get_rangevector above, but instead of
2190     * the first parameter being an object, it instead is the map
2191     * and x,y coordinates - this is used for path to player -
2192     * since the object is not infact moving but we are trying to traverse
2193     * the path, we need this.
2194     * flags has no meaning for this function at this time - I kept it in to
2195     * be more consistant with the above function and also in case they are needed
2196     * for something in the future. Also, since no object is pasted, the best
2197     * field of the rv_vector is set to NULL.
2198     */
2199    
2200     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2201     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2202     /* be conservative and fill in _some_ data */
2203     retval->distance = 100000;
2204     retval->distance_x = 32767;
2205     retval->distance_y = 32767;
2206     retval->direction = 0;
2207     retval->part = 0;
2208     } else {
2209     retval->distance_x += op2->x-x;
2210     retval->distance_y += op2->y-y;
2211    
2212     retval->part = NULL;
2213     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2214     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2215     }
2216     }
2217    
2218     /* Returns true of op1 and op2 are effectively on the same map
2219     * (as related to map tiling). Note that this looks for a path from
2220     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2221     * to op1, this will still return false.
2222     * Note we only look one map out to keep the processing simple
2223     * and efficient. This could probably be a macro.
2224     * MSW 2001-08-05
2225     */
2226     int on_same_map(const object *op1, const object *op2) {
2227     int dx, dy;
2228    
2229     return adjacent_map(op1->map, op2->map, &dx, &dy);
2230     }