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Revision: 1.8
Committed: Sat Aug 26 08:44:04 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +4 -11 lines
Log Message:
many, many cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 root 1.8 * "$Id: map.C,v 1.7 2006-08-21 02:58:22 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     /*
44     * Returns the mapstruct which has a name matching the given argument.
45     * return NULL if no match is found.
46     */
47    
48     mapstruct *has_been_loaded (const char *name) {
49     mapstruct *map;
50    
51     if (!name || !*name)
52     return 0;
53     for (map = first_map; map; map = map->next)
54     if (!strcmp (name, map->path))
55     break;
56     return (map);
57     }
58    
59     /*
60     * This makes a path absolute outside the world of Crossfire.
61     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62     * and returns the pointer to a static array containing the result.
63     * it really should be called create_mapname
64     */
65    
66     const char *create_pathname (const char *name) {
67     static char buf[MAX_BUF];
68    
69     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70     * someplace else in the code? msw 2-17-97
71     */
72     if (*name == '/')
73     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74     else
75     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76     return (buf);
77     }
78    
79     /*
80     * same as create_pathname, but for the overlay maps.
81     */
82    
83     const char *create_overlay_pathname (const char *name) {
84     static char buf[MAX_BUF];
85    
86     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87     * someplace else in the code? msw 2-17-97
88     */
89     if (*name == '/')
90     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91     else
92     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93     return (buf);
94     }
95    
96     /*
97     * same as create_pathname, but for the template maps.
98     */
99    
100     const char *create_template_pathname (const char *name) {
101     static char buf[MAX_BUF];
102    
103     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104     * someplace else in the code? msw 2-17-97
105     */
106     if (*name == '/')
107     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108     else
109     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110     return (buf);
111     }
112    
113     /*
114     * This makes absolute path to the itemfile where unique objects
115     * will be saved. Converts '/' to '@'. I think it's essier maintain
116     * files than full directory structure, but if this is problem it can
117     * be changed.
118     */
119     static const char *create_items_path (const char *s) {
120     static char buf[MAX_BUF];
121     char *t;
122    
123     if (*s == '/')
124     s++;
125    
126     sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127    
128     for (t=buf+strlen(buf); *s; s++,t++)
129     if (*s == '/')
130     *t = '@';
131     else
132     *t = *s;
133     *t = 0;
134     return (buf);
135     }
136    
137    
138     /*
139     * This function checks if a file with the given path exists.
140     * -1 is returned if it fails, otherwise the mode of the file
141     * is returned.
142     * It tries out all the compression suffixes listed in the uncomp[] array.
143     *
144     * If prepend_dir is set, then we call create_pathname (which prepends
145     * libdir & mapdir). Otherwise, we assume the name given is fully
146     * complete.
147     * Only the editor actually cares about the writablity of this -
148     * the rest of the code only cares that the file is readable.
149     * when the editor goes away, the call to stat should probably be
150     * replaced by an access instead (similar to the windows one, but
151     * that seems to be missing the prepend_dir processing
152     */
153    
154     int check_path (const char *name, int prepend_dir)
155     {
156     char buf[MAX_BUF];
157     #ifndef WIN32
158     char *endbuf;
159     struct stat statbuf;
160     int mode = 0, i;
161     #endif
162    
163     if (prepend_dir)
164     strcpy (buf, create_pathname(name));
165     else
166     strcpy(buf, name);
167     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
168     return(_access(buf,0));
169     #else
170    
171     /* old method (strchr(buf, '\0')) seemd very odd to me -
172     * this method should be equivalant and is clearer.
173     * Can not use strcat because we need to cycle through
174     * all the names.
175     */
176     endbuf = buf + strlen(buf);
177    
178     for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179     if (uncomp[i][0])
180     strcpy(endbuf, uncomp[i][0]);
181     else
182     *endbuf = '\0';
183     if (!stat (buf, &statbuf))
184     break;
185     }
186     if (i == NROF_COMPRESS_METHODS)
187     return (-1);
188     if (!S_ISREG (statbuf.st_mode))
189     return (-1);
190    
191     if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192     ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193     (statbuf.st_mode & S_IROTH))
194     mode |= 4;
195    
196     if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197     (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198     (statbuf.st_mode & S_IWOTH))
199     mode |= 2;
200    
201     return (mode);
202     #endif
203     }
204    
205     /*
206     * Prints out debug-information about a map.
207     * Dumping these at llevError doesn't seem right, but is
208     * necessary to make sure the information is in fact logged.
209     */
210    
211     void dump_map(const mapstruct *m) {
212     LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213     LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214     MAP_WIDTH(m), MAP_HEIGHT(m),
215     MAP_ENTER_X(m), MAP_ENTER_Y(m));
216    
217     if(m->msg!=NULL)
218     LOG(llevError,"Message:\n%s",m->msg);
219    
220     if(m->maplore!=NULL)
221     LOG(llevError,"Lore:\n%s",m->maplore);
222    
223     if(m->tmpname!=NULL)
224     LOG(llevError,"Tmpname: %s\n",m->tmpname);
225    
226     LOG(llevError,"Difficulty: %d\n",m->difficulty);
227     LOG(llevError,"Darkness: %d\n",m->darkness);
228     }
229    
230     /*
231     * Prints out debug-information about all maps.
232     * This basically just goes through all the maps and calls
233     * dump_map on each one.
234     */
235    
236     void dump_all_maps(void) {
237     mapstruct *m;
238     for(m=first_map;m!=NULL;m=m->next) {
239     dump_map(m);
240     }
241     }
242    
243     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
244     * one function that just returns a P_.. value (see map.h)
245     * it will also do map translation for tiled maps, returning
246     * new values into newmap, nx, and ny. Any and all of those
247     * values can be null, in which case if a new map is needed (returned
248     * by a P_NEW_MAP value, another call to get_map_from_coord
249     * is needed. The case of not passing values is if we're just
250     * checking for the existence of something on those spaces, but
251     * don't expect to insert/remove anything from those spaces.
252     */
253     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254     {
255     sint16 newx, newy;
256     int retval=0;
257     mapstruct *mp;
258    
259     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260     newx = x;
261     newy = y;
262     mp = get_map_from_coord(oldmap, &newx, &newy);
263     if (mp != oldmap)
264     retval |= P_NEW_MAP;
265     if (newmap) *newmap = mp;
266     if (nx) *nx = newx;
267     if (ny) *ny = newy;
268     retval |= mp->spaces[newx + mp->width * newy].flags;
269 elmex 1.3
270     if (retval & P_SAFE)
271     retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272    
273 elmex 1.1 return retval;
274     }
275    
276    
277     /*
278     * Returns true if the given coordinate is blocked except by the
279     * object passed is not blocking. This is used with
280     * multipart monsters - if we want to see if a 2x2 monster
281     * can move 1 space to the left, we don't want its own area
282     * to block it from moving there.
283     * Returns TRUE if the space is blocked by something other than the
284     * monster.
285     * m, x, y are the target map/coordinates - needed for map tiling.
286     * the coordinates & map passed in should have been updated for tiling
287     * by the caller.
288     */
289    
290     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
291     object *tmp;
292     int mflags, blocked;
293    
294     /* Make sure the coordinates are valid - they should be, as caller should
295     * have already checked this.
296     */
297     if (OUT_OF_REAL_MAP(m, sx, sy)) {
298     LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
299     return 1;
300     }
301    
302     /* Save some cycles - instead of calling get_map_flags(), just get the value
303     * directly.
304     */
305     mflags = m->spaces[sx + m->width * sy].flags;
306    
307     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
308    
309     /* If space is currently not blocked by anything, no need to
310     * go further. Not true for players - all sorts of special
311     * things we need to do for players.
312     */
313     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
314    
315     /* if there isn't anytyhing alive on this space, and this space isn't
316     * otherwise blocked, we can return now. Only if there is a living
317     * creature do we need to investigate if it is part of this creature
318     * or another. Likewise, only if something is blocking us do we
319     * need to investigate if there is a special circumstance that would
320     * let the player through (inventory checkers for example)
321     */
322     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323    
324     if(ob->head != NULL)
325     ob=ob->head;
326    
327     /* We basically go through the stack of objects, and if there is
328     * some other object that has NO_PASS or FLAG_ALIVE set, return
329     * true. If we get through the entire stack, that must mean
330     * ob is blocking it, so return 0.
331     */
332     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333    
334     /* This must be before the checks below. Code for inventory checkers. */
335     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336     /* If last_sp is set, the player/monster needs an object,
337     * so we check for it. If they don't have it, they can't
338     * pass through this space.
339     */
340     if (tmp->last_sp) {
341     if (check_inv_recursive(ob,tmp)==NULL)
342     return 1;
343     else
344     continue;
345     } else {
346     /* In this case, the player must not have the object -
347     * if they do, they can't pass through.
348     */
349     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350     return 1;
351     else
352     continue;
353     }
354     } /* if check_inv */
355     else {
356     /* Broke apart a big nasty if into several here to make
357     * this more readable. first check - if the space blocks
358     * movement, can't move here.
359     * second - if a monster, can't move there, unles it is a
360     * hidden dm
361     */
362     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365     return 1;
366     }
367    
368     }
369     return 0;
370     }
371    
372    
373     /*
374     * Returns true if the given object can't fit in the given spot.
375     * This is meant for multi space objects - for single space objecs,
376     * just calling get_map_blocked and checking that against movement type
377     * of object. This function goes through all the parts of the
378     * multipart object and makes sure they can be inserted.
379     *
380     * While this doesn't call out of map, the get_map_flags does.
381     *
382     * This function has been used to deprecate arch_out_of_map -
383     * this function also does that check, and since in most cases,
384     * a call to one would follow the other, doesn't make a lot of sense to
385     * have two seperate functions for this.
386     *
387     * This returns nonzero if this arch can not go on the space provided,
388     * 0 otherwise. the return value will contain the P_.. value
389     * so the caller can know why this object can't go on the map.
390     * Note that callers should not expect P_NEW_MAP to be set
391     * in return codes - since the object is multispace - if
392     * we did return values, what do you return if half the object
393     * is one map, half on another.
394     *
395     * Note this used to be arch_blocked, but with new movement
396     * code, we need to have actual object to check its move_type
397     * against the move_block values.
398     */
399    
400     int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
401     archetype *tmp;
402     int flag;
403     mapstruct *m1;
404     sint16 sx, sy;
405    
406     if(ob==NULL) {
407     flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409    
410     /* don't have object, so don't know what types would block */
411     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412     }
413    
414     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
415     flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
416    
417     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
418     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419    
420     /* find_first_free_spot() calls this function. However, often
421     * ob doesn't have any move type (when used to place exits)
422     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423     */
424    
425     if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426    
427     /* Note it is intentional that we check ob - the movement type of the
428     * head of the object should correspond for the entire object.
429     */
430     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
431     return AB_NO_PASS;
432    
433     }
434     return 0;
435     }
436    
437     /* When the map is loaded, load_object does not actually insert objects
438     * into inventory, but just links them. What this does is go through
439     * and insert them properly.
440     * The object 'container' is the object that contains the inventory.
441     * This is needed so that we can update the containers weight.
442     */
443    
444     void fix_container(object *container)
445     {
446     object *tmp=container->inv, *next;
447    
448     container->inv=NULL;
449     while (tmp!=NULL) {
450     next = tmp->below;
451     if (tmp->inv)
452     fix_container(tmp);
453     (void) insert_ob_in_ob(tmp,container);
454     tmp = next;
455     }
456     /* sum_weight will go through and calculate what all the containers are
457     * carrying.
458     */
459     sum_weight(container);
460     }
461    
462     /* link_multipart_objects go through all the objects on the map looking
463     * for objects whose arch says they are multipart yet according to the
464     * info we have, they only have the head (as would be expected when
465     * they are saved). We do have to look for the old maps that did save
466     * the more sections and not re-add sections for them.
467     */
468    
469     static void link_multipart_objects(mapstruct *m)
470     {
471     int x,y;
472     object *tmp, *op, *last, *above;
473     archetype *at;
474    
475     for(x=0;x<MAP_WIDTH(m);x++)
476     for(y=0;y<MAP_HEIGHT(m);y++)
477     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
478     above=tmp->above;
479    
480     /* already multipart - don't do anything more */
481     if (tmp->head || tmp->more) continue;
482    
483     /* If there is nothing more to this object, this for loop
484     * won't do anything.
485     */
486     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487     op = arch_to_object(at);
488    
489     /* update x,y coordinates */
490     op->x += tmp->x;
491     op->y += tmp->y;
492     op->head = tmp;
493     op->map = m;
494     last->more = op;
495     if (tmp->name != op->name) {
496     if (op->name) free_string(op->name);
497     op->name = add_string(tmp->name);
498     }
499     if (tmp->title != op->title) {
500     if (op->title) free_string(op->title);
501     op->title = add_string(tmp->title);
502     }
503     /* we could link all the parts onto tmp, and then just
504     * call insert_ob_in_map once, but the effect is the same,
505     * as insert_ob_in_map will call itself with each part, and
506     * the coding is simpler to just to it here with each part.
507     */
508     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509     } /* for at = tmp->arch->more */
510     } /* for objects on this space */
511     }
512    
513    
514    
515     /*
516     * Loads (ands parses) the objects into a given map from the specified
517     * file pointer.
518     * mapflags is the same as we get with load_original_map
519     */
520    
521     void load_objects (mapstruct *m, FILE *fp, int mapflags) {
522     int i,j,bufstate=LO_NEWFILE;
523     int unique;
524     object *op, *prev=NULL,*last_more=NULL, *otmp;
525    
526     op=get_object();
527     op->map = m; /* To handle buttons correctly */
528    
529     while((i=load_object(fp,op,bufstate, mapflags))) {
530     /* Since the loading of the map header does not load an object
531     * anymore, we need to pass LO_NEWFILE for the first object loaded,
532     * and then switch to LO_REPEAT for faster loading.
533     */
534     bufstate = LO_REPEAT;
535    
536     /* if the archetype for the object is null, means that we
537     * got an invalid object. Don't do anything with it - the game
538     * or editor will not be able to do anything with it either.
539     */
540     if (op->arch==NULL) {
541     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542     continue;
543     }
544    
545    
546     switch(i) {
547     case LL_NORMAL:
548     /* if we are loading an overlay, put the floors on the bottom */
549     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552     else
553     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554    
555     if (op->inv)
556     sum_weight(op);
557    
558     prev=op,last_more=op;
559     break;
560    
561     case LL_MORE:
562     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563     op->head=prev,last_more->more=op,last_more=op;
564     break;
565     }
566     if (mapflags & MAP_STYLE) {
567     remove_from_active_list(op);
568     }
569     op=get_object();
570     op->map = m;
571     }
572     for (i=0;i<m->width;i++){
573     for (j=0;j<m->height;j++){
574     unique =0;
575     /* check for unique items, or unique squares */
576     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578     unique = 1;
579     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581     }
582     }
583     }
584     free_object(op);
585     link_multipart_objects(m);
586     }
587    
588     /* This saves all the objects on the map in a non destructive fashion.
589     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
590     * and we only save the head of multi part objects - this is needed
591     * in order to do map tiling properly.
592     */
593     void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
594     int i, j = 0,unique=0;
595     object *op;
596     /* first pass - save one-part objects */
597     for(i = 0; i < MAP_WIDTH(m); i++)
598     for (j = 0; j < MAP_HEIGHT(m); j++) {
599     unique=0;
600     for(op = get_map_ob (m, i, j); op; op = op->above) {
601     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602     unique=1;
603    
604     if(op->type == PLAYER) {
605     LOG(llevDebug, "Player on map that is being saved\n");
606     continue;
607     }
608    
609     if (op->head || op->owner)
610     continue;
611    
612     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
613     save_object( fp2 , op, 3);
614     else
615     if (flag == 0 ||
616     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617     !QUERY_FLAG(op, FLAG_UNPAID))))
618     save_object(fp, op, 3);
619    
620     } /* for this space */
621     } /* for this j */
622     }
623    
624     /*
625     * Allocates, initialises, and returns a pointer to a mapstruct.
626     * Modified to no longer take a path option which was not being
627     * used anyways. MSW 2001-07-01
628     */
629    
630     mapstruct *get_linked_map(void) {
631     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632     mapstruct *mp;
633    
634     if(map==NULL)
635     fatal(OUT_OF_MEMORY);
636    
637     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638     if(mp==NULL)
639     first_map=map;
640     else
641     mp->next=map;
642    
643     map->in_memory=MAP_SWAPPED;
644     /* The maps used to pick up default x and y values from the
645     * map archetype. Mimic that behaviour.
646     */
647     MAP_WIDTH(map)=16;
648     MAP_HEIGHT(map)=16;
649     MAP_RESET_TIMEOUT(map)=0;
650     MAP_TIMEOUT(map)=300;
651     MAP_ENTER_X(map)=0;
652     MAP_ENTER_Y(map)=0;
653     /*set part to -1 indicating conversion to weather map not yet done*/
654     MAP_WORLDPARTX(map)=-1;
655     MAP_WORLDPARTY(map)=-1;
656     return map;
657     }
658    
659     /*
660     * Allocates the arrays contained in a mapstruct.
661     * This basically allocates the dynamic array of spaces for the
662     * map.
663     */
664    
665     void allocate_map(mapstruct *m) {
666     m->in_memory = MAP_IN_MEMORY;
667     /* Log this condition and free the storage. We could I suppose
668     * realloc, but if the caller is presuming the data will be intact,
669     * that is their poor assumption.
670     */
671     if (m->spaces) {
672     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673     free(m->spaces);
674     }
675    
676     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677    
678     if(m->spaces==NULL)
679     fatal(OUT_OF_MEMORY);
680     }
681    
682     /* Create and returns a map of the specific size. Used
683     * in random map code and the editor.
684     */
685     mapstruct *get_empty_map(int sizex, int sizey) {
686     mapstruct *m = get_linked_map();
687     m->width = sizex;
688     m->height = sizey;
689     m->in_memory = MAP_SWAPPED;
690     allocate_map(m);
691     return m;
692     }
693    
694     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
695     * corresponding to that string. Memory is allocated for this, it must be freed
696     * at a later date.
697     * Called by parse_map_headers below.
698     */
699    
700     static shopitems *parse_shop_string (const char *input_string) {
701     char *shop_string, *p, *q, *next_semicolon, *next_colon;
702     shopitems *items=NULL;
703     int i=0, number_of_entries=0;
704     const typedata *current_type;
705    
706     shop_string=strdup_local(input_string);
707     p=shop_string;
708     /* first we'll count the entries, we'll need that for allocating the array shortly */
709     while (p) {
710     p=strchr(p, ';');
711     number_of_entries++;
712     if (p) p++;
713     }
714     p=shop_string;
715     strip_endline(p);
716     items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
717     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718     for (i=0; i<number_of_entries; i++) {
719     if (!p) {
720     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721     break;
722     }
723     next_semicolon=strchr(p, ';');
724     next_colon=strchr(p, ':');
725     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727     items[i].strength=atoi(strchr(p,':')+1);
728    
729     if (isdigit(*p) || *p=='*') {
730     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731     current_type=get_typedata(items[i].typenum);
732     if (current_type) {
733     items[i].name=current_type->name;
734     items[i].name_pl=current_type->name_pl;
735     }
736     }
737     else { /*we have a named type, let's figure out what it is */
738     q=strpbrk(p,";:");
739     if (q) *q='\0';
740    
741     current_type=get_typedata_by_name(p);
742     if (current_type) {
743     items[i].name=current_type->name;
744     items[i].typenum=current_type->number;
745     items[i].name_pl=current_type->name_pl;
746     }
747     else { /* oh uh, something's wrong, let's free up this one, and try
748     * the next entry while we're at it, better print a warning
749     */
750     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751     p, input_string);
752     }
753     }
754     items[i].index=number_of_entries;
755     if (next_semicolon) p=++next_semicolon;
756     else p=NULL;
757     }
758     free(shop_string);
759     return items;
760     }
761    
762     /* opposite of parse string, this puts the string that was originally fed in to
763     * the map (or something equivilent) into output_string. */
764     static void print_shop_string(mapstruct *m, char *output_string) {
765     int i;
766     char tmp[MAX_BUF];
767     strcpy(output_string, "");
768     for (i=0; i< m->shopitems[0].index; i++) {
769     if (m->shopitems[i].typenum) {
770     if (m->shopitems[i].strength) {
771     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772     }
773     else sprintf(tmp, "%s;", m->shopitems[i].name);
774     }
775     else {
776     if (m->shopitems[i].strength) {
777     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
778     }
779     else sprintf(tmp, "*");
780     }
781     strcat(output_string, tmp);
782     }
783     }
784    
785     /* This loads the header information of the map. The header
786     * contains things like difficulty, size, timeout, etc.
787     * this used to be stored in the map object, but with the
788     * addition of tiling, fields beyond that easily named in an
789     * object structure were needed, so it just made sense to
790     * put all the stuff in the map object so that names actually make
791     * sense.
792     * This could be done in lex (like the object loader), but I think
793     * currently, there are few enough fields this is not a big deal.
794     * MSW 2001-07-01
795     * return 0 on success, 1 on failure.
796     */
797    
798     static int load_map_header(FILE *fp, mapstruct *m)
799     {
800     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
801     int msgpos=0;
802     int maplorepos=0;
803    
804     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805     buf[HUGE_BUF-1] = 0;
806     key = buf;
807     while (isspace(*key)) key++;
808     if (*key == 0) continue; /* empty line */
809     value = strchr(key, ' ');
810     if (!value) {
811     end = strchr(key, '\n');
812     if (end != NULL) {
813     *end = 0;
814     }
815     } else {
816     *value = 0;
817     value++;
818     end = strchr(value, '\n');
819     while (isspace(*value)) {
820     value++;
821     if (*value == '\0' || value == end) {
822     /* Nothing but spaces. */
823     value = NULL;
824     break;
825     }
826     }
827     }
828     if (!end) {
829     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830     buf);
831     return 1;
832     }
833    
834    
835     /* key is the field name, value is what it should be set
836     * to. We've already done the work to null terminate key,
837     * and strip off any leading spaces for both of these.
838     * We have not touched the newline at the end of the line -
839     * these are needed for some values. the end pointer
840     * points to the first of the newlines.
841     * value could be NULL! It would be easy enough to just point
842     * this to "" to prevent cores, but that would let more errors slide
843     * through.
844     *
845     * First check for entries that do not use the value parameter, then
846     * validate that value is given and check for the remaining entries
847     * that use the parameter.
848     */
849    
850     if (!strcmp(key,"msg")) {
851     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852     if (!strcmp(buf,"endmsg\n")) break;
853     else {
854     /* slightly more efficient than strcat */
855     strcpy(msgbuf+msgpos, buf);
856     msgpos += strlen(buf);
857     }
858     }
859     /* There are lots of maps that have empty messages (eg, msg/endmsg
860     * with nothing between). There is no reason in those cases to
861     * keep the empty message. Also, msgbuf contains garbage data
862     * when msgpos is zero, so copying it results in crashes
863     */
864     if (msgpos != 0)
865     m->msg = strdup_local(msgbuf);
866     }
867     else if (!strcmp(key,"maplore")) {
868     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869     if (!strcmp(buf,"endmaplore\n")) break;
870     else {
871     /* slightly more efficient than strcat */
872     strcpy(maplorebuf+maplorepos, buf);
873     maplorepos += strlen(buf);
874     }
875     }
876     if (maplorepos != 0)
877     m->maplore = strdup_local(maplorebuf);
878     }
879     else if (!strcmp(key,"end")) {
880     break;
881     }
882     else if (value == NULL) {
883     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884     }
885     else if (!strcmp(key, "arch")) {
886     /* This is an oddity, but not something we care about much. */
887     if (strcmp(value,"map\n"))
888     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889     }
890     else if (!strcmp(key,"name")) {
891     *end=0;
892     m->name = strdup_local(value);
893     }
894     /* first strcmp value on these are old names supported
895     * for compatibility reasons. The new values (second) are
896     * what really should be used.
897     */
898     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899     m->enter_x = atoi(value);
900     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901     m->enter_y = atoi(value);
902     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903     m->width = atoi(value);
904     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905     m->height = atoi(value);
906     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907     m->reset_timeout = atoi(value);
908     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909     m->timeout = atoi(value);
910     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911     m->difficulty = atoi(value);
912     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913     m->darkness = atoi(value);
914     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915     m->fixed_resettime = atoi(value);
916     } else if (!strcmp(key,"unique")) {
917     m->unique = atoi(value);
918     } else if (!strcmp(key,"template")) {
919     m->templatemap = atoi(value);
920     } else if (!strcmp(key,"region")) {
921     m->region = get_region_by_name(value);
922     } else if (!strcmp(key,"shopitems")) {
923     *end=0;
924     m->shopitems = parse_shop_string(value);
925     } else if (!strcmp(key,"shopgreed")) {
926     m->shopgreed = atof(value);
927     } else if (!strcmp(key,"shopmin")) {
928     m->shopmin = atol(value);
929     } else if (!strcmp(key,"shopmax")) {
930     m->shopmax = atol(value);
931     } else if (!strcmp(key,"shoprace")) {
932     *end=0;
933     m->shoprace = strdup_local(value);
934     } else if (!strcmp(key,"outdoor")) {
935     m->outdoor = atoi(value);
936     } else if (!strcmp(key, "temp")) {
937     m->temp = atoi(value);
938     } else if (!strcmp(key, "pressure")) {
939     m->pressure = atoi(value);
940     } else if (!strcmp(key, "humid")) {
941     m->humid = atoi(value);
942     } else if (!strcmp(key, "windspeed")) {
943     m->windspeed = atoi(value);
944     } else if (!strcmp(key, "winddir")) {
945     m->winddir = atoi(value);
946     } else if (!strcmp(key, "sky")) {
947     m->sky = atoi(value);
948     } else if (!strcmp(key, "nosmooth")) {
949     m->nosmooth = atoi(value);
950 elmex 1.2 } else if (!strcmp(key, "safe_map")) {
951     m->safe_map = atoi(value);
952 elmex 1.1 }
953     else if (!strncmp(key,"tile_path_", 10)) {
954     int tile=atoi(key+10);
955    
956     if (tile<1 || tile>4) {
957     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958     tile, m->path);
959     } else {
960     char *path;
961    
962     *end = 0;
963    
964     if (m->tile_path[tile-1]) {
965     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966     tile, m->path);
967     free(m->tile_path[tile-1]);
968     m->tile_path[tile-1] = NULL;
969     }
970    
971     if (check_path(value, 1) != -1) {
972     /* The unadorned path works. */
973     path = value;
974     } else {
975     /* Try again; it could be a relative exit. */
976    
977     path = path_combine_and_normalize(m->path, value);
978    
979     if (check_path(path, 1) == -1) {
980     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981     path = NULL;
982     }
983     }
984    
985     if (editor) {
986     /* Use the value as in the file. */
987     m->tile_path[tile-1] = strdup_local(value);
988     } else if (path != NULL) {
989     /* Use the normalized value. */
990     m->tile_path[tile-1] = strdup_local(path);
991     }
992     } /* end if tile direction (in)valid */
993     }
994     else {
995     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996     }
997     }
998     if (!key || strcmp(key,"end")) {
999     LOG(llevError,"Got premature eof on map header!\n");
1000     return 1;
1001     }
1002     return 0;
1003     }
1004    
1005     /*
1006     * Opens the file "filename" and reads information about the map
1007     * from the given file, and stores it in a newly allocated
1008     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009     * flags correspond to those in map.h. Main ones used are
1010     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011     * MAP_BLOCK, in which case we block on this load. This happens in all
1012     * cases, no matter if this flag is set or not.
1013     * MAP_STYLE: style map - don't add active objects, don't add to server
1014     * managed map list.
1015     */
1016    
1017     mapstruct *load_original_map(const char *filename, int flags) {
1018     FILE *fp;
1019     mapstruct *m;
1020     int comp;
1021     char pathname[MAX_BUF];
1022    
1023     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024     if (flags & MAP_PLAYER_UNIQUE)
1025     strcpy(pathname, filename);
1026     else if (flags & MAP_OVERLAY)
1027     strcpy(pathname, create_overlay_pathname(filename));
1028     else
1029     strcpy(pathname, create_pathname(filename));
1030    
1031     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033     return (NULL);
1034     }
1035    
1036     m = get_linked_map();
1037    
1038     strcpy (m->path, filename);
1039     if (load_map_header(fp, m)) {
1040     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041     filename, flags);
1042     delete_map(m);
1043     return NULL;
1044     }
1045    
1046     allocate_map(m);
1047     m->compressed = comp;
1048    
1049     m->in_memory=MAP_LOADING;
1050     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1051     close_and_delete(fp, comp);
1052     m->in_memory=MAP_IN_MEMORY;
1053     if (!MAP_DIFFICULTY(m))
1054     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1055     set_map_reset_time(m);
1056 root 1.8 INVOKE_MAP (LOAD, m);
1057 elmex 1.1 return (m);
1058     }
1059    
1060     /*
1061     * Loads a map, which has been loaded earlier, from file.
1062     * Return the map object we load into (this can change from the passed
1063     * option if we can't find the original map)
1064     */
1065    
1066     static mapstruct *load_temporary_map(mapstruct *m) {
1067     FILE *fp;
1068     int comp;
1069     char buf[MAX_BUF];
1070    
1071     if (!m->tmpname) {
1072     LOG(llevError, "No temporary filename for map %s\n", m->path);
1073     strcpy(buf, m->path);
1074     delete_map(m);
1075     m = load_original_map(buf, 0);
1076     if(m==NULL) return NULL;
1077     fix_auto_apply(m); /* Chests which open as default */
1078     return m;
1079     }
1080    
1081     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1082     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1083     strcpy(buf, m->path);
1084     delete_map(m);
1085     m = load_original_map(buf, 0);
1086     if(m==NULL) return NULL;
1087     fix_auto_apply(m); /* Chests which open as default */
1088     return m;
1089     }
1090    
1091    
1092     if (load_map_header(fp, m)) {
1093     LOG(llevError,"Error loading map header for %s (%s)\n",
1094     m->path, m->tmpname);
1095     delete_map(m);
1096     m = load_original_map(m->path, 0);
1097     return NULL;
1098     }
1099     m->compressed = comp;
1100     allocate_map(m);
1101    
1102     m->in_memory=MAP_LOADING;
1103     load_objects (m, fp, 0);
1104     close_and_delete(fp, comp);
1105     m->in_memory=MAP_IN_MEMORY;
1106 root 1.8 INVOKE_MAP (SWAPIN, m);
1107 elmex 1.1 return m;
1108     }
1109    
1110     /*
1111     * Loads a map, which has been loaded earlier, from file.
1112     * Return the map object we load into (this can change from the passed
1113     * option if we can't find the original map)
1114     */
1115    
1116     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117     FILE *fp;
1118     int comp;
1119     char pathname[MAX_BUF];
1120    
1121     strcpy(pathname, create_overlay_pathname(filename));
1122    
1123     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125     return m;
1126     }
1127    
1128     if (load_map_header(fp, m)) {
1129     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130     m->path, pathname);
1131     delete_map(m);
1132     m = load_original_map(m->path, 0);
1133     return NULL;
1134     }
1135     m->compressed = comp;
1136     /*allocate_map(m);*/
1137    
1138     m->in_memory=MAP_LOADING;
1139     load_objects (m, fp, MAP_OVERLAY);
1140     close_and_delete(fp, comp);
1141     m->in_memory=MAP_IN_MEMORY;
1142     return m;
1143     }
1144    
1145     /******************************************************************************
1146     * This is the start of unique map handling code
1147     *****************************************************************************/
1148    
1149     /* This goes through map 'm' and removed any unique items on the map. */
1150     static void delete_unique_items(mapstruct *m)
1151     {
1152     int i,j,unique;
1153     object *op, *next;
1154    
1155     for(i=0; i<MAP_WIDTH(m); i++)
1156     for(j=0; j<MAP_HEIGHT(m); j++) {
1157     unique=0;
1158     for (op=get_map_ob(m, i, j); op; op=next) {
1159     next = op->above;
1160     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1161     unique=1;
1162     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1163     clean_object(op);
1164     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1165     remove_button_link(op);
1166     remove_ob(op);
1167     free_object(op);
1168     }
1169     }
1170     }
1171     }
1172    
1173    
1174     /*
1175     * Loads unique objects from file(s) into the map which is in memory
1176     * m is the map to load unique items into.
1177     */
1178     static void load_unique_objects(mapstruct *m) {
1179     FILE *fp;
1180     int comp,count;
1181     char firstname[MAX_BUF];
1182    
1183     for (count=0; count<10; count++) {
1184     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1185     if (!access(firstname, R_OK)) break;
1186     }
1187     /* If we get here, we did not find any map */
1188     if (count==10) return;
1189    
1190     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1191     /* There is no expectation that every map will have unique items, but this
1192     * is debug output, so leave it in.
1193     */
1194     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195     return;
1196     }
1197    
1198     m->in_memory=MAP_LOADING;
1199     if (m->tmpname == NULL) /* if we have loaded unique items from */
1200     delete_unique_items(m); /* original map before, don't duplicate them */
1201     load_object(fp, NULL, LO_NOREAD,0);
1202     load_objects (m, fp, 0);
1203     close_and_delete(fp, comp);
1204     m->in_memory=MAP_IN_MEMORY;
1205     }
1206    
1207    
1208     /*
1209     * Saves a map to file. If flag is set, it is saved into the same
1210     * file it was (originally) loaded from. Otherwise a temporary
1211     * filename will be genarated, and the file will be stored there.
1212     * The temporary filename will be stored in the mapstructure.
1213     * If the map is unique, we also save to the filename in the map
1214     * (this should have been updated when first loaded)
1215     */
1216    
1217     int new_save_map(mapstruct *m, int flag) {
1218     FILE *fp, *fp2;
1219 elmex 1.6 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1220     shop[MAX_BUF], filename_s[MAX_BUF];
1221 elmex 1.1 int i;
1222    
1223     if (flag && !*m->path) {
1224     LOG(llevError,"Tried to save map without path.\n");
1225     return -1;
1226     }
1227    
1228     if (flag || (m->unique) || (m->templatemap)) {
1229     if (!m->unique && !m->templatemap) { /* flag is set */
1230     if (flag == 2)
1231     strcpy(filename, create_overlay_pathname(m->path));
1232     else
1233     strcpy (filename, create_pathname (m->path));
1234     } else
1235     strcpy (filename, m->path);
1236    
1237     /* If the compression suffix already exists on the filename, don't
1238     * put it on again. This nasty looking strcmp checks to see if the
1239     * compression suffix is at the end of the filename already.
1240     */
1241     if (m->compressed &&
1242     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1243     uncomp[m->compressed][0]))
1244     strcat(filename, uncomp[m->compressed][0]);
1245     make_path_to_file(filename);
1246     } else {
1247     if (!m->tmpname)
1248     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1249     strcpy(filename, m->tmpname);
1250     }
1251 elmex 1.6 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1252 elmex 1.1 m->in_memory = MAP_SAVING;
1253    
1254 elmex 1.6 sprintf (filename_s, "%s~", filename);
1255 elmex 1.1
1256     /* Compress if it isn't a temporary save. Do compress if unique */
1257     if (m->compressed && (m->unique || m->templatemap || flag)) {
1258     char buf[MAX_BUF];
1259     strcpy(buf, uncomp[m->compressed][2]);
1260     strcat(buf, " > ");
1261 elmex 1.6 strcat(buf, filename_s);
1262 elmex 1.1 fp = popen(buf, "w");
1263     } else
1264 elmex 1.6 fp = fopen(filename_s, "w");
1265 elmex 1.1
1266     if(fp == NULL) {
1267 elmex 1.6 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1268 elmex 1.1 return -1;
1269     }
1270    
1271     /* legacy */
1272     fprintf(fp,"arch map\n");
1273     if (m->name) fprintf(fp,"name %s\n", m->name);
1274     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1275     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1276     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1277     /* we unfortunately have no idea if this is a value the creator set
1278     * or a difficulty value we generated when the map was first loaded
1279     */
1280     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1281     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1282     if (m->shopitems) {
1283     print_shop_string(m, shop);
1284     fprintf(fp,"shopitems %s\n", shop);
1285     }
1286     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1287     #ifndef WIN32
1288     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1289     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1290     #else
1291     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1292     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1293     #endif
1294     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1295     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1296     if (m->width) fprintf(fp,"width %d\n", m->width);
1297     if (m->height) fprintf(fp,"height %d\n", m->height);
1298     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1299     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1300     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1301     if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1302     if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1303     if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1304     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1305     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1306     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1307     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1308     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1309     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1310     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1311     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1312 elmex 1.2 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1313 elmex 1.1
1314     /* Save any tiling information, except on overlays */
1315     if (flag != 2)
1316     for (i=0; i<4; i++)
1317     if (m->tile_path[i])
1318     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1319    
1320     fprintf(fp,"end\n");
1321    
1322     /* In the game save unique items in the different file, but
1323     * in the editor save them to the normal map file.
1324     * If unique map, save files in the proper destination (set by
1325     * player)
1326     */
1327     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1328     sprintf (buf,"%s.v00",create_items_path (m->path));
1329 elmex 1.6 sprintf (buf_s, "%s~", buf);
1330     if ((fp2 = fopen (buf_s, "w")) == NULL) {
1331     LOG(llevError, "Can't open unique items file %s\n", buf_s);
1332 elmex 1.1 }
1333     if (flag == 2)
1334     save_objects(m, fp, fp2, 2);
1335     else
1336     save_objects (m, fp, fp2, 0);
1337     if (fp2 != NULL) {
1338     if (ftell (fp2) == 0) {
1339     fclose (fp2);
1340 elmex 1.6 rename (buf_s, buf);
1341 elmex 1.1 unlink (buf);
1342     } else {
1343     fclose (fp2);
1344 elmex 1.6 rename (buf_s, buf);
1345 elmex 1.1 chmod (buf, SAVE_MODE);
1346     }
1347     }
1348     } else { /* save same file when not playing, like in editor */
1349     save_objects(m, fp, fp, 0);
1350     }
1351    
1352     if (m->compressed && (m->unique || m->templatemap || flag))
1353     pclose(fp);
1354     else
1355     fclose(fp);
1356    
1357 elmex 1.6 rename (filename_s, filename);
1358    
1359 elmex 1.1 chmod (filename, SAVE_MODE);
1360     return 0;
1361     }
1362    
1363    
1364     /*
1365     * Remove and free all objects in the inventory of the given object.
1366     * object.c ?
1367     */
1368    
1369     void clean_object(object *op)
1370     {
1371     object *tmp, *next;
1372    
1373     for(tmp = op->inv; tmp; tmp = next)
1374     {
1375     next = tmp->below;
1376     clean_object(tmp);
1377     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1378     remove_button_link(tmp);
1379     remove_ob(tmp);
1380     free_object(tmp);
1381     }
1382     }
1383    
1384     /*
1385     * Remove and free all objects in the given map.
1386     */
1387    
1388     void free_all_objects(mapstruct *m) {
1389     int i,j;
1390     object *op;
1391    
1392     for(i=0;i<MAP_WIDTH(m);i++)
1393     for(j=0;j<MAP_HEIGHT(m);j++) {
1394     object *previous_obj=NULL;
1395     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1396     if (op==previous_obj) {
1397     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1398     break;
1399     }
1400     previous_obj=op;
1401     if(op->head!=NULL)
1402     op = op->head;
1403    
1404     /* If the map isn't in memory, free_object will remove and
1405     * free objects in op's inventory. So let it do the job.
1406     */
1407     if (m->in_memory==MAP_IN_MEMORY)
1408     clean_object(op);
1409     remove_ob(op);
1410     free_object(op);
1411     }
1412     }
1413     #ifdef MANY_CORES
1414     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1415     * an item on that map was not saved - look for that condition and die as appropriate -
1416     * this leaves more of the map data intact for better debugging.
1417     */
1418     for (op=objects; op!=NULL; op=op->next) {
1419     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1420     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1421     abort();
1422     }
1423     }
1424     #endif
1425     }
1426    
1427     /*
1428     * Frees everything allocated by the given mapstructure.
1429     * don't free tmpname - our caller is left to do that
1430     */
1431    
1432     void free_map(mapstruct *m,int flag) {
1433     int i;
1434    
1435     if (!m->in_memory) {
1436     LOG(llevError,"Trying to free freed map.\n");
1437     return;
1438     }
1439     if (flag && m->spaces) free_all_objects(m);
1440     if (m->name) FREE_AND_CLEAR(m->name);
1441     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1442     if (m->msg) FREE_AND_CLEAR(m->msg);
1443     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1444     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1445     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1446     if (m->buttons)
1447     free_objectlinkpt(m->buttons);
1448     m->buttons = NULL;
1449     for (i=0; i<4; i++) {
1450     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1451     m->tile_map[i] = NULL;
1452     }
1453     m->in_memory = MAP_SWAPPED;
1454     }
1455    
1456     /*
1457     * function: vanish mapstruct
1458     * m : pointer to mapstruct, if NULL no action
1459     * this deletes all the data on the map (freeing pointers)
1460     * and then removes this map from the global linked list of maps.
1461     */
1462    
1463     void delete_map(mapstruct *m) {
1464     mapstruct *tmp, *last;
1465     int i;
1466    
1467     if (!m)
1468     return;
1469     if (m->in_memory == MAP_IN_MEMORY) {
1470     /* change to MAP_SAVING, even though we are not,
1471     * so that remove_ob doesn't do as much work.
1472     */
1473     m->in_memory = MAP_SAVING;
1474     free_map (m, 1);
1475     }
1476     /* move this out of free_map, since tmpname can still be needed if
1477     * the map is swapped out.
1478     */
1479     if (m->tmpname) {
1480     free(m->tmpname);
1481     m->tmpname=NULL;
1482     }
1483     last = NULL;
1484     /* We need to look through all the maps and see if any maps
1485     * are pointing at this one for tiling information. Since
1486     * tiling can be assymetric, we just can not look to see which
1487     * maps this map tiles with and clears those.
1488     */
1489     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1490     if (tmp->next == m) last = tmp;
1491    
1492     /* This should hopefully get unrolled on a decent compiler */
1493     for (i=0; i<4; i++)
1494     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1495     }
1496    
1497     /* If last is null, then this should be the first map in the list */
1498     if (!last) {
1499     if (m == first_map)
1500     first_map = m->next;
1501     else
1502     /* m->path is a static char, so should hopefully still have
1503     * some useful data in it.
1504     */
1505     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1506     m->path);
1507     }
1508     else
1509     last->next = m->next;
1510    
1511     free (m);
1512     }
1513    
1514    
1515    
1516     /*
1517     * Makes sure the given map is loaded and swapped in.
1518     * name is path name of the map.
1519     * flags meaning:
1520     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1521     * and don't do unique items or the like.
1522     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1523     * dont do any more name translation on it.
1524     *
1525     * Returns a pointer to the given map.
1526     */
1527    
1528     mapstruct *ready_map_name(const char *name, int flags) {
1529     mapstruct *m;
1530    
1531     if (!name)
1532     return (NULL);
1533    
1534     /* Have we been at this level before? */
1535     m = has_been_loaded (name);
1536    
1537     /* Map is good to go, so just return it */
1538     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1539     return m;
1540     }
1541    
1542     /* unique maps always get loaded from their original location, and never
1543     * a temp location. Likewise, if map_flush is set, or we have never loaded
1544     * this map, load it now. I removed the reset checking from here -
1545     * it seems the probability of a player trying to enter a map that should
1546     * reset but hasn't yet is quite low, and removing that makes this function
1547     * a bit cleaner (and players probably shouldn't rely on exact timing for
1548     * resets in any case - if they really care, they should use the 'maps command.
1549     */
1550     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1551    
1552     /* first visit or time to reset */
1553     if (m) {
1554     clean_tmp_map(m); /* Doesn't make much difference */
1555     delete_map(m);
1556     }
1557    
1558     /* create and load a map */
1559     if (flags & MAP_PLAYER_UNIQUE)
1560     LOG(llevDebug, "Trying to load map %s.\n", name);
1561     else
1562     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1563    
1564     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1565     return (NULL);
1566    
1567     fix_auto_apply(m); /* Chests which open as default */
1568    
1569     /* If a player unique map, no extra unique object file to load.
1570     * if from the editor, likewise.
1571     */
1572     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1573     load_unique_objects(m);
1574    
1575     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1576     m=load_overlay_map(name, m);
1577     if (m==NULL)
1578     return NULL;
1579     }
1580    
1581     } else {
1582     /* If in this loop, we found a temporary map, so load it up. */
1583    
1584     m=load_temporary_map (m);
1585     if(m==NULL) return NULL;
1586     load_unique_objects(m);
1587    
1588     clean_tmp_map(m);
1589     m->in_memory = MAP_IN_MEMORY;
1590     /* tempnam() on sun systems (probably others) uses malloc
1591     * to allocated space for the string. Free it here.
1592     * In some cases, load_temporary_map above won't find the
1593     * temporary map, and so has reloaded a new map. If that
1594     * is the case, tmpname is now null
1595     */
1596     if (m->tmpname) free(m->tmpname);
1597     m->tmpname = NULL;
1598     /* It's going to be saved anew anyway */
1599     }
1600    
1601     /* Below here is stuff common to both first time loaded maps and
1602     * temp maps.
1603     */
1604    
1605     decay_objects(m); /* start the decay */
1606     /* In case other objects press some buttons down */
1607     update_buttons(m);
1608     if (m->outdoor)
1609     set_darkness_map(m);
1610     /* run the weather over this map */
1611     weather_effect(name);
1612     return m;
1613     }
1614    
1615    
1616     /*
1617     * This routine is supposed to find out the difficulty of the map.
1618     * difficulty does not have a lot to do with character level,
1619     * but does have a lot to do with treasure on the map.
1620     *
1621     * Difficulty can now be set by the map creature. If the value stored
1622     * in the map is zero, then use this routine. Maps should really
1623     * have a difficulty set than using this function - human calculation
1624     * is much better than this functions guesswork.
1625     */
1626    
1627     int calculate_difficulty(mapstruct *m) {
1628     object *op;
1629     archetype *at;
1630     int x, y, i, diff;
1631     long monster_cnt = 0;
1632     double avgexp = 0;
1633     sint64 total_exp = 0;
1634    
1635     if (MAP_DIFFICULTY (m))
1636     {
1637     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1638     return MAP_DIFFICULTY (m);
1639     }
1640    
1641     for(x = 0; x < MAP_WIDTH(m); x++)
1642     for(y = 0; y < MAP_HEIGHT(m); y++)
1643     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1644     {
1645     if(QUERY_FLAG (op, FLAG_MONSTER))
1646     {
1647     total_exp += op->stats.exp;
1648     monster_cnt++;
1649     }
1650    
1651     if(QUERY_FLAG (op, FLAG_GENERATOR))
1652     {
1653     total_exp += op->stats.exp;
1654     at = type_to_archetype(GENERATE_TYPE (op));
1655    
1656     if(at != NULL)
1657     total_exp += at->clone.stats.exp * 8;
1658    
1659     monster_cnt++;
1660     }
1661     }
1662    
1663     avgexp = (double) total_exp / monster_cnt;
1664    
1665     for (i = 1; i <= settings.max_level; i++)
1666     {
1667     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1668     {
1669     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1670     return i;
1671     }
1672     }
1673    
1674     return 1;
1675     }
1676    
1677     void clean_tmp_map(mapstruct *m) {
1678     if(m->tmpname == NULL)
1679     return;
1680 root 1.8 INVOKE_MAP (CLEAN, m);
1681 elmex 1.1 (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 elmex 1.4 if (tmp->type == SAFE_GROUND)
1830 elmex 1.6 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1831 elmex 1.1
1832     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1833     flags |= P_BLOCKSVIEW;
1834     } /* for stack of objects */
1835    
1836     /* we don't want to rely on this function to have accurate flags, but
1837     * since we're already doing the work, we calculate them here.
1838     * if they don't match, logic is broken someplace.
1839     */
1840     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1841     (!(oldflags & P_NO_ERROR))) {
1842     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1843     m->path, x, y,
1844     (oldflags & ~P_NEED_UPDATE), flags);
1845     }
1846     SET_MAP_FLAGS(m, x, y, flags);
1847     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1848     SET_MAP_MOVE_ON(m, x, y, move_on);
1849     SET_MAP_MOVE_OFF(m, x, y, move_off);
1850     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1851    
1852     /* At this point, we have a floor face (if there is a floor),
1853     * and the floor is set - we are not going to touch it at
1854     * this point.
1855     * middle contains the highest visibility face.
1856     * top contains a player/monster face, if there is one.
1857     *
1858     * We now need to fill in top.face and/or middle.face.
1859     */
1860    
1861     /* If the top face also happens to be high visibility, re-do our
1862     * middle face. This should not happen, as we already have the
1863     * else statement above so middle should not get set. OTOH, it
1864     * may be possible for the faces to match but be different objects.
1865     */
1866     if (top == middle) middle=blank_face;
1867    
1868     /* There are three posibilities at this point:
1869     * 1) top face is set, need middle to be set.
1870     * 2) middle is set, need to set top.
1871     * 3) neither middle or top is set - need to set both.
1872     */
1873    
1874     for (tmp=last; tmp; tmp=tmp->below) {
1875     /* Once we get to a floor, stop, since we already have a floor object */
1876     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1877    
1878     /* If two top faces are already set, quit processing */
1879     if ((top != blank_face) && (middle != blank_face)) break;
1880    
1881     /* Only show visible faces, unless its the editor - show all */
1882     if (!tmp->invisible || editor) {
1883     /* Fill in top if needed */
1884     if (top == blank_face) {
1885     top = tmp->face;
1886     top_obj = tmp;
1887     if (top == middle) middle=blank_face;
1888     } else {
1889     /* top is already set - we should only get here if
1890     * middle is not set
1891     *
1892     * Set the middle face and break out, since there is nothing
1893     * more to fill in. We don't check visiblity here, since
1894     *
1895     */
1896     if (tmp->face != top ) {
1897     middle = tmp->face;
1898     middle_obj = tmp;
1899     break;
1900     }
1901     }
1902     }
1903     }
1904     if (middle == floor) middle = blank_face;
1905     if (top == middle) middle = blank_face;
1906     SET_MAP_FACE(m,x,y,top,0);
1907     if(top != blank_face)
1908     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1909     else
1910     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1911     SET_MAP_FACE(m,x,y,middle,1);
1912     if(middle != blank_face)
1913     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1914     else
1915     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1916     SET_MAP_FACE(m,x,y,floor,2);
1917     if(floor != blank_face)
1918     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1919     else
1920     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1921     SET_MAP_LIGHT(m,x,y,light);
1922     }
1923    
1924    
1925     void set_map_reset_time(mapstruct *map) {
1926     int timeout;
1927    
1928     timeout = MAP_RESET_TIMEOUT(map);
1929     if (timeout <= 0)
1930     timeout = MAP_DEFAULTRESET;
1931     if (timeout >= MAP_MAXRESET)
1932     timeout = MAP_MAXRESET;
1933     MAP_WHEN_RESET(map) = seconds()+timeout;
1934     }
1935    
1936     /* this updates the orig_map->tile_map[tile_num] value after loading
1937     * the map. It also takes care of linking back the freshly loaded
1938     * maps tile_map values if it tiles back to this one. It returns
1939     * the value of orig_map->tile_map[tile_num]. It really only does this
1940     * so that it is easier for calling functions to verify success.
1941     */
1942    
1943     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1944     {
1945     int dest_tile = (tile_num +2) % 4;
1946     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1947    
1948     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1949    
1950     /* need to do a strcmp here as the orig_map->path is not a shared string */
1951     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1952     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1953     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1954    
1955     return orig_map->tile_map[tile_num];
1956     }
1957    
1958     /* this returns TRUE if the coordinates (x,y) are out of
1959     * map m. This function also takes into account any
1960     * tiling considerations, loading adjacant maps as needed.
1961     * This is the function should always be used when it
1962     * necessary to check for valid coordinates.
1963     * This function will recursively call itself for the
1964     * tiled maps.
1965     *
1966     *
1967     */
1968     int out_of_map(mapstruct *m, int x, int y)
1969     {
1970    
1971     /* If we get passed a null map, this is obviously the
1972     * case. This generally shouldn't happen, but if the
1973     * map loads fail below, it could happen.
1974     */
1975     if (!m) return 0;
1976    
1977     if (x<0) {
1978     if (!m->tile_path[3]) return 1;
1979     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1980     load_and_link_tiled_map(m, 3);
1981     }
1982     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1983     }
1984     if (x>=MAP_WIDTH(m)) {
1985     if (!m->tile_path[1]) return 1;
1986     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1987     load_and_link_tiled_map(m, 1);
1988     }
1989     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1990     }
1991     if (y<0) {
1992     if (!m->tile_path[0]) return 1;
1993     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1994     load_and_link_tiled_map(m, 0);
1995     }
1996     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1997     }
1998     if (y>=MAP_HEIGHT(m)) {
1999     if (!m->tile_path[2]) return 1;
2000     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2001     load_and_link_tiled_map(m, 2);
2002     }
2003     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2004     }
2005    
2006     /* Simple case - coordinates are within this local
2007     * map.
2008     */
2009     return 0;
2010     }
2011    
2012     /* This is basically the same as out_of_map above, but
2013     * instead we return NULL if no map is valid (coordinates
2014     * out of bounds and no tiled map), otherwise it returns
2015     * the map as that the coordinates are really on, and
2016     * updates x and y to be the localized coordinates.
2017     * Using this is more efficient of calling out_of_map
2018     * and then figuring out what the real map is
2019     */
2020     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2021     {
2022    
2023     if (*x<0) {
2024     if (!m->tile_path[3]) return NULL;
2025     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026     load_and_link_tiled_map(m, 3);
2027    
2028     *x += MAP_WIDTH(m->tile_map[3]);
2029     return (get_map_from_coord(m->tile_map[3], x, y));
2030     }
2031     if (*x>=MAP_WIDTH(m)) {
2032     if (!m->tile_path[1]) return NULL;
2033     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2034     load_and_link_tiled_map(m, 1);
2035    
2036     *x -= MAP_WIDTH(m);
2037     return (get_map_from_coord(m->tile_map[1], x, y));
2038     }
2039     if (*y<0) {
2040     if (!m->tile_path[0]) return NULL;
2041     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2042     load_and_link_tiled_map(m, 0);
2043    
2044     *y += MAP_HEIGHT(m->tile_map[0]);
2045     return (get_map_from_coord(m->tile_map[0], x, y));
2046     }
2047     if (*y>=MAP_HEIGHT(m)) {
2048     if (!m->tile_path[2]) return NULL;
2049     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2050     load_and_link_tiled_map(m, 2);
2051    
2052     *y -= MAP_HEIGHT(m);
2053     return (get_map_from_coord(m->tile_map[2], x, y));
2054     }
2055    
2056     /* Simple case - coordinates are within this local
2057     * map.
2058     */
2059    
2060     return m;
2061     }
2062    
2063     /**
2064     * Return whether map2 is adjacent to map1. If so, store the distance from
2065     * map1 to map2 in dx/dy.
2066     */
2067     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2068     if (!map1 || !map2)
2069     return 0;
2070    
2071     if (map1 == map2) {
2072     *dx = 0;
2073     *dy = 0;
2074    
2075     } else if (map1->tile_map[0] == map2) { /* up */
2076     *dx = 0;
2077     *dy = -MAP_HEIGHT(map2);
2078     } else if (map1->tile_map[1] == map2) { /* right */
2079     *dx = MAP_WIDTH(map1);
2080     *dy = 0;
2081     } else if (map1->tile_map[2] == map2) { /* down */
2082     *dx = 0;
2083     *dy = MAP_HEIGHT(map1);
2084     } else if (map1->tile_map[3] == map2) { /* left */
2085     *dx = -MAP_WIDTH(map2);
2086     *dy = 0;
2087    
2088     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2089     *dx = MAP_WIDTH(map1->tile_map[0]);
2090     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2091     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2092     *dx = -MAP_WIDTH(map2);
2093     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2094     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2095     *dx = MAP_WIDTH(map1);
2096     *dy = -MAP_HEIGHT(map2);
2097     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2098     *dx = MAP_WIDTH(map1);
2099     *dy = MAP_HEIGHT(map1->tile_map[1]);
2100     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2101     *dx = MAP_WIDTH(map1->tile_map[2]);
2102     *dy = MAP_HEIGHT(map1);
2103     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2104     *dx = -MAP_WIDTH(map2);
2105     *dy = MAP_HEIGHT(map1);
2106     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2107     *dx = -MAP_WIDTH(map1->tile_map[3]);
2108     *dy = -MAP_HEIGHT(map2);
2109     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2110     *dx = -MAP_WIDTH(map1->tile_map[3]);
2111     *dy = MAP_HEIGHT(map1->tile_map[3]);
2112    
2113     } else { /* not "adjacent" enough */
2114     return 0;
2115     }
2116    
2117     return 1;
2118     }
2119    
2120     /* From map.c
2121     * This is used by get_player to determine where the other
2122     * creature is. get_rangevector takes into account map tiling,
2123     * so you just can not look the the map coordinates and get the
2124     * righte value. distance_x/y are distance away, which
2125     * can be negativbe. direction is the crossfire direction scheme
2126     * that the creature should head. part is the part of the
2127     * monster that is closest.
2128     *
2129     * get_rangevector looks at op1 and op2, and fills in the
2130     * structure for op1 to get to op2.
2131     * We already trust that the caller has verified that the
2132     * two objects are at least on adjacent maps. If not,
2133     * results are not likely to be what is desired.
2134     * if the objects are not on maps, results are also likely to
2135     * be unexpected
2136     *
2137     * currently, the only flag supported (0x1) is don't translate for
2138     * closest body part of 'op1'
2139     */
2140    
2141     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2142     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2143     /* be conservative and fill in _some_ data */
2144     retval->distance = 100000;
2145     retval->distance_x = 32767;
2146     retval->distance_y = 32767;
2147     retval->direction = 0;
2148     retval->part = 0;
2149     } else {
2150     object *best;
2151    
2152     retval->distance_x += op2->x-op1->x;
2153     retval->distance_y += op2->y-op1->y;
2154    
2155     best = op1;
2156     /* If this is multipart, find the closest part now */
2157     if (!(flags&0x1) && op1->more) {
2158     object *tmp;
2159     int best_distance = retval->distance_x*retval->distance_x+
2160     retval->distance_y*retval->distance_y, tmpi;
2161    
2162     /* we just take the offset of the piece to head to figure
2163     * distance instead of doing all that work above again
2164     * since the distance fields we set above are positive in the
2165     * same axis as is used for multipart objects, the simply arithmetic
2166     * below works.
2167     */
2168     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2169     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2170     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2171     if (tmpi < best_distance) {
2172     best_distance = tmpi;
2173     best = tmp;
2174     }
2175     }
2176     if (best != op1) {
2177     retval->distance_x += op1->x-best->x;
2178     retval->distance_y += op1->y-best->y;
2179     }
2180     }
2181     retval->part = best;
2182     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2183     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2184     }
2185     }
2186    
2187     /* this is basically the same as get_rangevector above, but instead of
2188     * the first parameter being an object, it instead is the map
2189     * and x,y coordinates - this is used for path to player -
2190     * since the object is not infact moving but we are trying to traverse
2191     * the path, we need this.
2192     * flags has no meaning for this function at this time - I kept it in to
2193     * be more consistant with the above function and also in case they are needed
2194     * for something in the future. Also, since no object is pasted, the best
2195     * field of the rv_vector is set to NULL.
2196     */
2197    
2198     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2199     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2200     /* be conservative and fill in _some_ data */
2201     retval->distance = 100000;
2202     retval->distance_x = 32767;
2203     retval->distance_y = 32767;
2204     retval->direction = 0;
2205     retval->part = 0;
2206     } else {
2207     retval->distance_x += op2->x-x;
2208     retval->distance_y += op2->y-y;
2209    
2210     retval->part = NULL;
2211     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2212     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2213     }
2214     }
2215    
2216     /* Returns true of op1 and op2 are effectively on the same map
2217     * (as related to map tiling). Note that this looks for a path from
2218     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2219     * to op1, this will still return false.
2220     * Note we only look one map out to keep the processing simple
2221     * and efficient. This could probably be a macro.
2222     * MSW 2001-08-05
2223     */
2224     int on_same_map(const object *op1, const object *op2) {
2225     int dx, dy;
2226    
2227     return adjacent_map(op1->map, op2->map, &dx, &dy);
2228     }