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/cvs/deliantra/server/common/map.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:01:21 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22
Changes since 1.1.1.1: +155 -125 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_map_c =
3 elmex 1.1.1.2 * "$Id: map.c,v 1.105 2006/02/19 14:29:14 akirschbaum Exp $";
4 root 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     /*
45     * Returns the mapstruct which has a name matching the given argument.
46     * return NULL if no match is found.
47     */
48    
49     mapstruct *has_been_loaded (const char *name) {
50     mapstruct *map;
51    
52     if (!name || !*name)
53     return 0;
54     for (map = first_map; map; map = map->next)
55     if (!strcmp (name, map->path))
56     break;
57     return (map);
58     }
59    
60     /*
61     * This makes a path absolute outside the world of Crossfire.
62     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
63     * and returns the pointer to a static array containing the result.
64     * it really should be called create_mapname
65     */
66    
67     const char *create_pathname (const char *name) {
68     static char buf[MAX_BUF];
69    
70     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
71     * someplace else in the code? msw 2-17-97
72     */
73     if (*name == '/')
74     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
75     else
76     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
77     return (buf);
78     }
79    
80     /*
81     * same as create_pathname, but for the overlay maps.
82     */
83    
84     const char *create_overlay_pathname (const char *name) {
85     static char buf[MAX_BUF];
86    
87     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88     * someplace else in the code? msw 2-17-97
89     */
90     if (*name == '/')
91     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92     else
93     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94     return (buf);
95     }
96    
97     /*
98     * same as create_pathname, but for the template maps.
99     */
100    
101     const char *create_template_pathname (const char *name) {
102     static char buf[MAX_BUF];
103    
104     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105     * someplace else in the code? msw 2-17-97
106     */
107     if (*name == '/')
108     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
109     else
110     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
111     return (buf);
112     }
113    
114     /*
115     * This makes absolute path to the itemfile where unique objects
116     * will be saved. Converts '/' to '@'. I think it's essier maintain
117     * files than full directory structure, but if this is problem it can
118     * be changed.
119     */
120     static const char *create_items_path (const char *s) {
121     static char buf[MAX_BUF];
122     char *t;
123    
124     if (*s == '/')
125     s++;
126    
127     sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128    
129     for (t=buf+strlen(buf); *s; s++,t++)
130     if (*s == '/')
131     *t = '@';
132     else
133     *t = *s;
134     *t = 0;
135     return (buf);
136     }
137    
138    
139     /*
140     * This function checks if a file with the given path exists.
141     * -1 is returned if it fails, otherwise the mode of the file
142     * is returned.
143     * It tries out all the compression suffixes listed in the uncomp[] array.
144     *
145     * If prepend_dir is set, then we call create_pathname (which prepends
146     * libdir & mapdir). Otherwise, we assume the name given is fully
147     * complete.
148     * Only the editor actually cares about the writablity of this -
149     * the rest of the code only cares that the file is readable.
150     * when the editor goes away, the call to stat should probably be
151     * replaced by an access instead (similar to the windows one, but
152     * that seems to be missing the prepend_dir processing
153     */
154    
155     int check_path (const char *name, int prepend_dir)
156     {
157     char buf[MAX_BUF];
158     #ifndef WIN32
159     char *endbuf;
160     struct stat statbuf;
161     int mode = 0, i;
162     #endif
163    
164     if (prepend_dir)
165     strcpy (buf, create_pathname(name));
166     else
167     strcpy(buf, name);
168     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
169     return(_access(buf,0));
170     #else
171    
172     /* old method (strchr(buf, '\0')) seemd very odd to me -
173     * this method should be equivalant and is clearer.
174     * Can not use strcat because we need to cycle through
175     * all the names.
176     */
177     endbuf = buf + strlen(buf);
178    
179     for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
180     if (uncomp[i][0])
181     strcpy(endbuf, uncomp[i][0]);
182     else
183     *endbuf = '\0';
184     if (!stat (buf, &statbuf))
185     break;
186     }
187     if (i == NROF_COMPRESS_METHODS)
188     return (-1);
189     if (!S_ISREG (statbuf.st_mode))
190     return (-1);
191    
192     if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
193     ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
194     (statbuf.st_mode & S_IROTH))
195     mode |= 4;
196    
197     if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
198     (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
199     (statbuf.st_mode & S_IWOTH))
200     mode |= 2;
201    
202     return (mode);
203     #endif
204     }
205    
206     /*
207     * Prints out debug-information about a map.
208     * Dumping these at llevError doesn't seem right, but is
209     * necessary to make sure the information is in fact logged.
210     */
211    
212 elmex 1.1.1.2 void dump_map(const mapstruct *m) {
213 root 1.1 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
214     LOG(llevError,"Size: %dx%d Start: %d,%d\n",
215     MAP_WIDTH(m), MAP_HEIGHT(m),
216     MAP_ENTER_X(m), MAP_ENTER_Y(m));
217    
218     if(m->msg!=NULL)
219     LOG(llevError,"Message:\n%s",m->msg);
220    
221 elmex 1.1.1.2 if(m->maplore!=NULL)
222     LOG(llevError,"Lore:\n%s",m->maplore);
223    
224 root 1.1 if(m->tmpname!=NULL)
225     LOG(llevError,"Tmpname: %s\n",m->tmpname);
226    
227     LOG(llevError,"Difficulty: %d\n",m->difficulty);
228     LOG(llevError,"Darkness: %d\n",m->darkness);
229     }
230    
231     /*
232     * Prints out debug-information about all maps.
233     * This basically just goes through all the maps and calls
234     * dump_map on each one.
235     */
236    
237     void dump_all_maps(void) {
238     mapstruct *m;
239     for(m=first_map;m!=NULL;m=m->next) {
240     dump_map(m);
241     }
242     }
243    
244     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
245     * one function that just returns a P_.. value (see map.h)
246     * it will also do map translation for tiled maps, returning
247     * new values into newmap, nx, and ny. Any and all of those
248     * values can be null, in which case if a new map is needed (returned
249     * by a P_NEW_MAP value, another call to get_map_from_coord
250     * is needed. The case of not passing values is if we're just
251     * checking for the existence of something on those spaces, but
252     * don't expect to insert/remove anything from those spaces.
253     */
254     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
255     {
256     sint16 newx, newy;
257     int retval=0;
258     mapstruct *mp;
259    
260     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
261     newx = x;
262     newy = y;
263     mp = get_map_from_coord(oldmap, &newx, &newy);
264     if (mp != oldmap)
265     retval |= P_NEW_MAP;
266     if (newmap) *newmap = mp;
267     if (nx) *nx = newx;
268     if (ny) *ny = newy;
269     retval |= mp->spaces[newx + mp->width * newy].flags;
270     return retval;
271     }
272    
273    
274     /*
275     * Returns true if the given coordinate is blocked except by the
276     * object passed is not blocking. This is used with
277     * multipart monsters - if we want to see if a 2x2 monster
278     * can move 1 space to the left, we don't want its own area
279     * to block it from moving there.
280     * Returns TRUE if the space is blocked by something other than the
281     * monster.
282     * m, x, y are the target map/coordinates - needed for map tiling.
283     * the coordinates & map passed in should have been updated for tiling
284     * by the caller.
285     */
286    
287     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
288     object *tmp;
289     int mflags, blocked;
290    
291     /* Make sure the coordinates are valid - they should be, as caller should
292     * have already checked this.
293     */
294     if (OUT_OF_REAL_MAP(m, sx, sy)) {
295     LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
296     return 1;
297     }
298    
299     /* Save some cycles - instead of calling get_map_flags(), just get the value
300     * directly.
301     */
302     mflags = m->spaces[sx + m->width * sy].flags;
303    
304     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
305    
306     /* If space is currently not blocked by anything, no need to
307     * go further. Not true for players - all sorts of special
308     * things we need to do for players.
309     */
310     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
311    
312 elmex 1.1.1.2 /* if there isn't anytyhing alive on this space, and this space isn't
313     * otherwise blocked, we can return now. Only if there is a living
314     * creature do we need to investigate if it is part of this creature
315     * or another. Likewise, only if something is blocking us do we
316     * need to investigate if there is a special circumstance that would
317     * let the player through (inventory checkers for example)
318     */
319     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
320 root 1.1
321     if(ob->head != NULL)
322     ob=ob->head;
323    
324     /* We basically go through the stack of objects, and if there is
325     * some other object that has NO_PASS or FLAG_ALIVE set, return
326     * true. If we get through the entire stack, that must mean
327     * ob is blocking it, so return 0.
328     */
329     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
330    
331     /* This must be before the checks below. Code for inventory checkers. */
332     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
333     /* If last_sp is set, the player/monster needs an object,
334     * so we check for it. If they don't have it, they can't
335     * pass through this space.
336     */
337     if (tmp->last_sp) {
338     if (check_inv_recursive(ob,tmp)==NULL)
339     return 1;
340     else
341     continue;
342     } else {
343     /* In this case, the player must not have the object -
344     * if they do, they can't pass through.
345     */
346     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
347     return 1;
348     else
349     continue;
350     }
351     } /* if check_inv */
352     else {
353     /* Broke apart a big nasty if into several here to make
354     * this more readable. first check - if the space blocks
355     * movement, can't move here.
356     * second - if a monster, can't move there, unles it is a
357     * hidden dm
358     */
359     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
360     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
361     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
362     return 1;
363     }
364    
365     }
366     return 0;
367     }
368    
369    
370     /*
371     * Returns true if the given object can't fit in the given spot.
372     * This is meant for multi space objects - for single space objecs,
373     * just calling get_map_blocked and checking that against movement type
374     * of object. This function goes through all the parts of the
375     * multipart object and makes sure they can be inserted.
376     *
377     * While this doesn't call out of map, the get_map_flags does.
378     *
379     * This function has been used to deprecate arch_out_of_map -
380     * this function also does that check, and since in most cases,
381     * a call to one would follow the other, doesn't make a lot of sense to
382     * have two seperate functions for this.
383     *
384     * This returns nonzero if this arch can not go on the space provided,
385     * 0 otherwise. the return value will contain the P_.. value
386     * so the caller can know why this object can't go on the map.
387     * Note that callers should not expect P_NEW_MAP to be set
388     * in return codes - since the object is multispace - if
389     * we did return values, what do you return if half the object
390     * is one map, half on another.
391     *
392     * Note this used to be arch_blocked, but with new movement
393     * code, we need to have actual object to check its move_type
394     * against the move_block values.
395     */
396    
397 elmex 1.1.1.2 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
398 root 1.1 archetype *tmp;
399     int flag;
400     mapstruct *m1;
401     sint16 sx, sy;
402    
403     if(ob==NULL) {
404     flag= get_map_flags(m,&m1, x,y, &sx, &sy);
405     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
406    
407     /* don't have object, so don't know what types would block */
408     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
409     }
410    
411     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
412     flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
413    
414     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
415     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
416    
417 elmex 1.1.1.2 /* find_first_free_spot() calls this function. However, often
418     * ob doesn't have any move type (when used to place exits)
419     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
420     */
421    
422     if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
423    
424 root 1.1 /* Note it is intentional that we check ob - the movement type of the
425     * head of the object should correspond for the entire object.
426     */
427     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
428     return AB_NO_PASS;
429    
430     }
431     return 0;
432     }
433    
434     /* When the map is loaded, load_object does not actually insert objects
435     * into inventory, but just links them. What this does is go through
436     * and insert them properly.
437     * The object 'container' is the object that contains the inventory.
438     * This is needed so that we can update the containers weight.
439     */
440    
441     void fix_container(object *container)
442     {
443     object *tmp=container->inv, *next;
444    
445     container->inv=NULL;
446     while (tmp!=NULL) {
447     next = tmp->below;
448     if (tmp->inv)
449     fix_container(tmp);
450     (void) insert_ob_in_ob(tmp,container);
451     tmp = next;
452     }
453     /* sum_weight will go through and calculate what all the containers are
454     * carrying.
455     */
456     sum_weight(container);
457     }
458    
459     /* link_multipart_objects go through all the objects on the map looking
460     * for objects whose arch says they are multipart yet according to the
461     * info we have, they only have the head (as would be expected when
462     * they are saved). We do have to look for the old maps that did save
463     * the more sections and not re-add sections for them.
464     */
465    
466     static void link_multipart_objects(mapstruct *m)
467     {
468     int x,y;
469     object *tmp, *op, *last, *above;
470     archetype *at;
471    
472     for(x=0;x<MAP_WIDTH(m);x++)
473     for(y=0;y<MAP_HEIGHT(m);y++)
474     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
475     above=tmp->above;
476    
477     /* already multipart - don't do anything more */
478     if (tmp->head || tmp->more) continue;
479    
480     /* If there is nothing more to this object, this for loop
481     * won't do anything.
482     */
483     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
484     op = arch_to_object(at);
485    
486     /* update x,y coordinates */
487     op->x += tmp->x;
488     op->y += tmp->y;
489     op->head = tmp;
490     op->map = m;
491     last->more = op;
492     if (tmp->name != op->name) {
493     if (op->name) free_string(op->name);
494     op->name = add_string(tmp->name);
495     }
496     if (tmp->title != op->title) {
497     if (op->title) free_string(op->title);
498     op->title = add_string(tmp->title);
499     }
500     /* we could link all the parts onto tmp, and then just
501     * call insert_ob_in_map once, but the effect is the same,
502     * as insert_ob_in_map will call itself with each part, and
503     * the coding is simpler to just to it here with each part.
504     */
505     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
506     } /* for at = tmp->arch->more */
507     } /* for objects on this space */
508     }
509    
510    
511    
512     /*
513     * Loads (ands parses) the objects into a given map from the specified
514     * file pointer.
515     * mapflags is the same as we get with load_original_map
516     */
517    
518     void load_objects (mapstruct *m, FILE *fp, int mapflags) {
519     int i,j,bufstate=LO_NEWFILE;
520     int unique;
521     object *op, *prev=NULL,*last_more=NULL, *otmp;
522    
523     op=get_object();
524     op->map = m; /* To handle buttons correctly */
525    
526     while((i=load_object(fp,op,bufstate, mapflags))) {
527     /* Since the loading of the map header does not load an object
528     * anymore, we need to pass LO_NEWFILE for the first object loaded,
529     * and then switch to LO_REPEAT for faster loading.
530     */
531     bufstate = LO_REPEAT;
532    
533     /* if the archetype for the object is null, means that we
534     * got an invalid object. Don't do anything with it - the game
535     * or editor will not be able to do anything with it either.
536     */
537     if (op->arch==NULL) {
538     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
539     continue;
540     }
541    
542    
543     switch(i) {
544     case LL_NORMAL:
545     /* if we are loading an overlay, put the floors on the bottom */
546     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
547     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
548     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
549     else
550     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
551    
552     if (op->inv)
553     sum_weight(op);
554    
555     prev=op,last_more=op;
556     break;
557    
558     case LL_MORE:
559     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
560     op->head=prev,last_more->more=op,last_more=op;
561     break;
562     }
563     if (mapflags & MAP_STYLE) {
564     remove_from_active_list(op);
565     }
566     op=get_object();
567     op->map = m;
568     }
569     for (i=0;i<m->width;i++){
570     for (j=0;j<m->height;j++){
571     unique =0;
572     /* check for unique items, or unique squares */
573     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
574     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
575     unique = 1;
576     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
577     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
578     }
579     }
580     }
581     free_object(op);
582     link_multipart_objects(m);
583     }
584    
585     /* This saves all the objects on the map in a non destructive fashion.
586     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
587     * and we only save the head of multi part objects - this is needed
588     * in order to do map tiling properly.
589     */
590     void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
591     int i, j = 0,unique=0;
592     object *op, *otmp;
593     /* first pass - save one-part objects */
594     for(i = 0; i < MAP_WIDTH(m); i++)
595     for (j = 0; j < MAP_HEIGHT(m); j++) {
596     unique=0;
597     for(op = get_map_ob (m, i, j); op; op = otmp) {
598     otmp = op->above;
599    
600     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
601     unique=1;
602    
603     if(op->type == PLAYER) {
604     LOG(llevDebug, "Player on map that is being saved\n");
605     continue;
606     }
607    
608     if (op->head || op->owner)
609     continue;
610    
611     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
612     save_object( fp2 , op, 3);
613     else
614     if (flag == 0 ||
615     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
616     !QUERY_FLAG(op, FLAG_UNPAID))))
617     save_object(fp, op, 3);
618    
619     } /* for this space */
620     } /* for this j */
621     }
622    
623     /*
624     * Allocates, initialises, and returns a pointer to a mapstruct.
625     * Modified to no longer take a path option which was not being
626     * used anyways. MSW 2001-07-01
627     */
628    
629     mapstruct *get_linked_map(void) {
630     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
631     mapstruct *mp;
632    
633     if(map==NULL)
634     fatal(OUT_OF_MEMORY);
635    
636     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
637     if(mp==NULL)
638     first_map=map;
639     else
640     mp->next=map;
641    
642     map->in_memory=MAP_SWAPPED;
643     /* The maps used to pick up default x and y values from the
644     * map archetype. Mimic that behaviour.
645     */
646     MAP_WIDTH(map)=16;
647     MAP_HEIGHT(map)=16;
648     MAP_RESET_TIMEOUT(map)=0;
649     MAP_TIMEOUT(map)=300;
650     MAP_ENTER_X(map)=0;
651     MAP_ENTER_Y(map)=0;
652     /*set part to -1 indicating conversion to weather map not yet done*/
653     MAP_WORLDPARTX(map)=-1;
654     MAP_WORLDPARTY(map)=-1;
655     return map;
656     }
657    
658     /*
659     * Allocates the arrays contained in a mapstruct.
660     * This basically allocates the dynamic array of spaces for the
661     * map.
662     */
663    
664     void allocate_map(mapstruct *m) {
665     m->in_memory = MAP_IN_MEMORY;
666     /* Log this condition and free the storage. We could I suppose
667     * realloc, but if the caller is presuming the data will be intact,
668     * that is their poor assumption.
669     */
670     if (m->spaces) {
671     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
672     free(m->spaces);
673     }
674    
675     m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
676    
677     if(m->spaces==NULL)
678     fatal(OUT_OF_MEMORY);
679     }
680    
681     /* Creatures and returns a map of the specific size. Used
682     * in random map code and the editor.
683     */
684     mapstruct *get_empty_map(int sizex, int sizey) {
685     mapstruct *m = get_linked_map();
686     m->width = sizex;
687     m->height = sizey;
688     m->in_memory = MAP_SWAPPED;
689     allocate_map(m);
690     return m;
691     }
692    
693     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
694     * corresponding to that string. Memory is allocated for this, it must be freed
695     * at a later date.
696     * Called by parse_map_headers below.
697     */
698    
699     static shopitems *parse_shop_string (const char *input_string) {
700     char *shop_string, *p, *q, *next_semicolon, *next_colon;
701     shopitems *items=NULL;
702     int i=0, number_of_entries=0;
703     const typedata *current_type;
704    
705     shop_string=strdup_local(input_string);
706     p=shop_string;
707     LOG(llevDebug, "parsing %s\n", input_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=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 elmex 1.1.1.2 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
801 root 1.1 int msgpos=0;
802 elmex 1.1.1.2 int maplorepos=0;
803 root 1.1
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 elmex 1.1.1.2 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 root 1.1 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->template = 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     }
951     else if (!strncmp(key,"tile_path_", 10)) {
952     int tile=atoi(key+10);
953    
954     if (tile<1 || tile>4) {
955     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
956     tile, m->path);
957     } else {
958     char *path;
959    
960     *end = 0;
961    
962     if (m->tile_path[tile-1]) {
963     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
964     tile, m->path);
965     free(m->tile_path[tile-1]);
966     m->tile_path[tile-1] = NULL;
967     }
968    
969     if (check_path(value, 1) != -1) {
970     /* The unadorned path works. */
971     path = value;
972     } else {
973     /* Try again; it could be a relative exit. */
974    
975     path = path_combine_and_normalize(m->path, value);
976    
977     if (check_path(path, 1) == -1) {
978     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
979     path = NULL;
980     }
981     }
982    
983     if (editor) {
984     /* Use the value as in the file. */
985     m->tile_path[tile-1] = strdup_local(value);
986     } else if (path != NULL) {
987     /* Use the normalized value. */
988     m->tile_path[tile-1] = strdup_local(path);
989     }
990     } /* end if tile direction (in)valid */
991     }
992     else {
993     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
994     }
995     }
996     if (!key || strcmp(key,"end")) {
997     LOG(llevError,"Got premature eof on map header!\n");
998     return 1;
999     }
1000     return 0;
1001     }
1002    
1003     /*
1004     * Opens the file "filename" and reads information about the map
1005     * from the given file, and stores it in a newly allocated
1006     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1007     * flags correspond to those in map.h. Main ones used are
1008     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1009     * MAP_BLOCK, in which case we block on this load. This happens in all
1010     * cases, no matter if this flag is set or not.
1011     * MAP_STYLE: style map - don't add active objects, don't add to server
1012     * managed map list.
1013     */
1014    
1015     mapstruct *load_original_map(const char *filename, int flags) {
1016     FILE *fp;
1017     mapstruct *m;
1018     int comp;
1019     char pathname[MAX_BUF];
1020    
1021     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1022     if (flags & MAP_PLAYER_UNIQUE)
1023     strcpy(pathname, filename);
1024     else if (flags & MAP_OVERLAY)
1025     strcpy(pathname, create_overlay_pathname(filename));
1026     else
1027     strcpy(pathname, create_pathname(filename));
1028    
1029     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1030     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1031     return (NULL);
1032     }
1033    
1034     m = get_linked_map();
1035    
1036     strcpy (m->path, filename);
1037     if (load_map_header(fp, m)) {
1038     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1039     filename, flags);
1040     delete_map(m);
1041     return NULL;
1042     }
1043    
1044     allocate_map(m);
1045     m->compressed = comp;
1046    
1047     m->in_memory=MAP_LOADING;
1048     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1049     close_and_delete(fp, comp);
1050     m->in_memory=MAP_IN_MEMORY;
1051     if (!MAP_DIFFICULTY(m))
1052     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1053     set_map_reset_time(m);
1054     return (m);
1055     }
1056    
1057     /*
1058     * Loads a map, which has been loaded earlier, from file.
1059     * Return the map object we load into (this can change from the passed
1060     * option if we can't find the original map)
1061     */
1062    
1063     static mapstruct *load_temporary_map(mapstruct *m) {
1064     FILE *fp;
1065     int comp;
1066     char buf[MAX_BUF];
1067    
1068     if (!m->tmpname) {
1069     LOG(llevError, "No temporary filename for map %s\n", m->path);
1070     strcpy(buf, m->path);
1071     delete_map(m);
1072     m = load_original_map(buf, 0);
1073     if(m==NULL) return NULL;
1074     fix_auto_apply(m); /* Chests which open as default */
1075     return m;
1076     }
1077    
1078     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1079     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1080     strcpy(buf, m->path);
1081     delete_map(m);
1082     m = load_original_map(buf, 0);
1083     if(m==NULL) return NULL;
1084     fix_auto_apply(m); /* Chests which open as default */
1085     return m;
1086     }
1087    
1088    
1089     if (load_map_header(fp, m)) {
1090     LOG(llevError,"Error loading map header for %s (%s)\n",
1091     m->path, m->tmpname);
1092     delete_map(m);
1093     m = load_original_map(m->path, 0);
1094     return NULL;
1095     }
1096     m->compressed = comp;
1097     allocate_map(m);
1098    
1099     m->in_memory=MAP_LOADING;
1100     load_objects (m, fp, 0);
1101     close_and_delete(fp, comp);
1102     m->in_memory=MAP_IN_MEMORY;
1103     return m;
1104     }
1105    
1106     /*
1107     * Loads a map, which has been loaded earlier, from file.
1108     * Return the map object we load into (this can change from the passed
1109     * option if we can't find the original map)
1110     */
1111    
1112     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1113     FILE *fp;
1114     int comp;
1115     char pathname[MAX_BUF];
1116    
1117     strcpy(pathname, create_overlay_pathname(filename));
1118    
1119     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1120     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1121     return m;
1122     }
1123    
1124     if (load_map_header(fp, m)) {
1125     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1126     m->path, pathname);
1127     delete_map(m);
1128     m = load_original_map(m->path, 0);
1129     return NULL;
1130     }
1131     m->compressed = comp;
1132     /*allocate_map(m);*/
1133    
1134     m->in_memory=MAP_LOADING;
1135     load_objects (m, fp, MAP_OVERLAY);
1136     close_and_delete(fp, comp);
1137     m->in_memory=MAP_IN_MEMORY;
1138     return m;
1139     }
1140    
1141     /******************************************************************************
1142     * This is the start of unique map handling code
1143     *****************************************************************************/
1144    
1145     /* This goes through map 'm' and removed any unique items on the map. */
1146     static void delete_unique_items(mapstruct *m)
1147     {
1148     int i,j,unique=0;
1149     object *op, *next;
1150    
1151     for(i=0; i<MAP_WIDTH(m); i++)
1152     for(j=0; j<MAP_HEIGHT(m); j++) {
1153     unique=0;
1154     for (op=get_map_ob(m, i, j); op; op=next) {
1155     next = op->above;
1156     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1157     unique=1;
1158     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1159     clean_object(op);
1160     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1161     remove_button_link(op);
1162     remove_ob(op);
1163     free_object(op);
1164     }
1165     }
1166     }
1167     }
1168    
1169    
1170     /*
1171     * Loads unique objects from file(s) into the map which is in memory
1172     * m is the map to load unique items into.
1173     */
1174     static void load_unique_objects(mapstruct *m) {
1175     FILE *fp;
1176     int comp,count;
1177     char firstname[MAX_BUF];
1178    
1179     for (count=0; count<10; count++) {
1180     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1181     if (!access(firstname, R_OK)) break;
1182     }
1183     /* If we get here, we did not find any map */
1184     if (count==10) return;
1185    
1186     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1187     /* There is no expectation that every map will have unique items, but this
1188     * is debug output, so leave it in.
1189     */
1190     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1191     return;
1192     }
1193    
1194     m->in_memory=MAP_LOADING;
1195     if (m->tmpname == NULL) /* if we have loaded unique items from */
1196     delete_unique_items(m); /* original map before, don't duplicate them */
1197     load_object(fp, NULL, LO_NOREAD,0);
1198     load_objects (m, fp, 0);
1199     close_and_delete(fp, comp);
1200     m->in_memory=MAP_IN_MEMORY;
1201     }
1202    
1203    
1204     /*
1205     * Saves a map to file. If flag is set, it is saved into the same
1206     * file it was (originally) loaded from. Otherwise a temporary
1207     * filename will be genarated, and the file will be stored there.
1208     * The temporary filename will be stored in the mapstructure.
1209     * If the map is unique, we also save to the filename in the map
1210     * (this should have been updated when first loaded)
1211     */
1212    
1213     int new_save_map(mapstruct *m, int flag) {
1214     FILE *fp, *fp2;
1215     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1216     int i;
1217    
1218     if (flag && !*m->path) {
1219     LOG(llevError,"Tried to save map without path.\n");
1220     return -1;
1221     }
1222    
1223     if (flag || (m->unique) || (m->template)) {
1224     if (!m->unique && !m->template) { /* flag is set */
1225     if (flag == 2)
1226     strcpy(filename, create_overlay_pathname(m->path));
1227     else
1228     strcpy (filename, create_pathname (m->path));
1229     } else
1230     strcpy (filename, m->path);
1231    
1232     /* If the compression suffix already exists on the filename, don't
1233     * put it on again. This nasty looking strcmp checks to see if the
1234     * compression suffix is at the end of the filename already.
1235     */
1236     if (m->compressed &&
1237     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1238     uncomp[m->compressed][0]))
1239     strcat(filename, uncomp[m->compressed][0]);
1240     make_path_to_file(filename);
1241     } else {
1242     if (!m->tmpname)
1243     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1244     strcpy(filename, m->tmpname);
1245     }
1246     LOG(llevDebug,"Saving map %s\n",m->path);
1247     m->in_memory = MAP_SAVING;
1248    
1249     /* Compress if it isn't a temporary save. Do compress if unique */
1250     if (m->compressed && (m->unique || m->template || flag)) {
1251     char buf[MAX_BUF];
1252     strcpy(buf, uncomp[m->compressed][2]);
1253     strcat(buf, " > ");
1254     strcat(buf, filename);
1255     fp = popen(buf, "w");
1256     } else
1257     fp = fopen(filename, "w");
1258    
1259     if(fp == NULL) {
1260     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1261     return -1;
1262     }
1263    
1264     /* legacy */
1265     fprintf(fp,"arch map\n");
1266     if (m->name) fprintf(fp,"name %s\n", m->name);
1267     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1268     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1269     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1270     /* we unfortunately have no idea if this is a value the creator set
1271     * or a difficulty value we generated when the map was first loaded
1272     */
1273     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1274     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1275     if (m->shopitems) {
1276     print_shop_string(m, shop);
1277     fprintf(fp,"shopitems %s\n", shop);
1278     }
1279     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1280     #ifndef WIN32
1281     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1282     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1283     #else
1284     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1285     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1286     #endif
1287     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1288     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1289     if (m->width) fprintf(fp,"width %d\n", m->width);
1290     if (m->height) fprintf(fp,"height %d\n", m->height);
1291     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1292     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1293     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1294 elmex 1.1.1.2 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1295 root 1.1 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1296     if (m->template) fprintf(fp,"template %d\n", m->template);
1297     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1298     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1299     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1300     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1301     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1302     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1303     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1304     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1305    
1306     /* Save any tiling information, except on overlays */
1307     if (flag != 2)
1308     for (i=0; i<4; i++)
1309     if (m->tile_path[i])
1310     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1311    
1312     fprintf(fp,"end\n");
1313    
1314     /* In the game save unique items in the different file, but
1315     * in the editor save them to the normal map file.
1316     * If unique map, save files in the proper destination (set by
1317     * player)
1318     */
1319     fp2 = fp; /* save unique items into fp2 */
1320     if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1321     sprintf (buf,"%s.v00",create_items_path (m->path));
1322     if ((fp2 = fopen (buf, "w")) == NULL) {
1323     LOG(llevError, "Can't open unique items file %s\n", buf);
1324     }
1325     if (flag == 2)
1326     save_objects(m, fp, fp2, 2);
1327     else
1328     save_objects (m, fp, fp2, 0);
1329     if (fp2 != NULL) {
1330     if (ftell (fp2) == 0) {
1331     fclose (fp2);
1332     unlink (buf);
1333     } else {
1334     fclose (fp2);
1335     chmod (buf, SAVE_MODE);
1336     }
1337     }
1338     } else { /* save same file when not playing, like in editor */
1339     save_objects(m, fp, fp, 0);
1340     }
1341    
1342     if (m->compressed && (m->unique || m->template || flag))
1343     pclose(fp);
1344     else
1345     fclose(fp);
1346    
1347     chmod (filename, SAVE_MODE);
1348     return 0;
1349     }
1350    
1351    
1352     /*
1353     * Remove and free all objects in the inventory of the given object.
1354     * object.c ?
1355     */
1356    
1357     void clean_object(object *op)
1358     {
1359     object *tmp, *next;
1360    
1361     for(tmp = op->inv; tmp; tmp = next)
1362     {
1363     next = tmp->below;
1364     clean_object(tmp);
1365     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1366     remove_button_link(tmp);
1367     remove_ob(tmp);
1368     free_object(tmp);
1369     }
1370     }
1371    
1372     /*
1373     * Remove and free all objects in the given map.
1374     */
1375    
1376     void free_all_objects(mapstruct *m) {
1377     int i,j;
1378     object *op;
1379    
1380     for(i=0;i<MAP_WIDTH(m);i++)
1381     for(j=0;j<MAP_HEIGHT(m);j++) {
1382     object *previous_obj=NULL;
1383     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1384     if (op==previous_obj) {
1385     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1386     break;
1387     }
1388     previous_obj=op;
1389     if(op->head!=NULL)
1390     op = op->head;
1391    
1392     /* If the map isn't in memory, free_object will remove and
1393     * free objects in op's inventory. So let it do the job.
1394     */
1395     if (m->in_memory==MAP_IN_MEMORY)
1396     clean_object(op);
1397     remove_ob(op);
1398     free_object(op);
1399     }
1400     }
1401     #ifdef MANY_CORES
1402     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1403     * an item on that map was not saved - look for that condition and die as appropriate -
1404     * this leaves more of the map data intact for better debugging.
1405     */
1406     for (op=objects; op!=NULL; op=op->next) {
1407     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1408     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1409     abort();
1410     }
1411     }
1412     #endif
1413     }
1414    
1415     /*
1416     * Frees everything allocated by the given mapstructure.
1417     * don't free tmpname - our caller is left to do that
1418     */
1419    
1420     void free_map(mapstruct *m,int flag) {
1421     int i;
1422    
1423     if (!m->in_memory) {
1424     LOG(llevError,"Trying to free freed map.\n");
1425     return;
1426     }
1427     if (flag && m->spaces) free_all_objects(m);
1428     if (m->name) FREE_AND_CLEAR(m->name);
1429     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1430     if (m->msg) FREE_AND_CLEAR(m->msg);
1431 elmex 1.1.1.2 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1432 root 1.1 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1433     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1434     if (m->buttons)
1435     free_objectlinkpt(m->buttons);
1436     m->buttons = NULL;
1437     for (i=0; i<4; i++) {
1438     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1439     m->tile_map[i] = NULL;
1440     }
1441     m->in_memory = MAP_SWAPPED;
1442     }
1443    
1444     /*
1445     * function: vanish mapstruct
1446     * m : pointer to mapstruct, if NULL no action
1447     * this deletes all the data on the map (freeing pointers)
1448     * and then removes this map from the global linked list of maps.
1449     */
1450    
1451     void delete_map(mapstruct *m) {
1452     mapstruct *tmp, *last;
1453     int i;
1454    
1455     if (!m)
1456     return;
1457     if (m->in_memory == MAP_IN_MEMORY) {
1458     /* change to MAP_SAVING, even though we are not,
1459     * so that remove_ob doesn't do as much work.
1460     */
1461     m->in_memory = MAP_SAVING;
1462     free_map (m, 1);
1463     }
1464     /* move this out of free_map, since tmpname can still be needed if
1465     * the map is swapped out.
1466     */
1467     if (m->tmpname) {
1468     free(m->tmpname);
1469     m->tmpname=NULL;
1470     }
1471     last = NULL;
1472     /* We need to look through all the maps and see if any maps
1473     * are pointing at this one for tiling information. Since
1474     * tiling can be assymetric, we just can not look to see which
1475     * maps this map tiles with and clears those.
1476     */
1477     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478     if (tmp->next == m) last = tmp;
1479    
1480     /* This should hopefully get unrolled on a decent compiler */
1481     for (i=0; i<4; i++)
1482     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483     }
1484    
1485     /* If last is null, then this should be the first map in the list */
1486     if (!last) {
1487     if (m == first_map)
1488     first_map = m->next;
1489     else
1490     /* m->path is a static char, so should hopefully still have
1491     * some useful data in it.
1492     */
1493     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494     m->path);
1495     }
1496     else
1497     last->next = m->next;
1498    
1499     free (m);
1500     }
1501    
1502    
1503    
1504     /*
1505     * Makes sure the given map is loaded and swapped in.
1506     * name is path name of the map.
1507     * flags meaning:
1508     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509     * and don't do unique items or the like.
1510     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511     * dont do any more name translation on it.
1512     *
1513     * Returns a pointer to the given map.
1514     */
1515    
1516     mapstruct *ready_map_name(const char *name, int flags) {
1517     mapstruct *m;
1518    
1519     if (!name)
1520     return (NULL);
1521    
1522     /* Have we been at this level before? */
1523     m = has_been_loaded (name);
1524    
1525     /* Map is good to go, so just return it */
1526     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527     return m;
1528     }
1529    
1530     /* unique maps always get loaded from their original location, and never
1531     * a temp location. Likewise, if map_flush is set, or we have never loaded
1532     * this map, load it now. I removed the reset checking from here -
1533     * it seems the probability of a player trying to enter a map that should
1534     * reset but hasn't yet is quite low, and removing that makes this function
1535     * a bit cleaner (and players probably shouldn't rely on exact timing for
1536     * resets in any case - if they really care, they should use the 'maps command.
1537     */
1538     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539    
1540     /* first visit or time to reset */
1541     if (m) {
1542     clean_tmp_map(m); /* Doesn't make much difference */
1543     delete_map(m);
1544     }
1545    
1546     /* create and load a map */
1547     if (flags & MAP_PLAYER_UNIQUE)
1548     LOG(llevDebug, "Trying to load map %s.\n", name);
1549     else
1550     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551    
1552     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553     return (NULL);
1554    
1555     fix_auto_apply(m); /* Chests which open as default */
1556    
1557     /* If a player unique map, no extra unique object file to load.
1558     * if from the editor, likewise.
1559     */
1560     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1561     load_unique_objects(m);
1562    
1563     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564     m=load_overlay_map(name, m);
1565     if (m==NULL)
1566     return NULL;
1567     }
1568    
1569     } else {
1570     /* If in this loop, we found a temporary map, so load it up. */
1571    
1572     m=load_temporary_map (m);
1573     if(m==NULL) return NULL;
1574     load_unique_objects(m);
1575    
1576     clean_tmp_map(m);
1577     m->in_memory = MAP_IN_MEMORY;
1578     /* tempnam() on sun systems (probably others) uses malloc
1579     * to allocated space for the string. Free it here.
1580     * In some cases, load_temporary_map above won't find the
1581     * temporary map, and so has reloaded a new map. If that
1582     * is the case, tmpname is now null
1583     */
1584     if (m->tmpname) free(m->tmpname);
1585     m->tmpname = NULL;
1586     /* It's going to be saved anew anyway */
1587     }
1588    
1589     /* Below here is stuff common to both first time loaded maps and
1590     * temp maps.
1591     */
1592    
1593     decay_objects(m); /* start the decay */
1594     /* In case other objects press some buttons down */
1595     update_buttons(m);
1596     if (m->outdoor)
1597     set_darkness_map(m);
1598     /* run the weather over this map */
1599     weather_effect(name);
1600     return m;
1601     }
1602    
1603    
1604     /*
1605     * This routine is supposed to find out the difficulty of the map.
1606     * difficulty does not have a lot to do with character level,
1607     * but does have a lot to do with treasure on the map.
1608     *
1609     * Difficulty can now be set by the map creature. If the value stored
1610     * in the map is zero, then use this routine. Maps should really
1611     * have a difficulty set than using this function - human calculation
1612     * is much better than this functions guesswork.
1613     */
1614    
1615     int calculate_difficulty(mapstruct *m) {
1616     object *op;
1617     archetype *at;
1618     int x,y;
1619     int diff=0;
1620     int i;
1621     sint64 exp_pr_sq, total_exp=0;
1622    
1623     if (MAP_DIFFICULTY(m)) {
1624     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1625     return MAP_DIFFICULTY(m);
1626     }
1627    
1628     for(x=0;x<MAP_WIDTH(m);x++)
1629     for(y=0;y<MAP_HEIGHT(m);y++)
1630     for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1631     if(QUERY_FLAG(op,FLAG_MONSTER))
1632     total_exp+=op->stats.exp;
1633     if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1634     total_exp+=op->stats.exp;
1635     at=type_to_archetype(GENERATE_TYPE(op));
1636     if(at!=NULL)
1637     total_exp+=at->clone.stats.exp*8;
1638     }
1639     }
1640     #ifdef NEWCALC
1641     (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1642     for(i=20;i>0;i--)
1643     if(exp_pr_sq>level_exp(i,1.0)) {
1644     diff=i;
1645     break;
1646     }
1647     #else
1648     exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1649     diff=20;
1650     for(i=1;i<20;i++)
1651     if(exp_pr_sq<=level_exp(i,1.0)) {
1652     diff=i;
1653     break;
1654     }
1655     #endif
1656     return diff;
1657     }
1658    
1659     void clean_tmp_map(mapstruct *m) {
1660     if(m->tmpname == NULL)
1661     return;
1662     (void) unlink(m->tmpname);
1663     }
1664    
1665     void free_all_maps(void)
1666     {
1667     int real_maps=0;
1668    
1669     while (first_map) {
1670     /* I think some of the callers above before it gets here set this to be
1671     * saving, but we still want to free this data
1672     */
1673     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674     delete_map(first_map);
1675     real_maps++;
1676     }
1677     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678     }
1679    
1680     /* change_map_light() - used to change map light level (darkness)
1681     * up or down. Returns true if successful. It should now be
1682     * possible to change a value by more than 1.
1683     * Move this from los.c to map.c since this is more related
1684     * to maps than los.
1685     * postive values make it darker, negative make it brighter
1686     */
1687    
1688     int change_map_light(mapstruct *m, int change) {
1689     int new_level = m->darkness + change;
1690    
1691     /* Nothing to do */
1692     if(!change || (new_level <= 0 && m->darkness == 0) ||
1693     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694     return 0;
1695     }
1696    
1697     /* inform all players on the map */
1698     if (change>0)
1699     new_info_map(NDI_BLACK, m,"It becomes darker.");
1700     else
1701     new_info_map(NDI_BLACK, m,"It becomes brighter.");
1702    
1703     /* Do extra checking. since m->darkness is a unsigned value,
1704     * we need to be extra careful about negative values.
1705     * In general, the checks below are only needed if change
1706     * is not +/-1
1707     */
1708     if (new_level < 0) m->darkness = 0;
1709     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1710     else m->darkness=new_level;
1711    
1712     /* All clients need to get re-updated for the change */
1713     update_all_map_los(m);
1714     return 1;
1715     }
1716    
1717    
1718     /*
1719     * This function updates various attributes about a specific space
1720     * on the map (what it looks like, whether it blocks magic,
1721     * has a living creatures, prevents people from passing
1722     * through, etc)
1723     */
1724     void update_position (mapstruct *m, int x, int y) {
1725     object *tmp, *last = NULL;
1726     uint8 flags = 0, oldflags, light=0, anywhere=0;
1727     New_Face *top,*floor, *middle;
1728     object *top_obj, *floor_obj, *middle_obj;
1729 elmex 1.1.1.2 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1730 root 1.1
1731     oldflags = GET_MAP_FLAGS(m,x,y);
1732     if (!(oldflags & P_NEED_UPDATE)) {
1733     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1734     m->path, x, y);
1735     return;
1736     }
1737    
1738     middle=blank_face;
1739     top=blank_face;
1740     floor=blank_face;
1741    
1742     middle_obj = NULL;
1743     top_obj = NULL;
1744     floor_obj = NULL;
1745    
1746     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1747    
1748     /* This could be made additive I guess (two lights better than
1749     * one). But if so, it shouldn't be a simple additive - 2
1750     * light bulbs do not illuminate twice as far as once since
1751     * it is a disapation factor that is squared (or is it cubed?)
1752     */
1753     if (tmp->glow_radius > light) light = tmp->glow_radius;
1754    
1755     /* This call is needed in order to update objects the player
1756     * is standing in that have animations (ie, grass, fire, etc).
1757     * However, it also causes the look window to be re-drawn
1758     * 3 times each time the player moves, because many of the
1759     * functions the move_player calls eventualy call this.
1760     *
1761     * Always put the player down for drawing.
1762     */
1763     if (!tmp->invisible) {
1764     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1765     top = tmp->face;
1766     top_obj = tmp;
1767     }
1768     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1769     /* If we got a floor, that means middle and top were below it,
1770     * so should not be visible, so we clear them.
1771     */
1772     middle=blank_face;
1773     top=blank_face;
1774     floor = tmp->face;
1775     floor_obj = tmp;
1776     }
1777     /* Flag anywhere have high priority */
1778     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1779     middle = tmp->face;
1780    
1781     middle_obj = tmp;
1782     anywhere =1;
1783     }
1784     /* Find the highest visible face around. If equal
1785     * visibilities, we still want the one nearer to the
1786     * top
1787     */
1788     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1789     middle = tmp->face;
1790     middle_obj = tmp;
1791     }
1792     }
1793     if (tmp==tmp->above) {
1794     LOG(llevError, "Error in structure of map\n");
1795     exit (-1);
1796     }
1797    
1798     move_slow |= tmp->move_slow;
1799     move_block |= tmp->move_block;
1800     move_on |= tmp->move_on;
1801     move_off |= tmp->move_off;
1802 elmex 1.1.1.2 move_allow |= tmp->move_allow;
1803 root 1.1
1804     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805     flags |= P_IS_ALIVE;
1806     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807     flags |= P_NO_MAGIC;
1808     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809     flags |= P_NO_CLERIC;
1810    
1811     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1812     flags |= P_BLOCKSVIEW;
1813     } /* for stack of objects */
1814    
1815     /* we don't want to rely on this function to have accurate flags, but
1816     * since we're already doing the work, we calculate them here.
1817     * if they don't match, logic is broken someplace.
1818     */
1819     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1820     (!(oldflags & P_NO_ERROR))) {
1821     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1822     m->path, x, y,
1823     (oldflags & ~P_NEED_UPDATE), flags);
1824     }
1825     SET_MAP_FLAGS(m, x, y, flags);
1826 elmex 1.1.1.2 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1827 root 1.1 SET_MAP_MOVE_ON(m, x, y, move_on);
1828     SET_MAP_MOVE_OFF(m, x, y, move_off);
1829     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1830    
1831     /* At this point, we have a floor face (if there is a floor),
1832     * and the floor is set - we are not going to touch it at
1833     * this point.
1834     * middle contains the highest visibility face.
1835     * top contains a player/monster face, if there is one.
1836     *
1837     * We now need to fill in top.face and/or middle.face.
1838     */
1839    
1840     /* If the top face also happens to be high visibility, re-do our
1841     * middle face. This should not happen, as we already have the
1842     * else statement above so middle should not get set. OTOH, it
1843     * may be possible for the faces to match but be different objects.
1844     */
1845     if (top == middle) middle=blank_face;
1846    
1847     /* There are three posibilities at this point:
1848     * 1) top face is set, need middle to be set.
1849     * 2) middle is set, need to set top.
1850     * 3) neither middle or top is set - need to set both.
1851     */
1852    
1853     for (tmp=last; tmp; tmp=tmp->below) {
1854     /* Once we get to a floor, stop, since we already have a floor object */
1855     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1856    
1857     /* If two top faces are already set, quit processing */
1858     if ((top != blank_face) && (middle != blank_face)) break;
1859    
1860     /* Only show visible faces, unless its the editor - show all */
1861     if (!tmp->invisible || editor) {
1862     /* Fill in top if needed */
1863     if (top == blank_face) {
1864     top = tmp->face;
1865     top_obj = tmp;
1866     if (top == middle) middle=blank_face;
1867     } else {
1868     /* top is already set - we should only get here if
1869     * middle is not set
1870     *
1871     * Set the middle face and break out, since there is nothing
1872     * more to fill in. We don't check visiblity here, since
1873     *
1874     */
1875     if (tmp->face != top ) {
1876     middle = tmp->face;
1877     middle_obj = tmp;
1878     break;
1879     }
1880     }
1881     }
1882     }
1883     if (middle == floor) middle = blank_face;
1884     if (top == middle) middle = blank_face;
1885     SET_MAP_FACE(m,x,y,top,0);
1886     if(top != blank_face)
1887     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1888     else
1889     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1890     SET_MAP_FACE(m,x,y,middle,1);
1891     if(middle != blank_face)
1892     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1893     else
1894     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1895     SET_MAP_FACE(m,x,y,floor,2);
1896     if(floor != blank_face)
1897     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1898     else
1899     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1900     SET_MAP_LIGHT(m,x,y,light);
1901     }
1902    
1903    
1904     void set_map_reset_time(mapstruct *map) {
1905     int timeout;
1906    
1907     timeout = MAP_RESET_TIMEOUT(map);
1908     if (timeout <= 0)
1909     timeout = MAP_DEFAULTRESET;
1910     if (timeout >= MAP_MAXRESET)
1911     timeout = MAP_MAXRESET;
1912     MAP_WHEN_RESET(map) = seconds()+timeout;
1913     }
1914    
1915     /* this updates the orig_map->tile_map[tile_num] value after loading
1916     * the map. It also takes care of linking back the freshly loaded
1917     * maps tile_map values if it tiles back to this one. It returns
1918     * the value of orig_map->tile_map[tile_num]. It really only does this
1919     * so that it is easier for calling functions to verify success.
1920     */
1921    
1922     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1923     {
1924     int dest_tile = (tile_num +2) % 4;
1925     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1926    
1927     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1928    
1929     /* need to do a strcmp here as the orig_map->path is not a shared string */
1930     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1931     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1932     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1933    
1934     return orig_map->tile_map[tile_num];
1935     }
1936    
1937     /* this returns TRUE if the coordinates (x,y) are out of
1938     * map m. This function also takes into account any
1939     * tiling considerations, loading adjacant maps as needed.
1940     * This is the function should always be used when it
1941     * necessary to check for valid coordinates.
1942     * This function will recursively call itself for the
1943     * tiled maps.
1944     *
1945     *
1946     */
1947     int out_of_map(mapstruct *m, int x, int y)
1948     {
1949    
1950     /* If we get passed a null map, this is obviously the
1951     * case. This generally shouldn't happen, but if the
1952     * map loads fail below, it could happen.
1953     */
1954     if (!m) return 0;
1955    
1956     /* Simple case - coordinates are within this local
1957     * map.
1958     */
1959     if ( x>=0 && x<MAP_WIDTH(m) && y>=0 && y < MAP_HEIGHT(m))
1960     return 0;
1961    
1962     if (x<0) {
1963     if (!m->tile_path[3]) return 1;
1964     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1965     load_and_link_tiled_map(m, 3);
1966     }
1967     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1968     }
1969     if (x>=MAP_WIDTH(m)) {
1970     if (!m->tile_path[1]) return 1;
1971     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1972     load_and_link_tiled_map(m, 1);
1973     }
1974     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1975     }
1976     if (y<0) {
1977     if (!m->tile_path[0]) return 1;
1978     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1979     load_and_link_tiled_map(m, 0);
1980     }
1981     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1982     }
1983     if (y>=MAP_HEIGHT(m)) {
1984     if (!m->tile_path[2]) return 1;
1985     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1986     load_and_link_tiled_map(m, 2);
1987     }
1988     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1989     }
1990     return 1;
1991     }
1992    
1993     /* This is basically the same as out_of_map above, but
1994     * instead we return NULL if no map is valid (coordinates
1995     * out of bounds and no tiled map), otherwise it returns
1996     * the map as that the coordinates are really on, and
1997     * updates x and y to be the localized coordinates.
1998     * Using this is more efficient of calling out_of_map
1999     * and then figuring out what the real map is
2000     */
2001     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2002     {
2003    
2004     /* Simple case - coordinates are within this local
2005     * map.
2006     */
2007    
2008     if (*x>=0 && *x<MAP_WIDTH(m) && *y>=0 && *y < MAP_HEIGHT(m))
2009     return m;
2010    
2011     if (*x<0) {
2012     if (!m->tile_path[3]) return NULL;
2013     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2014     load_and_link_tiled_map(m, 3);
2015    
2016     *x += MAP_WIDTH(m->tile_map[3]);
2017     return (get_map_from_coord(m->tile_map[3], x, y));
2018     }
2019     if (*x>=MAP_WIDTH(m)) {
2020     if (!m->tile_path[1]) return NULL;
2021     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2022     load_and_link_tiled_map(m, 1);
2023    
2024     *x -= MAP_WIDTH(m);
2025     return (get_map_from_coord(m->tile_map[1], x, y));
2026     }
2027     if (*y<0) {
2028     if (!m->tile_path[0]) return NULL;
2029     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2030     load_and_link_tiled_map(m, 0);
2031    
2032     *y += MAP_HEIGHT(m->tile_map[0]);
2033     return (get_map_from_coord(m->tile_map[0], x, y));
2034     }
2035     if (*y>=MAP_HEIGHT(m)) {
2036     if (!m->tile_path[2]) return NULL;
2037     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2038     load_and_link_tiled_map(m, 2);
2039    
2040     *y -= MAP_HEIGHT(m);
2041     return (get_map_from_coord(m->tile_map[2], x, y));
2042     }
2043     return NULL; /* Shouldn't get here */
2044     }
2045    
2046 elmex 1.1.1.2 /**
2047     * Return whether map2 is adjacent to map1. If so, store the distance from
2048     * map1 to map2 in dx/dy.
2049     */
2050     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2051     if (!map1 || !map2)
2052     return 0;
2053    
2054     if (map1 == map2) {
2055     *dx = 0;
2056     *dy = 0;
2057    
2058     } else if (map1->tile_map[0] == map2) { /* up */
2059     *dx = 0;
2060     *dy = -MAP_HEIGHT(map2);
2061     } else if (map1->tile_map[1] == map2) { /* right */
2062     *dx = MAP_WIDTH(map1);
2063     *dy = 0;
2064     } else if (map1->tile_map[2] == map2) { /* down */
2065     *dx = 0;
2066     *dy = MAP_HEIGHT(map1);
2067     } else if (map1->tile_map[3] == map2) { /* left */
2068     *dx = -MAP_WIDTH(map2);
2069     *dy = 0;
2070    
2071     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2072     *dx = MAP_WIDTH(map1->tile_map[0]);
2073     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2074     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2075     *dx = -MAP_WIDTH(map2);
2076     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2077     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2078     *dx = MAP_WIDTH(map1);
2079     *dy = -MAP_HEIGHT(map2);
2080     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2081     *dx = MAP_WIDTH(map1);
2082     *dy = MAP_HEIGHT(map1->tile_map[1]);
2083     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2084     *dx = MAP_WIDTH(map1->tile_map[2]);
2085     *dy = MAP_HEIGHT(map1);
2086     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2087     *dx = -MAP_WIDTH(map2);
2088     *dy = MAP_HEIGHT(map1);
2089     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2090     *dx = -MAP_WIDTH(map1->tile_map[3]);
2091     *dy = -MAP_HEIGHT(map2);
2092     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2093     *dx = -MAP_WIDTH(map1->tile_map[3]);
2094     *dy = MAP_HEIGHT(map1->tile_map[3]);
2095    
2096     } else { /* not "adjacent" enough */
2097     return 0;
2098     }
2099    
2100     return 1;
2101     }
2102    
2103 root 1.1 /* From map.c
2104     * This is used by get_player to determine where the other
2105     * creature is. get_rangevector takes into account map tiling,
2106     * so you just can not look the the map coordinates and get the
2107     * righte value. distance_x/y are distance away, which
2108     * can be negativbe. direction is the crossfire direction scheme
2109     * that the creature should head. part is the part of the
2110     * monster that is closest.
2111     *
2112     * get_rangevector looks at op1 and op2, and fills in the
2113     * structure for op1 to get to op2.
2114     * We already trust that the caller has verified that the
2115     * two objects are at least on adjacent maps. If not,
2116     * results are not likely to be what is desired.
2117     * if the objects are not on maps, results are also likely to
2118     * be unexpected
2119     *
2120     * currently, the only flag supported (0x1) is don't translate for
2121     * closest body part of 'op1'
2122     */
2123    
2124 elmex 1.1.1.2 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2125     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2126     /* be conservative and fill in _some_ data */
2127     retval->distance = 100000;
2128     retval->distance_x = 32767;
2129     retval->distance_y = 32767;
2130     retval->direction = 0;
2131     retval->part = 0;
2132     } else {
2133     object *best;
2134 root 1.1
2135 elmex 1.1.1.2 retval->distance_x += op2->x-op1->x;
2136     retval->distance_y += op2->y-op1->y;
2137 root 1.1
2138 elmex 1.1.1.2 best = op1;
2139     /* If this is multipart, find the closest part now */
2140     if (!(flags&0x1) && op1->more) {
2141     object *tmp;
2142     int best_distance = retval->distance_x*retval->distance_x+
2143     retval->distance_y*retval->distance_y, tmpi;
2144    
2145     /* we just take the offset of the piece to head to figure
2146     * distance instead of doing all that work above again
2147     * since the distance fields we set above are positive in the
2148     * same axis as is used for multipart objects, the simply arithmetic
2149     * below works.
2150     */
2151     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2152     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2153     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2154     if (tmpi < best_distance) {
2155     best_distance = tmpi;
2156     best = tmp;
2157     }
2158     }
2159     if (best != op1) {
2160     retval->distance_x += op1->x-best->x;
2161     retval->distance_y += op1->y-best->y;
2162     }
2163     }
2164     retval->part = best;
2165     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2166     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2167 root 1.1 }
2168     }
2169    
2170     /* this is basically the same as get_rangevector above, but instead of
2171     * the first parameter being an object, it instead is the map
2172     * and x,y coordinates - this is used for path to player -
2173     * since the object is not infact moving but we are trying to traverse
2174     * the path, we need this.
2175     * flags has no meaning for this function at this time - I kept it in to
2176     * be more consistant with the above function and also in case they are needed
2177     * for something in the future. Also, since no object is pasted, the best
2178     * field of the rv_vector is set to NULL.
2179     */
2180    
2181 elmex 1.1.1.2 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2182     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2183     /* be conservative and fill in _some_ data */
2184     retval->distance = 100000;
2185     retval->distance_x = 32767;
2186     retval->distance_y = 32767;
2187     retval->direction = 0;
2188     retval->part = 0;
2189     } else {
2190     retval->distance_x += op2->x-x;
2191     retval->distance_y += op2->y-y;
2192 root 1.1
2193 elmex 1.1.1.2 retval->part = NULL;
2194     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2195     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2196 root 1.1 }
2197     }
2198    
2199     /* Returns true of op1 and op2 are effectively on the same map
2200     * (as related to map tiling). Note that this looks for a path from
2201     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2202     * to op1, this will still return false.
2203     * Note we only look one map out to keep the processing simple
2204     * and efficient. This could probably be a macro.
2205     * MSW 2001-08-05
2206     */
2207 elmex 1.1.1.2 int on_same_map(const object *op1, const object *op2) {
2208     int dx, dy;
2209 root 1.1
2210 elmex 1.1.1.2 return adjacent_map(op1->map, op2->map, &dx, &dy);
2211 root 1.1 }