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/cvs/deliantra/server/common/map.c
Revision: 1.10
Committed: Sat Apr 1 15:39:58 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +2 -2 lines
Log Message:
no need to delay these

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_map_c =
3 root 1.3 * "$Id$";
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 root 1.7 void (*load_original_map_callback)(mapstruct *map);
44     void (*load_temporary_map_callback)(mapstruct *map);
45     void (*clean_temporary_map_callback)(mapstruct *map);
46 root 1.1
47     /*
48     * Returns the mapstruct which has a name matching the given argument.
49     * return NULL if no match is found.
50     */
51    
52     mapstruct *has_been_loaded (const char *name) {
53     mapstruct *map;
54    
55     if (!name || !*name)
56     return 0;
57     for (map = first_map; map; map = map->next)
58     if (!strcmp (name, map->path))
59     break;
60     return (map);
61     }
62    
63     /*
64     * This makes a path absolute outside the world of Crossfire.
65     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66     * and returns the pointer to a static array containing the result.
67     * it really should be called create_mapname
68     */
69    
70     const char *create_pathname (const char *name) {
71     static char buf[MAX_BUF];
72    
73     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74     * someplace else in the code? msw 2-17-97
75     */
76     if (*name == '/')
77     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78     else
79     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80     return (buf);
81     }
82    
83     /*
84     * same as create_pathname, but for the overlay maps.
85     */
86    
87     const char *create_overlay_pathname (const char *name) {
88     static char buf[MAX_BUF];
89    
90     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91     * someplace else in the code? msw 2-17-97
92     */
93     if (*name == '/')
94     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95     else
96     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97     return (buf);
98     }
99    
100     /*
101     * same as create_pathname, but for the template maps.
102     */
103    
104     const char *create_template_pathname (const char *name) {
105     static char buf[MAX_BUF];
106    
107     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108     * someplace else in the code? msw 2-17-97
109     */
110     if (*name == '/')
111     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112     else
113     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114     return (buf);
115     }
116    
117     /*
118     * This makes absolute path to the itemfile where unique objects
119     * will be saved. Converts '/' to '@'. I think it's essier maintain
120     * files than full directory structure, but if this is problem it can
121     * be changed.
122     */
123     static const char *create_items_path (const char *s) {
124     static char buf[MAX_BUF];
125     char *t;
126    
127     if (*s == '/')
128     s++;
129    
130     sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131    
132     for (t=buf+strlen(buf); *s; s++,t++)
133     if (*s == '/')
134     *t = '@';
135     else
136     *t = *s;
137     *t = 0;
138     return (buf);
139     }
140    
141    
142     /*
143     * This function checks if a file with the given path exists.
144     * -1 is returned if it fails, otherwise the mode of the file
145     * is returned.
146     * It tries out all the compression suffixes listed in the uncomp[] array.
147     *
148     * If prepend_dir is set, then we call create_pathname (which prepends
149     * libdir & mapdir). Otherwise, we assume the name given is fully
150     * complete.
151     * Only the editor actually cares about the writablity of this -
152     * the rest of the code only cares that the file is readable.
153     * when the editor goes away, the call to stat should probably be
154     * replaced by an access instead (similar to the windows one, but
155     * that seems to be missing the prepend_dir processing
156     */
157    
158     int check_path (const char *name, int prepend_dir)
159     {
160     char buf[MAX_BUF];
161     #ifndef WIN32
162     char *endbuf;
163     struct stat statbuf;
164     int mode = 0, i;
165     #endif
166    
167     if (prepend_dir)
168     strcpy (buf, create_pathname(name));
169     else
170     strcpy(buf, name);
171     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
172     return(_access(buf,0));
173     #else
174    
175     /* old method (strchr(buf, '\0')) seemd very odd to me -
176     * this method should be equivalant and is clearer.
177     * Can not use strcat because we need to cycle through
178     * all the names.
179     */
180     endbuf = buf + strlen(buf);
181    
182     for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183     if (uncomp[i][0])
184     strcpy(endbuf, uncomp[i][0]);
185     else
186     *endbuf = '\0';
187     if (!stat (buf, &statbuf))
188     break;
189     }
190     if (i == NROF_COMPRESS_METHODS)
191     return (-1);
192     if (!S_ISREG (statbuf.st_mode))
193     return (-1);
194    
195     if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196     ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197     (statbuf.st_mode & S_IROTH))
198     mode |= 4;
199    
200     if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201     (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202     (statbuf.st_mode & S_IWOTH))
203     mode |= 2;
204    
205     return (mode);
206     #endif
207     }
208    
209     /*
210     * Prints out debug-information about a map.
211     * Dumping these at llevError doesn't seem right, but is
212     * necessary to make sure the information is in fact logged.
213     */
214    
215 elmex 1.4 void dump_map(const mapstruct *m) {
216 root 1.1 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217     LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218     MAP_WIDTH(m), MAP_HEIGHT(m),
219     MAP_ENTER_X(m), MAP_ENTER_Y(m));
220    
221     if(m->msg!=NULL)
222     LOG(llevError,"Message:\n%s",m->msg);
223    
224 elmex 1.4 if(m->maplore!=NULL)
225     LOG(llevError,"Lore:\n%s",m->maplore);
226    
227 root 1.1 if(m->tmpname!=NULL)
228     LOG(llevError,"Tmpname: %s\n",m->tmpname);
229    
230     LOG(llevError,"Difficulty: %d\n",m->difficulty);
231     LOG(llevError,"Darkness: %d\n",m->darkness);
232     }
233    
234     /*
235     * Prints out debug-information about all maps.
236     * This basically just goes through all the maps and calls
237     * dump_map on each one.
238     */
239    
240     void dump_all_maps(void) {
241     mapstruct *m;
242     for(m=first_map;m!=NULL;m=m->next) {
243     dump_map(m);
244     }
245     }
246    
247     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
248     * one function that just returns a P_.. value (see map.h)
249     * it will also do map translation for tiled maps, returning
250     * new values into newmap, nx, and ny. Any and all of those
251     * values can be null, in which case if a new map is needed (returned
252     * by a P_NEW_MAP value, another call to get_map_from_coord
253     * is needed. The case of not passing values is if we're just
254     * checking for the existence of something on those spaces, but
255     * don't expect to insert/remove anything from those spaces.
256     */
257     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258     {
259     sint16 newx, newy;
260     int retval=0;
261     mapstruct *mp;
262    
263     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264     newx = x;
265     newy = y;
266     mp = get_map_from_coord(oldmap, &newx, &newy);
267     if (mp != oldmap)
268     retval |= P_NEW_MAP;
269     if (newmap) *newmap = mp;
270     if (nx) *nx = newx;
271     if (ny) *ny = newy;
272     retval |= mp->spaces[newx + mp->width * newy].flags;
273     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 elmex 1.4 /* 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 root 1.1
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 elmex 1.4 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
401 root 1.1 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 elmex 1.4 /* 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 root 1.1 /* 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 root 1.9 object *op;
596 root 1.1 /* 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 root 1.9 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 root 1.1 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 = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677    
678     if(m->spaces==NULL)
679     fatal(OUT_OF_MEMORY);
680     }
681    
682 root 1.8 /* Create and returns a map of the specific size. Used
683 root 1.1 * 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     LOG(llevDebug, "parsing %s\n", input_string);
709     /* first we'll count the entries, we'll need that for allocating the array shortly */
710     while (p) {
711     p=strchr(p, ';');
712     number_of_entries++;
713     if (p) p++;
714     }
715     p=shop_string;
716     strip_endline(p);
717     items=CALLOC(number_of_entries+1, sizeof(shopitems));
718     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
719     for (i=0; i<number_of_entries; i++) {
720     if (!p) {
721     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
722     break;
723     }
724     next_semicolon=strchr(p, ';');
725     next_colon=strchr(p, ':');
726     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
727     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
728     items[i].strength=atoi(strchr(p,':')+1);
729    
730     if (isdigit(*p) || *p=='*') {
731     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
732     current_type=get_typedata(items[i].typenum);
733     if (current_type) {
734     items[i].name=current_type->name;
735     items[i].name_pl=current_type->name_pl;
736     }
737     }
738     else { /*we have a named type, let's figure out what it is */
739     q=strpbrk(p,";:");
740     if (q) *q='\0';
741    
742     current_type=get_typedata_by_name(p);
743     if (current_type) {
744     items[i].name=current_type->name;
745     items[i].typenum=current_type->number;
746     items[i].name_pl=current_type->name_pl;
747     }
748     else { /* oh uh, something's wrong, let's free up this one, and try
749     * the next entry while we're at it, better print a warning
750     */
751     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
752     p, input_string);
753     }
754     }
755     items[i].index=number_of_entries;
756     if (next_semicolon) p=++next_semicolon;
757     else p=NULL;
758     }
759     free(shop_string);
760     return items;
761     }
762    
763     /* opposite of parse string, this puts the string that was originally fed in to
764     * the map (or something equivilent) into output_string. */
765     static void print_shop_string(mapstruct *m, char *output_string) {
766     int i;
767     char tmp[MAX_BUF];
768     strcpy(output_string, "");
769     for (i=0; i< m->shopitems[0].index; i++) {
770     if (m->shopitems[i].typenum) {
771     if (m->shopitems[i].strength) {
772     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
773     }
774     else sprintf(tmp, "%s;", m->shopitems[i].name);
775     }
776     else {
777     if (m->shopitems[i].strength) {
778     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
779     }
780     else sprintf(tmp, "*");
781     }
782     strcat(output_string, tmp);
783     }
784     }
785    
786     /* This loads the header information of the map. The header
787     * contains things like difficulty, size, timeout, etc.
788     * this used to be stored in the map object, but with the
789     * addition of tiling, fields beyond that easily named in an
790     * object structure were needed, so it just made sense to
791     * put all the stuff in the map object so that names actually make
792     * sense.
793     * This could be done in lex (like the object loader), but I think
794     * currently, there are few enough fields this is not a big deal.
795     * MSW 2001-07-01
796     * return 0 on success, 1 on failure.
797     */
798    
799     static int load_map_header(FILE *fp, mapstruct *m)
800     {
801 elmex 1.4 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
802 root 1.1 int msgpos=0;
803 elmex 1.4 int maplorepos=0;
804 root 1.1
805     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
806     buf[HUGE_BUF-1] = 0;
807     key = buf;
808     while (isspace(*key)) key++;
809     if (*key == 0) continue; /* empty line */
810     value = strchr(key, ' ');
811     if (!value) {
812     end = strchr(key, '\n');
813     if (end != NULL) {
814     *end = 0;
815     }
816     } else {
817     *value = 0;
818     value++;
819     end = strchr(value, '\n');
820     while (isspace(*value)) {
821     value++;
822     if (*value == '\0' || value == end) {
823     /* Nothing but spaces. */
824     value = NULL;
825     break;
826     }
827     }
828     }
829     if (!end) {
830     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
831     buf);
832     return 1;
833     }
834    
835    
836     /* key is the field name, value is what it should be set
837     * to. We've already done the work to null terminate key,
838     * and strip off any leading spaces for both of these.
839     * We have not touched the newline at the end of the line -
840     * these are needed for some values. the end pointer
841     * points to the first of the newlines.
842     * value could be NULL! It would be easy enough to just point
843     * this to "" to prevent cores, but that would let more errors slide
844     * through.
845     *
846     * First check for entries that do not use the value parameter, then
847     * validate that value is given and check for the remaining entries
848     * that use the parameter.
849     */
850    
851     if (!strcmp(key,"msg")) {
852     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
853     if (!strcmp(buf,"endmsg\n")) break;
854     else {
855     /* slightly more efficient than strcat */
856     strcpy(msgbuf+msgpos, buf);
857     msgpos += strlen(buf);
858     }
859     }
860     /* There are lots of maps that have empty messages (eg, msg/endmsg
861     * with nothing between). There is no reason in those cases to
862     * keep the empty message. Also, msgbuf contains garbage data
863     * when msgpos is zero, so copying it results in crashes
864     */
865     if (msgpos != 0)
866     m->msg = strdup_local(msgbuf);
867     }
868 elmex 1.4 else if (!strcmp(key,"maplore")) {
869     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
870     if (!strcmp(buf,"endmaplore\n")) break;
871     else {
872     /* slightly more efficient than strcat */
873     strcpy(maplorebuf+maplorepos, buf);
874     maplorepos += strlen(buf);
875     }
876     }
877     if (maplorepos != 0)
878     m->maplore = strdup_local(maplorebuf);
879     }
880 root 1.1 else if (!strcmp(key,"end")) {
881     break;
882     }
883     else if (value == NULL) {
884     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
885     }
886     else if (!strcmp(key, "arch")) {
887     /* This is an oddity, but not something we care about much. */
888     if (strcmp(value,"map\n"))
889     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
890     }
891     else if (!strcmp(key,"name")) {
892     *end=0;
893     m->name = strdup_local(value);
894     }
895     /* first strcmp value on these are old names supported
896     * for compatibility reasons. The new values (second) are
897     * what really should be used.
898     */
899     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
900     m->enter_x = atoi(value);
901     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
902     m->enter_y = atoi(value);
903     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
904     m->width = atoi(value);
905     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
906     m->height = atoi(value);
907     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
908     m->reset_timeout = atoi(value);
909     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
910     m->timeout = atoi(value);
911     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
912     m->difficulty = atoi(value);
913     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
914     m->darkness = atoi(value);
915     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
916     m->fixed_resettime = atoi(value);
917     } else if (!strcmp(key,"unique")) {
918     m->unique = atoi(value);
919     } else if (!strcmp(key,"template")) {
920     m->template = atoi(value);
921     } else if (!strcmp(key,"region")) {
922     m->region = get_region_by_name(value);
923     } else if (!strcmp(key,"shopitems")) {
924     *end=0;
925     m->shopitems = parse_shop_string(value);
926     } else if (!strcmp(key,"shopgreed")) {
927     m->shopgreed = atof(value);
928     } else if (!strcmp(key,"shopmin")) {
929     m->shopmin = atol(value);
930     } else if (!strcmp(key,"shopmax")) {
931     m->shopmax = atol(value);
932     } else if (!strcmp(key,"shoprace")) {
933     *end=0;
934     m->shoprace = strdup_local(value);
935     } else if (!strcmp(key,"outdoor")) {
936     m->outdoor = atoi(value);
937     } else if (!strcmp(key, "temp")) {
938     m->temp = atoi(value);
939     } else if (!strcmp(key, "pressure")) {
940     m->pressure = atoi(value);
941     } else if (!strcmp(key, "humid")) {
942     m->humid = atoi(value);
943     } else if (!strcmp(key, "windspeed")) {
944     m->windspeed = atoi(value);
945     } else if (!strcmp(key, "winddir")) {
946     m->winddir = atoi(value);
947     } else if (!strcmp(key, "sky")) {
948     m->sky = atoi(value);
949     } else if (!strcmp(key, "nosmooth")) {
950     m->nosmooth = atoi(value);
951     }
952     else if (!strncmp(key,"tile_path_", 10)) {
953     int tile=atoi(key+10);
954    
955     if (tile<1 || tile>4) {
956     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
957     tile, m->path);
958     } else {
959     char *path;
960    
961     *end = 0;
962    
963     if (m->tile_path[tile-1]) {
964     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
965     tile, m->path);
966     free(m->tile_path[tile-1]);
967     m->tile_path[tile-1] = NULL;
968     }
969    
970     if (check_path(value, 1) != -1) {
971     /* The unadorned path works. */
972     path = value;
973     } else {
974     /* Try again; it could be a relative exit. */
975    
976     path = path_combine_and_normalize(m->path, value);
977    
978     if (check_path(path, 1) == -1) {
979     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
980     path = NULL;
981     }
982     }
983    
984     if (editor) {
985     /* Use the value as in the file. */
986     m->tile_path[tile-1] = strdup_local(value);
987     } else if (path != NULL) {
988     /* Use the normalized value. */
989     m->tile_path[tile-1] = strdup_local(path);
990     }
991     } /* end if tile direction (in)valid */
992     }
993     else {
994     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
995     }
996     }
997     if (!key || strcmp(key,"end")) {
998     LOG(llevError,"Got premature eof on map header!\n");
999     return 1;
1000     }
1001     return 0;
1002     }
1003    
1004     /*
1005     * Opens the file "filename" and reads information about the map
1006     * from the given file, and stores it in a newly allocated
1007     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1008     * flags correspond to those in map.h. Main ones used are
1009     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1010     * MAP_BLOCK, in which case we block on this load. This happens in all
1011     * cases, no matter if this flag is set or not.
1012     * MAP_STYLE: style map - don't add active objects, don't add to server
1013     * managed map list.
1014     */
1015    
1016     mapstruct *load_original_map(const char *filename, int flags) {
1017     FILE *fp;
1018     mapstruct *m;
1019     int comp;
1020     char pathname[MAX_BUF];
1021    
1022     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1023     if (flags & MAP_PLAYER_UNIQUE)
1024     strcpy(pathname, filename);
1025     else if (flags & MAP_OVERLAY)
1026     strcpy(pathname, create_overlay_pathname(filename));
1027     else
1028     strcpy(pathname, create_pathname(filename));
1029    
1030     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1031     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1032     return (NULL);
1033     }
1034    
1035     m = get_linked_map();
1036    
1037     strcpy (m->path, filename);
1038     if (load_map_header(fp, m)) {
1039     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1040     filename, flags);
1041     delete_map(m);
1042     return NULL;
1043     }
1044    
1045     allocate_map(m);
1046     m->compressed = comp;
1047    
1048     m->in_memory=MAP_LOADING;
1049     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1050     close_and_delete(fp, comp);
1051     m->in_memory=MAP_IN_MEMORY;
1052     if (!MAP_DIFFICULTY(m))
1053     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1054     set_map_reset_time(m);
1055 root 1.6 if (load_original_map_callback)
1056     load_original_map_callback(m);
1057 root 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 1.6 if (load_temporary_map_callback)
1107     load_temporary_map_callback(m);
1108 root 1.1 return m;
1109     }
1110    
1111     /*
1112     * Loads a map, which has been loaded earlier, from file.
1113     * Return the map object we load into (this can change from the passed
1114     * option if we can't find the original map)
1115     */
1116    
1117     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1118     FILE *fp;
1119     int comp;
1120     char pathname[MAX_BUF];
1121    
1122     strcpy(pathname, create_overlay_pathname(filename));
1123    
1124     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1125     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1126     return m;
1127     }
1128    
1129     if (load_map_header(fp, m)) {
1130     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1131     m->path, pathname);
1132     delete_map(m);
1133     m = load_original_map(m->path, 0);
1134     return NULL;
1135     }
1136     m->compressed = comp;
1137     /*allocate_map(m);*/
1138    
1139     m->in_memory=MAP_LOADING;
1140     load_objects (m, fp, MAP_OVERLAY);
1141     close_and_delete(fp, comp);
1142     m->in_memory=MAP_IN_MEMORY;
1143     return m;
1144     }
1145    
1146     /******************************************************************************
1147     * This is the start of unique map handling code
1148     *****************************************************************************/
1149    
1150     /* This goes through map 'm' and removed any unique items on the map. */
1151     static void delete_unique_items(mapstruct *m)
1152     {
1153 root 1.8 int i,j,unique;
1154 root 1.1 object *op, *next;
1155    
1156     for(i=0; i<MAP_WIDTH(m); i++)
1157     for(j=0; j<MAP_HEIGHT(m); j++) {
1158     unique=0;
1159     for (op=get_map_ob(m, i, j); op; op=next) {
1160     next = op->above;
1161     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1162     unique=1;
1163     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1164     clean_object(op);
1165     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1166     remove_button_link(op);
1167     remove_ob(op);
1168     free_object(op);
1169     }
1170     }
1171     }
1172     }
1173    
1174    
1175     /*
1176     * Loads unique objects from file(s) into the map which is in memory
1177     * m is the map to load unique items into.
1178     */
1179     static void load_unique_objects(mapstruct *m) {
1180     FILE *fp;
1181     int comp,count;
1182     char firstname[MAX_BUF];
1183    
1184     for (count=0; count<10; count++) {
1185     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1186     if (!access(firstname, R_OK)) break;
1187     }
1188     /* If we get here, we did not find any map */
1189     if (count==10) return;
1190    
1191     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1192     /* There is no expectation that every map will have unique items, but this
1193     * is debug output, so leave it in.
1194     */
1195     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1196     return;
1197     }
1198    
1199     m->in_memory=MAP_LOADING;
1200     if (m->tmpname == NULL) /* if we have loaded unique items from */
1201     delete_unique_items(m); /* original map before, don't duplicate them */
1202     load_object(fp, NULL, LO_NOREAD,0);
1203     load_objects (m, fp, 0);
1204     close_and_delete(fp, comp);
1205     m->in_memory=MAP_IN_MEMORY;
1206     }
1207    
1208    
1209     /*
1210     * Saves a map to file. If flag is set, it is saved into the same
1211     * file it was (originally) loaded from. Otherwise a temporary
1212     * filename will be genarated, and the file will be stored there.
1213     * The temporary filename will be stored in the mapstructure.
1214     * If the map is unique, we also save to the filename in the map
1215     * (this should have been updated when first loaded)
1216     */
1217    
1218     int new_save_map(mapstruct *m, int flag) {
1219     FILE *fp, *fp2;
1220     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1221     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->template)) {
1229     if (!m->unique && !m->template) { /* 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     LOG(llevDebug,"Saving map %s\n",m->path);
1252     m->in_memory = MAP_SAVING;
1253    
1254     /* Compress if it isn't a temporary save. Do compress if unique */
1255     if (m->compressed && (m->unique || m->template || flag)) {
1256     char buf[MAX_BUF];
1257     strcpy(buf, uncomp[m->compressed][2]);
1258     strcat(buf, " > ");
1259     strcat(buf, filename);
1260     fp = popen(buf, "w");
1261     } else
1262     fp = fopen(filename, "w");
1263    
1264     if(fp == NULL) {
1265     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1266     return -1;
1267     }
1268    
1269     /* legacy */
1270     fprintf(fp,"arch map\n");
1271     if (m->name) fprintf(fp,"name %s\n", m->name);
1272     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1273     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1274     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1275     /* we unfortunately have no idea if this is a value the creator set
1276     * or a difficulty value we generated when the map was first loaded
1277     */
1278     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1279     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1280     if (m->shopitems) {
1281     print_shop_string(m, shop);
1282     fprintf(fp,"shopitems %s\n", shop);
1283     }
1284     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1285     #ifndef WIN32
1286     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1287     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1288     #else
1289     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1290     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1291     #endif
1292     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1293     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1294     if (m->width) fprintf(fp,"width %d\n", m->width);
1295     if (m->height) fprintf(fp,"height %d\n", m->height);
1296     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1297     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1298     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1299 elmex 1.4 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1300 root 1.1 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1301     if (m->template) fprintf(fp,"template %d\n", m->template);
1302     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1303     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1304     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1305     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1306     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1307     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1308     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1309     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1310    
1311     /* Save any tiling information, except on overlays */
1312     if (flag != 2)
1313     for (i=0; i<4; i++)
1314     if (m->tile_path[i])
1315     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1316    
1317     fprintf(fp,"end\n");
1318    
1319     /* In the game save unique items in the different file, but
1320     * in the editor save them to the normal map file.
1321     * If unique map, save files in the proper destination (set by
1322     * player)
1323     */
1324     fp2 = fp; /* save unique items into fp2 */
1325     if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1326     sprintf (buf,"%s.v00",create_items_path (m->path));
1327     if ((fp2 = fopen (buf, "w")) == NULL) {
1328     LOG(llevError, "Can't open unique items file %s\n", buf);
1329     }
1330     if (flag == 2)
1331     save_objects(m, fp, fp2, 2);
1332     else
1333     save_objects (m, fp, fp2, 0);
1334     if (fp2 != NULL) {
1335     if (ftell (fp2) == 0) {
1336     fclose (fp2);
1337     unlink (buf);
1338     } else {
1339     fclose (fp2);
1340     chmod (buf, SAVE_MODE);
1341     }
1342     }
1343     } else { /* save same file when not playing, like in editor */
1344     save_objects(m, fp, fp, 0);
1345     }
1346    
1347     if (m->compressed && (m->unique || m->template || flag))
1348     pclose(fp);
1349     else
1350     fclose(fp);
1351    
1352     chmod (filename, SAVE_MODE);
1353     return 0;
1354     }
1355    
1356    
1357     /*
1358     * Remove and free all objects in the inventory of the given object.
1359     * object.c ?
1360     */
1361    
1362     void clean_object(object *op)
1363     {
1364     object *tmp, *next;
1365    
1366     for(tmp = op->inv; tmp; tmp = next)
1367     {
1368     next = tmp->below;
1369     clean_object(tmp);
1370     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1371     remove_button_link(tmp);
1372     remove_ob(tmp);
1373     free_object(tmp);
1374     }
1375     }
1376    
1377     /*
1378     * Remove and free all objects in the given map.
1379     */
1380    
1381     void free_all_objects(mapstruct *m) {
1382     int i,j;
1383     object *op;
1384    
1385     for(i=0;i<MAP_WIDTH(m);i++)
1386     for(j=0;j<MAP_HEIGHT(m);j++) {
1387     object *previous_obj=NULL;
1388     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1389     if (op==previous_obj) {
1390     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1391     break;
1392     }
1393     previous_obj=op;
1394     if(op->head!=NULL)
1395     op = op->head;
1396    
1397     /* If the map isn't in memory, free_object will remove and
1398     * free objects in op's inventory. So let it do the job.
1399     */
1400     if (m->in_memory==MAP_IN_MEMORY)
1401     clean_object(op);
1402     remove_ob(op);
1403     free_object(op);
1404     }
1405     }
1406     #ifdef MANY_CORES
1407     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1408     * an item on that map was not saved - look for that condition and die as appropriate -
1409     * this leaves more of the map data intact for better debugging.
1410     */
1411     for (op=objects; op!=NULL; op=op->next) {
1412     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1413     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1414     abort();
1415     }
1416     }
1417     #endif
1418     }
1419    
1420     /*
1421     * Frees everything allocated by the given mapstructure.
1422     * don't free tmpname - our caller is left to do that
1423     */
1424    
1425     void free_map(mapstruct *m,int flag) {
1426     int i;
1427    
1428     if (!m->in_memory) {
1429     LOG(llevError,"Trying to free freed map.\n");
1430     return;
1431     }
1432     if (flag && m->spaces) free_all_objects(m);
1433     if (m->name) FREE_AND_CLEAR(m->name);
1434     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1435     if (m->msg) FREE_AND_CLEAR(m->msg);
1436 elmex 1.4 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1437 root 1.1 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1438     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1439     if (m->buttons)
1440     free_objectlinkpt(m->buttons);
1441     m->buttons = NULL;
1442     for (i=0; i<4; i++) {
1443     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1444     m->tile_map[i] = NULL;
1445     }
1446     m->in_memory = MAP_SWAPPED;
1447     }
1448    
1449     /*
1450     * function: vanish mapstruct
1451     * m : pointer to mapstruct, if NULL no action
1452     * this deletes all the data on the map (freeing pointers)
1453     * and then removes this map from the global linked list of maps.
1454     */
1455    
1456     void delete_map(mapstruct *m) {
1457     mapstruct *tmp, *last;
1458     int i;
1459    
1460     if (!m)
1461     return;
1462     if (m->in_memory == MAP_IN_MEMORY) {
1463     /* change to MAP_SAVING, even though we are not,
1464     * so that remove_ob doesn't do as much work.
1465     */
1466     m->in_memory = MAP_SAVING;
1467     free_map (m, 1);
1468     }
1469     /* move this out of free_map, since tmpname can still be needed if
1470     * the map is swapped out.
1471     */
1472     if (m->tmpname) {
1473     free(m->tmpname);
1474     m->tmpname=NULL;
1475     }
1476     last = NULL;
1477     /* We need to look through all the maps and see if any maps
1478     * are pointing at this one for tiling information. Since
1479     * tiling can be assymetric, we just can not look to see which
1480     * maps this map tiles with and clears those.
1481     */
1482     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1483     if (tmp->next == m) last = tmp;
1484    
1485     /* This should hopefully get unrolled on a decent compiler */
1486     for (i=0; i<4; i++)
1487     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1488     }
1489    
1490     /* If last is null, then this should be the first map in the list */
1491     if (!last) {
1492     if (m == first_map)
1493     first_map = m->next;
1494     else
1495     /* m->path is a static char, so should hopefully still have
1496     * some useful data in it.
1497     */
1498     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1499     m->path);
1500     }
1501     else
1502     last->next = m->next;
1503    
1504     free (m);
1505     }
1506    
1507    
1508    
1509     /*
1510     * Makes sure the given map is loaded and swapped in.
1511     * name is path name of the map.
1512     * flags meaning:
1513     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1514     * and don't do unique items or the like.
1515     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1516     * dont do any more name translation on it.
1517     *
1518     * Returns a pointer to the given map.
1519     */
1520    
1521     mapstruct *ready_map_name(const char *name, int flags) {
1522     mapstruct *m;
1523    
1524     if (!name)
1525     return (NULL);
1526    
1527     /* Have we been at this level before? */
1528     m = has_been_loaded (name);
1529    
1530     /* Map is good to go, so just return it */
1531     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1532     return m;
1533     }
1534    
1535     /* unique maps always get loaded from their original location, and never
1536     * a temp location. Likewise, if map_flush is set, or we have never loaded
1537     * this map, load it now. I removed the reset checking from here -
1538     * it seems the probability of a player trying to enter a map that should
1539     * reset but hasn't yet is quite low, and removing that makes this function
1540     * a bit cleaner (and players probably shouldn't rely on exact timing for
1541     * resets in any case - if they really care, they should use the 'maps command.
1542     */
1543     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1544    
1545     /* first visit or time to reset */
1546     if (m) {
1547     clean_tmp_map(m); /* Doesn't make much difference */
1548     delete_map(m);
1549     }
1550    
1551     /* create and load a map */
1552     if (flags & MAP_PLAYER_UNIQUE)
1553     LOG(llevDebug, "Trying to load map %s.\n", name);
1554     else
1555     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1556    
1557     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1558     return (NULL);
1559    
1560     fix_auto_apply(m); /* Chests which open as default */
1561    
1562     /* If a player unique map, no extra unique object file to load.
1563     * if from the editor, likewise.
1564     */
1565     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1566     load_unique_objects(m);
1567    
1568     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1569     m=load_overlay_map(name, m);
1570     if (m==NULL)
1571     return NULL;
1572     }
1573    
1574     } else {
1575     /* If in this loop, we found a temporary map, so load it up. */
1576    
1577     m=load_temporary_map (m);
1578     if(m==NULL) return NULL;
1579     load_unique_objects(m);
1580    
1581     clean_tmp_map(m);
1582     m->in_memory = MAP_IN_MEMORY;
1583     /* tempnam() on sun systems (probably others) uses malloc
1584     * to allocated space for the string. Free it here.
1585     * In some cases, load_temporary_map above won't find the
1586     * temporary map, and so has reloaded a new map. If that
1587     * is the case, tmpname is now null
1588     */
1589     if (m->tmpname) free(m->tmpname);
1590     m->tmpname = NULL;
1591     /* It's going to be saved anew anyway */
1592     }
1593    
1594     /* Below here is stuff common to both first time loaded maps and
1595     * temp maps.
1596     */
1597    
1598     decay_objects(m); /* start the decay */
1599     /* In case other objects press some buttons down */
1600     update_buttons(m);
1601     if (m->outdoor)
1602     set_darkness_map(m);
1603     /* run the weather over this map */
1604     weather_effect(name);
1605     return m;
1606     }
1607    
1608    
1609     /*
1610     * This routine is supposed to find out the difficulty of the map.
1611     * difficulty does not have a lot to do with character level,
1612     * but does have a lot to do with treasure on the map.
1613     *
1614     * Difficulty can now be set by the map creature. If the value stored
1615     * in the map is zero, then use this routine. Maps should really
1616     * have a difficulty set than using this function - human calculation
1617     * is much better than this functions guesswork.
1618     */
1619    
1620     int calculate_difficulty(mapstruct *m) {
1621     object *op;
1622     archetype *at;
1623     int x,y;
1624     int diff=0;
1625     int i;
1626     sint64 exp_pr_sq, total_exp=0;
1627    
1628     if (MAP_DIFFICULTY(m)) {
1629     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1630     return MAP_DIFFICULTY(m);
1631     }
1632    
1633     for(x=0;x<MAP_WIDTH(m);x++)
1634     for(y=0;y<MAP_HEIGHT(m);y++)
1635     for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1636     if(QUERY_FLAG(op,FLAG_MONSTER))
1637     total_exp+=op->stats.exp;
1638     if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1639     total_exp+=op->stats.exp;
1640     at=type_to_archetype(GENERATE_TYPE(op));
1641     if(at!=NULL)
1642     total_exp+=at->clone.stats.exp*8;
1643     }
1644     }
1645     #ifdef NEWCALC
1646     (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1647     for(i=20;i>0;i--)
1648     if(exp_pr_sq>level_exp(i,1.0)) {
1649     diff=i;
1650     break;
1651     }
1652     #else
1653     exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1654     diff=20;
1655     for(i=1;i<20;i++)
1656     if(exp_pr_sq<=level_exp(i,1.0)) {
1657     diff=i;
1658     break;
1659     }
1660     #endif
1661     return diff;
1662     }
1663    
1664     void clean_tmp_map(mapstruct *m) {
1665     if(m->tmpname == NULL)
1666     return;
1667 root 1.7 if (clean_temporary_map_callback)
1668     clean_temporary_map_callback (m);
1669 root 1.1 (void) unlink(m->tmpname);
1670     }
1671    
1672     void free_all_maps(void)
1673     {
1674     int real_maps=0;
1675    
1676     while (first_map) {
1677     /* I think some of the callers above before it gets here set this to be
1678     * saving, but we still want to free this data
1679     */
1680     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1681     delete_map(first_map);
1682     real_maps++;
1683     }
1684     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1685     }
1686    
1687     /* change_map_light() - used to change map light level (darkness)
1688     * up or down. Returns true if successful. It should now be
1689     * possible to change a value by more than 1.
1690     * Move this from los.c to map.c since this is more related
1691     * to maps than los.
1692     * postive values make it darker, negative make it brighter
1693     */
1694    
1695     int change_map_light(mapstruct *m, int change) {
1696     int new_level = m->darkness + change;
1697    
1698     /* Nothing to do */
1699     if(!change || (new_level <= 0 && m->darkness == 0) ||
1700     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1701     return 0;
1702     }
1703    
1704     /* inform all players on the map */
1705     if (change>0)
1706 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1707 root 1.1 else
1708 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1709 root 1.1
1710     /* Do extra checking. since m->darkness is a unsigned value,
1711     * we need to be extra careful about negative values.
1712     * In general, the checks below are only needed if change
1713     * is not +/-1
1714     */
1715     if (new_level < 0) m->darkness = 0;
1716     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1717     else m->darkness=new_level;
1718    
1719     /* All clients need to get re-updated for the change */
1720     update_all_map_los(m);
1721     return 1;
1722     }
1723    
1724    
1725     /*
1726     * This function updates various attributes about a specific space
1727     * on the map (what it looks like, whether it blocks magic,
1728     * has a living creatures, prevents people from passing
1729     * through, etc)
1730     */
1731     void update_position (mapstruct *m, int x, int y) {
1732     object *tmp, *last = NULL;
1733     uint8 flags = 0, oldflags, light=0, anywhere=0;
1734     New_Face *top,*floor, *middle;
1735     object *top_obj, *floor_obj, *middle_obj;
1736 elmex 1.4 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1737 root 1.1
1738     oldflags = GET_MAP_FLAGS(m,x,y);
1739     if (!(oldflags & P_NEED_UPDATE)) {
1740     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1741     m->path, x, y);
1742     return;
1743     }
1744    
1745     middle=blank_face;
1746     top=blank_face;
1747     floor=blank_face;
1748    
1749     middle_obj = NULL;
1750     top_obj = NULL;
1751     floor_obj = NULL;
1752    
1753     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1754    
1755     /* This could be made additive I guess (two lights better than
1756     * one). But if so, it shouldn't be a simple additive - 2
1757     * light bulbs do not illuminate twice as far as once since
1758     * it is a disapation factor that is squared (or is it cubed?)
1759     */
1760     if (tmp->glow_radius > light) light = tmp->glow_radius;
1761    
1762     /* This call is needed in order to update objects the player
1763     * is standing in that have animations (ie, grass, fire, etc).
1764     * However, it also causes the look window to be re-drawn
1765     * 3 times each time the player moves, because many of the
1766     * functions the move_player calls eventualy call this.
1767     *
1768     * Always put the player down for drawing.
1769     */
1770     if (!tmp->invisible) {
1771     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1772     top = tmp->face;
1773     top_obj = tmp;
1774     }
1775     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1776     /* If we got a floor, that means middle and top were below it,
1777     * so should not be visible, so we clear them.
1778     */
1779     middle=blank_face;
1780     top=blank_face;
1781     floor = tmp->face;
1782     floor_obj = tmp;
1783     }
1784     /* Flag anywhere have high priority */
1785     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1786     middle = tmp->face;
1787    
1788     middle_obj = tmp;
1789     anywhere =1;
1790     }
1791     /* Find the highest visible face around. If equal
1792     * visibilities, we still want the one nearer to the
1793     * top
1794     */
1795     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1796     middle = tmp->face;
1797     middle_obj = tmp;
1798     }
1799     }
1800     if (tmp==tmp->above) {
1801     LOG(llevError, "Error in structure of map\n");
1802     exit (-1);
1803     }
1804    
1805     move_slow |= tmp->move_slow;
1806     move_block |= tmp->move_block;
1807     move_on |= tmp->move_on;
1808     move_off |= tmp->move_off;
1809 elmex 1.4 move_allow |= tmp->move_allow;
1810 root 1.1
1811     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1812     flags |= P_IS_ALIVE;
1813     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1814     flags |= P_NO_MAGIC;
1815     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1816     flags |= P_NO_CLERIC;
1817    
1818     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1819     flags |= P_BLOCKSVIEW;
1820     } /* for stack of objects */
1821    
1822     /* we don't want to rely on this function to have accurate flags, but
1823     * since we're already doing the work, we calculate them here.
1824     * if they don't match, logic is broken someplace.
1825     */
1826     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1827     (!(oldflags & P_NO_ERROR))) {
1828     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1829     m->path, x, y,
1830     (oldflags & ~P_NEED_UPDATE), flags);
1831     }
1832     SET_MAP_FLAGS(m, x, y, flags);
1833 elmex 1.4 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1834 root 1.1 SET_MAP_MOVE_ON(m, x, y, move_on);
1835     SET_MAP_MOVE_OFF(m, x, y, move_off);
1836     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1837    
1838     /* At this point, we have a floor face (if there is a floor),
1839     * and the floor is set - we are not going to touch it at
1840     * this point.
1841     * middle contains the highest visibility face.
1842     * top contains a player/monster face, if there is one.
1843     *
1844     * We now need to fill in top.face and/or middle.face.
1845     */
1846    
1847     /* If the top face also happens to be high visibility, re-do our
1848     * middle face. This should not happen, as we already have the
1849     * else statement above so middle should not get set. OTOH, it
1850     * may be possible for the faces to match but be different objects.
1851     */
1852     if (top == middle) middle=blank_face;
1853    
1854     /* There are three posibilities at this point:
1855     * 1) top face is set, need middle to be set.
1856     * 2) middle is set, need to set top.
1857     * 3) neither middle or top is set - need to set both.
1858     */
1859    
1860     for (tmp=last; tmp; tmp=tmp->below) {
1861     /* Once we get to a floor, stop, since we already have a floor object */
1862     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1863    
1864     /* If two top faces are already set, quit processing */
1865     if ((top != blank_face) && (middle != blank_face)) break;
1866    
1867     /* Only show visible faces, unless its the editor - show all */
1868     if (!tmp->invisible || editor) {
1869     /* Fill in top if needed */
1870     if (top == blank_face) {
1871     top = tmp->face;
1872     top_obj = tmp;
1873     if (top == middle) middle=blank_face;
1874     } else {
1875     /* top is already set - we should only get here if
1876     * middle is not set
1877     *
1878     * Set the middle face and break out, since there is nothing
1879     * more to fill in. We don't check visiblity here, since
1880     *
1881     */
1882     if (tmp->face != top ) {
1883     middle = tmp->face;
1884     middle_obj = tmp;
1885     break;
1886     }
1887     }
1888     }
1889     }
1890     if (middle == floor) middle = blank_face;
1891     if (top == middle) middle = blank_face;
1892     SET_MAP_FACE(m,x,y,top,0);
1893     if(top != blank_face)
1894     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1895     else
1896     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1897     SET_MAP_FACE(m,x,y,middle,1);
1898     if(middle != blank_face)
1899     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1900     else
1901     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1902     SET_MAP_FACE(m,x,y,floor,2);
1903     if(floor != blank_face)
1904     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1905     else
1906     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1907     SET_MAP_LIGHT(m,x,y,light);
1908     }
1909    
1910    
1911     void set_map_reset_time(mapstruct *map) {
1912     int timeout;
1913    
1914     timeout = MAP_RESET_TIMEOUT(map);
1915     if (timeout <= 0)
1916     timeout = MAP_DEFAULTRESET;
1917     if (timeout >= MAP_MAXRESET)
1918     timeout = MAP_MAXRESET;
1919     MAP_WHEN_RESET(map) = seconds()+timeout;
1920     }
1921    
1922     /* this updates the orig_map->tile_map[tile_num] value after loading
1923     * the map. It also takes care of linking back the freshly loaded
1924     * maps tile_map values if it tiles back to this one. It returns
1925     * the value of orig_map->tile_map[tile_num]. It really only does this
1926     * so that it is easier for calling functions to verify success.
1927     */
1928    
1929     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1930     {
1931     int dest_tile = (tile_num +2) % 4;
1932     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1933    
1934     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1935    
1936     /* need to do a strcmp here as the orig_map->path is not a shared string */
1937     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1938     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1939     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1940    
1941     return orig_map->tile_map[tile_num];
1942     }
1943    
1944     /* this returns TRUE if the coordinates (x,y) are out of
1945     * map m. This function also takes into account any
1946     * tiling considerations, loading adjacant maps as needed.
1947     * This is the function should always be used when it
1948     * necessary to check for valid coordinates.
1949     * This function will recursively call itself for the
1950     * tiled maps.
1951     *
1952     *
1953     */
1954     int out_of_map(mapstruct *m, int x, int y)
1955     {
1956    
1957     /* If we get passed a null map, this is obviously the
1958     * case. This generally shouldn't happen, but if the
1959     * map loads fail below, it could happen.
1960     */
1961     if (!m) return 0;
1962    
1963     if (x<0) {
1964     if (!m->tile_path[3]) return 1;
1965     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1966     load_and_link_tiled_map(m, 3);
1967     }
1968     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1969     }
1970     if (x>=MAP_WIDTH(m)) {
1971     if (!m->tile_path[1]) return 1;
1972     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1973     load_and_link_tiled_map(m, 1);
1974     }
1975     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1976     }
1977     if (y<0) {
1978     if (!m->tile_path[0]) return 1;
1979     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1980     load_and_link_tiled_map(m, 0);
1981     }
1982     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1983     }
1984     if (y>=MAP_HEIGHT(m)) {
1985     if (!m->tile_path[2]) return 1;
1986     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1987     load_and_link_tiled_map(m, 2);
1988     }
1989     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1990     }
1991 root 1.3
1992     /* Simple case - coordinates are within this local
1993     * map.
1994     */
1995     return 0;
1996 root 1.1 }
1997    
1998     /* This is basically the same as out_of_map above, but
1999     * instead we return NULL if no map is valid (coordinates
2000     * out of bounds and no tiled map), otherwise it returns
2001     * the map as that the coordinates are really on, and
2002     * updates x and y to be the localized coordinates.
2003     * Using this is more efficient of calling out_of_map
2004     * and then figuring out what the real map is
2005     */
2006     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2007     {
2008    
2009     if (*x<0) {
2010     if (!m->tile_path[3]) return NULL;
2011     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2012     load_and_link_tiled_map(m, 3);
2013    
2014     *x += MAP_WIDTH(m->tile_map[3]);
2015     return (get_map_from_coord(m->tile_map[3], x, y));
2016     }
2017     if (*x>=MAP_WIDTH(m)) {
2018     if (!m->tile_path[1]) return NULL;
2019     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2020     load_and_link_tiled_map(m, 1);
2021    
2022     *x -= MAP_WIDTH(m);
2023     return (get_map_from_coord(m->tile_map[1], x, y));
2024     }
2025     if (*y<0) {
2026     if (!m->tile_path[0]) return NULL;
2027     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2028     load_and_link_tiled_map(m, 0);
2029    
2030     *y += MAP_HEIGHT(m->tile_map[0]);
2031     return (get_map_from_coord(m->tile_map[0], x, y));
2032     }
2033     if (*y>=MAP_HEIGHT(m)) {
2034     if (!m->tile_path[2]) return NULL;
2035     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2036     load_and_link_tiled_map(m, 2);
2037    
2038     *y -= MAP_HEIGHT(m);
2039     return (get_map_from_coord(m->tile_map[2], x, y));
2040     }
2041 root 1.3
2042     /* Simple case - coordinates are within this local
2043     * map.
2044     */
2045    
2046     return m;
2047 root 1.1 }
2048    
2049 elmex 1.4 /**
2050     * Return whether map2 is adjacent to map1. If so, store the distance from
2051     * map1 to map2 in dx/dy.
2052     */
2053     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2054     if (!map1 || !map2)
2055     return 0;
2056    
2057     if (map1 == map2) {
2058     *dx = 0;
2059     *dy = 0;
2060    
2061     } else if (map1->tile_map[0] == map2) { /* up */
2062     *dx = 0;
2063     *dy = -MAP_HEIGHT(map2);
2064     } else if (map1->tile_map[1] == map2) { /* right */
2065     *dx = MAP_WIDTH(map1);
2066     *dy = 0;
2067     } else if (map1->tile_map[2] == map2) { /* down */
2068     *dx = 0;
2069     *dy = MAP_HEIGHT(map1);
2070     } else if (map1->tile_map[3] == map2) { /* left */
2071     *dx = -MAP_WIDTH(map2);
2072     *dy = 0;
2073    
2074     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2075     *dx = MAP_WIDTH(map1->tile_map[0]);
2076     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2077     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2078     *dx = -MAP_WIDTH(map2);
2079     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2080     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2081     *dx = MAP_WIDTH(map1);
2082     *dy = -MAP_HEIGHT(map2);
2083     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2084     *dx = MAP_WIDTH(map1);
2085     *dy = MAP_HEIGHT(map1->tile_map[1]);
2086     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2087     *dx = MAP_WIDTH(map1->tile_map[2]);
2088     *dy = MAP_HEIGHT(map1);
2089     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2090     *dx = -MAP_WIDTH(map2);
2091     *dy = MAP_HEIGHT(map1);
2092     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2093     *dx = -MAP_WIDTH(map1->tile_map[3]);
2094     *dy = -MAP_HEIGHT(map2);
2095     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2096     *dx = -MAP_WIDTH(map1->tile_map[3]);
2097     *dy = MAP_HEIGHT(map1->tile_map[3]);
2098    
2099     } else { /* not "adjacent" enough */
2100     return 0;
2101     }
2102    
2103     return 1;
2104     }
2105    
2106 root 1.1 /* From map.c
2107     * This is used by get_player to determine where the other
2108     * creature is. get_rangevector takes into account map tiling,
2109     * so you just can not look the the map coordinates and get the
2110     * righte value. distance_x/y are distance away, which
2111     * can be negativbe. direction is the crossfire direction scheme
2112     * that the creature should head. part is the part of the
2113     * monster that is closest.
2114     *
2115     * get_rangevector looks at op1 and op2, and fills in the
2116     * structure for op1 to get to op2.
2117     * We already trust that the caller has verified that the
2118     * two objects are at least on adjacent maps. If not,
2119     * results are not likely to be what is desired.
2120     * if the objects are not on maps, results are also likely to
2121     * be unexpected
2122     *
2123     * currently, the only flag supported (0x1) is don't translate for
2124     * closest body part of 'op1'
2125     */
2126    
2127 elmex 1.4 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2128     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2129     /* be conservative and fill in _some_ data */
2130 root 1.2 retval->distance = 100000;
2131     retval->distance_x = 32767;
2132     retval->distance_y = 32767;
2133     retval->direction = 0;
2134     retval->part = 0;
2135 elmex 1.4 } else {
2136 root 1.2 object *best;
2137 root 1.1
2138 elmex 1.4 retval->distance_x += op2->x-op1->x;
2139     retval->distance_y += op2->y-op1->y;
2140 root 1.1
2141 root 1.2 best = op1;
2142     /* If this is multipart, find the closest part now */
2143 elmex 1.4 if (!(flags&0x1) && op1->more) {
2144 root 1.2 object *tmp;
2145 elmex 1.4 int best_distance = retval->distance_x*retval->distance_x+
2146     retval->distance_y*retval->distance_y, tmpi;
2147 root 1.2
2148 elmex 1.4 /* we just take the offset of the piece to head to figure
2149 root 1.2 * distance instead of doing all that work above again
2150     * since the distance fields we set above are positive in the
2151 elmex 1.4 * same axis as is used for multipart objects, the simply arithmetic
2152 root 1.2 * below works.
2153     */
2154 elmex 1.4 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2155     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2156     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2157 root 1.2 if (tmpi < best_distance) {
2158     best_distance = tmpi;
2159     best = tmp;
2160     }
2161     }
2162     if (best != op1) {
2163 elmex 1.4 retval->distance_x += op1->x-best->x;
2164     retval->distance_y += op1->y-best->y;
2165 root 1.2 }
2166     }
2167     retval->part = best;
2168 elmex 1.4 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2169 root 1.2 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2170 elmex 1.4 }
2171 root 1.1 }
2172    
2173     /* this is basically the same as get_rangevector above, but instead of
2174     * the first parameter being an object, it instead is the map
2175     * and x,y coordinates - this is used for path to player -
2176     * since the object is not infact moving but we are trying to traverse
2177     * the path, we need this.
2178     * flags has no meaning for this function at this time - I kept it in to
2179     * be more consistant with the above function and also in case they are needed
2180     * for something in the future. Also, since no object is pasted, the best
2181     * field of the rv_vector is set to NULL.
2182     */
2183    
2184 elmex 1.4 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2185     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2186     /* be conservative and fill in _some_ data */
2187 root 1.2 retval->distance = 100000;
2188     retval->distance_x = 32767;
2189     retval->distance_y = 32767;
2190     retval->direction = 0;
2191     retval->part = 0;
2192 elmex 1.4 } else {
2193     retval->distance_x += op2->x-x;
2194     retval->distance_y += op2->y-y;
2195 root 1.2
2196     retval->part = NULL;
2197 elmex 1.4 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2198 root 1.2 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2199 elmex 1.4 }
2200 root 1.1 }
2201    
2202     /* Returns true of op1 and op2 are effectively on the same map
2203     * (as related to map tiling). Note that this looks for a path from
2204     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2205     * to op1, this will still return false.
2206     * Note we only look one map out to keep the processing simple
2207     * and efficient. This could probably be a macro.
2208     * MSW 2001-08-05
2209     */
2210 elmex 1.4 int on_same_map(const object *op1, const object *op2) {
2211 root 1.2 int dx, dy;
2212 root 1.1
2213 elmex 1.4 return adjacent_map(op1->map, op2->map, &dx, &dy);
2214 root 1.1 }