ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.c
Revision: 1.3
Committed: Tue Feb 21 11:00:07 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +12 -16 lines
Log Message:
*** empty log message ***

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    
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     void dump_map(mapstruct *m) {
213     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     if(m->tmpname!=NULL)
222     LOG(llevError,"Tmpname: %s\n",m->tmpname);
223    
224     LOG(llevError,"Difficulty: %d\n",m->difficulty);
225     LOG(llevError,"Darkness: %d\n",m->darkness);
226     }
227    
228     /*
229     * Prints out debug-information about all maps.
230     * This basically just goes through all the maps and calls
231     * dump_map on each one.
232     */
233    
234     void dump_all_maps(void) {
235     mapstruct *m;
236     for(m=first_map;m!=NULL;m=m->next) {
237     dump_map(m);
238     }
239     }
240    
241     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
242     * one function that just returns a P_.. value (see map.h)
243     * it will also do map translation for tiled maps, returning
244     * new values into newmap, nx, and ny. Any and all of those
245     * values can be null, in which case if a new map is needed (returned
246     * by a P_NEW_MAP value, another call to get_map_from_coord
247     * is needed. The case of not passing values is if we're just
248     * checking for the existence of something on those spaces, but
249     * don't expect to insert/remove anything from those spaces.
250     */
251     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
252     {
253     sint16 newx, newy;
254     int retval=0;
255     mapstruct *mp;
256    
257     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
258     newx = x;
259     newy = y;
260     mp = get_map_from_coord(oldmap, &newx, &newy);
261     if (mp != oldmap)
262     retval |= P_NEW_MAP;
263     if (newmap) *newmap = mp;
264     if (nx) *nx = newx;
265     if (ny) *ny = newy;
266     retval |= mp->spaces[newx + mp->width * newy].flags;
267     return retval;
268     }
269    
270    
271     /*
272     * Returns true if the given coordinate is blocked except by the
273     * object passed is not blocking. This is used with
274     * multipart monsters - if we want to see if a 2x2 monster
275     * can move 1 space to the left, we don't want its own area
276     * to block it from moving there.
277     * Returns TRUE if the space is blocked by something other than the
278     * monster.
279     * m, x, y are the target map/coordinates - needed for map tiling.
280     * the coordinates & map passed in should have been updated for tiling
281     * by the caller.
282     */
283    
284     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
285     object *tmp;
286     int mflags, blocked;
287    
288     /* Make sure the coordinates are valid - they should be, as caller should
289     * have already checked this.
290     */
291     if (OUT_OF_REAL_MAP(m, sx, sy)) {
292     LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
293     return 1;
294     }
295    
296     /* Save some cycles - instead of calling get_map_flags(), just get the value
297     * directly.
298     */
299     mflags = m->spaces[sx + m->width * sy].flags;
300    
301     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
302    
303     /* If space is currently not blocked by anything, no need to
304     * go further. Not true for players - all sorts of special
305     * things we need to do for players.
306     */
307     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
308    
309    
310     if(ob->head != NULL)
311     ob=ob->head;
312    
313     /* We basically go through the stack of objects, and if there is
314     * some other object that has NO_PASS or FLAG_ALIVE set, return
315     * true. If we get through the entire stack, that must mean
316     * ob is blocking it, so return 0.
317     */
318     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
319    
320     /* This must be before the checks below. Code for inventory checkers. */
321     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
322     /* If last_sp is set, the player/monster needs an object,
323     * so we check for it. If they don't have it, they can't
324     * pass through this space.
325     */
326     if (tmp->last_sp) {
327     if (check_inv_recursive(ob,tmp)==NULL)
328     return 1;
329     else
330     continue;
331     } else {
332     /* In this case, the player must not have the object -
333     * if they do, they can't pass through.
334     */
335     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
336     return 1;
337     else
338     continue;
339     }
340     } /* if check_inv */
341     else {
342     /* Broke apart a big nasty if into several here to make
343     * this more readable. first check - if the space blocks
344     * movement, can't move here.
345     * second - if a monster, can't move there, unles it is a
346     * hidden dm
347     */
348     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
349     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
350     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
351     return 1;
352     }
353    
354     }
355     return 0;
356     }
357    
358    
359     /*
360     * Returns true if the given object can't fit in the given spot.
361     * This is meant for multi space objects - for single space objecs,
362     * just calling get_map_blocked and checking that against movement type
363     * of object. This function goes through all the parts of the
364     * multipart object and makes sure they can be inserted.
365     *
366     * While this doesn't call out of map, the get_map_flags does.
367     *
368     * This function has been used to deprecate arch_out_of_map -
369     * this function also does that check, and since in most cases,
370     * a call to one would follow the other, doesn't make a lot of sense to
371     * have two seperate functions for this.
372     *
373     * This returns nonzero if this arch can not go on the space provided,
374     * 0 otherwise. the return value will contain the P_.. value
375     * so the caller can know why this object can't go on the map.
376     * Note that callers should not expect P_NEW_MAP to be set
377     * in return codes - since the object is multispace - if
378     * we did return values, what do you return if half the object
379     * is one map, half on another.
380     *
381     * Note this used to be arch_blocked, but with new movement
382     * code, we need to have actual object to check its move_type
383     * against the move_block values.
384     */
385    
386     int ob_blocked(object *ob,mapstruct *m,sint16 x,sint16 y) {
387     archetype *tmp;
388     int flag;
389     mapstruct *m1;
390     sint16 sx, sy;
391    
392     if(ob==NULL) {
393     flag= get_map_flags(m,&m1, x,y, &sx, &sy);
394     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
395    
396     /* don't have object, so don't know what types would block */
397     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
398     }
399    
400     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
401     flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
402    
403     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
404     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
405    
406     /* Note it is intentional that we check ob - the movement type of the
407     * head of the object should correspond for the entire object.
408     */
409    
410     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
411     return AB_NO_PASS;
412    
413     }
414     return 0;
415     }
416    
417     /* When the map is loaded, load_object does not actually insert objects
418     * into inventory, but just links them. What this does is go through
419     * and insert them properly.
420     * The object 'container' is the object that contains the inventory.
421     * This is needed so that we can update the containers weight.
422     */
423    
424     void fix_container(object *container)
425     {
426     object *tmp=container->inv, *next;
427    
428     container->inv=NULL;
429     while (tmp!=NULL) {
430     next = tmp->below;
431     if (tmp->inv)
432     fix_container(tmp);
433     (void) insert_ob_in_ob(tmp,container);
434     tmp = next;
435     }
436     /* sum_weight will go through and calculate what all the containers are
437     * carrying.
438     */
439     sum_weight(container);
440     }
441    
442     /* link_multipart_objects go through all the objects on the map looking
443     * for objects whose arch says they are multipart yet according to the
444     * info we have, they only have the head (as would be expected when
445     * they are saved). We do have to look for the old maps that did save
446     * the more sections and not re-add sections for them.
447     */
448    
449     static void link_multipart_objects(mapstruct *m)
450     {
451     int x,y;
452     object *tmp, *op, *last, *above;
453     archetype *at;
454    
455     for(x=0;x<MAP_WIDTH(m);x++)
456     for(y=0;y<MAP_HEIGHT(m);y++)
457     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
458     above=tmp->above;
459    
460     /* already multipart - don't do anything more */
461     if (tmp->head || tmp->more) continue;
462    
463     /* If there is nothing more to this object, this for loop
464     * won't do anything.
465     */
466     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
467     op = arch_to_object(at);
468    
469     /* update x,y coordinates */
470     op->x += tmp->x;
471     op->y += tmp->y;
472     op->head = tmp;
473     op->map = m;
474     last->more = op;
475     if (tmp->name != op->name) {
476     if (op->name) free_string(op->name);
477     op->name = add_string(tmp->name);
478     }
479     if (tmp->title != op->title) {
480     if (op->title) free_string(op->title);
481     op->title = add_string(tmp->title);
482     }
483     /* we could link all the parts onto tmp, and then just
484     * call insert_ob_in_map once, but the effect is the same,
485     * as insert_ob_in_map will call itself with each part, and
486     * the coding is simpler to just to it here with each part.
487     */
488     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
489     } /* for at = tmp->arch->more */
490     } /* for objects on this space */
491     }
492    
493    
494    
495     /*
496     * Loads (ands parses) the objects into a given map from the specified
497     * file pointer.
498     * mapflags is the same as we get with load_original_map
499     */
500    
501     void load_objects (mapstruct *m, FILE *fp, int mapflags) {
502     int i,j,bufstate=LO_NEWFILE;
503     int unique;
504     object *op, *prev=NULL,*last_more=NULL, *otmp;
505    
506     op=get_object();
507     op->map = m; /* To handle buttons correctly */
508    
509     while((i=load_object(fp,op,bufstate, mapflags))) {
510     /* Since the loading of the map header does not load an object
511     * anymore, we need to pass LO_NEWFILE for the first object loaded,
512     * and then switch to LO_REPEAT for faster loading.
513     */
514     bufstate = LO_REPEAT;
515    
516     /* if the archetype for the object is null, means that we
517     * got an invalid object. Don't do anything with it - the game
518     * or editor will not be able to do anything with it either.
519     */
520     if (op->arch==NULL) {
521     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
522     continue;
523     }
524    
525    
526     switch(i) {
527     case LL_NORMAL:
528     /* if we are loading an overlay, put the floors on the bottom */
529     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532     else
533     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534    
535     if (op->inv)
536     sum_weight(op);
537    
538     prev=op,last_more=op;
539     break;
540    
541     case LL_MORE:
542     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543     op->head=prev,last_more->more=op,last_more=op;
544     break;
545     }
546     if (mapflags & MAP_STYLE) {
547     remove_from_active_list(op);
548     }
549     op=get_object();
550     op->map = m;
551     }
552     for (i=0;i<m->width;i++){
553     for (j=0;j<m->height;j++){
554     unique =0;
555     /* check for unique items, or unique squares */
556     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
557     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
558     unique = 1;
559     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
560     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
561     }
562     }
563     }
564     free_object(op);
565     link_multipart_objects(m);
566     }
567    
568     /* This saves all the objects on the map in a non destructive fashion.
569     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
570     * and we only save the head of multi part objects - this is needed
571     * in order to do map tiling properly.
572     */
573     void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
574     int i, j = 0,unique=0;
575     object *op, *otmp;
576     /* first pass - save one-part objects */
577     for(i = 0; i < MAP_WIDTH(m); i++)
578     for (j = 0; j < MAP_HEIGHT(m); j++) {
579     unique=0;
580     for(op = get_map_ob (m, i, j); op; op = otmp) {
581     otmp = op->above;
582    
583     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
584     unique=1;
585    
586     if(op->type == PLAYER) {
587     LOG(llevDebug, "Player on map that is being saved\n");
588     continue;
589     }
590    
591     if (op->head || op->owner)
592     continue;
593    
594     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
595     save_object( fp2 , op, 3);
596     else
597     if (flag == 0 ||
598     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
599     !QUERY_FLAG(op, FLAG_UNPAID))))
600     save_object(fp, op, 3);
601    
602     } /* for this space */
603     } /* for this j */
604     }
605    
606     /*
607     * Allocates, initialises, and returns a pointer to a mapstruct.
608     * Modified to no longer take a path option which was not being
609     * used anyways. MSW 2001-07-01
610     */
611    
612     mapstruct *get_linked_map(void) {
613     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
614     mapstruct *mp;
615    
616     if(map==NULL)
617     fatal(OUT_OF_MEMORY);
618    
619     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
620     if(mp==NULL)
621     first_map=map;
622     else
623     mp->next=map;
624    
625     map->in_memory=MAP_SWAPPED;
626     /* The maps used to pick up default x and y values from the
627     * map archetype. Mimic that behaviour.
628     */
629     MAP_WIDTH(map)=16;
630     MAP_HEIGHT(map)=16;
631     MAP_RESET_TIMEOUT(map)=0;
632     MAP_TIMEOUT(map)=300;
633     MAP_ENTER_X(map)=0;
634     MAP_ENTER_Y(map)=0;
635     /*set part to -1 indicating conversion to weather map not yet done*/
636     MAP_WORLDPARTX(map)=-1;
637     MAP_WORLDPARTY(map)=-1;
638     return map;
639     }
640    
641     /*
642     * Allocates the arrays contained in a mapstruct.
643     * This basically allocates the dynamic array of spaces for the
644     * map.
645     */
646    
647     void allocate_map(mapstruct *m) {
648     m->in_memory = MAP_IN_MEMORY;
649     /* Log this condition and free the storage. We could I suppose
650     * realloc, but if the caller is presuming the data will be intact,
651     * that is their poor assumption.
652     */
653     if (m->spaces) {
654     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
655     free(m->spaces);
656     }
657    
658     m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
659    
660     if(m->spaces==NULL)
661     fatal(OUT_OF_MEMORY);
662     }
663    
664     /* Creatures and returns a map of the specific size. Used
665     * in random map code and the editor.
666     */
667     mapstruct *get_empty_map(int sizex, int sizey) {
668     mapstruct *m = get_linked_map();
669     m->width = sizex;
670     m->height = sizey;
671     m->in_memory = MAP_SWAPPED;
672     allocate_map(m);
673     return m;
674     }
675    
676     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
677     * corresponding to that string. Memory is allocated for this, it must be freed
678     * at a later date.
679     * Called by parse_map_headers below.
680     */
681    
682     static shopitems *parse_shop_string (const char *input_string) {
683     char *shop_string, *p, *q, *next_semicolon, *next_colon;
684     shopitems *items=NULL;
685     int i=0, number_of_entries=0;
686     const typedata *current_type;
687    
688     shop_string=strdup_local(input_string);
689     p=shop_string;
690     LOG(llevDebug, "parsing %s\n", input_string);
691     /* first we'll count the entries, we'll need that for allocating the array shortly */
692     while (p) {
693     p=strchr(p, ';');
694     number_of_entries++;
695     if (p) p++;
696     }
697     p=shop_string;
698     strip_endline(p);
699     items=CALLOC(number_of_entries+1, sizeof(shopitems));
700     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
701     for (i=0; i<number_of_entries; i++) {
702     if (!p) {
703     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
704     break;
705     }
706     next_semicolon=strchr(p, ';');
707     next_colon=strchr(p, ':');
708     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
709     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
710     items[i].strength=atoi(strchr(p,':')+1);
711    
712     if (isdigit(*p) || *p=='*') {
713     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
714     current_type=get_typedata(items[i].typenum);
715     if (current_type) {
716     items[i].name=current_type->name;
717     items[i].name_pl=current_type->name_pl;
718     }
719     }
720     else { /*we have a named type, let's figure out what it is */
721     q=strpbrk(p,";:");
722     if (q) *q='\0';
723    
724     current_type=get_typedata_by_name(p);
725     if (current_type) {
726     items[i].name=current_type->name;
727     items[i].typenum=current_type->number;
728     items[i].name_pl=current_type->name_pl;
729     }
730     else { /* oh uh, something's wrong, let's free up this one, and try
731     * the next entry while we're at it, better print a warning
732     */
733     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
734     p, input_string);
735     }
736     }
737     items[i].index=number_of_entries;
738     if (next_semicolon) p=++next_semicolon;
739     else p=NULL;
740     }
741     free(shop_string);
742     return items;
743     }
744    
745     /* opposite of parse string, this puts the string that was originally fed in to
746     * the map (or something equivilent) into output_string. */
747     static void print_shop_string(mapstruct *m, char *output_string) {
748     int i;
749     char tmp[MAX_BUF];
750     strcpy(output_string, "");
751     for (i=0; i< m->shopitems[0].index; i++) {
752     if (m->shopitems[i].typenum) {
753     if (m->shopitems[i].strength) {
754     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
755     }
756     else sprintf(tmp, "%s;", m->shopitems[i].name);
757     }
758     else {
759     if (m->shopitems[i].strength) {
760     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
761     }
762     else sprintf(tmp, "*");
763     }
764     strcat(output_string, tmp);
765     }
766     }
767    
768     /* This loads the header information of the map. The header
769     * contains things like difficulty, size, timeout, etc.
770     * this used to be stored in the map object, but with the
771     * addition of tiling, fields beyond that easily named in an
772     * object structure were needed, so it just made sense to
773     * put all the stuff in the map object so that names actually make
774     * sense.
775     * This could be done in lex (like the object loader), but I think
776     * currently, there are few enough fields this is not a big deal.
777     * MSW 2001-07-01
778     * return 0 on success, 1 on failure.
779     */
780    
781     static int load_map_header(FILE *fp, mapstruct *m)
782     {
783     char buf[HUGE_BUF], msgbuf[HUGE_BUF], *key=NULL, *value, *end;
784     int msgpos=0;
785    
786     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
787     buf[HUGE_BUF-1] = 0;
788     key = buf;
789     while (isspace(*key)) key++;
790     if (*key == 0) continue; /* empty line */
791     value = strchr(key, ' ');
792     if (!value) {
793     end = strchr(key, '\n');
794     if (end != NULL) {
795     *end = 0;
796     }
797     } else {
798     *value = 0;
799     value++;
800     end = strchr(value, '\n');
801     while (isspace(*value)) {
802     value++;
803     if (*value == '\0' || value == end) {
804     /* Nothing but spaces. */
805     value = NULL;
806     break;
807     }
808     }
809     }
810     if (!end) {
811     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
812     buf);
813     return 1;
814     }
815    
816    
817     /* key is the field name, value is what it should be set
818     * to. We've already done the work to null terminate key,
819     * and strip off any leading spaces for both of these.
820     * We have not touched the newline at the end of the line -
821     * these are needed for some values. the end pointer
822     * points to the first of the newlines.
823     * value could be NULL! It would be easy enough to just point
824     * this to "" to prevent cores, but that would let more errors slide
825     * through.
826     *
827     * First check for entries that do not use the value parameter, then
828     * validate that value is given and check for the remaining entries
829     * that use the parameter.
830     */
831    
832     if (!strcmp(key,"msg")) {
833     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
834     if (!strcmp(buf,"endmsg\n")) break;
835     else {
836     /* slightly more efficient than strcat */
837     strcpy(msgbuf+msgpos, buf);
838     msgpos += strlen(buf);
839     }
840     }
841     /* There are lots of maps that have empty messages (eg, msg/endmsg
842     * with nothing between). There is no reason in those cases to
843     * keep the empty message. Also, msgbuf contains garbage data
844     * when msgpos is zero, so copying it results in crashes
845     */
846     if (msgpos != 0)
847     m->msg = strdup_local(msgbuf);
848     }
849     else if (!strcmp(key,"end")) {
850     break;
851     }
852     else if (value == NULL) {
853     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
854     }
855     else if (!strcmp(key, "arch")) {
856     /* This is an oddity, but not something we care about much. */
857     if (strcmp(value,"map\n"))
858     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
859     }
860     else if (!strcmp(key,"name")) {
861     *end=0;
862     m->name = strdup_local(value);
863     }
864     /* first strcmp value on these are old names supported
865     * for compatibility reasons. The new values (second) are
866     * what really should be used.
867     */
868     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
869     m->enter_x = atoi(value);
870     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
871     m->enter_y = atoi(value);
872     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
873     m->width = atoi(value);
874     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
875     m->height = atoi(value);
876     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
877     m->reset_timeout = atoi(value);
878     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
879     m->timeout = atoi(value);
880     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
881     m->difficulty = atoi(value);
882     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
883     m->darkness = atoi(value);
884     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
885     m->fixed_resettime = atoi(value);
886     } else if (!strcmp(key,"unique")) {
887     m->unique = atoi(value);
888     } else if (!strcmp(key,"template")) {
889     m->template = atoi(value);
890     } else if (!strcmp(key,"region")) {
891     m->region = get_region_by_name(value);
892     } else if (!strcmp(key,"shopitems")) {
893     *end=0;
894     m->shopitems = parse_shop_string(value);
895     } else if (!strcmp(key,"shopgreed")) {
896     m->shopgreed = atof(value);
897     } else if (!strcmp(key,"shopmin")) {
898     m->shopmin = atol(value);
899     } else if (!strcmp(key,"shopmax")) {
900     m->shopmax = atol(value);
901     } else if (!strcmp(key,"shoprace")) {
902     *end=0;
903     m->shoprace = strdup_local(value);
904     } else if (!strcmp(key,"outdoor")) {
905     m->outdoor = atoi(value);
906     } else if (!strcmp(key, "temp")) {
907     m->temp = atoi(value);
908     } else if (!strcmp(key, "pressure")) {
909     m->pressure = atoi(value);
910     } else if (!strcmp(key, "humid")) {
911     m->humid = atoi(value);
912     } else if (!strcmp(key, "windspeed")) {
913     m->windspeed = atoi(value);
914     } else if (!strcmp(key, "winddir")) {
915     m->winddir = atoi(value);
916     } else if (!strcmp(key, "sky")) {
917     m->sky = atoi(value);
918     } else if (!strcmp(key, "nosmooth")) {
919     m->nosmooth = atoi(value);
920     }
921     else if (!strncmp(key,"tile_path_", 10)) {
922     int tile=atoi(key+10);
923    
924     if (tile<1 || tile>4) {
925     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
926     tile, m->path);
927     } else {
928     char *path;
929    
930     *end = 0;
931    
932     if (m->tile_path[tile-1]) {
933     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
934     tile, m->path);
935     free(m->tile_path[tile-1]);
936     m->tile_path[tile-1] = NULL;
937     }
938    
939     if (check_path(value, 1) != -1) {
940     /* The unadorned path works. */
941     path = value;
942     } else {
943     /* Try again; it could be a relative exit. */
944    
945     path = path_combine_and_normalize(m->path, value);
946    
947     if (check_path(path, 1) == -1) {
948     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
949     path = NULL;
950     }
951     }
952    
953     if (editor) {
954     /* Use the value as in the file. */
955     m->tile_path[tile-1] = strdup_local(value);
956     } else if (path != NULL) {
957     /* Use the normalized value. */
958     m->tile_path[tile-1] = strdup_local(path);
959     }
960     } /* end if tile direction (in)valid */
961     }
962     else {
963     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
964     }
965     }
966     if (!key || strcmp(key,"end")) {
967     LOG(llevError,"Got premature eof on map header!\n");
968     return 1;
969     }
970     return 0;
971     }
972    
973     /*
974     * Opens the file "filename" and reads information about the map
975     * from the given file, and stores it in a newly allocated
976     * mapstruct. A pointer to this structure is returned, or NULL on failure.
977     * flags correspond to those in map.h. Main ones used are
978     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
979     * MAP_BLOCK, in which case we block on this load. This happens in all
980     * cases, no matter if this flag is set or not.
981     * MAP_STYLE: style map - don't add active objects, don't add to server
982     * managed map list.
983     */
984    
985     mapstruct *load_original_map(const char *filename, int flags) {
986     FILE *fp;
987     mapstruct *m;
988     int comp;
989     char pathname[MAX_BUF];
990    
991     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
992     if (flags & MAP_PLAYER_UNIQUE)
993     strcpy(pathname, filename);
994     else if (flags & MAP_OVERLAY)
995     strcpy(pathname, create_overlay_pathname(filename));
996     else
997     strcpy(pathname, create_pathname(filename));
998    
999     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1000     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1001     return (NULL);
1002     }
1003    
1004     m = get_linked_map();
1005    
1006     strcpy (m->path, filename);
1007     if (load_map_header(fp, m)) {
1008     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1009     filename, flags);
1010     delete_map(m);
1011     return NULL;
1012     }
1013    
1014     allocate_map(m);
1015     m->compressed = comp;
1016    
1017     m->in_memory=MAP_LOADING;
1018     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1019     close_and_delete(fp, comp);
1020     m->in_memory=MAP_IN_MEMORY;
1021     if (!MAP_DIFFICULTY(m))
1022     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1023     set_map_reset_time(m);
1024     return (m);
1025     }
1026    
1027     /*
1028     * Loads a map, which has been loaded earlier, from file.
1029     * Return the map object we load into (this can change from the passed
1030     * option if we can't find the original map)
1031     */
1032    
1033     static mapstruct *load_temporary_map(mapstruct *m) {
1034     FILE *fp;
1035     int comp;
1036     char buf[MAX_BUF];
1037    
1038     if (!m->tmpname) {
1039     LOG(llevError, "No temporary filename for map %s\n", m->path);
1040     strcpy(buf, m->path);
1041     delete_map(m);
1042     m = load_original_map(buf, 0);
1043     if(m==NULL) return NULL;
1044     fix_auto_apply(m); /* Chests which open as default */
1045     return m;
1046     }
1047    
1048     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1049     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1050     strcpy(buf, m->path);
1051     delete_map(m);
1052     m = load_original_map(buf, 0);
1053     if(m==NULL) return NULL;
1054     fix_auto_apply(m); /* Chests which open as default */
1055     return m;
1056     }
1057    
1058    
1059     if (load_map_header(fp, m)) {
1060     LOG(llevError,"Error loading map header for %s (%s)\n",
1061     m->path, m->tmpname);
1062     delete_map(m);
1063     m = load_original_map(m->path, 0);
1064     return NULL;
1065     }
1066     m->compressed = comp;
1067     allocate_map(m);
1068    
1069     m->in_memory=MAP_LOADING;
1070     load_objects (m, fp, 0);
1071     close_and_delete(fp, comp);
1072     m->in_memory=MAP_IN_MEMORY;
1073     return m;
1074     }
1075    
1076     /*
1077     * Loads a map, which has been loaded earlier, from file.
1078     * Return the map object we load into (this can change from the passed
1079     * option if we can't find the original map)
1080     */
1081    
1082     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1083     FILE *fp;
1084     int comp;
1085     char pathname[MAX_BUF];
1086    
1087     strcpy(pathname, create_overlay_pathname(filename));
1088    
1089     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1090     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1091     return m;
1092     }
1093    
1094     if (load_map_header(fp, m)) {
1095     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1096     m->path, pathname);
1097     delete_map(m);
1098     m = load_original_map(m->path, 0);
1099     return NULL;
1100     }
1101     m->compressed = comp;
1102     /*allocate_map(m);*/
1103    
1104     m->in_memory=MAP_LOADING;
1105     load_objects (m, fp, MAP_OVERLAY);
1106     close_and_delete(fp, comp);
1107     m->in_memory=MAP_IN_MEMORY;
1108     return m;
1109     }
1110    
1111     /******************************************************************************
1112     * This is the start of unique map handling code
1113     *****************************************************************************/
1114    
1115     /* This goes through map 'm' and removed any unique items on the map. */
1116     static void delete_unique_items(mapstruct *m)
1117     {
1118     int i,j,unique=0;
1119     object *op, *next;
1120    
1121     for(i=0; i<MAP_WIDTH(m); i++)
1122     for(j=0; j<MAP_HEIGHT(m); j++) {
1123     unique=0;
1124     for (op=get_map_ob(m, i, j); op; op=next) {
1125     next = op->above;
1126     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1127     unique=1;
1128     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1129     clean_object(op);
1130     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1131     remove_button_link(op);
1132     remove_ob(op);
1133     free_object(op);
1134     }
1135     }
1136     }
1137     }
1138    
1139    
1140     /*
1141     * Loads unique objects from file(s) into the map which is in memory
1142     * m is the map to load unique items into.
1143     */
1144     static void load_unique_objects(mapstruct *m) {
1145     FILE *fp;
1146     int comp,count;
1147     char firstname[MAX_BUF];
1148    
1149     for (count=0; count<10; count++) {
1150     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1151     if (!access(firstname, R_OK)) break;
1152     }
1153     /* If we get here, we did not find any map */
1154     if (count==10) return;
1155    
1156     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1157     /* There is no expectation that every map will have unique items, but this
1158     * is debug output, so leave it in.
1159     */
1160     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1161     return;
1162     }
1163    
1164     m->in_memory=MAP_LOADING;
1165     if (m->tmpname == NULL) /* if we have loaded unique items from */
1166     delete_unique_items(m); /* original map before, don't duplicate them */
1167     load_object(fp, NULL, LO_NOREAD,0);
1168     load_objects (m, fp, 0);
1169     close_and_delete(fp, comp);
1170     m->in_memory=MAP_IN_MEMORY;
1171     }
1172    
1173    
1174     /*
1175     * Saves a map to file. If flag is set, it is saved into the same
1176     * file it was (originally) loaded from. Otherwise a temporary
1177     * filename will be genarated, and the file will be stored there.
1178     * The temporary filename will be stored in the mapstructure.
1179     * If the map is unique, we also save to the filename in the map
1180     * (this should have been updated when first loaded)
1181     */
1182    
1183     int new_save_map(mapstruct *m, int flag) {
1184     FILE *fp, *fp2;
1185     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1186     int i;
1187    
1188     if (flag && !*m->path) {
1189     LOG(llevError,"Tried to save map without path.\n");
1190     return -1;
1191     }
1192    
1193     if (flag || (m->unique) || (m->template)) {
1194     if (!m->unique && !m->template) { /* flag is set */
1195     if (flag == 2)
1196     strcpy(filename, create_overlay_pathname(m->path));
1197     else
1198     strcpy (filename, create_pathname (m->path));
1199     } else
1200     strcpy (filename, m->path);
1201    
1202     /* If the compression suffix already exists on the filename, don't
1203     * put it on again. This nasty looking strcmp checks to see if the
1204     * compression suffix is at the end of the filename already.
1205     */
1206     if (m->compressed &&
1207     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1208     uncomp[m->compressed][0]))
1209     strcat(filename, uncomp[m->compressed][0]);
1210     make_path_to_file(filename);
1211     } else {
1212     if (!m->tmpname)
1213     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1214     strcpy(filename, m->tmpname);
1215     }
1216     LOG(llevDebug,"Saving map %s\n",m->path);
1217     m->in_memory = MAP_SAVING;
1218    
1219     /* Compress if it isn't a temporary save. Do compress if unique */
1220     if (m->compressed && (m->unique || m->template || flag)) {
1221     char buf[MAX_BUF];
1222     strcpy(buf, uncomp[m->compressed][2]);
1223     strcat(buf, " > ");
1224     strcat(buf, filename);
1225     fp = popen(buf, "w");
1226     } else
1227     fp = fopen(filename, "w");
1228    
1229     if(fp == NULL) {
1230     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1231     return -1;
1232     }
1233    
1234     /* legacy */
1235     fprintf(fp,"arch map\n");
1236     if (m->name) fprintf(fp,"name %s\n", m->name);
1237     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1238     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1239     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1240     /* we unfortunately have no idea if this is a value the creator set
1241     * or a difficulty value we generated when the map was first loaded
1242     */
1243     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1244     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1245     if (m->shopitems) {
1246     print_shop_string(m, shop);
1247     fprintf(fp,"shopitems %s\n", shop);
1248     }
1249     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1250     #ifndef WIN32
1251     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1252     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1253     #else
1254     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1255     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1256     #endif
1257     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1258     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1259     if (m->width) fprintf(fp,"width %d\n", m->width);
1260     if (m->height) fprintf(fp,"height %d\n", m->height);
1261     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1262     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1263     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1264     if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1265     if (m->template) fprintf(fp,"template %d\n", m->template);
1266     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1267     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1268     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1269     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1270     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1271     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1272     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1273     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1274    
1275     /* Save any tiling information, except on overlays */
1276     if (flag != 2)
1277     for (i=0; i<4; i++)
1278     if (m->tile_path[i])
1279     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1280    
1281     fprintf(fp,"end\n");
1282    
1283     /* In the game save unique items in the different file, but
1284     * in the editor save them to the normal map file.
1285     * If unique map, save files in the proper destination (set by
1286     * player)
1287     */
1288     fp2 = fp; /* save unique items into fp2 */
1289     if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1290     sprintf (buf,"%s.v00",create_items_path (m->path));
1291     if ((fp2 = fopen (buf, "w")) == NULL) {
1292     LOG(llevError, "Can't open unique items file %s\n", buf);
1293     }
1294     if (flag == 2)
1295     save_objects(m, fp, fp2, 2);
1296     else
1297     save_objects (m, fp, fp2, 0);
1298     if (fp2 != NULL) {
1299     if (ftell (fp2) == 0) {
1300     fclose (fp2);
1301     unlink (buf);
1302     } else {
1303     fclose (fp2);
1304     chmod (buf, SAVE_MODE);
1305     }
1306     }
1307     } else { /* save same file when not playing, like in editor */
1308     save_objects(m, fp, fp, 0);
1309     }
1310    
1311     if (m->compressed && (m->unique || m->template || flag))
1312     pclose(fp);
1313     else
1314     fclose(fp);
1315    
1316     chmod (filename, SAVE_MODE);
1317     return 0;
1318     }
1319    
1320    
1321     /*
1322     * Remove and free all objects in the inventory of the given object.
1323     * object.c ?
1324     */
1325    
1326     void clean_object(object *op)
1327     {
1328     object *tmp, *next;
1329    
1330     for(tmp = op->inv; tmp; tmp = next)
1331     {
1332     next = tmp->below;
1333     clean_object(tmp);
1334     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1335     remove_button_link(tmp);
1336     remove_ob(tmp);
1337     free_object(tmp);
1338     }
1339     }
1340    
1341     /*
1342     * Remove and free all objects in the given map.
1343     */
1344    
1345     void free_all_objects(mapstruct *m) {
1346     int i,j;
1347     object *op;
1348    
1349     for(i=0;i<MAP_WIDTH(m);i++)
1350     for(j=0;j<MAP_HEIGHT(m);j++) {
1351     object *previous_obj=NULL;
1352     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1353     if (op==previous_obj) {
1354     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1355     break;
1356     }
1357     previous_obj=op;
1358     if(op->head!=NULL)
1359     op = op->head;
1360    
1361     /* If the map isn't in memory, free_object will remove and
1362     * free objects in op's inventory. So let it do the job.
1363     */
1364     if (m->in_memory==MAP_IN_MEMORY)
1365     clean_object(op);
1366     remove_ob(op);
1367     free_object(op);
1368     }
1369     }
1370     #ifdef MANY_CORES
1371     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1372     * an item on that map was not saved - look for that condition and die as appropriate -
1373     * this leaves more of the map data intact for better debugging.
1374     */
1375     for (op=objects; op!=NULL; op=op->next) {
1376     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1377     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1378     abort();
1379     }
1380     }
1381     #endif
1382     }
1383    
1384     /*
1385     * Frees everything allocated by the given mapstructure.
1386     * don't free tmpname - our caller is left to do that
1387     */
1388    
1389     void free_map(mapstruct *m,int flag) {
1390     int i;
1391    
1392     if (!m->in_memory) {
1393     LOG(llevError,"Trying to free freed map.\n");
1394     return;
1395     }
1396     if (flag && m->spaces) free_all_objects(m);
1397     if (m->name) FREE_AND_CLEAR(m->name);
1398     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1399     if (m->msg) FREE_AND_CLEAR(m->msg);
1400     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1401     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1402     if (m->buttons)
1403     free_objectlinkpt(m->buttons);
1404     m->buttons = NULL;
1405     for (i=0; i<4; i++) {
1406     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1407     m->tile_map[i] = NULL;
1408     }
1409     m->in_memory = MAP_SWAPPED;
1410     }
1411    
1412     /*
1413     * function: vanish mapstruct
1414     * m : pointer to mapstruct, if NULL no action
1415     * this deletes all the data on the map (freeing pointers)
1416     * and then removes this map from the global linked list of maps.
1417     */
1418    
1419     void delete_map(mapstruct *m) {
1420     mapstruct *tmp, *last;
1421     int i;
1422    
1423     if (!m)
1424     return;
1425     if (m->in_memory == MAP_IN_MEMORY) {
1426     /* change to MAP_SAVING, even though we are not,
1427     * so that remove_ob doesn't do as much work.
1428     */
1429     m->in_memory = MAP_SAVING;
1430     free_map (m, 1);
1431     }
1432     /* move this out of free_map, since tmpname can still be needed if
1433     * the map is swapped out.
1434     */
1435     if (m->tmpname) {
1436     free(m->tmpname);
1437     m->tmpname=NULL;
1438     }
1439     last = NULL;
1440     /* We need to look through all the maps and see if any maps
1441     * are pointing at this one for tiling information. Since
1442     * tiling can be assymetric, we just can not look to see which
1443     * maps this map tiles with and clears those.
1444     */
1445     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1446     if (tmp->next == m) last = tmp;
1447    
1448     /* This should hopefully get unrolled on a decent compiler */
1449     for (i=0; i<4; i++)
1450     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1451     }
1452    
1453     /* If last is null, then this should be the first map in the list */
1454     if (!last) {
1455     if (m == first_map)
1456     first_map = m->next;
1457     else
1458     /* m->path is a static char, so should hopefully still have
1459     * some useful data in it.
1460     */
1461     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1462     m->path);
1463     }
1464     else
1465     last->next = m->next;
1466    
1467     free (m);
1468     }
1469    
1470    
1471    
1472     /*
1473     * Makes sure the given map is loaded and swapped in.
1474     * name is path name of the map.
1475     * flags meaning:
1476     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1477     * and don't do unique items or the like.
1478     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1479     * dont do any more name translation on it.
1480     *
1481     * Returns a pointer to the given map.
1482     */
1483    
1484     mapstruct *ready_map_name(const char *name, int flags) {
1485     mapstruct *m;
1486    
1487     if (!name)
1488     return (NULL);
1489    
1490     /* Have we been at this level before? */
1491     m = has_been_loaded (name);
1492    
1493     /* Map is good to go, so just return it */
1494     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1495     return m;
1496     }
1497    
1498     /* unique maps always get loaded from their original location, and never
1499     * a temp location. Likewise, if map_flush is set, or we have never loaded
1500     * this map, load it now. I removed the reset checking from here -
1501     * it seems the probability of a player trying to enter a map that should
1502     * reset but hasn't yet is quite low, and removing that makes this function
1503     * a bit cleaner (and players probably shouldn't rely on exact timing for
1504     * resets in any case - if they really care, they should use the 'maps command.
1505     */
1506     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1507    
1508     /* first visit or time to reset */
1509     if (m) {
1510     clean_tmp_map(m); /* Doesn't make much difference */
1511     delete_map(m);
1512     }
1513    
1514     /* create and load a map */
1515     if (flags & MAP_PLAYER_UNIQUE)
1516     LOG(llevDebug, "Trying to load map %s.\n", name);
1517     else
1518     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1519    
1520     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1521     return (NULL);
1522    
1523     fix_auto_apply(m); /* Chests which open as default */
1524    
1525     /* If a player unique map, no extra unique object file to load.
1526     * if from the editor, likewise.
1527     */
1528     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1529     load_unique_objects(m);
1530    
1531     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1532     m=load_overlay_map(name, m);
1533     if (m==NULL)
1534     return NULL;
1535     }
1536    
1537     } else {
1538     /* If in this loop, we found a temporary map, so load it up. */
1539    
1540     m=load_temporary_map (m);
1541     if(m==NULL) return NULL;
1542     load_unique_objects(m);
1543    
1544     clean_tmp_map(m);
1545     m->in_memory = MAP_IN_MEMORY;
1546     /* tempnam() on sun systems (probably others) uses malloc
1547     * to allocated space for the string. Free it here.
1548     * In some cases, load_temporary_map above won't find the
1549     * temporary map, and so has reloaded a new map. If that
1550     * is the case, tmpname is now null
1551     */
1552     if (m->tmpname) free(m->tmpname);
1553     m->tmpname = NULL;
1554     /* It's going to be saved anew anyway */
1555     }
1556    
1557     /* Below here is stuff common to both first time loaded maps and
1558     * temp maps.
1559     */
1560    
1561     decay_objects(m); /* start the decay */
1562     /* In case other objects press some buttons down */
1563     update_buttons(m);
1564     if (m->outdoor)
1565     set_darkness_map(m);
1566     /* run the weather over this map */
1567     weather_effect(name);
1568     return m;
1569     }
1570    
1571    
1572     /*
1573     * This routine is supposed to find out the difficulty of the map.
1574     * difficulty does not have a lot to do with character level,
1575     * but does have a lot to do with treasure on the map.
1576     *
1577     * Difficulty can now be set by the map creature. If the value stored
1578     * in the map is zero, then use this routine. Maps should really
1579     * have a difficulty set than using this function - human calculation
1580     * is much better than this functions guesswork.
1581     */
1582    
1583     int calculate_difficulty(mapstruct *m) {
1584     object *op;
1585     archetype *at;
1586     int x,y;
1587     int diff=0;
1588     int i;
1589     sint64 exp_pr_sq, total_exp=0;
1590    
1591     if (MAP_DIFFICULTY(m)) {
1592     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1593     return MAP_DIFFICULTY(m);
1594     }
1595    
1596     for(x=0;x<MAP_WIDTH(m);x++)
1597     for(y=0;y<MAP_HEIGHT(m);y++)
1598     for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1599     if(QUERY_FLAG(op,FLAG_MONSTER))
1600     total_exp+=op->stats.exp;
1601     if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1602     total_exp+=op->stats.exp;
1603     at=type_to_archetype(GENERATE_TYPE(op));
1604     if(at!=NULL)
1605     total_exp+=at->clone.stats.exp*8;
1606     }
1607     }
1608     #ifdef NEWCALC
1609     (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1610     for(i=20;i>0;i--)
1611     if(exp_pr_sq>level_exp(i,1.0)) {
1612     diff=i;
1613     break;
1614     }
1615     #else
1616     exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1617     diff=20;
1618     for(i=1;i<20;i++)
1619     if(exp_pr_sq<=level_exp(i,1.0)) {
1620     diff=i;
1621     break;
1622     }
1623     #endif
1624     return diff;
1625     }
1626    
1627     void clean_tmp_map(mapstruct *m) {
1628     if(m->tmpname == NULL)
1629     return;
1630     (void) unlink(m->tmpname);
1631     }
1632    
1633     void free_all_maps(void)
1634     {
1635     int real_maps=0;
1636    
1637     while (first_map) {
1638     /* I think some of the callers above before it gets here set this to be
1639     * saving, but we still want to free this data
1640     */
1641     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1642     delete_map(first_map);
1643     real_maps++;
1644     }
1645     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1646     }
1647    
1648     /* change_map_light() - used to change map light level (darkness)
1649     * up or down. Returns true if successful. It should now be
1650     * possible to change a value by more than 1.
1651     * Move this from los.c to map.c since this is more related
1652     * to maps than los.
1653     * postive values make it darker, negative make it brighter
1654     */
1655    
1656     int change_map_light(mapstruct *m, int change) {
1657     int new_level = m->darkness + change;
1658    
1659     /* Nothing to do */
1660     if(!change || (new_level <= 0 && m->darkness == 0) ||
1661     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1662     return 0;
1663     }
1664    
1665     /* inform all players on the map */
1666     if (change>0)
1667     new_info_map(NDI_BLACK, m,"It becomes darker.");
1668     else
1669     new_info_map(NDI_BLACK, m,"It becomes brighter.");
1670    
1671     /* Do extra checking. since m->darkness is a unsigned value,
1672     * we need to be extra careful about negative values.
1673     * In general, the checks below are only needed if change
1674     * is not +/-1
1675     */
1676     if (new_level < 0) m->darkness = 0;
1677     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1678     else m->darkness=new_level;
1679    
1680     /* All clients need to get re-updated for the change */
1681     update_all_map_los(m);
1682     return 1;
1683     }
1684    
1685    
1686     /*
1687     * This function updates various attributes about a specific space
1688     * on the map (what it looks like, whether it blocks magic,
1689     * has a living creatures, prevents people from passing
1690     * through, etc)
1691     */
1692     void update_position (mapstruct *m, int x, int y) {
1693     object *tmp, *last = NULL;
1694     uint8 flags = 0, oldflags, light=0, anywhere=0;
1695     New_Face *top,*floor, *middle;
1696     object *top_obj, *floor_obj, *middle_obj;
1697     MoveType move_block=0, move_slow=0, move_on=0, move_off=0;
1698    
1699     oldflags = GET_MAP_FLAGS(m,x,y);
1700     if (!(oldflags & P_NEED_UPDATE)) {
1701     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1702     m->path, x, y);
1703     return;
1704     }
1705    
1706     middle=blank_face;
1707     top=blank_face;
1708     floor=blank_face;
1709    
1710     middle_obj = NULL;
1711     top_obj = NULL;
1712     floor_obj = NULL;
1713    
1714     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1715    
1716     /* This could be made additive I guess (two lights better than
1717     * one). But if so, it shouldn't be a simple additive - 2
1718     * light bulbs do not illuminate twice as far as once since
1719     * it is a disapation factor that is squared (or is it cubed?)
1720     */
1721     if (tmp->glow_radius > light) light = tmp->glow_radius;
1722    
1723     /* This call is needed in order to update objects the player
1724     * is standing in that have animations (ie, grass, fire, etc).
1725     * However, it also causes the look window to be re-drawn
1726     * 3 times each time the player moves, because many of the
1727     * functions the move_player calls eventualy call this.
1728     *
1729     * Always put the player down for drawing.
1730     */
1731     if (!tmp->invisible) {
1732     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1733     top = tmp->face;
1734     top_obj = tmp;
1735     }
1736     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1737     /* If we got a floor, that means middle and top were below it,
1738     * so should not be visible, so we clear them.
1739     */
1740     middle=blank_face;
1741     top=blank_face;
1742     floor = tmp->face;
1743     floor_obj = tmp;
1744     }
1745     /* Flag anywhere have high priority */
1746     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1747     middle = tmp->face;
1748    
1749     middle_obj = tmp;
1750     anywhere =1;
1751     }
1752     /* Find the highest visible face around. If equal
1753     * visibilities, we still want the one nearer to the
1754     * top
1755     */
1756     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1757     middle = tmp->face;
1758     middle_obj = tmp;
1759     }
1760     }
1761     if (tmp==tmp->above) {
1762     LOG(llevError, "Error in structure of map\n");
1763     exit (-1);
1764     }
1765    
1766     move_slow |= tmp->move_slow;
1767     move_block |= tmp->move_block;
1768     move_on |= tmp->move_on;
1769     move_off |= tmp->move_off;
1770    
1771     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1772     flags |= P_IS_ALIVE;
1773     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1774     flags |= P_NO_MAGIC;
1775     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1776     flags |= P_NO_CLERIC;
1777    
1778     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1779     flags |= P_BLOCKSVIEW;
1780     } /* for stack of objects */
1781    
1782     /* we don't want to rely on this function to have accurate flags, but
1783     * since we're already doing the work, we calculate them here.
1784     * if they don't match, logic is broken someplace.
1785     */
1786     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1787     (!(oldflags & P_NO_ERROR))) {
1788     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1789     m->path, x, y,
1790     (oldflags & ~P_NEED_UPDATE), flags);
1791     }
1792     SET_MAP_FLAGS(m, x, y, flags);
1793     SET_MAP_MOVE_BLOCK(m, x, y, move_block);
1794     SET_MAP_MOVE_ON(m, x, y, move_on);
1795     SET_MAP_MOVE_OFF(m, x, y, move_off);
1796     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1797    
1798     /* At this point, we have a floor face (if there is a floor),
1799     * and the floor is set - we are not going to touch it at
1800     * this point.
1801     * middle contains the highest visibility face.
1802     * top contains a player/monster face, if there is one.
1803     *
1804     * We now need to fill in top.face and/or middle.face.
1805     */
1806    
1807     /* If the top face also happens to be high visibility, re-do our
1808     * middle face. This should not happen, as we already have the
1809     * else statement above so middle should not get set. OTOH, it
1810     * may be possible for the faces to match but be different objects.
1811     */
1812     if (top == middle) middle=blank_face;
1813    
1814     /* There are three posibilities at this point:
1815     * 1) top face is set, need middle to be set.
1816     * 2) middle is set, need to set top.
1817     * 3) neither middle or top is set - need to set both.
1818     */
1819    
1820     for (tmp=last; tmp; tmp=tmp->below) {
1821     /* Once we get to a floor, stop, since we already have a floor object */
1822     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1823    
1824     /* If two top faces are already set, quit processing */
1825     if ((top != blank_face) && (middle != blank_face)) break;
1826    
1827     /* Only show visible faces, unless its the editor - show all */
1828     if (!tmp->invisible || editor) {
1829     /* Fill in top if needed */
1830     if (top == blank_face) {
1831     top = tmp->face;
1832     top_obj = tmp;
1833     if (top == middle) middle=blank_face;
1834     } else {
1835     /* top is already set - we should only get here if
1836     * middle is not set
1837     *
1838     * Set the middle face and break out, since there is nothing
1839     * more to fill in. We don't check visiblity here, since
1840     *
1841     */
1842     if (tmp->face != top ) {
1843     middle = tmp->face;
1844     middle_obj = tmp;
1845     break;
1846     }
1847     }
1848     }
1849     }
1850     if (middle == floor) middle = blank_face;
1851     if (top == middle) middle = blank_face;
1852     SET_MAP_FACE(m,x,y,top,0);
1853     if(top != blank_face)
1854     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1855     else
1856     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1857     SET_MAP_FACE(m,x,y,middle,1);
1858     if(middle != blank_face)
1859     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1860     else
1861     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1862     SET_MAP_FACE(m,x,y,floor,2);
1863     if(floor != blank_face)
1864     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1865     else
1866     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1867     SET_MAP_LIGHT(m,x,y,light);
1868     }
1869    
1870    
1871     void set_map_reset_time(mapstruct *map) {
1872     int timeout;
1873    
1874     timeout = MAP_RESET_TIMEOUT(map);
1875     if (timeout <= 0)
1876     timeout = MAP_DEFAULTRESET;
1877     if (timeout >= MAP_MAXRESET)
1878     timeout = MAP_MAXRESET;
1879     MAP_WHEN_RESET(map) = seconds()+timeout;
1880     }
1881    
1882     /* this updates the orig_map->tile_map[tile_num] value after loading
1883     * the map. It also takes care of linking back the freshly loaded
1884     * maps tile_map values if it tiles back to this one. It returns
1885     * the value of orig_map->tile_map[tile_num]. It really only does this
1886     * so that it is easier for calling functions to verify success.
1887     */
1888    
1889     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1890     {
1891     int dest_tile = (tile_num +2) % 4;
1892     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1893    
1894     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1895    
1896     /* need to do a strcmp here as the orig_map->path is not a shared string */
1897     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1898     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1899     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1900    
1901     return orig_map->tile_map[tile_num];
1902     }
1903    
1904     /* this returns TRUE if the coordinates (x,y) are out of
1905     * map m. This function also takes into account any
1906     * tiling considerations, loading adjacant maps as needed.
1907     * This is the function should always be used when it
1908     * necessary to check for valid coordinates.
1909     * This function will recursively call itself for the
1910     * tiled maps.
1911     *
1912     *
1913     */
1914     int out_of_map(mapstruct *m, int x, int y)
1915     {
1916    
1917     /* If we get passed a null map, this is obviously the
1918     * case. This generally shouldn't happen, but if the
1919     * map loads fail below, it could happen.
1920     */
1921     if (!m) return 0;
1922    
1923     if (x<0) {
1924     if (!m->tile_path[3]) return 1;
1925     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1926     load_and_link_tiled_map(m, 3);
1927     }
1928     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1929     }
1930     if (x>=MAP_WIDTH(m)) {
1931     if (!m->tile_path[1]) return 1;
1932     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1933     load_and_link_tiled_map(m, 1);
1934     }
1935     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1936     }
1937     if (y<0) {
1938     if (!m->tile_path[0]) return 1;
1939     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1940     load_and_link_tiled_map(m, 0);
1941     }
1942     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1943     }
1944     if (y>=MAP_HEIGHT(m)) {
1945     if (!m->tile_path[2]) return 1;
1946     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1947     load_and_link_tiled_map(m, 2);
1948     }
1949     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1950     }
1951 root 1.3
1952     /* Simple case - coordinates are within this local
1953     * map.
1954     */
1955     return 0;
1956 root 1.1 }
1957    
1958     /* This is basically the same as out_of_map above, but
1959     * instead we return NULL if no map is valid (coordinates
1960     * out of bounds and no tiled map), otherwise it returns
1961     * the map as that the coordinates are really on, and
1962     * updates x and y to be the localized coordinates.
1963     * Using this is more efficient of calling out_of_map
1964     * and then figuring out what the real map is
1965     */
1966     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1967     {
1968    
1969     if (*x<0) {
1970     if (!m->tile_path[3]) return NULL;
1971     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1972     load_and_link_tiled_map(m, 3);
1973    
1974     *x += MAP_WIDTH(m->tile_map[3]);
1975     return (get_map_from_coord(m->tile_map[3], x, y));
1976     }
1977     if (*x>=MAP_WIDTH(m)) {
1978     if (!m->tile_path[1]) return NULL;
1979     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1980     load_and_link_tiled_map(m, 1);
1981    
1982     *x -= MAP_WIDTH(m);
1983     return (get_map_from_coord(m->tile_map[1], x, y));
1984     }
1985     if (*y<0) {
1986     if (!m->tile_path[0]) return NULL;
1987     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1988     load_and_link_tiled_map(m, 0);
1989    
1990     *y += MAP_HEIGHT(m->tile_map[0]);
1991     return (get_map_from_coord(m->tile_map[0], x, y));
1992     }
1993     if (*y>=MAP_HEIGHT(m)) {
1994     if (!m->tile_path[2]) return NULL;
1995     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1996     load_and_link_tiled_map(m, 2);
1997    
1998     *y -= MAP_HEIGHT(m);
1999     return (get_map_from_coord(m->tile_map[2], x, y));
2000     }
2001 root 1.3
2002     /* Simple case - coordinates are within this local
2003     * map.
2004     */
2005    
2006     return m;
2007 root 1.1 }
2008    
2009 root 1.2 // return wether map2 is adjacent to map1 and store their distance
2010     // in dx/dy if yes.
2011     static int adjacent_map (mapstruct *map1, mapstruct *map2, int *dx, int *dy)
2012     {
2013     if (!map1 || !map2)
2014     return 0;
2015    
2016     else if (map1 == map2)
2017     *dx = *dy = 0;
2018    
2019     else if (map1->tile_map[0] == map2) // up
2020     (*dx = 0), (*dy = -MAP_HEIGHT (map2));
2021     else if (map1->tile_map[1] == map2) // right
2022     (*dx = MAP_WIDTH (map2)), (*dy = 0);
2023     else if (map1->tile_map[2] == map2) // down
2024     (*dx = 0), (*dy = MAP_HEIGHT (map2));
2025     else if (map1->tile_map[3] == map2) // left
2026     (*dx = -MAP_WIDTH (map2)), (*dy = 0);
2027    
2028     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) // up right
2029     (*dx = MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2030     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) // up left
2031     (*dx = -MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2032     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) // right up
2033     (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = -MAP_WIDTH (map2));
2034     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) // right down
2035     (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = MAP_WIDTH (map2));
2036     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) // down right
2037     (*dx = MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2038     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) // down left
2039     (*dx = -MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2040     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) // left up
2041     (*dx = -MAP_HEIGHT (map1->tile_map[3])), (*dy = -MAP_WIDTH (map2));
2042     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) // left down
2043     (*dx = MAP_HEIGHT (map1->tile_map[3])), (*dy = MAP_WIDTH (map2));
2044    
2045     else // not "adjacent" enough
2046     return 0;
2047    
2048     return 1;
2049     }
2050    
2051 root 1.1 /* From map.c
2052     * This is used by get_player to determine where the other
2053     * creature is. get_rangevector takes into account map tiling,
2054     * so you just can not look the the map coordinates and get the
2055     * righte value. distance_x/y are distance away, which
2056     * can be negativbe. direction is the crossfire direction scheme
2057     * that the creature should head. part is the part of the
2058     * monster that is closest.
2059     *
2060     * get_rangevector looks at op1 and op2, and fills in the
2061     * structure for op1 to get to op2.
2062     * We already trust that the caller has verified that the
2063     * two objects are at least on adjacent maps. If not,
2064     * results are not likely to be what is desired.
2065     * if the objects are not on maps, results are also likely to
2066     * be unexpected
2067     *
2068     * currently, the only flag supported (0x1) is don't translate for
2069     * closest body part of 'op1'
2070     */
2071    
2072     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags)
2073     {
2074 root 1.2 if (!adjacent_map (op1->map, op2->map, &(retval->distance_x), &(retval->distance_y)))
2075     {
2076     // be conservative and fill in _some_ data
2077     retval->distance = 100000;
2078     retval->distance_x = 32767;
2079     retval->distance_y = 32767;
2080     retval->direction = 0;
2081     retval->part = 0;
2082     }
2083     else
2084     {
2085     object *best;
2086 root 1.1
2087 root 1.2 retval->distance_x += op2->x - op1->x;
2088     retval->distance_y += op2->y - op1->y;
2089 root 1.1
2090 root 1.2 best = op1;
2091     /* If this is multipart, find the closest part now */
2092     if (!(flags & 0x1) && op1->more) {
2093     object *tmp;
2094     int best_distance = retval->distance_x * retval->distance_x +
2095     retval->distance_y * retval->distance_y, tmpi;
2096    
2097     /* we just tkae the offset of the piece to head to figure
2098     * distance instead of doing all that work above again
2099     * since the distance fields we set above are positive in the
2100     * same axis as is used for multipart objects, the simply arithemetic
2101     * below works.
2102     */
2103     for (tmp=op1->more; tmp; tmp=tmp->more) {
2104     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2105     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2106     if (tmpi < best_distance) {
2107     best_distance = tmpi;
2108     best = tmp;
2109     }
2110     }
2111     if (best != op1) {
2112     retval->distance_x += op1->x - best->x;
2113     retval->distance_y += op1->y - best->y;
2114     }
2115     }
2116     retval->part = best;
2117     retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y);
2118     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2119     }
2120 root 1.1 }
2121    
2122     /* this is basically the same as get_rangevector above, but instead of
2123     * the first parameter being an object, it instead is the map
2124     * and x,y coordinates - this is used for path to player -
2125     * since the object is not infact moving but we are trying to traverse
2126     * the path, we need this.
2127     * flags has no meaning for this function at this time - I kept it in to
2128     * be more consistant with the above function and also in case they are needed
2129     * for something in the future. Also, since no object is pasted, the best
2130     * field of the rv_vector is set to NULL.
2131     */
2132    
2133     void get_rangevector_from_mapcoord(mapstruct *m, int x, int y, object *op2, rv_vector *retval,int flags)
2134     {
2135 root 1.2 if (!adjacent_map (m, op2->map, &(retval->distance_x), &(retval->distance_y)))
2136     {
2137     // be conservative and fill in _some_ data
2138     retval->distance = 100000;
2139     retval->distance_x = 32767;
2140     retval->distance_y = 32767;
2141     retval->direction = 0;
2142     retval->part = 0;
2143     }
2144     else
2145     {
2146     retval->distance_x += op2->x - x;
2147     retval->distance_y += op2->y - y;
2148    
2149     retval->part = NULL;
2150     retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y);
2151     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2152     }
2153 root 1.1 }
2154    
2155     /* Returns true of op1 and op2 are effectively on the same map
2156     * (as related to map tiling). Note that this looks for a path from
2157     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2158     * to op1, this will still return false.
2159     * Note we only look one map out to keep the processing simple
2160     * and efficient. This could probably be a macro.
2161     * MSW 2001-08-05
2162     */
2163     int on_same_map(object *op1, object *op2)
2164     {
2165 root 1.2 int dx, dy;
2166 root 1.1
2167 root 1.2 return adjacent_map (op1->map, op2->map, &dx, &dy);
2168 root 1.1 }