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/cvs/deliantra/server/common/map.c
Revision: 1.7
Committed: Tue Mar 7 13:44:42 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +5 -3 lines
Log Message:
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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     object *op, *otmp;
596     /* first pass - save one-part objects */
597     for(i = 0; i < MAP_WIDTH(m); i++)
598     for (j = 0; j < MAP_HEIGHT(m); j++) {
599     unique=0;
600     for(op = get_map_ob (m, i, j); op; op = otmp) {
601     otmp = op->above;
602    
603     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
604     unique=1;
605    
606     if(op->type == PLAYER) {
607     LOG(llevDebug, "Player on map that is being saved\n");
608     continue;
609     }
610    
611     if (op->head || op->owner)
612     continue;
613    
614     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
615     save_object( fp2 , op, 3);
616     else
617     if (flag == 0 ||
618     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
619     !QUERY_FLAG(op, FLAG_UNPAID))))
620     save_object(fp, op, 3);
621    
622     } /* for this space */
623     } /* for this j */
624     }
625    
626     /*
627     * Allocates, initialises, and returns a pointer to a mapstruct.
628     * Modified to no longer take a path option which was not being
629     * used anyways. MSW 2001-07-01
630     */
631    
632     mapstruct *get_linked_map(void) {
633     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
634     mapstruct *mp;
635    
636     if(map==NULL)
637     fatal(OUT_OF_MEMORY);
638    
639     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
640     if(mp==NULL)
641     first_map=map;
642     else
643     mp->next=map;
644    
645     map->in_memory=MAP_SWAPPED;
646     /* The maps used to pick up default x and y values from the
647     * map archetype. Mimic that behaviour.
648     */
649     MAP_WIDTH(map)=16;
650     MAP_HEIGHT(map)=16;
651     MAP_RESET_TIMEOUT(map)=0;
652     MAP_TIMEOUT(map)=300;
653     MAP_ENTER_X(map)=0;
654     MAP_ENTER_Y(map)=0;
655     /*set part to -1 indicating conversion to weather map not yet done*/
656     MAP_WORLDPARTX(map)=-1;
657     MAP_WORLDPARTY(map)=-1;
658     return map;
659     }
660    
661     /*
662     * Allocates the arrays contained in a mapstruct.
663     * This basically allocates the dynamic array of spaces for the
664     * map.
665     */
666    
667     void allocate_map(mapstruct *m) {
668     m->in_memory = MAP_IN_MEMORY;
669     /* Log this condition and free the storage. We could I suppose
670     * realloc, but if the caller is presuming the data will be intact,
671     * that is their poor assumption.
672     */
673     if (m->spaces) {
674     LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
675     free(m->spaces);
676     }
677    
678     m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
679    
680     if(m->spaces==NULL)
681     fatal(OUT_OF_MEMORY);
682     }
683    
684     /* Creatures and returns a map of the specific size. Used
685     * in random map code and the editor.
686     */
687     mapstruct *get_empty_map(int sizex, int sizey) {
688     mapstruct *m = get_linked_map();
689     m->width = sizex;
690     m->height = sizey;
691     m->in_memory = MAP_SWAPPED;
692     allocate_map(m);
693     return m;
694     }
695    
696     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
697     * corresponding to that string. Memory is allocated for this, it must be freed
698     * at a later date.
699     * Called by parse_map_headers below.
700     */
701    
702     static shopitems *parse_shop_string (const char *input_string) {
703     char *shop_string, *p, *q, *next_semicolon, *next_colon;
704     shopitems *items=NULL;
705     int i=0, number_of_entries=0;
706     const typedata *current_type;
707    
708     shop_string=strdup_local(input_string);
709     p=shop_string;
710     LOG(llevDebug, "parsing %s\n", input_string);
711     /* first we'll count the entries, we'll need that for allocating the array shortly */
712     while (p) {
713     p=strchr(p, ';');
714     number_of_entries++;
715     if (p) p++;
716     }
717     p=shop_string;
718     strip_endline(p);
719     items=CALLOC(number_of_entries+1, sizeof(shopitems));
720     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
721     for (i=0; i<number_of_entries; i++) {
722     if (!p) {
723     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
724     break;
725     }
726     next_semicolon=strchr(p, ';');
727     next_colon=strchr(p, ':');
728     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
729     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
730     items[i].strength=atoi(strchr(p,':')+1);
731    
732     if (isdigit(*p) || *p=='*') {
733     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
734     current_type=get_typedata(items[i].typenum);
735     if (current_type) {
736     items[i].name=current_type->name;
737     items[i].name_pl=current_type->name_pl;
738     }
739     }
740     else { /*we have a named type, let's figure out what it is */
741     q=strpbrk(p,";:");
742     if (q) *q='\0';
743    
744     current_type=get_typedata_by_name(p);
745     if (current_type) {
746     items[i].name=current_type->name;
747     items[i].typenum=current_type->number;
748     items[i].name_pl=current_type->name_pl;
749     }
750     else { /* oh uh, something's wrong, let's free up this one, and try
751     * the next entry while we're at it, better print a warning
752     */
753     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
754     p, input_string);
755     }
756     }
757     items[i].index=number_of_entries;
758     if (next_semicolon) p=++next_semicolon;
759     else p=NULL;
760     }
761     free(shop_string);
762     return items;
763     }
764    
765     /* opposite of parse string, this puts the string that was originally fed in to
766     * the map (or something equivilent) into output_string. */
767     static void print_shop_string(mapstruct *m, char *output_string) {
768     int i;
769     char tmp[MAX_BUF];
770     strcpy(output_string, "");
771     for (i=0; i< m->shopitems[0].index; i++) {
772     if (m->shopitems[i].typenum) {
773     if (m->shopitems[i].strength) {
774     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
775     }
776     else sprintf(tmp, "%s;", m->shopitems[i].name);
777     }
778     else {
779     if (m->shopitems[i].strength) {
780     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
781     }
782     else sprintf(tmp, "*");
783     }
784     strcat(output_string, tmp);
785     }
786     }
787    
788     /* This loads the header information of the map. The header
789     * contains things like difficulty, size, timeout, etc.
790     * this used to be stored in the map object, but with the
791     * addition of tiling, fields beyond that easily named in an
792     * object structure were needed, so it just made sense to
793     * put all the stuff in the map object so that names actually make
794     * sense.
795     * This could be done in lex (like the object loader), but I think
796     * currently, there are few enough fields this is not a big deal.
797     * MSW 2001-07-01
798     * return 0 on success, 1 on failure.
799     */
800    
801     static int load_map_header(FILE *fp, mapstruct *m)
802     {
803 elmex 1.4 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
804 root 1.1 int msgpos=0;
805 elmex 1.4 int maplorepos=0;
806 root 1.1
807     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
808     buf[HUGE_BUF-1] = 0;
809     key = buf;
810     while (isspace(*key)) key++;
811     if (*key == 0) continue; /* empty line */
812     value = strchr(key, ' ');
813     if (!value) {
814     end = strchr(key, '\n');
815     if (end != NULL) {
816     *end = 0;
817     }
818     } else {
819     *value = 0;
820     value++;
821     end = strchr(value, '\n');
822     while (isspace(*value)) {
823     value++;
824     if (*value == '\0' || value == end) {
825     /* Nothing but spaces. */
826     value = NULL;
827     break;
828     }
829     }
830     }
831     if (!end) {
832     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
833     buf);
834     return 1;
835     }
836    
837    
838     /* key is the field name, value is what it should be set
839     * to. We've already done the work to null terminate key,
840     * and strip off any leading spaces for both of these.
841     * We have not touched the newline at the end of the line -
842     * these are needed for some values. the end pointer
843     * points to the first of the newlines.
844     * value could be NULL! It would be easy enough to just point
845     * this to "" to prevent cores, but that would let more errors slide
846     * through.
847     *
848     * First check for entries that do not use the value parameter, then
849     * validate that value is given and check for the remaining entries
850     * that use the parameter.
851     */
852    
853     if (!strcmp(key,"msg")) {
854     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
855     if (!strcmp(buf,"endmsg\n")) break;
856     else {
857     /* slightly more efficient than strcat */
858     strcpy(msgbuf+msgpos, buf);
859     msgpos += strlen(buf);
860     }
861     }
862     /* There are lots of maps that have empty messages (eg, msg/endmsg
863     * with nothing between). There is no reason in those cases to
864     * keep the empty message. Also, msgbuf contains garbage data
865     * when msgpos is zero, so copying it results in crashes
866     */
867     if (msgpos != 0)
868     m->msg = strdup_local(msgbuf);
869     }
870 elmex 1.4 else if (!strcmp(key,"maplore")) {
871     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
872     if (!strcmp(buf,"endmaplore\n")) break;
873     else {
874     /* slightly more efficient than strcat */
875     strcpy(maplorebuf+maplorepos, buf);
876     maplorepos += strlen(buf);
877     }
878     }
879     if (maplorepos != 0)
880     m->maplore = strdup_local(maplorebuf);
881     }
882 root 1.1 else if (!strcmp(key,"end")) {
883     break;
884     }
885     else if (value == NULL) {
886     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
887     }
888     else if (!strcmp(key, "arch")) {
889     /* This is an oddity, but not something we care about much. */
890     if (strcmp(value,"map\n"))
891     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
892     }
893     else if (!strcmp(key,"name")) {
894     *end=0;
895     m->name = strdup_local(value);
896     }
897     /* first strcmp value on these are old names supported
898     * for compatibility reasons. The new values (second) are
899     * what really should be used.
900     */
901     else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
902     m->enter_x = atoi(value);
903     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
904     m->enter_y = atoi(value);
905     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
906     m->width = atoi(value);
907     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
908     m->height = atoi(value);
909     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
910     m->reset_timeout = atoi(value);
911     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
912     m->timeout = atoi(value);
913     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
914     m->difficulty = atoi(value);
915     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
916     m->darkness = atoi(value);
917     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
918     m->fixed_resettime = atoi(value);
919     } else if (!strcmp(key,"unique")) {
920     m->unique = atoi(value);
921     } else if (!strcmp(key,"template")) {
922     m->template = atoi(value);
923     } else if (!strcmp(key,"region")) {
924     m->region = get_region_by_name(value);
925     } else if (!strcmp(key,"shopitems")) {
926     *end=0;
927     m->shopitems = parse_shop_string(value);
928     } else if (!strcmp(key,"shopgreed")) {
929     m->shopgreed = atof(value);
930     } else if (!strcmp(key,"shopmin")) {
931     m->shopmin = atol(value);
932     } else if (!strcmp(key,"shopmax")) {
933     m->shopmax = atol(value);
934     } else if (!strcmp(key,"shoprace")) {
935     *end=0;
936     m->shoprace = strdup_local(value);
937     } else if (!strcmp(key,"outdoor")) {
938     m->outdoor = atoi(value);
939     } else if (!strcmp(key, "temp")) {
940     m->temp = atoi(value);
941     } else if (!strcmp(key, "pressure")) {
942     m->pressure = atoi(value);
943     } else if (!strcmp(key, "humid")) {
944     m->humid = atoi(value);
945     } else if (!strcmp(key, "windspeed")) {
946     m->windspeed = atoi(value);
947     } else if (!strcmp(key, "winddir")) {
948     m->winddir = atoi(value);
949     } else if (!strcmp(key, "sky")) {
950     m->sky = atoi(value);
951     } else if (!strcmp(key, "nosmooth")) {
952     m->nosmooth = atoi(value);
953     }
954     else if (!strncmp(key,"tile_path_", 10)) {
955     int tile=atoi(key+10);
956    
957     if (tile<1 || tile>4) {
958     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
959     tile, m->path);
960     } else {
961     char *path;
962    
963     *end = 0;
964    
965     if (m->tile_path[tile-1]) {
966     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
967     tile, m->path);
968     free(m->tile_path[tile-1]);
969     m->tile_path[tile-1] = NULL;
970     }
971    
972     if (check_path(value, 1) != -1) {
973     /* The unadorned path works. */
974     path = value;
975     } else {
976     /* Try again; it could be a relative exit. */
977    
978     path = path_combine_and_normalize(m->path, value);
979    
980     if (check_path(path, 1) == -1) {
981     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
982     path = NULL;
983     }
984     }
985    
986     if (editor) {
987     /* Use the value as in the file. */
988     m->tile_path[tile-1] = strdup_local(value);
989     } else if (path != NULL) {
990     /* Use the normalized value. */
991     m->tile_path[tile-1] = strdup_local(path);
992     }
993     } /* end if tile direction (in)valid */
994     }
995     else {
996     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
997     }
998     }
999     if (!key || strcmp(key,"end")) {
1000     LOG(llevError,"Got premature eof on map header!\n");
1001     return 1;
1002     }
1003     return 0;
1004     }
1005    
1006     /*
1007     * Opens the file "filename" and reads information about the map
1008     * from the given file, and stores it in a newly allocated
1009     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1010     * flags correspond to those in map.h. Main ones used are
1011     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1012     * MAP_BLOCK, in which case we block on this load. This happens in all
1013     * cases, no matter if this flag is set or not.
1014     * MAP_STYLE: style map - don't add active objects, don't add to server
1015     * managed map list.
1016     */
1017    
1018     mapstruct *load_original_map(const char *filename, int flags) {
1019     FILE *fp;
1020     mapstruct *m;
1021     int comp;
1022     char pathname[MAX_BUF];
1023    
1024     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1025     if (flags & MAP_PLAYER_UNIQUE)
1026     strcpy(pathname, filename);
1027     else if (flags & MAP_OVERLAY)
1028     strcpy(pathname, create_overlay_pathname(filename));
1029     else
1030     strcpy(pathname, create_pathname(filename));
1031    
1032     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1033     LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1034     return (NULL);
1035     }
1036    
1037     m = get_linked_map();
1038    
1039     strcpy (m->path, filename);
1040     if (load_map_header(fp, m)) {
1041     LOG(llevError,"Error loading map header for %s, flags=%d\n",
1042     filename, flags);
1043     delete_map(m);
1044     return NULL;
1045     }
1046    
1047     allocate_map(m);
1048     m->compressed = comp;
1049    
1050     m->in_memory=MAP_LOADING;
1051     load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1052     close_and_delete(fp, comp);
1053     m->in_memory=MAP_IN_MEMORY;
1054     if (!MAP_DIFFICULTY(m))
1055     MAP_DIFFICULTY(m)=calculate_difficulty(m);
1056     set_map_reset_time(m);
1057 root 1.6 if (load_original_map_callback)
1058     load_original_map_callback(m);
1059 root 1.1 return (m);
1060     }
1061    
1062     /*
1063     * Loads a map, which has been loaded earlier, from file.
1064     * Return the map object we load into (this can change from the passed
1065     * option if we can't find the original map)
1066     */
1067    
1068     static mapstruct *load_temporary_map(mapstruct *m) {
1069     FILE *fp;
1070     int comp;
1071     char buf[MAX_BUF];
1072    
1073     if (!m->tmpname) {
1074     LOG(llevError, "No temporary filename for map %s\n", m->path);
1075     strcpy(buf, m->path);
1076     delete_map(m);
1077     m = load_original_map(buf, 0);
1078     if(m==NULL) return NULL;
1079     fix_auto_apply(m); /* Chests which open as default */
1080     return m;
1081     }
1082    
1083     if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1084     LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1085     strcpy(buf, m->path);
1086     delete_map(m);
1087     m = load_original_map(buf, 0);
1088     if(m==NULL) return NULL;
1089     fix_auto_apply(m); /* Chests which open as default */
1090     return m;
1091     }
1092    
1093    
1094     if (load_map_header(fp, m)) {
1095     LOG(llevError,"Error loading map header for %s (%s)\n",
1096     m->path, m->tmpname);
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, 0);
1106     close_and_delete(fp, comp);
1107     m->in_memory=MAP_IN_MEMORY;
1108 root 1.6 if (load_temporary_map_callback)
1109     load_temporary_map_callback(m);
1110 root 1.1 return m;
1111     }
1112    
1113     /*
1114     * Loads a map, which has been loaded earlier, from file.
1115     * Return the map object we load into (this can change from the passed
1116     * option if we can't find the original map)
1117     */
1118    
1119     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1120     FILE *fp;
1121     int comp;
1122     char pathname[MAX_BUF];
1123    
1124     strcpy(pathname, create_overlay_pathname(filename));
1125    
1126     if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1127     /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1128     return m;
1129     }
1130    
1131     if (load_map_header(fp, m)) {
1132     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1133     m->path, pathname);
1134     delete_map(m);
1135     m = load_original_map(m->path, 0);
1136     return NULL;
1137     }
1138     m->compressed = comp;
1139     /*allocate_map(m);*/
1140    
1141     m->in_memory=MAP_LOADING;
1142     load_objects (m, fp, MAP_OVERLAY);
1143     close_and_delete(fp, comp);
1144     m->in_memory=MAP_IN_MEMORY;
1145     return m;
1146     }
1147    
1148     /******************************************************************************
1149     * This is the start of unique map handling code
1150     *****************************************************************************/
1151    
1152     /* This goes through map 'm' and removed any unique items on the map. */
1153     static void delete_unique_items(mapstruct *m)
1154     {
1155     int i,j,unique=0;
1156     object *op, *next;
1157    
1158     for(i=0; i<MAP_WIDTH(m); i++)
1159     for(j=0; j<MAP_HEIGHT(m); j++) {
1160     unique=0;
1161     for (op=get_map_ob(m, i, j); op; op=next) {
1162     next = op->above;
1163     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1164     unique=1;
1165     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1166     clean_object(op);
1167     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1168     remove_button_link(op);
1169     remove_ob(op);
1170     free_object(op);
1171     }
1172     }
1173     }
1174     }
1175    
1176    
1177     /*
1178     * Loads unique objects from file(s) into the map which is in memory
1179     * m is the map to load unique items into.
1180     */
1181     static void load_unique_objects(mapstruct *m) {
1182     FILE *fp;
1183     int comp,count;
1184     char firstname[MAX_BUF];
1185    
1186     for (count=0; count<10; count++) {
1187     sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1188     if (!access(firstname, R_OK)) break;
1189     }
1190     /* If we get here, we did not find any map */
1191     if (count==10) return;
1192    
1193     if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1194     /* There is no expectation that every map will have unique items, but this
1195     * is debug output, so leave it in.
1196     */
1197     LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1198     return;
1199     }
1200    
1201     m->in_memory=MAP_LOADING;
1202     if (m->tmpname == NULL) /* if we have loaded unique items from */
1203     delete_unique_items(m); /* original map before, don't duplicate them */
1204     load_object(fp, NULL, LO_NOREAD,0);
1205     load_objects (m, fp, 0);
1206     close_and_delete(fp, comp);
1207     m->in_memory=MAP_IN_MEMORY;
1208     }
1209    
1210    
1211     /*
1212     * Saves a map to file. If flag is set, it is saved into the same
1213     * file it was (originally) loaded from. Otherwise a temporary
1214     * filename will be genarated, and the file will be stored there.
1215     * The temporary filename will be stored in the mapstructure.
1216     * If the map is unique, we also save to the filename in the map
1217     * (this should have been updated when first loaded)
1218     */
1219    
1220     int new_save_map(mapstruct *m, int flag) {
1221     FILE *fp, *fp2;
1222     char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1223     int i;
1224    
1225     if (flag && !*m->path) {
1226     LOG(llevError,"Tried to save map without path.\n");
1227     return -1;
1228     }
1229    
1230     if (flag || (m->unique) || (m->template)) {
1231     if (!m->unique && !m->template) { /* flag is set */
1232     if (flag == 2)
1233     strcpy(filename, create_overlay_pathname(m->path));
1234     else
1235     strcpy (filename, create_pathname (m->path));
1236     } else
1237     strcpy (filename, m->path);
1238    
1239     /* If the compression suffix already exists on the filename, don't
1240     * put it on again. This nasty looking strcmp checks to see if the
1241     * compression suffix is at the end of the filename already.
1242     */
1243     if (m->compressed &&
1244     strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1245     uncomp[m->compressed][0]))
1246     strcat(filename, uncomp[m->compressed][0]);
1247     make_path_to_file(filename);
1248     } else {
1249     if (!m->tmpname)
1250     m->tmpname = tempnam_local(settings.tmpdir,NULL);
1251     strcpy(filename, m->tmpname);
1252     }
1253     LOG(llevDebug,"Saving map %s\n",m->path);
1254     m->in_memory = MAP_SAVING;
1255    
1256     /* Compress if it isn't a temporary save. Do compress if unique */
1257     if (m->compressed && (m->unique || m->template || flag)) {
1258     char buf[MAX_BUF];
1259     strcpy(buf, uncomp[m->compressed][2]);
1260     strcat(buf, " > ");
1261     strcat(buf, filename);
1262     fp = popen(buf, "w");
1263     } else
1264     fp = fopen(filename, "w");
1265    
1266     if(fp == NULL) {
1267     LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1268     return -1;
1269     }
1270    
1271     /* legacy */
1272     fprintf(fp,"arch map\n");
1273     if (m->name) fprintf(fp,"name %s\n", m->name);
1274     if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1275     if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1276     if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1277     /* we unfortunately have no idea if this is a value the creator set
1278     * or a difficulty value we generated when the map was first loaded
1279     */
1280     if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1281     if (m->region) fprintf(fp,"region %s\n", m->region->name);
1282     if (m->shopitems) {
1283     print_shop_string(m, shop);
1284     fprintf(fp,"shopitems %s\n", shop);
1285     }
1286     if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1287     #ifndef WIN32
1288     if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1289     if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1290     #else
1291     if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1292     if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1293     #endif
1294     if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1295     if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1296     if (m->width) fprintf(fp,"width %d\n", m->width);
1297     if (m->height) fprintf(fp,"height %d\n", m->height);
1298     if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1299     if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1300     if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1301 elmex 1.4 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1302 root 1.1 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1303     if (m->template) fprintf(fp,"template %d\n", m->template);
1304     if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1305     if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1306     if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1307     if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1308     if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1309     if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1310     if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1311     if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1312    
1313     /* Save any tiling information, except on overlays */
1314     if (flag != 2)
1315     for (i=0; i<4; i++)
1316     if (m->tile_path[i])
1317     fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1318    
1319     fprintf(fp,"end\n");
1320    
1321     /* In the game save unique items in the different file, but
1322     * in the editor save them to the normal map file.
1323     * If unique map, save files in the proper destination (set by
1324     * player)
1325     */
1326     fp2 = fp; /* save unique items into fp2 */
1327     if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1328     sprintf (buf,"%s.v00",create_items_path (m->path));
1329     if ((fp2 = fopen (buf, "w")) == NULL) {
1330     LOG(llevError, "Can't open unique items file %s\n", buf);
1331     }
1332     if (flag == 2)
1333     save_objects(m, fp, fp2, 2);
1334     else
1335     save_objects (m, fp, fp2, 0);
1336     if (fp2 != NULL) {
1337     if (ftell (fp2) == 0) {
1338     fclose (fp2);
1339     unlink (buf);
1340     } else {
1341     fclose (fp2);
1342     chmod (buf, SAVE_MODE);
1343     }
1344     }
1345     } else { /* save same file when not playing, like in editor */
1346     save_objects(m, fp, fp, 0);
1347     }
1348    
1349     if (m->compressed && (m->unique || m->template || flag))
1350     pclose(fp);
1351     else
1352     fclose(fp);
1353    
1354     chmod (filename, SAVE_MODE);
1355     return 0;
1356     }
1357    
1358    
1359     /*
1360     * Remove and free all objects in the inventory of the given object.
1361     * object.c ?
1362     */
1363    
1364     void clean_object(object *op)
1365     {
1366     object *tmp, *next;
1367    
1368     for(tmp = op->inv; tmp; tmp = next)
1369     {
1370     next = tmp->below;
1371     clean_object(tmp);
1372     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1373     remove_button_link(tmp);
1374     remove_ob(tmp);
1375     free_object(tmp);
1376     }
1377     }
1378    
1379     /*
1380     * Remove and free all objects in the given map.
1381     */
1382    
1383     void free_all_objects(mapstruct *m) {
1384     int i,j;
1385     object *op;
1386    
1387     for(i=0;i<MAP_WIDTH(m);i++)
1388     for(j=0;j<MAP_HEIGHT(m);j++) {
1389     object *previous_obj=NULL;
1390     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1391     if (op==previous_obj) {
1392     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1393     break;
1394     }
1395     previous_obj=op;
1396     if(op->head!=NULL)
1397     op = op->head;
1398    
1399     /* If the map isn't in memory, free_object will remove and
1400     * free objects in op's inventory. So let it do the job.
1401     */
1402     if (m->in_memory==MAP_IN_MEMORY)
1403     clean_object(op);
1404     remove_ob(op);
1405     free_object(op);
1406     }
1407     }
1408     #ifdef MANY_CORES
1409     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1410     * an item on that map was not saved - look for that condition and die as appropriate -
1411     * this leaves more of the map data intact for better debugging.
1412     */
1413     for (op=objects; op!=NULL; op=op->next) {
1414     if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1415     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1416     abort();
1417     }
1418     }
1419     #endif
1420     }
1421    
1422     /*
1423     * Frees everything allocated by the given mapstructure.
1424     * don't free tmpname - our caller is left to do that
1425     */
1426    
1427     void free_map(mapstruct *m,int flag) {
1428     int i;
1429    
1430     if (!m->in_memory) {
1431     LOG(llevError,"Trying to free freed map.\n");
1432     return;
1433     }
1434     if (flag && m->spaces) free_all_objects(m);
1435     if (m->name) FREE_AND_CLEAR(m->name);
1436     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1437     if (m->msg) FREE_AND_CLEAR(m->msg);
1438 elmex 1.4 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1439 root 1.1 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1440     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1441     if (m->buttons)
1442     free_objectlinkpt(m->buttons);
1443     m->buttons = NULL;
1444     for (i=0; i<4; i++) {
1445     if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1446     m->tile_map[i] = NULL;
1447     }
1448     m->in_memory = MAP_SWAPPED;
1449     }
1450    
1451     /*
1452     * function: vanish mapstruct
1453     * m : pointer to mapstruct, if NULL no action
1454     * this deletes all the data on the map (freeing pointers)
1455     * and then removes this map from the global linked list of maps.
1456     */
1457    
1458     void delete_map(mapstruct *m) {
1459     mapstruct *tmp, *last;
1460     int i;
1461    
1462     if (!m)
1463     return;
1464     if (m->in_memory == MAP_IN_MEMORY) {
1465     /* change to MAP_SAVING, even though we are not,
1466     * so that remove_ob doesn't do as much work.
1467     */
1468     m->in_memory = MAP_SAVING;
1469     free_map (m, 1);
1470     }
1471     /* move this out of free_map, since tmpname can still be needed if
1472     * the map is swapped out.
1473     */
1474     if (m->tmpname) {
1475     free(m->tmpname);
1476     m->tmpname=NULL;
1477     }
1478     last = NULL;
1479     /* We need to look through all the maps and see if any maps
1480     * are pointing at this one for tiling information. Since
1481     * tiling can be assymetric, we just can not look to see which
1482     * maps this map tiles with and clears those.
1483     */
1484     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1485     if (tmp->next == m) last = tmp;
1486    
1487     /* This should hopefully get unrolled on a decent compiler */
1488     for (i=0; i<4; i++)
1489     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1490     }
1491    
1492     /* If last is null, then this should be the first map in the list */
1493     if (!last) {
1494     if (m == first_map)
1495     first_map = m->next;
1496     else
1497     /* m->path is a static char, so should hopefully still have
1498     * some useful data in it.
1499     */
1500     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1501     m->path);
1502     }
1503     else
1504     last->next = m->next;
1505    
1506     free (m);
1507     }
1508    
1509    
1510    
1511     /*
1512     * Makes sure the given map is loaded and swapped in.
1513     * name is path name of the map.
1514     * flags meaning:
1515     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1516     * and don't do unique items or the like.
1517     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1518     * dont do any more name translation on it.
1519     *
1520     * Returns a pointer to the given map.
1521     */
1522    
1523     mapstruct *ready_map_name(const char *name, int flags) {
1524     mapstruct *m;
1525    
1526     if (!name)
1527     return (NULL);
1528    
1529     /* Have we been at this level before? */
1530     m = has_been_loaded (name);
1531    
1532     /* Map is good to go, so just return it */
1533     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1534     return m;
1535     }
1536    
1537     /* unique maps always get loaded from their original location, and never
1538     * a temp location. Likewise, if map_flush is set, or we have never loaded
1539     * this map, load it now. I removed the reset checking from here -
1540     * it seems the probability of a player trying to enter a map that should
1541     * reset but hasn't yet is quite low, and removing that makes this function
1542     * a bit cleaner (and players probably shouldn't rely on exact timing for
1543     * resets in any case - if they really care, they should use the 'maps command.
1544     */
1545     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1546    
1547     /* first visit or time to reset */
1548     if (m) {
1549     clean_tmp_map(m); /* Doesn't make much difference */
1550     delete_map(m);
1551     }
1552    
1553     /* create and load a map */
1554     if (flags & MAP_PLAYER_UNIQUE)
1555     LOG(llevDebug, "Trying to load map %s.\n", name);
1556     else
1557     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1558    
1559     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1560     return (NULL);
1561    
1562     fix_auto_apply(m); /* Chests which open as default */
1563    
1564     /* If a player unique map, no extra unique object file to load.
1565     * if from the editor, likewise.
1566     */
1567     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1568     load_unique_objects(m);
1569    
1570     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1571     m=load_overlay_map(name, m);
1572     if (m==NULL)
1573     return NULL;
1574     }
1575    
1576     } else {
1577     /* If in this loop, we found a temporary map, so load it up. */
1578    
1579     m=load_temporary_map (m);
1580     if(m==NULL) return NULL;
1581     load_unique_objects(m);
1582    
1583     clean_tmp_map(m);
1584     m->in_memory = MAP_IN_MEMORY;
1585     /* tempnam() on sun systems (probably others) uses malloc
1586     * to allocated space for the string. Free it here.
1587     * In some cases, load_temporary_map above won't find the
1588     * temporary map, and so has reloaded a new map. If that
1589     * is the case, tmpname is now null
1590     */
1591     if (m->tmpname) free(m->tmpname);
1592     m->tmpname = NULL;
1593     /* It's going to be saved anew anyway */
1594     }
1595    
1596     /* Below here is stuff common to both first time loaded maps and
1597     * temp maps.
1598     */
1599    
1600     decay_objects(m); /* start the decay */
1601     /* In case other objects press some buttons down */
1602     update_buttons(m);
1603     if (m->outdoor)
1604     set_darkness_map(m);
1605     /* run the weather over this map */
1606     weather_effect(name);
1607     return m;
1608     }
1609    
1610    
1611     /*
1612     * This routine is supposed to find out the difficulty of the map.
1613     * difficulty does not have a lot to do with character level,
1614     * but does have a lot to do with treasure on the map.
1615     *
1616     * Difficulty can now be set by the map creature. If the value stored
1617     * in the map is zero, then use this routine. Maps should really
1618     * have a difficulty set than using this function - human calculation
1619     * is much better than this functions guesswork.
1620     */
1621    
1622     int calculate_difficulty(mapstruct *m) {
1623     object *op;
1624     archetype *at;
1625     int x,y;
1626     int diff=0;
1627     int i;
1628     sint64 exp_pr_sq, total_exp=0;
1629    
1630     if (MAP_DIFFICULTY(m)) {
1631     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1632     return MAP_DIFFICULTY(m);
1633     }
1634    
1635     for(x=0;x<MAP_WIDTH(m);x++)
1636     for(y=0;y<MAP_HEIGHT(m);y++)
1637     for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1638     if(QUERY_FLAG(op,FLAG_MONSTER))
1639     total_exp+=op->stats.exp;
1640     if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1641     total_exp+=op->stats.exp;
1642     at=type_to_archetype(GENERATE_TYPE(op));
1643     if(at!=NULL)
1644     total_exp+=at->clone.stats.exp*8;
1645     }
1646     }
1647     #ifdef NEWCALC
1648     (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1649     for(i=20;i>0;i--)
1650     if(exp_pr_sq>level_exp(i,1.0)) {
1651     diff=i;
1652     break;
1653     }
1654     #else
1655     exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1656     diff=20;
1657     for(i=1;i<20;i++)
1658     if(exp_pr_sq<=level_exp(i,1.0)) {
1659     diff=i;
1660     break;
1661     }
1662     #endif
1663     return diff;
1664     }
1665    
1666     void clean_tmp_map(mapstruct *m) {
1667     if(m->tmpname == NULL)
1668     return;
1669 root 1.7 if (clean_temporary_map_callback)
1670     clean_temporary_map_callback (m);
1671 root 1.1 (void) unlink(m->tmpname);
1672     }
1673    
1674     void free_all_maps(void)
1675     {
1676     int real_maps=0;
1677    
1678     while (first_map) {
1679     /* I think some of the callers above before it gets here set this to be
1680     * saving, but we still want to free this data
1681     */
1682     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1683     delete_map(first_map);
1684     real_maps++;
1685     }
1686     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1687     }
1688    
1689     /* change_map_light() - used to change map light level (darkness)
1690     * up or down. Returns true if successful. It should now be
1691     * possible to change a value by more than 1.
1692     * Move this from los.c to map.c since this is more related
1693     * to maps than los.
1694     * postive values make it darker, negative make it brighter
1695     */
1696    
1697     int change_map_light(mapstruct *m, int change) {
1698     int new_level = m->darkness + change;
1699    
1700     /* Nothing to do */
1701     if(!change || (new_level <= 0 && m->darkness == 0) ||
1702     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1703     return 0;
1704     }
1705    
1706     /* inform all players on the map */
1707     if (change>0)
1708     new_info_map(NDI_BLACK, m,"It becomes darker.");
1709     else
1710     new_info_map(NDI_BLACK, m,"It becomes brighter.");
1711    
1712     /* Do extra checking. since m->darkness is a unsigned value,
1713     * we need to be extra careful about negative values.
1714     * In general, the checks below are only needed if change
1715     * is not +/-1
1716     */
1717     if (new_level < 0) m->darkness = 0;
1718     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1719     else m->darkness=new_level;
1720    
1721     /* All clients need to get re-updated for the change */
1722     update_all_map_los(m);
1723     return 1;
1724     }
1725    
1726    
1727     /*
1728     * This function updates various attributes about a specific space
1729     * on the map (what it looks like, whether it blocks magic,
1730     * has a living creatures, prevents people from passing
1731     * through, etc)
1732     */
1733     void update_position (mapstruct *m, int x, int y) {
1734     object *tmp, *last = NULL;
1735     uint8 flags = 0, oldflags, light=0, anywhere=0;
1736     New_Face *top,*floor, *middle;
1737     object *top_obj, *floor_obj, *middle_obj;
1738 elmex 1.4 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1739 root 1.1
1740     oldflags = GET_MAP_FLAGS(m,x,y);
1741     if (!(oldflags & P_NEED_UPDATE)) {
1742     LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1743     m->path, x, y);
1744     return;
1745     }
1746    
1747     middle=blank_face;
1748     top=blank_face;
1749     floor=blank_face;
1750    
1751     middle_obj = NULL;
1752     top_obj = NULL;
1753     floor_obj = NULL;
1754    
1755     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1756    
1757     /* This could be made additive I guess (two lights better than
1758     * one). But if so, it shouldn't be a simple additive - 2
1759     * light bulbs do not illuminate twice as far as once since
1760     * it is a disapation factor that is squared (or is it cubed?)
1761     */
1762     if (tmp->glow_radius > light) light = tmp->glow_radius;
1763    
1764     /* This call is needed in order to update objects the player
1765     * is standing in that have animations (ie, grass, fire, etc).
1766     * However, it also causes the look window to be re-drawn
1767     * 3 times each time the player moves, because many of the
1768     * functions the move_player calls eventualy call this.
1769     *
1770     * Always put the player down for drawing.
1771     */
1772     if (!tmp->invisible) {
1773     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1774     top = tmp->face;
1775     top_obj = tmp;
1776     }
1777     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1778     /* If we got a floor, that means middle and top were below it,
1779     * so should not be visible, so we clear them.
1780     */
1781     middle=blank_face;
1782     top=blank_face;
1783     floor = tmp->face;
1784     floor_obj = tmp;
1785     }
1786     /* Flag anywhere have high priority */
1787     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1788     middle = tmp->face;
1789    
1790     middle_obj = tmp;
1791     anywhere =1;
1792     }
1793     /* Find the highest visible face around. If equal
1794     * visibilities, we still want the one nearer to the
1795     * top
1796     */
1797     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1798     middle = tmp->face;
1799     middle_obj = tmp;
1800     }
1801     }
1802     if (tmp==tmp->above) {
1803     LOG(llevError, "Error in structure of map\n");
1804     exit (-1);
1805     }
1806    
1807     move_slow |= tmp->move_slow;
1808     move_block |= tmp->move_block;
1809     move_on |= tmp->move_on;
1810     move_off |= tmp->move_off;
1811 elmex 1.4 move_allow |= tmp->move_allow;
1812 root 1.1
1813     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1814     flags |= P_IS_ALIVE;
1815     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1816     flags |= P_NO_MAGIC;
1817     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1818     flags |= P_NO_CLERIC;
1819    
1820     if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1821     flags |= P_BLOCKSVIEW;
1822     } /* for stack of objects */
1823    
1824     /* we don't want to rely on this function to have accurate flags, but
1825     * since we're already doing the work, we calculate them here.
1826     * if they don't match, logic is broken someplace.
1827     */
1828     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1829     (!(oldflags & P_NO_ERROR))) {
1830     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1831     m->path, x, y,
1832     (oldflags & ~P_NEED_UPDATE), flags);
1833     }
1834     SET_MAP_FLAGS(m, x, y, flags);
1835 elmex 1.4 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1836 root 1.1 SET_MAP_MOVE_ON(m, x, y, move_on);
1837     SET_MAP_MOVE_OFF(m, x, y, move_off);
1838     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1839    
1840     /* At this point, we have a floor face (if there is a floor),
1841     * and the floor is set - we are not going to touch it at
1842     * this point.
1843     * middle contains the highest visibility face.
1844     * top contains a player/monster face, if there is one.
1845     *
1846     * We now need to fill in top.face and/or middle.face.
1847     */
1848    
1849     /* If the top face also happens to be high visibility, re-do our
1850     * middle face. This should not happen, as we already have the
1851     * else statement above so middle should not get set. OTOH, it
1852     * may be possible for the faces to match but be different objects.
1853     */
1854     if (top == middle) middle=blank_face;
1855    
1856     /* There are three posibilities at this point:
1857     * 1) top face is set, need middle to be set.
1858     * 2) middle is set, need to set top.
1859     * 3) neither middle or top is set - need to set both.
1860     */
1861    
1862     for (tmp=last; tmp; tmp=tmp->below) {
1863     /* Once we get to a floor, stop, since we already have a floor object */
1864     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1865    
1866     /* If two top faces are already set, quit processing */
1867     if ((top != blank_face) && (middle != blank_face)) break;
1868    
1869     /* Only show visible faces, unless its the editor - show all */
1870     if (!tmp->invisible || editor) {
1871     /* Fill in top if needed */
1872     if (top == blank_face) {
1873     top = tmp->face;
1874     top_obj = tmp;
1875     if (top == middle) middle=blank_face;
1876     } else {
1877     /* top is already set - we should only get here if
1878     * middle is not set
1879     *
1880     * Set the middle face and break out, since there is nothing
1881     * more to fill in. We don't check visiblity here, since
1882     *
1883     */
1884     if (tmp->face != top ) {
1885     middle = tmp->face;
1886     middle_obj = tmp;
1887     break;
1888     }
1889     }
1890     }
1891     }
1892     if (middle == floor) middle = blank_face;
1893     if (top == middle) middle = blank_face;
1894     SET_MAP_FACE(m,x,y,top,0);
1895     if(top != blank_face)
1896     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1897     else
1898     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1899     SET_MAP_FACE(m,x,y,middle,1);
1900     if(middle != blank_face)
1901     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1902     else
1903     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1904     SET_MAP_FACE(m,x,y,floor,2);
1905     if(floor != blank_face)
1906     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1907     else
1908     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1909     SET_MAP_LIGHT(m,x,y,light);
1910     }
1911    
1912    
1913     void set_map_reset_time(mapstruct *map) {
1914     int timeout;
1915    
1916     timeout = MAP_RESET_TIMEOUT(map);
1917     if (timeout <= 0)
1918     timeout = MAP_DEFAULTRESET;
1919     if (timeout >= MAP_MAXRESET)
1920     timeout = MAP_MAXRESET;
1921     MAP_WHEN_RESET(map) = seconds()+timeout;
1922     }
1923    
1924     /* this updates the orig_map->tile_map[tile_num] value after loading
1925     * the map. It also takes care of linking back the freshly loaded
1926     * maps tile_map values if it tiles back to this one. It returns
1927     * the value of orig_map->tile_map[tile_num]. It really only does this
1928     * so that it is easier for calling functions to verify success.
1929     */
1930    
1931     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1932     {
1933     int dest_tile = (tile_num +2) % 4;
1934     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1935    
1936     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1937    
1938     /* need to do a strcmp here as the orig_map->path is not a shared string */
1939     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1940     !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1941     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1942    
1943     return orig_map->tile_map[tile_num];
1944     }
1945    
1946     /* this returns TRUE if the coordinates (x,y) are out of
1947     * map m. This function also takes into account any
1948     * tiling considerations, loading adjacant maps as needed.
1949     * This is the function should always be used when it
1950     * necessary to check for valid coordinates.
1951     * This function will recursively call itself for the
1952     * tiled maps.
1953     *
1954     *
1955     */
1956     int out_of_map(mapstruct *m, int x, int y)
1957     {
1958    
1959     /* If we get passed a null map, this is obviously the
1960     * case. This generally shouldn't happen, but if the
1961     * map loads fail below, it could happen.
1962     */
1963     if (!m) return 0;
1964    
1965     if (x<0) {
1966     if (!m->tile_path[3]) return 1;
1967     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1968     load_and_link_tiled_map(m, 3);
1969     }
1970     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1971     }
1972     if (x>=MAP_WIDTH(m)) {
1973     if (!m->tile_path[1]) return 1;
1974     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1975     load_and_link_tiled_map(m, 1);
1976     }
1977     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1978     }
1979     if (y<0) {
1980     if (!m->tile_path[0]) return 1;
1981     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1982     load_and_link_tiled_map(m, 0);
1983     }
1984     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1985     }
1986     if (y>=MAP_HEIGHT(m)) {
1987     if (!m->tile_path[2]) return 1;
1988     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1989     load_and_link_tiled_map(m, 2);
1990     }
1991     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1992     }
1993 root 1.3
1994     /* Simple case - coordinates are within this local
1995     * map.
1996     */
1997     return 0;
1998 root 1.1 }
1999    
2000     /* This is basically the same as out_of_map above, but
2001     * instead we return NULL if no map is valid (coordinates
2002     * out of bounds and no tiled map), otherwise it returns
2003     * the map as that the coordinates are really on, and
2004     * updates x and y to be the localized coordinates.
2005     * Using this is more efficient of calling out_of_map
2006     * and then figuring out what the real map is
2007     */
2008     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2009     {
2010    
2011     if (*x<0) {
2012     if (!m->tile_path[3]) return NULL;
2013     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2014     load_and_link_tiled_map(m, 3);
2015    
2016     *x += MAP_WIDTH(m->tile_map[3]);
2017     return (get_map_from_coord(m->tile_map[3], x, y));
2018     }
2019     if (*x>=MAP_WIDTH(m)) {
2020     if (!m->tile_path[1]) return NULL;
2021     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2022     load_and_link_tiled_map(m, 1);
2023    
2024     *x -= MAP_WIDTH(m);
2025     return (get_map_from_coord(m->tile_map[1], x, y));
2026     }
2027     if (*y<0) {
2028     if (!m->tile_path[0]) return NULL;
2029     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2030     load_and_link_tiled_map(m, 0);
2031    
2032     *y += MAP_HEIGHT(m->tile_map[0]);
2033     return (get_map_from_coord(m->tile_map[0], x, y));
2034     }
2035     if (*y>=MAP_HEIGHT(m)) {
2036     if (!m->tile_path[2]) return NULL;
2037     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2038     load_and_link_tiled_map(m, 2);
2039    
2040     *y -= MAP_HEIGHT(m);
2041     return (get_map_from_coord(m->tile_map[2], x, y));
2042     }
2043 root 1.3
2044     /* Simple case - coordinates are within this local
2045     * map.
2046     */
2047    
2048     return m;
2049 root 1.1 }
2050    
2051 elmex 1.4 /**
2052     * Return whether map2 is adjacent to map1. If so, store the distance from
2053     * map1 to map2 in dx/dy.
2054     */
2055     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2056     if (!map1 || !map2)
2057     return 0;
2058    
2059     if (map1 == map2) {
2060     *dx = 0;
2061     *dy = 0;
2062    
2063     } else if (map1->tile_map[0] == map2) { /* up */
2064     *dx = 0;
2065     *dy = -MAP_HEIGHT(map2);
2066     } else if (map1->tile_map[1] == map2) { /* right */
2067     *dx = MAP_WIDTH(map1);
2068     *dy = 0;
2069     } else if (map1->tile_map[2] == map2) { /* down */
2070     *dx = 0;
2071     *dy = MAP_HEIGHT(map1);
2072     } else if (map1->tile_map[3] == map2) { /* left */
2073     *dx = -MAP_WIDTH(map2);
2074     *dy = 0;
2075    
2076     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2077     *dx = MAP_WIDTH(map1->tile_map[0]);
2078     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2079     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2080     *dx = -MAP_WIDTH(map2);
2081     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2082     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2083     *dx = MAP_WIDTH(map1);
2084     *dy = -MAP_HEIGHT(map2);
2085     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2086     *dx = MAP_WIDTH(map1);
2087     *dy = MAP_HEIGHT(map1->tile_map[1]);
2088     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2089     *dx = MAP_WIDTH(map1->tile_map[2]);
2090     *dy = MAP_HEIGHT(map1);
2091     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2092     *dx = -MAP_WIDTH(map2);
2093     *dy = MAP_HEIGHT(map1);
2094     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2095     *dx = -MAP_WIDTH(map1->tile_map[3]);
2096     *dy = -MAP_HEIGHT(map2);
2097     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2098     *dx = -MAP_WIDTH(map1->tile_map[3]);
2099     *dy = MAP_HEIGHT(map1->tile_map[3]);
2100    
2101     } else { /* not "adjacent" enough */
2102     return 0;
2103     }
2104    
2105     return 1;
2106     }
2107    
2108 root 1.1 /* From map.c
2109     * This is used by get_player to determine where the other
2110     * creature is. get_rangevector takes into account map tiling,
2111     * so you just can not look the the map coordinates and get the
2112     * righte value. distance_x/y are distance away, which
2113     * can be negativbe. direction is the crossfire direction scheme
2114     * that the creature should head. part is the part of the
2115     * monster that is closest.
2116     *
2117     * get_rangevector looks at op1 and op2, and fills in the
2118     * structure for op1 to get to op2.
2119     * We already trust that the caller has verified that the
2120     * two objects are at least on adjacent maps. If not,
2121     * results are not likely to be what is desired.
2122     * if the objects are not on maps, results are also likely to
2123     * be unexpected
2124     *
2125     * currently, the only flag supported (0x1) is don't translate for
2126     * closest body part of 'op1'
2127     */
2128    
2129 elmex 1.4 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2130     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2131     /* be conservative and fill in _some_ data */
2132 root 1.2 retval->distance = 100000;
2133     retval->distance_x = 32767;
2134     retval->distance_y = 32767;
2135     retval->direction = 0;
2136     retval->part = 0;
2137 elmex 1.4 } else {
2138 root 1.2 object *best;
2139 root 1.1
2140 elmex 1.4 retval->distance_x += op2->x-op1->x;
2141     retval->distance_y += op2->y-op1->y;
2142 root 1.1
2143 root 1.2 best = op1;
2144     /* If this is multipart, find the closest part now */
2145 elmex 1.4 if (!(flags&0x1) && op1->more) {
2146 root 1.2 object *tmp;
2147 elmex 1.4 int best_distance = retval->distance_x*retval->distance_x+
2148     retval->distance_y*retval->distance_y, tmpi;
2149 root 1.2
2150 elmex 1.4 /* we just take the offset of the piece to head to figure
2151 root 1.2 * distance instead of doing all that work above again
2152     * since the distance fields we set above are positive in the
2153 elmex 1.4 * same axis as is used for multipart objects, the simply arithmetic
2154 root 1.2 * below works.
2155     */
2156 elmex 1.4 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2157     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2158     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2159 root 1.2 if (tmpi < best_distance) {
2160     best_distance = tmpi;
2161     best = tmp;
2162     }
2163     }
2164     if (best != op1) {
2165 elmex 1.4 retval->distance_x += op1->x-best->x;
2166     retval->distance_y += op1->y-best->y;
2167 root 1.2 }
2168     }
2169     retval->part = best;
2170 elmex 1.4 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2171 root 1.2 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2172 elmex 1.4 }
2173 root 1.1 }
2174    
2175     /* this is basically the same as get_rangevector above, but instead of
2176     * the first parameter being an object, it instead is the map
2177     * and x,y coordinates - this is used for path to player -
2178     * since the object is not infact moving but we are trying to traverse
2179     * the path, we need this.
2180     * flags has no meaning for this function at this time - I kept it in to
2181     * be more consistant with the above function and also in case they are needed
2182     * for something in the future. Also, since no object is pasted, the best
2183     * field of the rv_vector is set to NULL.
2184     */
2185    
2186 elmex 1.4 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2187     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2188     /* be conservative and fill in _some_ data */
2189 root 1.2 retval->distance = 100000;
2190     retval->distance_x = 32767;
2191     retval->distance_y = 32767;
2192     retval->direction = 0;
2193     retval->part = 0;
2194 elmex 1.4 } else {
2195     retval->distance_x += op2->x-x;
2196     retval->distance_y += op2->y-y;
2197 root 1.2
2198     retval->part = NULL;
2199 elmex 1.4 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2200 root 1.2 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2201 elmex 1.4 }
2202 root 1.1 }
2203    
2204     /* Returns true of op1 and op2 are effectively on the same map
2205     * (as related to map tiling). Note that this looks for a path from
2206     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2207     * to op1, this will still return false.
2208     * Note we only look one map out to keep the processing simple
2209     * and efficient. This could probably be a macro.
2210     * MSW 2001-08-05
2211     */
2212 elmex 1.4 int on_same_map(const object *op1, const object *op2) {
2213 root 1.2 int dx, dy;
2214 root 1.1
2215 elmex 1.4 return adjacent_map(op1->map, op2->map, &dx, &dy);
2216 root 1.1 }