Crossfire Server, Trunk  1.75.0
map.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <ctype.h>
22 #include <errno.h>
23 #include <stdio.h>
24 #include <stdlib.h>
25 #include <string.h>
26 #include <sys/stat.h>
27 #include <math.h>
28 
29 #ifndef WIN32 /* ---win32 exclude header */
30 #include <unistd.h>
31 #endif /* win32 */
32 
33 #include "sproto.h"
34 #include "loader.h"
35 #include "output_file.h"
36 #include "path.h"
37 #include "stats.h"
38 
39 static void free_all_objects(mapstruct *m);
40 
46 const char *const map_layer_name[MAP_LAYERS] = {
47  "floor", "no_pick", "no_pick", "item", "item",
48  "item", "living", "living", "fly", "fly"
49 };
50 
53  uint8_t high_layer;
54  uint8_t honor_visibility;
55 };
56 
64  { MAP_LAYER_FLOOR, 1 },
66  { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 },
67  { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 },
68  { MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 }
69 };
70 
80  mapstruct *map;
81 
82  if (!name || !*name)
83  return NULL;
84 
85  for (map = first_map; map; map = map->next)
86  if (!strcmp(name, map->path))
87  break;
88  return (map);
89 }
90 
104 char *create_pathname(const char *name, char *buf, size_t size) {
105  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
106  * someplace else in the code? msw 2-17-97
107  */
108  if (*name == '/')
109  snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name);
110  else
111  snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name);
112  return buf;
113 }
114 
125 void create_overlay_pathname(const char *name, char *buf, size_t size) {
126  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
127  * someplace else in the code? msw 2-17-97
128  */
129  if (*name == '/')
130  snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name);
131  else
132  snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name);
133 }
134 
145 void create_template_pathname(const char *name, char *buf, size_t size) {
146  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
147  * someplace else in the code? msw 2-17-97
148  */
149  if (*name == '/')
150  snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name);
151  else
152  snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name);
153 }
154 
166 static void create_items_path(const char *s, char *buf, size_t size) {
167  char *t;
168 
169  if (*s == '/')
170  s++;
171 
172  snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir);
173  t = buf+strlen(buf);
174  snprintf(t, buf+size-t, "%s", s);
175 
176  while (*t != '\0') {
177  if (*t == '/')
178  *t = '@';
179  t++;
180  }
181 }
182 
201 int check_path(const char *name, int prepend_dir) {
202  char buf[MAX_BUF];
203 #ifndef WIN32
204  struct stat statbuf;
205  int mode = 0;
206 #endif
207 
208  if (prepend_dir)
210  else
211  strlcpy(buf, name, sizeof(buf));
212 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
213  return(_access(buf, 0));
214 #else
215 
216  if (stat(buf, &statbuf) != 0)
217  return -1;
218 
219  if (!S_ISREG(statbuf.st_mode))
220  return (-1);
221 
222  if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid)
223  || ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid)
224  || (statbuf.st_mode&S_IROTH))
225  mode |= 4;
226 
227  if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid)
228  || (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid)
229  || (statbuf.st_mode&S_IWOTH))
230  mode |= 2;
231 
232  return (mode);
233 #endif
234 }
235 
245 void dump_map(const mapstruct *m) {
246  LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory);
247  LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m));
248 
249  if (m->msg != NULL)
250  LOG(llevError, "Message:\n%s", m->msg);
251 
252  if (m->maplore != NULL)
253  LOG(llevError, "Lore:\n%s", m->maplore);
254 
255  if (m->tmpname != NULL)
256  LOG(llevError, "Tmpname: %s\n", m->tmpname);
257 
258  LOG(llevError, "Difficulty: %d\n", m->difficulty);
259  LOG(llevError, "Darkness: %d\n", m->darkness);
260 }
261 
268 void dump_all_maps(void) {
269  mapstruct *m;
270 
271  for (m = first_map; m != NULL; m = m->next) {
272  dump_map(m);
273  }
274 }
275 
300 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny) {
301  int retval = 0;
302  mapstruct *mp;
303 
304  /*
305  * Since x and y are copies of the original values, we can directly
306  * mess with them here.
307  */
308  mp = get_map_from_coord(oldmap, &x, &y);
309  if (!mp)
310  return P_OUT_OF_MAP;
311  if (mp != oldmap)
312  retval |= P_NEW_MAP;
313  if (newmap)
314  *newmap = mp;
315  if (nx)
316  *nx = x;
317  if (ny)
318  *ny = y;
319  retval |= mp->spaces[x+mp->width*y].flags;
320  return retval;
321 }
322 
327 bool ob_move_block(object *ob1, object *ob2) {
328  // Special case: if ob1 has no move type, but we're here, then we're being
329  // pushed by something. Assume "walk".
330  return ((ob1->move_type ? ob1->move_type : MOVE_WALK) & ~ob2->move_block) == 0;
331 }
332 
354 int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy) {
355  object *tmp_head;
356  int mflags, blocked;
357 
358  /* Make sure the coordinates are valid - they should be, as caller should
359  * have already checked this.
360  */
361  if (OUT_OF_REAL_MAP(m, sx, sy)) {
362  LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
363  return 1;
364  }
365 
366  /* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */
367  if (ob->type == TRANSPORT && ob->move_type == 0)
368  return 0;
369 
370  mflags = m->spaces[sx+m->width*sy].flags;
371 
372  blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
373 
374  /* If space is currently not blocked by anything, no need to
375  * go further. Not true for players - all sorts of special
376  * things we need to do for players.
377  */
378  if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0))
379  return 0;
380 
381  /* if there isn't anytyhing alive on this space, and this space isn't
382  * otherwise blocked, we can return now. Only if there is a living
383  * creature do we need to investigate if it is part of this creature
384  * or another. Likewise, only if something is blocking us do we
385  * need to investigate if there is a special circumstance that would
386  * let the player through (inventory checkers for example)
387  */
388  if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked))
389  return 0;
390 
391  ob = HEAD(ob);
392 
393  /* We basically go through the stack of objects, and if there is
394  * some other object that has NO_PASS or FLAG_ALIVE set, return
395  * true. If we get through the entire stack, that must mean
396  * ob is blocking it, so return 0.
397  */
398  FOR_MAP_PREPARE(m, sx, sy, tmp) {
399  /* Never block part of self. */
400  tmp_head = HEAD(tmp);
401  if (tmp_head == ob)
402  continue;
403  /* This must be before the checks below. Code for inventory checkers. */
404  if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
405  /* If last_sp is set, the player/monster needs an object,
406  * so we check for it. If they don't have it, they can't
407  * pass through this space.
408  */
409  if (tmp->last_sp) {
410  if (check_inv_recursive(ob, tmp) == NULL) {
411  if (tmp->msg) {
412  /* Optionally display the reason why one cannot move
413  * there. Note: emitting a message from this function
414  * is not very elegant. Ideally, this should be done
415  * somewhere in server/player.c, but this is difficult
416  * for objects of type CHECK_INV that are not alive.
417  */
420  tmp->msg);
421  }
422  return 1;
423  }
424  } else {
425  /* In this case, the player must not have the object -
426  * if they do, they can't pass through.
427  */
428  if (check_inv_recursive(ob, tmp) != NULL) {
429  if (tmp->msg) {
432  tmp->msg);
433  }
434  return 1;
435  }
436  }
437  } /* if check_inv */
438  else {
439  /* Broke apart a big nasty if into several here to make
440  * this more readable. first check - if the space blocks
441  * movement, can't move here.
442  * second - if a monster, can't move there, unless it is a
443  * hidden dm
444  */
445  if (OB_MOVE_BLOCK(ob, tmp))
446  return 1;
447  if (QUERY_FLAG(tmp, FLAG_ALIVE)
448  && tmp->head != ob
449  && tmp != ob
450  && tmp->type != DOOR
451  && !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden))
452  return 1;
453  }
454  } FOR_MAP_FINISH();
455  return 0;
456 }
457 
489 int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y) {
490  archetype *tmp;
491  int flag;
492  mapstruct *m1;
493  int16_t sx, sy;
494  const object *part;
495 
496  if (ob == NULL) {
497  flag = get_map_flags(m, &m1, x, y, &sx, &sy);
498  if (flag&P_OUT_OF_MAP)
499  return P_OUT_OF_MAP;
500 
501  /* don't have object, so don't know what types would block */
502  return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
503  }
504 
505  for (tmp = ob->arch, part = ob; tmp != NULL; tmp = tmp->more, part = part->more) {
506  flag = get_map_flags(m, &m1, x+tmp->clone.x, y+tmp->clone.y, &sx, &sy);
507 
508  if (flag&P_OUT_OF_MAP)
509  return P_OUT_OF_MAP;
510  if (flag&P_IS_ALIVE)
511  return P_IS_ALIVE;
512 
513  /* object_find_first_free_spot() calls this function. However, often
514  * ob doesn't have any move type (when used to place exits)
515  * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
516  */
517 
518  if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL)
519  continue;
520 
521  /* A transport without move_type for a part should go through everything for that part. */
522  if (ob->type == TRANSPORT && part->move_type == 0)
523  continue;
524 
525  /* Note it is intentional that we check ob - the movement type of the
526  * head of the object should correspond for the entire object.
527  */
528  if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
529  return AB_NO_PASS;
530  }
531  return 0;
532 }
533 
544 static void fix_container_multipart(object *container) {
545  FOR_INV_PREPARE(container, tmp) {
546  archetype *at;
547  object *op, *last;
548 
549  if (tmp->inv)
551  /* already multipart, or non-multipart arch - don't do anything more */
552  for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) {
553  /* FIXME: We can't reuse object_fix_multipart() since that only
554  * works for items directly on maps. Maybe factor out common code?
555  */
556  op = arch_to_object(at);
557  op->head = tmp;
558  op->env = tmp->env;
559  last->more = op;
560  if (tmp->name != op->name) {
561  if (op->name)
562  free_string(op->name);
563  op->name = add_string(tmp->name);
564  }
565  if (tmp->title != op->title) {
566  if (op->title)
567  free_string(op->title);
568  op->title = add_string(tmp->title);
569  }
571  }
572  } FOR_INV_FINISH();
573 }
574 
586  int x, y;
587 
588  for (x = 0; x < MAP_WIDTH(m); x++)
589  for (y = 0; y < MAP_HEIGHT(m); y++)
590  FOR_MAP_PREPARE(m, x, y, tmp) {
591  if (tmp->inv)
593 
594  /* already multipart - don't do anything more */
595  if (tmp->head || tmp->more)
596  continue;
597 
599  } FOR_MAP_FINISH(); /* for objects on this space */
600 }
601 
613 void load_objects(mapstruct *m, FILE *fp, int mapflags) {
614  int i, j, bufstate = LO_NEWFILE;
615  int unique;
616  object *op, *prev = NULL, *last_more = NULL;
617 
618  op = object_new();
619  op->map = m; /* To handle buttons correctly */
620 
621  PROFILE_BEGIN();
622  while ((i = load_object(fp, op, bufstate, mapflags, false))) {
623  /* Since the loading of the map header does not load an object
624  * anymore, we need to pass LO_NEWFILE for the first object loaded,
625  * and then switch to LO_REPEAT for faster loading.
626  */
627  bufstate = LO_REPEAT;
628 
629  /* if the archetype for the object is null, means that we
630  * got an invalid object. Don't do anything with it - the game
631  * or editor will not be able to do anything with it either.
632  */
633  if (op->arch == NULL) {
634  LOG(llevDebug, "Discarding object without arch: %s\n", op->name ? op->name : "(null)");
635  continue;
636  }
637 
638  /*
639  * You can NOT have players on a map being loaded.
640  * Trying to use such a type leads to crashes everywhere as op->contr is NULL.
641  */
642  if (op->type == PLAYER) {
643  LOG(llevError, "Discarding invalid item with type PLAYER in map %s\n", m->path);
644  continue;
645  }
646 
647  /* don't use out_of_map because we don't want to consider tiling properties, we're loading a single map */
648  if (OUT_OF_REAL_MAP(m, op->x, op->y)) {
649  LOG(llevError, " object %s not on valid map position %s:%d:%d\n", op->name ? op->name : "(null)", m->path, op->x, op->y);
650  if (op->x < 0) {
651  op->x = 0;
652  } else if (op->x >= MAP_WIDTH(m)) {
653  op->x = MAP_WIDTH(m) - 1;
654  }
655  if (op->y < 0) {
656  op->y = 0;
657  } else if (op->y >= MAP_HEIGHT(m)) {
658  op->y = MAP_HEIGHT(m) - 1;
659  }
660  }
661 
662  switch (i) {
663  case LL_NORMAL:
664  /* if we are loading an overlay, put the floors on the bottom */
666  && mapflags&MAP_OVERLAY)
668  else
670 
671  if (op->inv)
672  object_sum_weight(op);
673 
674  prev = op,
675  last_more = op;
676  break;
677 
678  case LL_MORE:
680  op->head = prev,
681  last_more->more = op,
682  last_more = op;
683  break;
684  }
685  if (mapflags&MAP_STYLE) {
687  }
688  op = object_new();
689  op->map = m;
690  }
691  PROFILE_END(diff, LOG(llevDebug,
692  "load_objects on %s took %ld us\n", m->path, diff));
693  for (i = 0; i < m->width; i++) {
694  for (j = 0; j < m->height; j++) {
695  unique = 0;
696  /* check for unique items, or unique squares */
697  FOR_MAP_PREPARE(m, i, j, otmp) {
698  if (QUERY_FLAG(otmp, FLAG_UNIQUE))
699  unique = 1;
700  if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
702  } FOR_MAP_FINISH();
703  }
704  }
707 }
708 
725 int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag) {
726  int i, j = 0, unique = 0;
727  unsigned int count = 0;
728 
731 
732  long serialize_time, write_time;
733 
734  PROFILE_BEGIN();
735 
736  for (i = 0; i < MAP_WIDTH(m); i++) {
737  for (j = 0; j < MAP_HEIGHT(m); j++) {
738  unique = 0;
739  FOR_MAP_PREPARE(m, i, j, op) {
741  unique = 1;
742 
743  if (op->type == PLAYER) {
744  LOG(llevDebug, "Player on map that is being saved\n");
745  continue;
746  }
747 
748  if (op->head || object_get_owner(op) != NULL)
749  continue;
750 
751  if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) {
753  count++ ;
754  } else if (flag == 0
755  || (flag == SAVE_FLAG_NO_REMOVE && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG(op, FLAG_UNPAID)))) {
757  count++;
758  }
759  } FOR_MAP_FINISH(); /* for this space */
760  } /* for this j */
761  }
762  PROFILE_END(diff, serialize_time = diff);
763 
764  PROFILE_BEGIN();
765  char *cp = stringbuffer_finish(sb);
766  char *cp2 = stringbuffer_finish(sb2);
767  fputs(cp, fp);
768  fputs(cp2, fp2);
769  free(cp);
770  free(cp2);
771  PROFILE_END(diff, write_time = diff);
772 
773  LOG(llevDebug, "saved %d objects on %s (%ld us serializing, %ld us writing)\n", count, m->path, serialize_time, write_time);
774  return 0;
775 }
776 
787  mapstruct *map = static_cast<mapstruct *>(calloc(1, sizeof(mapstruct)));
788  /* mapstruct *mp;*/
789 
790  if (map == NULL)
792 
793  map->next = first_map;
794  first_map = map;
795 
796  map->in_memory = MAP_SWAPPED;
797 
798  MAP_WIDTH(map) = 16;
799  MAP_HEIGHT(map) = 16;
800  MAP_RESET_TIMEOUT(map) = 0;
801  MAP_ENTER_X(map) = 0;
802  MAP_ENTER_Y(map) = 0;
803  map->last_reset_time = 0;
804  return map;
805 }
806 
808 uint32_t map_size(mapstruct *m) {
809  return (uint32_t)m->width * (uint32_t)m->height;
810 }
811 
823  m->in_memory = MAP_IN_MEMORY;
824  /* Log this condition and free the storage. We could I suppose
825  * realloc, but if the caller is presuming the data will be intact,
826  * that is their poor assumption.
827  */
828  if (m->spaces) {
829  LOG(llevError, "allocate_map called with already allocated map (%s)\n", m->path);
830  free(m->spaces);
831  }
832 
833  m->spaces = static_cast<MapSpace *>(calloc(map_size(m), sizeof(MapSpace)));
834 
835  if (m->spaces == NULL)
837 }
838 
852 mapstruct *get_empty_map(int sizex, int sizey) {
854  m->width = sizex;
855  m->height = sizey;
856  m->in_memory = MAP_SWAPPED;
857  allocate_map(m);
858  return m;
859 }
860 
874 static shopitems *parse_shop_string(const char *input_string, const mapstruct *map) {
875  char *shop_string, *p, *q, *next_semicolon, *next_colon;
876  shopitems *items = NULL;
877  int i = 0, number_of_entries = 0;
878  const typedata *current_type;
879 
880  shop_string = strdup_local(input_string);
881  p = shop_string;
882  LOG(llevDebug, "parsing %s\n", input_string);
883  /* first we'll count the entries, we'll need that for allocating the array shortly */
884  while (p) {
885  p = strchr(p, ';');
886  number_of_entries++;
887  if (p)
888  p++;
889  }
890  p = shop_string;
891  strip_endline(p);
892  items = static_cast<shopitems *>(CALLOC(number_of_entries+1, sizeof(shopitems)));
893  /*
894  * The memset would always set at least one byte to zero,
895  * so a failed calloc would have segfaulted the program.
896  * Instead, check for a null and fail more gracefully.
897  */
898  if (!items)
900 
901  for (i = 0; i < number_of_entries; i++) {
902  if (!p) {
903  LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
904  break;
905  }
906  next_semicolon = strchr(p, ';');
907  next_colon = strchr(p, ':');
908  /* if there is a stregth specified, figure out what it is, we'll need it soon. */
909  if (next_colon && (!next_semicolon || next_colon < next_semicolon))
910  items[i].strength = atoi(strchr(p, ':')+1);
911 
912  if (isdigit(*p) || *p == '*') {
913  items[i].typenum = *p == '*' ? -1 : atoi(p);
914  current_type = get_typedata(items[i].typenum);
915  if (current_type) {
916  items[i].name = current_type->name;
917  items[i].name_pl = current_type->name_pl;
918  }
919  } else { /*we have a named type, let's figure out what it is */
920  q = strpbrk(p, ";:");
921  if (q)
922  *q = '\0';
923 
924  current_type = get_typedata_by_name(p);
925  if (current_type) {
926  items[i].name = current_type->name;
927  items[i].typenum = current_type->number;
928  items[i].name_pl = current_type->name_pl;
929  } else {
930  /* oh uh, something's wrong, let's free up this one, and try
931  * the next entry while we're at it, better print a warning */
932  LOG(llevError, "invalid type %s defined in shopitems for %s in string %s\n", p, map->name, input_string);
933  }
934  }
935  items[i].index = number_of_entries;
936  if (next_semicolon)
937  p = ++next_semicolon;
938  else
939  p = NULL;
940  }
941  free(shop_string);
942  return items;
943 }
944 
956 static void print_shop_string(mapstruct *m, char *output_string, int size) {
957  int i;
958  char tmp[MAX_BUF];
959 
960  output_string[0] = '\0';
961  for (i = 0; i < m->shopitems[0].index; i++) {
962  if (m->shopitems[i].typenum != -1) {
963  if (m->shopitems[i].strength) {
964  snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
965  } else
966  snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name);
967  } else {
968  if (m->shopitems[i].strength) {
969  snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength);
970  } else
971  snprintf(tmp, sizeof(tmp), "*;");
972  }
973  snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp);
974  }
975 
976  /* erase final ; else parsing back will lead to issues */
977  if (strlen(output_string) > 0) {
978  output_string[strlen(output_string) - 1] = '\0';
979  }
980 }
981 
998 static int load_map_header(FILE *fp, mapstruct *m) {
999  char buf[HUGE_BUF], *key = NULL, *value;
1000 
1001  m->width = m->height = 0;
1002  while (fgets(buf, sizeof(buf), fp) != NULL) {
1003  char *p;
1004 
1005  p = strchr(buf, '\n');
1006  if (p == NULL) {
1007  LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
1008  return 1;
1009  }
1010  *p = '\0';
1011 
1012  key = buf;
1013  while (isspace(*key))
1014  key++;
1015  if (*key == 0)
1016  continue; /* empty line */
1017  value = strchr(key, ' ');
1018  if (value) {
1019  *value = 0;
1020  value++;
1021  while (isspace(*value)) {
1022  value++;
1023  if (*value == '\0') {
1024  /* Nothing but spaces. */
1025  value = NULL;
1026  break;
1027  }
1028  }
1029  }
1030 
1031  /* key is the field name, value is what it should be set
1032  * to. We've already done the work to null terminate key,
1033  * and strip off any leading spaces for both of these.
1034  * We have not touched the newline at the end of the line -
1035  * these are needed for some values. the end pointer
1036  * points to the first of the newlines.
1037  * value could be NULL! It would be easy enough to just point
1038  * this to "" to prevent cores, but that would let more errors slide
1039  * through.
1040  *
1041  * First check for entries that do not use the value parameter, then
1042  * validate that value is given and check for the remaining entries
1043  * that use the parameter.
1044  */
1045 
1046  if (!strcmp(key, "msg")) {
1047  char msgbuf[HUGE_BUF];
1048  int msgpos = 0;
1049 
1050  while (fgets(buf, sizeof(buf), fp) != NULL) {
1051  if (!strcmp(buf, "endmsg\n"))
1052  break;
1053  else {
1054  snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf);
1055  msgpos += strlen(buf);
1056  }
1057  }
1058  /* There are lots of maps that have empty messages (eg, msg/endmsg
1059  * with nothing between). There is no reason in those cases to
1060  * keep the empty message. Also, msgbuf contains garbage data
1061  * when msgpos is zero, so copying it results in crashes
1062  */
1063  if (msgpos != 0) {
1064  /* When loading eg an overlay, message is already set, so free() current one. */
1065  free(m->msg);
1066  m->msg = strdup_local(msgbuf);
1067  }
1068  } else if (!strcmp(key, "maplore")) {
1069  char maplorebuf[HUGE_BUF];
1070  size_t maplorepos = 0;
1071 
1072  while (fgets(buf, HUGE_BUF-1, fp) != NULL) {
1073  if (!strcmp(buf, "endmaplore\n"))
1074  break;
1075  else {
1076  if (maplorepos >= sizeof(maplorebuf)) {
1077  LOG(llevError, "Map lore exceeds buffer length\n");
1078  return 1;
1079  }
1080  snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf);
1081  maplorepos += strlen(buf);
1082  }
1083  }
1084  if (maplorepos != 0)
1085  m->maplore = strdup_local(maplorebuf);
1086  } else if (!strcmp(key, "end")) {
1087  break;
1088  } else if (value == NULL) {
1089  LOG(llevError, "Got '%s' line without parameter in map header\n", key);
1090  } else if (!strcmp(key, "arch")) {
1091  /* This is an oddity, but not something we care about much. */
1092  if (strcmp(value, "map")) {
1093  LOG(llevError, "load_map_header: expected 'arch map': check line endings?\n");
1094  return 1;
1095  }
1096  } else if (!strcmp(key, "name")) {
1097  /* When loading eg an overlay, the name is already set, so free() current one. */
1098  free(m->name);
1099  m->name = strdup_local(value);
1100  /* first strcmp value on these are old names supported
1101  * for compatibility reasons. The new values (second) are
1102  * what really should be used.
1103  */
1104  } else if (!strcmp(key, "enter_x")) {
1105  m->enter_x = atoi(value);
1106  } else if (!strcmp(key, "enter_y")) {
1107  m->enter_y = atoi(value);
1108  } else if (!strcmp(key, "width")) {
1109  m->width = atoi(value);
1110  } else if (!strcmp(key, "height")) {
1111  m->height = atoi(value);
1112  } else if (!strcmp(key, "reset_timeout")) {
1113  m->reset_timeout = atoi(value);
1114  } else if (!strcmp(key, "swap_time")) {
1115  // deprecated and ignored
1116  } else if (!strcmp(key, "difficulty")) {
1117  m->difficulty = atoi(value);
1118  } else if (!strcmp(key, "darkness")) {
1119  m->darkness = atoi(value);
1120  } else if (!strcmp(key, "fixed_resettime")) {
1121  m->fixed_resettime = atoi(value);
1122  } else if (!strcmp(key, "unique")) {
1123  m->unique = atoi(value);
1124  } else if (!strcmp(key, "template")) {
1125  m->is_template = atoi(value);
1126  } else if (!strcmp(key, "region")) {
1127  m->region = get_region_by_name(value);
1128  } else if (!strcmp(key, "shopitems")) {
1129  m->shopitems = parse_shop_string(value, m);
1130  } else if (!strcmp(key, "shopgreed")) {
1131  m->shopgreed = atof(value);
1132  } else if (!strcmp(key, "shopmin")) {
1133  m->shopmin = atol(value);
1134  } else if (!strcmp(key, "shopmax")) {
1135  m->shopmax = atol(value);
1136  } else if (!strcmp(key, "shoprace")) {
1137  m->shoprace = strdup_local(value);
1138  } else if (!strcmp(key, "outdoor")) {
1139  m->outdoor = atoi(value);
1140  } else if (!strcmp(key, "nosmooth")) {
1141  m->nosmooth = atoi(value);
1142  } else if (!strcmp(key, "first_load")) {
1143  m->last_reset_time = atoi(value);
1144  } else if (!strncmp(key, "tile_path_", 10)) {
1145  int tile = atoi(key+10);
1146 
1147  if (tile < 1 || tile > 4) {
1148  LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1149  } else {
1150  if (m->tile_path[tile-1]) {
1151  LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1152  free(m->tile_path[tile-1]);
1153  }
1154  m->tile_path[tile-1] = strdup_local(value);
1155  } /* end if tile direction (in)valid */
1156  } else if (!strcmp(key, "background_music")) {
1157  m->background_music = strdup_local(value);
1158  } else if (!strcmp(key, "reset_group")) {
1159  m->reset_group = add_string(value);
1160  } else {
1161  LOG(llevError, "Got unknown value in map header: %s %s\n", key, value);
1162  }
1163  }
1164  if ((m->width == 0) || (m->height == 0)) {
1165  LOG(llevError, "Map width or height not specified\n");
1166  return 1;
1167  }
1168  if (!key || strcmp(key, "end")) {
1169  LOG(llevError, "Got premature eof on map header!\n");
1170  return 1;
1171  }
1172  return 0;
1173 }
1174 
1175 void map_path(const char *map, int flags, char *pathname, size_t bufsize) {
1176  if (flags&MAP_PLAYER_UNIQUE) {
1177  snprintf(pathname, bufsize, "%s/%s/%s", settings.localdir, settings.playerdir, map+1);
1178  }
1179  else if (flags&MAP_OVERLAY)
1180  create_overlay_pathname(map, pathname, bufsize);
1181  else
1182  create_pathname(map, pathname, bufsize);
1183 }
1184 
1185 mapstruct *mapfile_load_lowlevel(const char *map, const char *pathname, int flags) {
1186  FILE *fp;
1187  if ((fp = fopen(pathname, "r")) == NULL) {
1189  "Can't open %s: %s\n", pathname, strerror(errno));
1190  return NULL;
1191  }
1192 
1193  mapstruct *m = get_linked_map();
1194  safe_strncpy(m->path, map, HUGE_BUF);
1195  if (load_map_header(fp, m)) {
1196  LOG(llevError, "Error loading map header for %s, flags=%d\n", map, flags);
1197  delete_map(m);
1198  fclose(fp);
1199  return NULL;
1200  }
1201 
1202  allocate_map(m);
1203 
1204  m->in_memory = MAP_LOADING;
1205  load_objects(m, fp, flags & MAP_STYLE);
1206  fclose(fp);
1207  m->in_memory = MAP_IN_MEMORY;
1208  return m;
1209 }
1210 
1226 mapstruct *mapfile_load(const char *map, int flags) {
1227  mapstruct *m;
1228  PROFILE_BEGIN();
1229  char pathname[MAX_BUF];
1230  map_path(map, flags, pathname, sizeof(pathname));
1231  m = mapfile_load_lowlevel(map, pathname, flags);
1232  if (!m) {
1233  return NULL;
1234  }
1235  if (!MAP_DIFFICULTY(m) && (!(flags & MAP_NO_DIFFICULTY)))
1238 
1239  /* In case other objects press some buttons down */
1240  update_buttons(m);
1241 
1243 
1244  if (!(flags & MAP_STYLE))
1245  apply_auto_fix(m); /* Chests which open as default */
1246 
1247  PROFILE_END(diff,
1248  LOG(llevDebug, "mapfile_load on %s" " took %ld us\n", map, diff));
1249 
1251  return (m);
1252 }
1253 
1263  FILE *fp;
1264 
1265  if (!m->tmpname) {
1266  LOG(llevError, "No temporary filename for map %s\n", m->path);
1267  return 1;
1268  }
1269 
1270  if ((fp = fopen(m->tmpname, "r")) == NULL) {
1271  LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror(errno));
1272  return 2;
1273  }
1274 
1275  if (load_map_header(fp, m)) {
1276  LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1277  fclose(fp);
1278  return 3;
1279  }
1280  allocate_map(m);
1281 
1282  m->in_memory = MAP_LOADING;
1283  load_objects(m, fp, 0);
1284  fclose(fp);
1285  m->in_memory = MAP_IN_MEMORY;
1286  return 0;
1287 }
1288 
1298 static int load_overlay_map(const char *filename, mapstruct *m) {
1299  FILE *fp;
1300  char pathname[MAX_BUF];
1301 
1302  create_overlay_pathname(filename, pathname, MAX_BUF);
1303 
1304  if ((fp = fopen(pathname, "r")) == NULL) {
1305  /* nothing bad to not having an overlay */
1306  return 0;
1307  }
1308 
1309  if (load_map_header(fp, m)) {
1310  LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1311  fclose(fp);
1312  return 1;
1313  }
1314  /*allocate_map(m);*/
1315 
1316  m->in_memory = MAP_LOADING;
1317  load_objects(m, fp, MAP_OVERLAY);
1318  fclose(fp);
1319  m->in_memory = MAP_IN_MEMORY;
1320  return 0;
1321 }
1322 
1323 /******************************************************************************
1324  * This is the start of unique map handling code
1325  *****************************************************************************/
1326 
1334  int i, j, unique = 0;
1335 
1336  for (i = 0; i < MAP_WIDTH(m); i++)
1337  for (j = 0; j < MAP_HEIGHT(m); j++) {
1338  unique = 0;
1339  FOR_MAP_PREPARE(m, i, j, op) {
1341  unique = 1;
1342  if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1343  clean_object(op);
1344  if (QUERY_FLAG(op, FLAG_IS_LINKED))
1345  remove_button_link(op);
1346  object_remove(op);
1348  }
1349  } FOR_MAP_FINISH();
1350  }
1351 }
1352 
1359  FILE *fp;
1360  int count;
1361  char name[MAX_BUF], firstname[sizeof(name) + 4];
1362 
1363  create_items_path(m->path, name, MAX_BUF);
1364  for (count = 0; count < 10; count++) {
1365  snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count);
1366  if (!access(firstname, R_OK))
1367  break;
1368  }
1369  /* If we get here, we did not find any map */
1370  if (count == 10)
1371  return;
1372 
1373  if ((fp = fopen(firstname, "r")) == NULL) {
1374  /* There is no expectation that every map will have unique items, but this
1375  * is debug output, so leave it in.
1376  */
1377  LOG(llevDebug, "Can't open unique items file for %s\n", name);
1378  return;
1379  }
1380 
1381  m->in_memory = MAP_LOADING;
1382  if (m->tmpname == NULL) /* if we have loaded unique items from */
1383  delete_unique_items(m); /* original map before, don't duplicate them */
1384  load_object(fp, NULL, LO_NOREAD, 0, false);
1385  load_objects(m, fp, 0);
1386  fclose(fp);
1387  m->in_memory = MAP_IN_MEMORY;
1388 }
1389 
1405 int save_map(mapstruct *m, int flag) {
1406  FILE *fp, *fp2;
1407  OutputFile of, of2;
1408  char filename[MAX_BUF], shop[MAX_BUF];
1409  int i, res;
1410 
1411  if (flag && !*m->path) {
1412  LOG(llevError, "Tried to save map without path.\n");
1413  return SAVE_ERROR_NO_PATH;
1414  }
1415 
1416  PROFILE_BEGIN();
1417 
1418  if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) {
1419  if (!m->unique && !m->is_template) { /* flag is set */
1420  if (flag == SAVE_MODE_OVERLAY)
1421  create_overlay_pathname(m->path, filename, MAX_BUF);
1422  else
1423  create_pathname(m->path, filename, MAX_BUF);
1424  } else {
1425  if (m->path[0] != '~') {
1426  LOG(llevError,
1427  "Cannot save unique map '%s' outside of LOCALDIR. Check "
1428  "that all exits to '%s' have FLAG_UNIQUE set correctly.\n",
1429  m->path, m->path);
1430  return SAVE_ERROR_UCREATION;
1431  }
1432  snprintf(filename, sizeof(filename), "%s/%s/%s", settings.localdir, settings.playerdir, m->path+1);
1433  }
1434 
1435  make_path_to_file(filename);
1436  } else {
1437  if (!m->tmpname)
1438  m->tmpname = tempnam(settings.tmpdir, NULL);
1439  strlcpy(filename, m->tmpname, sizeof(filename));
1440  }
1441  m->in_memory = MAP_SAVING;
1442 
1443  fp = of_open(&of, filename);
1444  if (fp == NULL)
1445  return SAVE_ERROR_RCREATION;
1446 
1447  /* legacy */
1448  fprintf(fp, "arch map\n");
1449  if (m->name)
1450  fprintf(fp, "name %s\n", m->name);
1451  if (m->reset_timeout)
1452  fprintf(fp, "reset_timeout %u\n", m->reset_timeout);
1453  if (m->fixed_resettime)
1454  fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime);
1455  /* we unfortunately have no idea if this is a value the creator set
1456  * or a difficulty value we generated when the map was first loaded
1457  */
1458  if (m->difficulty)
1459  fprintf(fp, "difficulty %d\n", m->difficulty);
1460  if (m->region)
1461  fprintf(fp, "region %s\n", m->region->name);
1462  if (m->shopitems) {
1463  print_shop_string(m, shop, sizeof(shop));
1464  fprintf(fp, "shopitems %s\n", shop);
1465  }
1466  if (m->shopgreed)
1467  fprintf(fp, "shopgreed %f\n", m->shopgreed);
1468  if (m->shopmin)
1469  fprintf(fp, "shopmin %" FMT64U "\n", m->shopmin);
1470  if (m->shopmax)
1471  fprintf(fp, "shopmax %" FMT64U "\n", m->shopmax);
1472  if (m->shoprace)
1473  fprintf(fp, "shoprace %s\n", m->shoprace);
1474  if (m->darkness)
1475  fprintf(fp, "darkness %d\n", m->darkness);
1476  if (m->width)
1477  fprintf(fp, "width %d\n", m->width);
1478  if (m->height)
1479  fprintf(fp, "height %d\n", m->height);
1480  if (m->enter_x)
1481  fprintf(fp, "enter_x %d\n", m->enter_x);
1482  if (m->enter_y)
1483  fprintf(fp, "enter_y %d\n", m->enter_y);
1484  if (m->msg)
1485  fprintf(fp, "msg\n%sendmsg\n", m->msg);
1486  if (m->maplore)
1487  fprintf(fp, "maplore\n%sendmaplore\n", m->maplore);
1488  if (m->unique)
1489  fprintf(fp, "unique %d\n", m->unique);
1490  if (m->is_template)
1491  fprintf(fp, "template %d\n", m->is_template);
1492  if (m->outdoor)
1493  fprintf(fp, "outdoor %d\n", m->outdoor);
1494  if (m->nosmooth)
1495  fprintf(fp, "nosmooth %d\n", m->nosmooth);
1496  if (m->last_reset_time)
1497  fprintf(fp, "first_load %ld\n", m->last_reset_time);
1498  if (m->background_music)
1499  fprintf(fp, "background_music %s\n", m->background_music);
1500  if (m->reset_group)
1501  fprintf(fp, "reset_group %s\n", m->reset_group);
1502 
1503  /* Save any tiling information, except on overlays */
1504  if (flag != SAVE_MODE_OVERLAY)
1505  for (i = 0; i < 4; i++)
1506  if (m->tile_path[i])
1507  fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]);
1508 
1509  fprintf(fp, "end\n");
1510 
1511  /* In the game save unique items in the different file, but
1512  * in the editor save them to the normal map file.
1513  * If unique map, save files in the proper destination (set by
1514  * player)
1515  */
1516  if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) {
1517  char name[MAX_BUF], final_unique[sizeof(name) + 4];
1518 
1519  create_items_path(m->path, name, MAX_BUF);
1520  snprintf(final_unique, sizeof(final_unique), "%s.v00", name);
1521  fp2 = of_open(&of2, final_unique);
1522  if (fp2 == NULL) {
1523  of_cancel(&of);
1524  return SAVE_ERROR_UCREATION;
1525  }
1526  if (flag == SAVE_MODE_OVERLAY) {
1527  /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */
1528  res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE);
1529  if (res < 0) {
1530  LOG(llevError, "Save error during object save: %d\n", res);
1531  of_cancel(&of);
1532  of_cancel(&of2);
1533  return res;
1534  }
1535  m->in_memory = MAP_IN_MEMORY;
1536  } else {
1537  res = save_objects(m, fp, fp2, 0);
1538  if (res < 0) {
1539  LOG(llevError, "Save error during object save: %d\n", res);
1540  of_cancel(&of);
1541  of_cancel(&of2);
1542  return res;
1543  }
1545  }
1546  if (ftell(fp2) == 0) {
1547  of_cancel(&of2);
1548  /* If there are no unique items left on the map, we need to
1549  * unlink the original unique map so that the unique
1550  * items don't show up again.
1551  */
1552  unlink(final_unique);
1553  } else {
1554  if (!of_close(&of2)) {
1555  of_cancel(&of);
1556  return SAVE_ERROR_URENAME;
1557  }
1558 
1559  if (chmod(final_unique, SAVE_MODE) != 0) {
1560  LOG(llevError, "Could not set permissions on '%s'\n",
1561  final_unique);
1562  }
1563  }
1564  } else { /* save same file when not playing, like in editor */
1565  res = save_objects(m, fp, fp, 0);
1566  if (res < 0) {
1567  LOG(llevError, "Save error during object save: %d\n", res);
1568  of_cancel(&of);
1569  return res;
1570  }
1572  }
1573 
1574  if (!of_close(&of))
1575  return SAVE_ERROR_CLOSE;
1576 
1577  if (chmod(filename, SAVE_MODE) != 0) {
1578  LOG(llevError, "Could not set permissions on '%s'\n", filename);
1579  }
1580 
1581  PROFILE_END(diff,
1582  LOG(llevDebug, "save_map on %s" " took %ld us\n", m->path, diff));
1583 
1584  maps_saved_total++;
1585  return SAVE_ERROR_OK;
1586 }
1587 
1597 void clean_object(object *op) {
1598  FOR_INV_PREPARE(op, tmp) {
1599  clean_object(tmp);
1600  if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1601  remove_button_link(tmp);
1602  object_remove(tmp);
1604  } FOR_INV_FINISH();
1605 }
1606 
1614  int i, j;
1615  object *op;
1616 
1617  for (i = 0; i < MAP_WIDTH(m); i++)
1618  for (j = 0; j < MAP_HEIGHT(m); j++) {
1619  object *previous_obj = NULL;
1620 
1621  while ((op = GET_MAP_OB(m, i, j)) != NULL) {
1622  if (op == previous_obj) {
1623  LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1624  break;
1625  }
1626  previous_obj = op;
1627  op = HEAD(op);
1628 
1629  /* If the map isn't in memory, object_free_drop_inventory() will remove and
1630  * free objects in op's inventory. So let it do the job.
1631  */
1632  if (m->in_memory == MAP_IN_MEMORY)
1633  clean_object(op);
1634  object_remove(op);
1636  }
1637  }
1638 #ifdef MANY_CORES
1639  /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1640  * an item on that map was not saved - look for that condition and die as appropriate -
1641  * this leaves more of the map data intact for better debugging.
1642  */
1643  for (op = objects; op != NULL; op = op->next) {
1644  if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1645  LOG(llevError, "free_all_objects: object %s still on map after it should have been freed\n", op->name);
1646  abort();
1647  }
1648  }
1649 #endif
1650 }
1651 
1661  int i;
1662 
1663  if (!m->in_memory) {
1664  LOG(llevError, "Trying to free freed map.\n");
1665  return;
1666  }
1667 
1669 
1670  if (m->spaces)
1672  if (m->name)
1673  FREE_AND_CLEAR(m->name);
1674  if (m->spaces)
1675  FREE_AND_CLEAR(m->spaces);
1676  if (m->msg)
1677  FREE_AND_CLEAR(m->msg);
1678  if (m->maplore)
1679  FREE_AND_CLEAR(m->maplore);
1680  if (m->shopitems)
1681  FREE_AND_CLEAR(m->shopitems);
1682  if (m->shoprace)
1683  FREE_AND_CLEAR(m->shoprace);
1684  if (m->background_music)
1685  FREE_AND_CLEAR(m->background_music);
1686  if (m->buttons)
1687  free_objectlinkpt(m->buttons);
1688  m->buttons = NULL;
1689  for (i = 0; i < 4; i++) {
1690  if (m->tile_path[i])
1691  FREE_AND_CLEAR(m->tile_path[i]);
1692  m->tile_map[i] = NULL;
1693  }
1694  m->in_memory = MAP_SWAPPED;
1695 }
1696 
1707  mapstruct *tmp, *last;
1708  int i;
1709 
1710  if (!m)
1711  return;
1712  if (m->in_memory == MAP_IN_MEMORY) {
1713  /* change to MAP_SAVING, even though we are not,
1714  * so that object_remove() doesn't do as much work.
1715  */
1716  m->in_memory = MAP_SAVING;
1717  free_map(m);
1718  }
1719  /* move this out of free_map, since tmpname can still be needed if
1720  * the map is swapped out.
1721  */
1722  free(m->tmpname);
1723  m->tmpname = NULL;
1724  FREE_AND_CLEAR_STR_IF(m->reset_group);
1725  last = NULL;
1726  /* We need to look through all the maps and see if any maps
1727  * are pointing at this one for tiling information. Since
1728  * tiling can be assymetric, we just can not look to see which
1729  * maps this map tiles with and clears those.
1730  */
1731  for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1732  if (tmp->next == m)
1733  last = tmp;
1734 
1735  /* This should hopefully get unrolled on a decent compiler */
1736  for (i = 0; i < 4; i++)
1737  if (tmp->tile_map[i] == m)
1738  tmp->tile_map[i] = NULL;
1739  }
1740 
1741  /* If last is null, then this should be the first map in the list */
1742  if (!last) {
1743  if (m == first_map)
1744  first_map = m->next;
1745  else
1746  /* m->path is a static char, so should hopefully still have
1747  * some useful data in it.
1748  */
1749  LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path);
1750  } else
1751  last->next = m->next;
1752 
1753  free(m);
1754 }
1755 
1761  // Right now this just sets the fixed swap time.
1762  m->timeout = MAP_MINTIMEOUT;
1763 }
1764 
1778 mapstruct *ready_map_name(const char *name, int flags) {
1779  mapstruct *m;
1780 
1781  if (!name)
1782  return (NULL);
1783 
1784  /* Have we been at this level before? */
1785  m = has_been_loaded(name);
1786 
1787  /* Map is good to go, so just return it */
1788  if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1789  map_reset_swap(m);
1790  return m;
1791  }
1792 
1793  /* Rewrite old paths starting with LOCALDIR/PLAYERDIR to new '~' paths. */
1794  char buf[MAX_BUF], buf2[MAX_BUF];
1795  snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, settings.playerdir);
1796  if (strncmp(name, buf, strlen(buf)) == 0) {
1797  snprintf(buf2, sizeof(buf2), "~%s", name+strlen(buf)+1);
1798  name = buf2;
1799  }
1800 
1801  /* Paths starting with '~' are unique. */
1802  if (name[0] == '~') {
1804  }
1805 
1806  /* unique maps always get loaded from their original location, and never
1807  * a temp location. Likewise, if map_flush is set, or we have never loaded
1808  * this map, load it now. I removed the reset checking from here -
1809  * it seems the probability of a player trying to enter a map that should
1810  * reset but hasn't yet is quite low, and removing that makes this function
1811  * a bit cleaner (and players probably shouldn't rely on exact timing for
1812  * resets in any case - if they really care, they should use the 'maps command.
1813  */
1814  if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1815  /* first visit or time to reset */
1816  if (m) {
1817  clean_tmp_map(m); /* Doesn't make much difference */
1818  delete_map(m);
1819  }
1820 
1822  if (m == NULL) return NULL;
1823 
1824  /* If a player unique map, no extra unique object file to load.
1825  * if from the editor, likewise.
1826  */
1829 
1831  if (load_overlay_map(name, m) != 0) {
1832  delete_map(m);
1833  m = mapfile_load(name, 0);
1834  if (m == NULL) {
1835  /* Really, this map is bad :( */
1836  return NULL;
1837  }
1838  }
1839  }
1840  } else {
1841  /* If in this loop, we found a temporary map, so load it up. */
1842 
1843  if (load_temporary_map(m) != 0) {
1844  /*
1845  * There was a failure loading the temporary map, fall back to original one.
1846  * load_temporary_map() already logged the error.
1847  */
1848  delete_map(m);
1849  m = mapfile_load(name, 0);
1850  if (m == NULL) {
1851  /* Really, this map is bad :( */
1852  return NULL;
1853  }
1854  }
1856 
1857  clean_tmp_map(m);
1858  m->in_memory = MAP_IN_MEMORY;
1859  /* tempnam() on sun systems (probably others) uses malloc
1860  * to allocated space for the string. Free it here.
1861  * In some cases, load_temporary_map above won't find the
1862  * temporary map, and so has reloaded a new map. If that
1863  * is the case, tmpname is now null
1864  */
1865  free(m->tmpname);
1866  m->tmpname = NULL;
1867  /* It's going to be saved anew anyway */
1868  }
1869 
1870  /* Below here is stuff common to both first time loaded maps and
1871  * temp maps.
1872  */
1873 
1874  decay_objects(m); /* start the decay */
1875 
1876  if (m->outdoor)
1878 
1879  if (!(flags&(MAP_FLUSH))) {
1880  if (m->last_reset_time == 0) {
1881  m->last_reset_time = seconds();
1882  }
1883  }
1884 
1885  /* Randomize monsters direction and animation state */
1886 
1887  if (!(flags & MAP_STYLE)) {
1888  for (int x = 0; x < MAP_WIDTH(m); x++)
1889  for (int y = 0; y < MAP_HEIGHT(m); y++)
1890  FOR_MAP_PREPARE(m, x, y, op) {
1891  if (!op->head && QUERY_FLAG(op, FLAG_MONSTER) && (op->direction == 0 || op->facing == 0)) {
1892  if (op->animation) {
1893  auto facings = NUM_FACINGS(op);
1894  op->facing = facings > 1 ? 1 + (cf_random() % facings) : 1;
1895  op->direction = op->facing;
1896  const int max_state = NUM_ANIMATIONS(op) / facings;
1897  op->state = max_state > 1 ? cf_random() % max_state : 0;
1898  animate_object(op, op->direction);
1899  }
1900  }
1901  } FOR_MAP_FINISH();
1902 
1903  }
1904 
1905  map_reset_swap(m);
1907 
1908  return m;
1909 }
1910 
1927  archetype *at;
1928  int x, y;
1929  int diff = 0;
1930  int i;
1931  int64_t exp_pr_sq, total_exp = 0;
1932 
1933  if (MAP_DIFFICULTY(m)) {
1934  return MAP_DIFFICULTY(m);
1935  }
1936 
1937  for (x = 0; x < MAP_WIDTH(m); x++)
1938  for (y = 0; y < MAP_HEIGHT(m); y++)
1939  FOR_MAP_PREPARE(m, x, y, op) {
1940  if (QUERY_FLAG(op, FLAG_MONSTER))
1941  total_exp += op->stats.exp;
1942  if (QUERY_FLAG(op, FLAG_GENERATOR)) {
1943  total_exp += op->stats.exp;
1944  // If we have an other_arch on our generator, just use that.
1945  // FIXME: Figure out what to do if we are doing template generation from inventory.
1946  at = op->other_arch ? op->other_arch : NULL;
1947  if (at != NULL) {
1948  // Make sure we can't set off a null pointer dereference in atoi().
1949  const char *val = object_get_value(op, "generator_limit");
1950  int lim = atoi(val ? val : "0");
1951  // We assume, on average, the generator will generate half its contents.
1952  if (!lim || lim >= 16)
1953  total_exp += at->clone.stats.exp*8;
1954  else
1955  total_exp += at->clone.stats.exp*(lim/2);
1956  }
1957  }
1958  } FOR_MAP_FINISH();
1959  // Used to be multiplied by 1000, but this undershot horribly
1960  // once I fixed the calculation for generators.
1961  // I'm trying out some exponentiation, since linear scaling
1962  // seems to overshoot low-level maps and undershoot high-level maps.
1963  // I also feel comfortable, knowing that generators return
1964  // sensible values, to up the max diff this calculates from 20 to 25.
1965  // - Neila Hawkins 2021-03-04
1966  exp_pr_sq = (pow(total_exp, 1.75))/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1967  diff = 25;
1968  for (i = 1; i < 25; i++)
1969  if (exp_pr_sq <= level_exp(i, 1.0)) {
1970  diff = i;
1971  break;
1972  }
1973 
1974  return diff;
1975 }
1976 
1984  if (m->tmpname == NULL)
1985  return;
1986  (void)unlink(m->tmpname);
1987 }
1988 
1992 void free_all_maps(void) {
1993  int real_maps = 0;
1994 
1995  while (first_map) {
1996  /* I think some of the callers above before it gets here set this to be
1997  * saving, but we still want to free this data
1998  */
1999  if (first_map->in_memory == MAP_SAVING)
2002  real_maps++;
2003  }
2004  LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
2005 }
2006 
2024 int change_map_light(mapstruct *m, int change) {
2025  int new_level = m->darkness+change;
2026 
2027  /* Nothing to do */
2028  if (!change
2029  || (new_level <= 0 && m->darkness == 0)
2030  || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) {
2031  return 0;
2032  }
2033 
2034  /* inform all players on the map */
2035  if (change > 0)
2036  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker.");
2037  else
2038  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.");
2039 
2040  /* Do extra checking. since m->darkness is a unsigned value,
2041  * we need to be extra careful about negative values.
2042  * In general, the checks below are only needed if change
2043  * is not +/-1
2044  */
2045  if (new_level < 0)
2046  m->darkness = 0;
2047  else if (new_level >= MAX_DARKNESS)
2048  m->darkness = MAX_DARKNESS;
2049  else
2050  m->darkness = new_level;
2051 
2052  /* All clients need to get re-updated for the change */
2054  return 1;
2055 }
2056 
2079 static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) {
2080  int l, l1;
2081  object *tmp;
2082 
2083  for (l = low_layer; l <= high_layer; l++) {
2084  if (!layers[l]) {
2085  /* found an empty spot. now, we want to make sure
2086  * highest visibility at top, etc.
2087  */
2088  layers[l] = ob;
2089  if (!honor_visibility)
2090  return;
2091 
2092  /* This is basically a mini bubble sort. Only swap
2093  * position if the lower face has greater (not equal)
2094  * visibility - map stacking is secondary consideration here.
2095  */
2096  for (l1 = (l-1); l1 >= low_layer; l1--) {
2097  if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) {
2098  tmp = layers[l1+1];
2099  layers[l1+1] = layers[l1];
2100  layers[l1] = tmp;
2101  }
2102  }
2103  /* Nothing more to do - face inserted */
2104  return;
2105  }
2106  }
2107  /* If we get here, all the layers have an object..
2108  */
2109  if (!honor_visibility) {
2110  /* Basically, in this case, it is pure stacking logic, so
2111  * new object goes on the top.
2112  */
2113  for (l = low_layer; l < high_layer; l++)
2114  layers[l] = layers[l+1];
2115  layers[high_layer] = ob;
2116  /* If this object doesn't have higher visibility than
2117  * the lowest object, no reason to go further.
2118  */
2119  } else if (ob->face->visibility >= layers[low_layer]->face->visibility) {
2120  /*
2121  * Start at the top (highest visibility) layer and work down.
2122  * once this face exceed that of the layer, push down those
2123  * other layers, and then replace the layer with our object.
2124  */
2125  for (l = high_layer; l >= low_layer; l--) {
2126  if (ob->face->visibility >= layers[l]->face->visibility) {
2127  for (l1 = low_layer; l1 < l; l1++)
2128  layers[l1] = layers[l1+1];
2129  layers[l] = ob;
2130  break;
2131  }
2132  }
2133  }
2134 }
2135 
2148 void update_position(mapstruct *m, int x, int y) {
2149  object *player = NULL;
2150  uint8_t flags = 0, oldflags, light = 0;
2151  object *layers[MAP_LAYERS];
2152 
2153  MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
2154 
2155  oldflags = GET_MAP_FLAGS(m, x, y);
2156  if (!(oldflags&P_NEED_UPDATE)) {
2157  LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
2158  return;
2159  }
2160 
2161  memset(layers, 0, MAP_LAYERS*sizeof(object *));
2162 
2163  FOR_MAP_PREPARE(m, x, y, tmp) {
2164  /* DMs just don't do anything when hidden, including no light. */
2165  if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)
2166  continue;
2167 
2168  if (tmp->type == PLAYER)
2169  player = tmp;
2170 
2171  /* This could be made additive I guess (two lights better than
2172  * one). But if so, it shouldn't be a simple additive - 2
2173  * light bulbs do not illuminate twice as far as once since
2174  * it is a dissipation factor that is squared (or is it cubed?)
2175  */
2176  if (tmp->glow_radius > light)
2177  light = tmp->glow_radius;
2178 
2179  /* if this object is visible and not a blank face,
2180  * update the objects that show how this space
2181  * looks.
2182  */
2183  if (!tmp->invisible && tmp->face != blank_face) {
2184  if (tmp->map_layer) {
2185  add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer,
2186  tmp, layers, map_layer_info[tmp->map_layer].honor_visibility);
2187  } else if (tmp->move_type&MOVE_FLYING) {
2188  add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1);
2189  } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER) || QUERY_FLAG(tmp, FLAG_CAN_ROLL))) {
2190  // Put things that are likely to move on the LIVING layers
2192  } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) {
2193  layers[MAP_LAYER_FLOOR] = tmp;
2194  /* floors hide everything else */
2195  memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *));
2196  /* Check for FLAG_SEE_ANYWHERE is removed - objects
2197  * with that flag should just have a high visibility
2198  * set - we shouldn't need special code here.
2199  */
2200  } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) {
2202  } else {
2204  }
2205  }
2206  if (tmp == tmp->above) {
2207  LOG(llevError, "Error in structure of map\n");
2208  exit(-1);
2209  }
2210 
2211  move_slow |= tmp->move_slow;
2212  move_block |= tmp->move_block;
2213  move_on |= tmp->move_on;
2214  move_off |= tmp->move_off;
2215  move_allow |= tmp->move_allow;
2216 
2217  if (QUERY_FLAG(tmp, FLAG_ALIVE))
2218  flags |= P_IS_ALIVE;
2219  if (QUERY_FLAG(tmp, FLAG_NO_MAGIC))
2220  flags |= P_NO_MAGIC;
2222  flags |= P_NO_CLERIC;
2223 
2224  if (QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
2225  flags |= P_BLOCKSVIEW;
2226  } FOR_MAP_FINISH(); /* for stack of objects */
2227 
2228  if (player)
2229  flags |= P_PLAYER;
2230 
2231  /* we don't want to rely on this function to have accurate flags, but
2232  * since we're already doing the work, we calculate them here.
2233  * if they don't match, logic is broken someplace.
2234  */
2235  if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags)
2236  && (!(oldflags&P_NO_ERROR))) {
2237  LOG(llevDebug, "update_position: updated flags do not match old flags: %s (x=%d,y=%d) %x != %x\n",
2238  m->path, x, y, (oldflags&~P_NEED_UPDATE), flags);
2239  }
2240 
2241  SET_MAP_FLAGS(m, x, y, flags);
2242  SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow);
2243  SET_MAP_MOVE_ON(m, x, y, move_on);
2244  SET_MAP_MOVE_OFF(m, x, y, move_off);
2245  SET_MAP_MOVE_SLOW(m, x, y, move_slow);
2246  SET_MAP_LIGHT(m, x, y, light);
2247 
2248  /* Note that player may be NULL here, which is fine - if no player, need
2249  * to clear any value that may be set.
2250  */
2251  SET_MAP_PLAYER(m, x, y, player);
2252 
2253  /* Note it is intentional we copy everything, including NULL values. */
2254  memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS);
2255 }
2256 
2264  int timeout;
2265 
2266  timeout = MAP_RESET_TIMEOUT(map);
2267  if (timeout <= 0)
2268  timeout = MAP_DEFAULTRESET;
2269  if (timeout >= MAP_MAXRESET)
2270  timeout = MAP_MAXRESET;
2271  MAP_RESET_TIMEOUT(map) = timeout;
2272  MAP_WHEN_RESET(map) = seconds()+timeout;
2273 }
2274 
2289 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) {
2290  int dest_tile = (tile_num+2)%4;
2291  char path[HUGE_BUF];
2292 
2293  path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path));
2294 
2295  orig_map->tile_map[tile_num] = ready_map_name(path, 0);
2296  if (orig_map->tile_map[tile_num] == NULL) {
2297  LOG(llevError, "%s has invalid tiled map %s\n", orig_map->path, path);
2298  free(orig_map->tile_path[tile_num]);
2299  orig_map->tile_path[tile_num] = NULL;
2300  return NULL;
2301  }
2302 
2303  /* need to do a strcmp here as the orig_map->path is not a shared string */
2304  if (orig_map->tile_map[tile_num]->tile_path[dest_tile]
2305  && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2306  orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2307 
2308  return orig_map->tile_map[tile_num];
2309 }
2310 
2324 int out_of_map(mapstruct *m, int x, int y) {
2325  int16_t xp = x, yp = y;
2326  if (get_map_from_coord(m, &xp, &yp) == NULL) {
2327  return 1;
2328  } else {
2329  return 0;
2330  }
2331 }
2332 
2352 mapstruct *get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y) {
2353 
2354  /* Simple case - coordinates are within this local
2355  * map.
2356  */
2357 
2358  if ( !m ) return NULL;
2359  if (m->in_memory == MAP_SWAPPED) {
2360  // callers are calling get_map_from_coord() to access the map, so if
2361  // it's swapped out return early here. While we could finish this
2362  // computation without having to swap the map in, when they try to
2363  // get/set it will abort()
2364  //
2365  // This should never happen (if it did, the swapper is buggy) but it
2366  // does actually happen because of object recycling (e.g. op->enemy
2367  // points to a completely different object on a swapped out map)
2368  return NULL;
2369  }
2370  if (!OUT_OF_REAL_MAP(m, *x, *y))
2371  return m;
2372 
2373  do /* With the first case there, we can assume we are out of the map if we get here */
2374  {
2375  // Figure out what map should be in the direction we are off the map, and then
2376  // load that map and look again.
2377  if (*x < 0) {
2378  if (!m->tile_path[3])
2379  return NULL;
2380  if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY){
2382  /* Make sure we loaded properly. */
2383  if (!m->tile_map[3])
2384  return NULL;
2385  }
2386  *x += MAP_WIDTH(m->tile_map[3]);
2387  m = m->tile_map[3];
2388  }
2389  else if (*x >= MAP_WIDTH(m)) {
2390  if (!m->tile_path[1])
2391  return NULL;
2392  if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY){
2394  /* Make sure we loaded properly. */
2395  if (!m->tile_map[1])
2396  return NULL;
2397  }
2398  *x -= MAP_WIDTH(m);
2399  m = m->tile_map[1];
2400  }
2401  // It is possible that x and y be considered separate compare groups,
2402  // But using an else-if here retains the old behavior that recursion produced.
2403  else if (*y < 0) {
2404  if (!m->tile_path[0])
2405  return NULL;
2406  if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY){
2408  /* Make sure we loaded properly. */
2409  if (!m->tile_map[0])
2410  return NULL;
2411  }
2412  *y += MAP_HEIGHT(m->tile_map[0]);
2413  m = m->tile_map[0];
2414  }
2415  else if (*y >= MAP_HEIGHT(m)) {
2416  if (!m->tile_path[2])
2417  return NULL;
2418  if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY){
2420  /* Make sure we loaded properly. */
2421  if (!m->tile_map[2])
2422  return NULL;
2423  }
2424  *y -= MAP_HEIGHT(m);
2425  m = m->tile_map[2];
2426  }
2427  // The check here is if our single tile is in the map.
2428  // That is exactly what the OUT_OF_MAP macro does.
2429  } while (OUT_OF_REAL_MAP(m, *x, *y));
2430  return m; /* We have found our map */
2431 }
2432 
2446 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2447  if (!map1 || !map2)
2448  return 0;
2449 
2450  if (map1 == map2) {
2451  *dx = 0;
2452  *dy = 0;
2453  } else if (map1->tile_map[0] == map2) { /* up */
2454  *dx = 0;
2455  *dy = -MAP_HEIGHT(map2);
2456  } else if (map1->tile_map[1] == map2) { /* right */
2457  *dx = MAP_WIDTH(map1);
2458  *dy = 0;
2459  } else if (map1->tile_map[2] == map2) { /* down */
2460  *dx = 0;
2461  *dy = MAP_HEIGHT(map1);
2462  } else if (map1->tile_map[3] == map2) { /* left */
2463  *dx = -MAP_WIDTH(map2);
2464  *dy = 0;
2465  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2466  *dx = MAP_WIDTH(map1->tile_map[0]);
2467  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2468  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2469  *dx = -MAP_WIDTH(map2);
2470  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2471  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2472  *dx = MAP_WIDTH(map1);
2473  *dy = -MAP_HEIGHT(map2);
2474  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2475  *dx = MAP_WIDTH(map1);
2476  *dy = MAP_HEIGHT(map1->tile_map[1]);
2477  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2478  *dx = MAP_WIDTH(map1->tile_map[2]);
2479  *dy = MAP_HEIGHT(map1);
2480  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2481  *dx = -MAP_WIDTH(map2);
2482  *dy = MAP_HEIGHT(map1);
2483  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2484  *dx = -MAP_WIDTH(map1->tile_map[3]);
2485  *dy = -MAP_HEIGHT(map2);
2486  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2487  *dx = -MAP_WIDTH(map1->tile_map[3]);
2488  *dy = MAP_HEIGHT(map1->tile_map[3]);
2489  } else { /* not "adjacent" enough */
2490  return 0;
2491  }
2492 
2493  return 1;
2494 }
2495 
2523 int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) {
2524  if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2525  /* be conservative and fill in _some_ data */
2526  retval->distance = 100000;
2527  retval->distance_x = 32767;
2528  retval->distance_y = 32767;
2529  retval->direction = 0;
2530  retval->part = NULL;
2531  return 0;
2532  } else {
2533  object *best;
2534 
2535  retval->distance_x += op2->x-op1->x;
2536  retval->distance_y += op2->y-op1->y;
2537 
2538  best = op1;
2539  /* If this is multipart, find the closest part now */
2540  if (!(flags&0x1) && op1->more) {
2541  object *tmp;
2542  int best_distance = retval->distance_x*retval->distance_x+
2543  retval->distance_y*retval->distance_y, tmpi;
2544 
2545  /* we just take the offset of the piece to head to figure
2546  * distance instead of doing all that work above again
2547  * since the distance fields we set above are positive in the
2548  * same axis as is used for multipart objects, the simply arithmetic
2549  * below works.
2550  */
2551  for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2552  tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2553  (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2554  if (tmpi < best_distance) {
2555  best_distance = tmpi;
2556  best = tmp;
2557  }
2558  }
2559  if (best != op1) {
2560  retval->distance_x += op1->x-best->x;
2561  retval->distance_y += op1->y-best->y;
2562  }
2563  }
2564  retval->part = best;
2565  retval->distance = ihypot(retval->distance_x, retval->distance_y);
2566  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2567  return 1;
2568  }
2569 }
2570 
2591 int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval) {
2592  if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2593  /* be conservative and fill in _some_ data */
2594  retval->distance = 100000;
2595  retval->distance_x = 32767;
2596  retval->distance_y = 32767;
2597  retval->direction = 0;
2598  retval->part = NULL;
2599  return 0;
2600  } else {
2601  retval->distance_x += op2->x-x;
2602  retval->distance_y += op2->y-y;
2603 
2604  retval->part = NULL;
2605  retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2606  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2607  return 1;
2608  }
2609 }
2610 
2629 int on_same_map(const object *op1, const object *op2) {
2630  int dx, dy;
2631 
2632  return adjacent_map(op1->map, op2->map, &dx, &dy);
2633 }
2634 
2652 object *map_find_by_flag(mapstruct *map, int x, int y, int flag) {
2653  object *tmp;
2654 
2655  for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) {
2656  object *head;
2657 
2658  head = HEAD(tmp);
2659  if (QUERY_FLAG(head, flag))
2660  return head;
2661  }
2662  return NULL;
2663 }
2664 
2670  char base[HUGE_BUF], path[sizeof(base) + 4];
2671  int count;
2672 
2673  if (map->unique) {
2674  snprintf(path, sizeof(path), "%s/%s/%s", settings.localdir, settings.playerdir, map->path+1);
2675  if (unlink(path) != 0) {
2676  LOG(llevError, "Could not delete %s: %s\n", path, strerror(errno));
2677  }
2678  return;
2679  }
2680 
2681  create_items_path(map->path, base, sizeof(base));
2682 
2683  for (count = 0; count < 10; count++) {
2684  snprintf(path, sizeof(path), "%s.v%02d", base, count);
2685  unlink(path);
2686  }
2687 }
2688 
2694 const char *map_get_path(const object *item) {
2695  if (item->map != NULL) {
2696  if (strlen(item->map->path) > 0) {
2697  return item->map->path;
2698  }
2699 
2700  return item->map->name ? item->map->name : "(empty path and name)";
2701  }
2702 
2703  if (item->env != NULL)
2704  return map_get_path(item->env);
2705 
2706  return "(no map and no env!)";
2707 }
2708 
2714 bool map_path_unique(const char *path) {
2715  return path != NULL && path[0] == '~';
2716 }
2717 
2718 MapSpace *map_space(const mapstruct *m, int x, int y) {
2719  if (m->spaces == NULL) // guard against map being swapped out
2720  abort();
2721  if (OUT_OF_REAL_MAP(m, x, y)) // array out of bounds check
2722  abort();
2723  return &m->spaces[x + m->width * y];
2724 }
2725 
2730 int map_light_on(mapstruct *m, int x, int y) {
2731  /* Check the spaces with the max light radius to see if any of them
2732  * have lights, and if any of them light the player enough, then return 1.
2733  */
2734  for (int i = x - MAX_LIGHT_RADII; i <= x + MAX_LIGHT_RADII; i++) {
2735  for (int j = y - MAX_LIGHT_RADII; j <= y + MAX_LIGHT_RADII; j++) {
2736  int16_t nx = i;
2737  int16_t ny = j;
2738  auto real = get_map_from_coord(m, &nx, &ny);
2739  if (real == nullptr)
2740  continue;
2741 
2742  int light = GET_MAP_LIGHT(real, nx, ny);
2743  if (light == 0)
2744  continue;
2745 
2746  if (ihypot(i - x, j - y) < light)
2747  return 1;
2748  }
2749  }
2750 
2751  return 0;
2752 }
2753 
2757 bool coords_in_shop(mapstruct *map, int x, int y) {
2758  FOR_MAP_PREPARE(map, x, y, floor)
2759  if (floor->type == SHOP_FLOOR) return true;
2760  FOR_MAP_FINISH();
2761  return false;
2762 }
2763 
2764 bool shop_contains(object *ob) {
2765  if (!ob->map) return 0;
2766  return coords_in_shop(ob->map, ob->x, ob->y);
2767 }
mapstruct::tile_path
char * tile_path[4]
Path to adjoining maps.
Definition: map.h:353
GET_MAP_OB
#define GET_MAP_OB(M, X, Y)
Gets the bottom object on a map.
Definition: map.h:170
living::exp
int64_t exp
Experience.
Definition: living.h:47
S_IWUSR
#define S_IWUSR
Definition: win32.h:47
shopitems::strength
int8_t strength
The degree of specialisation the shop has in this item, as a percentage from -100 to 100.
Definition: map.h:299
PLAYER
@ PLAYER
Definition: object.h:112
object_get_owner
object * object_get_owner(object *op)
Returns the object which this object marks as being the owner.
Definition: object.cpp:789
Settings::mapdir
const char * mapdir
Where the map files are.
Definition: global.h:252
output_file.h
path.h
FREE_AND_CLEAR_STR_IF
#define FREE_AND_CLEAR_STR_IF(xyz)
Definition: global.h:202
global.h
FREE_OBJ_NO_DESTROY_CALLBACK
#define FREE_OBJ_NO_DESTROY_CALLBACK
Do not run the destroy callback.
Definition: object.h:545
settings
struct Settings settings
Global settings.
Definition: init.cpp:139
INS_NO_WALK_ON
#define INS_NO_WALK_ON
Don't call check_walk_on against the originator.
Definition: object.h:582
safe_strncpy
#define safe_strncpy
Definition: compat.h:27
FOR_MAP_FINISH
#define FOR_MAP_FINISH()
Finishes FOR_MAP_PREPARE().
Definition: define.h:724
SAVE_MODE
#define SAVE_MODE
If you have defined SAVE_PLAYER, you might want to change this, too.
Definition: config.h:563
MAP_SAVING
#define MAP_SAVING
Map being saved.
Definition: map.h:129
llevError
@ llevError
Error, serious thing.
Definition: logger.h:11
MAP_NO_DIFFICULTY
#define MAP_NO_DIFFICULTY
If set then don't compute a map difficulty if it is 0.
Definition: map.h:93
MAP_LAYER_ITEM3
#define MAP_LAYER_ITEM3
Definition: map.h:45
MOVE_ALL
#define MOVE_ALL
Mask of all movement types.
Definition: define.h:398
EVENT_MAPUNLOAD
#define EVENT_MAPUNLOAD
A map is freed (includes swapping out)
Definition: events.h:64
LOG
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
Definition: logger.cpp:58
get_empty_map
mapstruct * get_empty_map(int sizex, int sizey)
Creates and returns a map of the specific size.
Definition: map.cpp:852
FLAG_OVERLAY_FLOOR
#define FLAG_OVERLAY_FLOOR
Object is an overlay floor.
Definition: define.h:255
of_close
int of_close(OutputFile *of)
Closes an output file.
Definition: output_file.cpp:61
SET_FLAG
#define SET_FLAG(xyz, p)
Definition: define.h:224
archetype::more
archetype * more
Next part of a linked object.
Definition: object.h:486
create_items_path
static void create_items_path(const char *s, char *buf, size_t size)
This makes absolute path to the itemfile where unique objects will be saved.
Definition: map.cpp:166
get_region_by_name
region * get_region_by_name(const char *region_name)
Gets a region by name.
Definition: region.cpp:45
of_open
FILE * of_open(OutputFile *of, const char *fname)
Opens an output file.
Definition: output_file.cpp:30
FLAG_GENERATOR
#define FLAG_GENERATOR
Will generate type ob->stats.food.
Definition: define.h:248
player
One player.
Definition: player.h:105
MAP_RESET_TIMEOUT
#define MAP_RESET_TIMEOUT(m)
Definition: map.h:64
blocked_link
int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy)
Returns true if the given coordinate is blocked except by the object passed is not blocking.
Definition: map.cpp:354
strdup_local
#define strdup_local
Definition: compat.h:29
object::inv
object * inv
Pointer to the first object in the inventory.
Definition: object.h:298
SAVE_FLAG_NO_REMOVE
#define SAVE_FLAG_NO_REMOVE
If set, objects are not removed while saving.
Definition: map.h:107
delete_unique_items
static void delete_unique_items(mapstruct *m)
This goes through map 'm' and removes any unique items on the map.
Definition: map.cpp:1333
ready_map_name
mapstruct * ready_map_name(const char *name, int flags)
Makes sure the given map is loaded and swapped in.
Definition: map.cpp:1778
QUERY_FLAG
#define QUERY_FLAG(xyz, p)
Definition: define.h:226
S_IROTH
#define S_IROTH
Definition: win32.h:50
load_temporary_map
static int load_temporary_map(mapstruct *m)
Loads a map, which has been loaded earlier, from file.
Definition: map.cpp:1262
ob_move_block
bool ob_move_block(object *ob1, object *ob2)
Basic macro to see if ob2 blocks ob1 from moving onto this space.
Definition: map.cpp:327
has_been_loaded
mapstruct * has_been_loaded(const char *name)
Checks whether map has been loaded.
Definition: map.cpp:79
print_shop_string
static void print_shop_string(mapstruct *m, char *output_string, int size)
Opposite of parse string(), this puts the string that was originally fed in to the map (or something ...
Definition: map.cpp:956
update_position
void update_position(mapstruct *m, int x, int y)
This function updates various attributes about a specific space on the map (what it looks like,...
Definition: map.cpp:2148
MAP_LAYER_FLOOR
#define MAP_LAYER_FLOOR
Definition: map.h:40
map_light_on
int map_light_on(mapstruct *m, int x, int y)
Return the light level at position (X, Y) on map M.
Definition: map.cpp:2730
Settings::datadir
const char * datadir
Read only data files.
Definition: global.h:249
add_face_layer
static void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility)
This function is used for things that can have multiple layers - NO_PICK, ITEM, LIVING,...
Definition: map.cpp:2079
object::arch
struct archetype * arch
Pointer to archetype.
Definition: object.h:424
stringbuffer_new
StringBuffer * stringbuffer_new(void)
Create a new string buffer.
Definition: stringbuffer.cpp:57
SHOP_FLOOR
@ SHOP_FLOOR
Definition: object.h:188
if
if(!(yy_init))
Definition: loader.cpp:36435
FLAG_UNIQUE
#define FLAG_UNIQUE
Item is really unique (UNIQUE_ITEMS)
Definition: define.h:287
FLAG_OBJ_ORIGINAL
#define FLAG_OBJ_ORIGINAL
NEVER SET THIS.
Definition: define.h:357
object::x
int16_t x
Definition: object.h:335
maps_saved_total
int maps_saved_total
Definition: logger.cpp:40
object::map
struct mapstruct * map
Pointer to the map in which this object is present.
Definition: object.h:305
MoveType
unsigned char MoveType
Typdef here to define type large enough to hold bitmask of all movement types.
Definition: define.h:417
shopitems::index
int index
Being the size of the shopitems array.
Definition: map.h:301
SET_MAP_MOVE_ON
#define SET_MAP_MOVE_ON(M, X, Y, C)
Sets the move_on state of a square.
Definition: map.h:204
CHECK_INV
@ CHECK_INV
b.t.
Definition: object.h:174
CALLOC
#define CALLOC(x, y)
Definition: compat.h:31
map_path
void map_path(const char *map, int flags, char *pathname, size_t bufsize)
Definition: map.cpp:1175
map_layer_info
static const Map_Layer_Info map_layer_info[MAP_LAYERS]
the ob->map_layer holds the low layer.
Definition: map.cpp:63
MAP_LAYERS
#define MAP_LAYERS
Definition: map.h:32
flags
static const flag_definition flags[]
Flag mapping.
Definition: gridarta-types-convert.cpp:101
typedata::name
const char * name
Object name.
Definition: define.h:91
clean_object
void clean_object(object *op)
Remove and free all objects in the inventory of the given object.
Definition: map.cpp:1597
MAP_PLAYER_UNIQUE
#define MAP_PLAYER_UNIQUE
This map is player-specific.
Definition: map.h:92
load_object
int load_object(FILE *fp, object *op, int bufstate, int map_flags, bool artifact_init)
Loads an object from the given file-pointer.
Definition: loader.cpp:38953
PROFILE_BEGIN
#define PROFILE_BEGIN(expr)
Definition: global.h:364
MAP_OVERLAY
#define MAP_OVERLAY
Map to load is an overlay.
Definition: map.h:95
typedata::name_pl
const char * name_pl
Plural name.
Definition: define.h:92
dump_map
void dump_map(const mapstruct *m)
Prints out debug-information about a map.
Definition: map.cpp:245
NDI_NAVY
#define NDI_NAVY
Definition: newclient.h:248
FLAG_NO_MAGIC
#define FLAG_NO_MAGIC
Spells (some) can't pass this object.
Definition: define.h:276
blank_face
const Face * blank_face
Following can just as easily be pointers, but it is easier to keep them like this.
Definition: image.cpp:36
P_NO_MAGIC
#define P_NO_MAGIC
Spells (some) can't pass this object.
Definition: map.h:227
TRANSPORT
@ TRANSPORT
see doc/Developers/objects
Definition: object.h:113
LO_NEWFILE
#define LO_NEWFILE
Definition: loader.h:17
FLAG_BLOCKSVIEW
#define FLAG_BLOCKSVIEW
Object blocks view.
Definition: define.h:269
rv_vector::part
object * part
Part we found.
Definition: map.h:375
object::title
sstring title
Of foo, etc.
Definition: object.h:325
mapstruct::path
char path[HUGE_BUF]
Filename of the map.
Definition: map.h:355
GET_MAP_FACE_OBJS
#define GET_MAP_FACE_OBJS(M, X, Y)
Returns the layers array so update_position can just copy the entire array over.
Definition: map.h:187
P_IS_ALIVE
#define P_IS_ALIVE
Something alive is on this space.
Definition: map.h:237
MSG_TYPE_MISC
#define MSG_TYPE_MISC
Messages that don't go elsewhere.
Definition: newclient.h:417
free_all_maps
void free_all_maps(void)
Frees all allocated maps.
Definition: map.cpp:1992
buf
StringBuffer * buf
Definition: readable.cpp:1565
object::above
object * above
Pointer to the object stacked above this one.
Definition: object.h:296
HUGE_BUF
#define HUGE_BUF
Used for messages - some can be quite long.
Definition: define.h:37
AB_NO_PASS
#define AB_NO_PASS
Definition: map.h:235
ihypot
int ihypot(int a, int b)
Rough estimate of hypot(a, b).
Definition: utils.cpp:570
MAP_LAYER_ITEM1
#define MAP_LAYER_ITEM1
Items that can be picked up.
Definition: map.h:43
Map_Layer_Info::honor_visibility
uint8_t honor_visibility
If 0 then don't reorder items, else allow.
Definition: map.cpp:54
FLAG_NO_PICK
#define FLAG_NO_PICK
Object can't be picked up.
Definition: define.h:239
name
Plugin animator file specs[Config] name
Definition: animfiles.txt:4
mapstruct::width
uint16_t width
Definition: map.h:337
MAP_STYLE
#define MAP_STYLE
Active objects shouldn't be put on active list.
Definition: map.h:94
FLAG_IS_FLOOR
#define FLAG_IS_FLOOR
Can't see what's underneath this object.
Definition: define.h:302
SAVE_MODE_OVERLAY
#define SAVE_MODE_OVERLAY
Map is persisted as an overlay.
Definition: map.h:118
draw_ext_info
vs only yadda is in because all tags get reset on the next draw_ext_info In the second since it is all in one draw_ext_info
Definition: media-tags.txt:61
FLAG_ALIVE
#define FLAG_ALIVE
Object can fight (or be fought)
Definition: define.h:230
INS_ABOVE_FLOOR_ONLY
#define INS_ABOVE_FLOOR_ONLY
Put object immediatly above the floor.
Definition: object.h:581
rv_vector::distance_y
int distance_y
Y delta.
Definition: map.h:373
map_remove_unique_files
void map_remove_unique_files(const mapstruct *map)
Remove files containing the map's unique items.
Definition: map.cpp:2669
LO_NOREAD
#define LO_NOREAD
Definition: loader.h:18
typedata
Link an object type with skill needed to identify, and general name.
Definition: define.h:89
save_objects
int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag)
This saves all the objects on the map in a non destructive fashion.
Definition: map.cpp:725
PROFILE_END
#define PROFILE_END(var, expr)
Definition: global.h:369
object::y
int16_t y
Position in the map for this object.
Definition: object.h:335
m
static event_registration m
Definition: citylife.cpp:424
set_darkness_map
void set_darkness_map(mapstruct *m)
Set the darkness level for a map, based on the time of the day.
Definition: main.cpp:371
rv_vector::distance_x
int distance_x
X delta.
Definition: map.h:372
NUM_FACINGS
#define NUM_FACINGS(ob)
Definition: global.h:174
MAP_IN_MEMORY
#define MAP_IN_MEMORY
Map is fully loaded.
Definition: map.h:126
stringbuffer_finish
char * stringbuffer_finish(StringBuffer *sb)
Deallocate the string buffer instance and return the string.
Definition: stringbuffer.cpp:76
apply_auto_fix
void apply_auto_fix(mapstruct *m)
Go through the entire map (only the first time when an original map is loaded) and performs special a...
Definition: main.cpp:258
MAP_LAYER_NO_PICK2
#define MAP_LAYER_NO_PICK2
Non pickable ground objects.
Definition: map.h:42
MAP_DIFFICULTY
#define MAP_DIFFICULTY(m)
Definition: map.h:65
object_free_drop_inventory
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects,...
Definition: object.cpp:1545
MAP_MINTIMEOUT
#define MAP_MINTIMEOUT
At least that many ticks before swapout.
Definition: config.h:409
map_size
uint32_t map_size(mapstruct *m)
Calculate map size without intermediate sign extension.
Definition: map.cpp:808
P_NEW_MAP
#define P_NEW_MAP
Coordinates passed result in a new tiled map.
Definition: map.h:250
SAVE_ERROR_CLOSE
#define SAVE_ERROR_CLOSE
Close error for regular file.
Definition: map.h:145
object_value_set_shared
bool object_value_set_shared(const object *op, sstring key)
Determine if an extra value is set to a non empty or 0 value.
Definition: object.cpp:4375
of_cancel
void of_cancel(OutputFile *of)
Cancels a save process.
Definition: output_file.cpp:89
get_typedata
const typedata * get_typedata(int itemtype)
Definition: item.cpp:328
P_NO_ERROR
#define P_NO_ERROR
Purely temporary - if set, update_position does not complain if the flags are different.
Definition: map.h:240
MSG_TYPE_ATTACK_NOKEY
#define MSG_TYPE_ATTACK_NOKEY
Keys are like attacks, so...
Definition: newclient.h:621
stats.h
check_inv_recursive
object * check_inv_recursive(object *op, const object *trig)
Checks object and its inventory for specific item.
Definition: button.cpp:782
MOVE_WALK
#define MOVE_WALK
Object walks.
Definition: define.h:392
path_combine_and_normalize
char * path_combine_and_normalize(const char *src, const char *dst, char *path, size_t size)
Combines the 2 paths.
Definition: path.cpp:172
load_unique_objects
static void load_unique_objects(mapstruct *m)
Loads unique objects from file(s) into the map which is in memory.
Definition: map.cpp:1358
archetype::clone
object clone
An object from which to do object_copy()
Definition: object.h:487
add_string
sstring add_string(const char *str)
This will add 'str' to the hash table.
Definition: shstr.cpp:124
first_map
mapstruct * first_map
First map.
Definition: init.cpp:107
HEAD
#define HEAD(op)
Returns the head part of an object.
Definition: object.h:607
clean_tmp_map
void clean_tmp_map(mapstruct *m)
Removse the temporary file used by the map.
Definition: map.cpp:1983
SAVE_ERROR_RCREATION
#define SAVE_ERROR_RCREATION
Couldn't create the regular save file.
Definition: map.h:140
MAP_WHEN_RESET
#define MAP_WHEN_RESET(m)
This is when the map will reset.
Definition: map.h:62
change_map_light
int change_map_light(mapstruct *m, int change)
Used to change map light level (darkness) up or down.
Definition: map.cpp:2024
object::move_type
MoveType move_type
Type of movement this object uses.
Definition: object.h:436
ext_info_map
void void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1)
Writes to everyone on the specified map.
Definition: main.cpp:334
mapfile_load_lowlevel
mapstruct * mapfile_load_lowlevel(const char *map, const char *pathname, int flags)
Definition: map.cpp:1185
object::face
const Face * face
Face with colors.
Definition: object.h:341
out_of_map
int out_of_map(mapstruct *m, int x, int y)
Return 1 if coordinates X and Y are out of the map M, taking into account tiling.
Definition: map.cpp:2324
MAX_DARKNESS
#define MAX_DARKNESS
Maximum map darkness, there is no practical reason to exceed this.
Definition: define.h:448
MSG_TYPE_ATTACK
#define MSG_TYPE_ATTACK
Attack related messages.
Definition: newclient.h:413
isqrt
int isqrt(int n)
Compute the square root.
Definition: utils.cpp:562
MOVE_FLYING
#define MOVE_FLYING
Combo of fly_low and fly_high.
Definition: define.h:395
object::type
uint8_t type
PLAYER, BULLET, etc.
Definition: object.h:348
INS_NO_MERGE
#define INS_NO_MERGE
Don't try to merge with other items.
Definition: object.h:580
FLAG_DAMNED
#define FLAG_DAMNED
The object is very cursed.
Definition: define.h:317
t
in that case they will be relative to whatever the PWD of the crossfire server process is You probably shouldn t
Definition: server-directories.txt:28
SET_MAP_FLAGS
#define SET_MAP_FLAGS(M, X, Y, C)
Sets map flags.
Definition: map.h:159
remove_button_link
void remove_button_link(object *op)
Remove the object from the linked lists of buttons in the map.
Definition: button.cpp:693
MAP_LAYER_LIVING1
#define MAP_LAYER_LIVING1
Living creatures.
Definition: map.h:46
shopitems::name_pl
const char * name_pl
Plural name.
Definition: map.h:297
MAP_LAYER_FLY1
#define MAP_LAYER_FLY1
Flying objects - creatures, spells.
Definition: map.h:48
object_free
void object_free(object *ob, int flags)
Frees everything allocated by an object, removes it from the list of used objects,...
Definition: object.cpp:1577
GET_MAP_MOVE_BLOCK
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Gets the blocking state of a square.
Definition: map.h:192
FOR_INV_FINISH
#define FOR_INV_FINISH()
Finishes FOR_INV_PREPARE().
Definition: define.h:671
MAP_DEFAULTRESET
#define MAP_DEFAULTRESET
Default time to reset.
Definition: config.h:427
FLAG_CAN_ROLL
#define FLAG_CAN_ROLL
Object can be rolled.
Definition: define.h:254
free_map
void free_map(mapstruct *m)
Frees everything allocated by the given mapstructure.
Definition: map.cpp:1660
level_exp
int64_t level_exp(int level, double expmul)
Returns how much experience is needed for a player to become the given level.
Definition: living.cpp:1885
free_all_objects
static void free_all_objects(mapstruct *m)
Remove and free all objects in the given map.
Definition: map.cpp:1613
archetype
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
Definition: object.h:483
P_PLAYER
#define P_PLAYER
There is a player on this space.
Definition: map.h:236
sproto.h
GET_MAP_LIGHT
#define GET_MAP_LIGHT(M, X, Y)
Gets map light.
Definition: map.h:162
get_map_from_coord
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
This is basically the same as out_of_map above(), but instead we return NULL if no map is valid (coor...
Definition: map.cpp:2352
MapSpace
This structure contains all information related to one map square.
Definition: map.h:256
cf_random
uint32_t cf_random(void)
Definition: cf_random.cpp:5
get_rangevector_from_mapcoord
int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval)
This is basically the same as get_rangevector() above, but instead of the first parameter being an ob...
Definition: map.cpp:2591
map_find_by_flag
object * map_find_by_flag(mapstruct *map, int x, int y, int flag)
Finds an object in a map tile by flag number.
Definition: map.cpp:2652
delete_map
void delete_map(mapstruct *m)
Frees the map, including the mapstruct.
Definition: map.cpp:1706
MSG_SUBTYPE_NONE
#define MSG_SUBTYPE_NONE
Definition: newclient.h:424
ob_blocked
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Returns true if the given object can't fit in the given spot.
Definition: map.cpp:489
NDI_BLACK
#define NDI_BLACK
Definition: newclient.h:246
SAVE_ERROR_NO_PATH
#define SAVE_ERROR_NO_PATH
Map had no path set.
Definition: map.h:143
object_insert_in_map_at
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Same as object_insert_in_map() except it handle separate coordinates and do a clean job preparing mul...
Definition: object.cpp:2085
mapstruct::last_reset_time
long last_reset_time
A timestamp of the last original map loading.
Definition: map.h:356
link_multipart_objects
static void link_multipart_objects(mapstruct *m)
Go through all the objects on the map looking for objects whose arch says they are multipart yet acco...
Definition: map.cpp:585
FLAG_MONSTER
#define FLAG_MONSTER
Will attack players.
Definition: define.h:245
get_typedata_by_name
const typedata * get_typedata_by_name(const char *name)
Definition: item.cpp:348
fatal
void fatal(enum fatal_error err)
fatal() is meant to be called whenever a fatal signal is intercepted.
Definition: utils.cpp:590
get_linked_map
mapstruct * get_linked_map(void)
Allocates, initialises, and returns a pointer to a mapstruct, linked through first_map.
Definition: map.cpp:786
seconds
long seconds(void)
Return wall clock time in seconds.
Definition: time.cpp:348
MAP_WIDTH
#define MAP_WIDTH(m)
Map width.
Definition: map.h:73
maps_loaded_total
int maps_loaded_total
Definition: logger.cpp:39
create_template_pathname
void create_template_pathname(const char *name, char *buf, size_t size)
same as create_pathname(), but for the template maps.
Definition: map.cpp:145
P_OUT_OF_MAP
#define P_OUT_OF_MAP
This space is outside the map.
Definition: map.h:249
MAX_BUF
#define MAX_BUF
Used for all kinds of things.
Definition: define.h:35
INS_ON_TOP
#define INS_ON_TOP
Always put object on top.
Definition: object.h:583
EVENT_MAPREADY
#define EVENT_MAPREADY
A map is ready, either first load or after reload.
Definition: events.h:62
strlcpy
size_t strlcpy(char *dst, const char *src, size_t size)
Portable implementation of strlcpy(3).
Definition: porting.cpp:222
map_space
MapSpace * map_space(const mapstruct *m, int x, int y)
Definition: map.cpp:2718
object_new
object * object_new(void)
Grabs an object from the list of unused objects, makes sure it is initialised, and returns it.
Definition: object.cpp:1258
create_overlay_pathname
void create_overlay_pathname(const char *name, char *buf, size_t size)
Same as create_pathname(), but for the overlay maps.
Definition: map.cpp:125
OB_MOVE_BLOCK
#define OB_MOVE_BLOCK(ob1, ob2)
Definition: define.h:418
shopitems::typenum
int typenum
Itemtype number we need to match, -1 if it is the default price.
Definition: map.h:298
object::head
object * head
Points to the main object of a large body.
Definition: object.h:304
set_map_reset_time
void set_map_reset_time(mapstruct *map)
Updates the map's timeout.
Definition: map.cpp:2263
free_string
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
Definition: shstr.cpp:280
SAVE_MODE_NORMAL
#define SAVE_MODE_NORMAL
No special handling.
Definition: map.h:116
Settings::playerdir
const char * playerdir
Where the player files are.
Definition: global.h:251
SAVE_ERROR_UCREATION
#define SAVE_ERROR_UCREATION
Couldn't create the file for unique objects.
Definition: map.h:141
StringBuffer
A buffer that will be expanded as content is added to it.
Definition: stringbuffer.cpp:25
SET_MAP_MOVE_SLOW
#define SET_MAP_MOVE_SLOW(M, X, Y, C)
Sets the slowing state of a square.
Definition: map.h:199
FOR_MAP_PREPARE
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Constructs a loop iterating over all objects of a map tile.
Definition: define.h:717
OUT_OF_REAL_MAP
#define OUT_OF_REAL_MAP(M, X, Y)
Checks if a square is out of the map.
Definition: map.h:217
find_dir_2
int find_dir_2(int x, int y)
Computes a direction which you should travel to move of x and y.
Definition: object.cpp:3662
load_and_link_tiled_map
static mapstruct * load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
This updates the orig_map->tile_map[tile_num] value after loading the map.
Definition: map.cpp:2289
FLAG_REMOVED
#define FLAG_REMOVED
Object is not in any map or invenory.
Definition: define.h:232
MAP_LAYER_NO_PICK1
#define MAP_LAYER_NO_PICK1
Non pickable ground objects.
Definition: map.h:41
INS_MAP_LOAD
#define INS_MAP_LOAD
Disable lots of checkings.
Definition: object.h:585
FLAG_WIZ
#define FLAG_WIZ
Object has special privilegies.
Definition: define.h:231
decay_objects
void decay_objects(mapstruct *m)
Decay and destroy persihable items in a map.
Definition: utils.cpp:175
NDI_UNIQUE
#define NDI_UNIQUE
Print immediately, don't buffer.
Definition: newclient.h:266
object::name
sstring name
The name of the object, obviously...
Definition: object.h:319
Map_Layer_Info
Information about a layer.
Definition: map.cpp:52
load_map_header
static int load_map_header(FILE *fp, mapstruct *m)
This loads the header information of the map.
Definition: map.cpp:998
FREE_AND_CLEAR
#define FREE_AND_CLEAR(xyz)
Free the pointer and then set it to NULL.
Definition: global.h:195
shopitems::name
const char * name
Name of the item in question, null if it is the default item.
Definition: map.h:296
Map_Layer_Info::high_layer
uint8_t high_layer
Highest layer for this group.
Definition: map.cpp:53
adjacent_map
static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy)
Return whether map2 is adjacent to map1.
Definition: map.cpp:2446
Face::visibility
uint8_t visibility
How visible is the face compared to other faces, highest wins.
Definition: face.h:16
get_map_flags
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
This rolls up wall, blocks_magic, blocks_view, etc, all into one function that just returns a P_.
Definition: map.cpp:300
P_NEED_UPDATE
#define P_NEED_UPDATE
This space is out of date.
Definition: map.h:239
mapstruct
This is a game-map.
Definition: map.h:315
object::env
object * env
Pointer to the object which is the environment.
Definition: object.h:301
create_pathname
char * create_pathname(const char *name, char *buf, size_t size)
Get the full path to a map file.
Definition: map.cpp:104
floor
Magical Runes Runes are magical inscriptions on the dungeon floor
Definition: runes-guide.txt:3
msgbuf
static char msgbuf[HUGE_BUF]
Definition: loader.cpp:35880
MapSpace::flags
uint8_t flags
Flags about this space (see the P_ values above).
Definition: map.h:260
animate_object
void animate_object(object *op, int dir)
Updates the face-variable of an object.
Definition: anim.cpp:44
mapstruct::name
char * name
Name of map as given by its creator.
Definition: map.h:318
shop_contains
bool shop_contains(object *ob)
Check if an object is in a shop.
Definition: map.cpp:2764
mapstruct::in_memory
uint32_t in_memory
Combination of IN_MEMORY_xxx flags.
Definition: map.h:335
rv_vector
This is used by get_rangevector to determine where the other creature is.
Definition: map.h:370
update_buttons
void update_buttons(mapstruct *m)
Updates every button on the map (by calling update_button() for them).
Definition: button.cpp:227
MAP_SWAPPED
#define MAP_SWAPPED
Map spaces have been saved to disk.
Definition: map.h:127
objects
object * objects
Pointer to the list of used objects.
Definition: object.cpp:294
shopitems
Shop-related information for a map.
Definition: map.h:295
object_get_value
sstring object_get_value(const object *op, const char *const key)
Get an extra value by key.
Definition: object.cpp:4331
map_get_path
const char * map_get_path(const object *item)
Return the map path on which the specified item is.
Definition: map.cpp:2694
SET_MAP_MOVE_BLOCK
#define SET_MAP_MOVE_BLOCK(M, X, Y, C)
Sets the blocking state of a square.
Definition: map.h:194
on_same_map
int on_same_map(const object *op1, const object *op2)
Checks whether 2 objects are on the same map or not.
Definition: map.cpp:2629
CLEAR_FLAG
#define CLEAR_FLAG(xyz, p)
Definition: define.h:225
map_path_unique
bool map_path_unique(const char *path)
Return true if the given map path leads to a unique map.
Definition: map.cpp:2714
MAP_HEIGHT
#define MAP_HEIGHT(m)
Map height.
Definition: map.h:75
save_object_in_sb
void save_object_in_sb(StringBuffer *sb, object *op, const int flag)
Store a string representation of op in sb.
Definition: object.cpp:5296
NUM_ANIMATIONS
#define NUM_ANIMATIONS(ob)
Definition: global.h:173
MAP_ENTER_Y
#define MAP_ENTER_Y(m)
Default Y coordinate for map enter.
Definition: map.h:82
SAVE_ERROR_URENAME
#define SAVE_ERROR_URENAME
Couldn't rename unique temporary file.
Definition: map.h:144
strip_endline
void strip_endline(char *buf)
Removes endline from buffer (modified in place).
Definition: utils.cpp:314
mapstruct::tile_map
mapstruct * tile_map[4]
Adjoining maps.
Definition: map.h:354
typedata::number
int number
Type.
Definition: define.h:90
object_remove_from_active_list
void object_remove_from_active_list(object *op)
This function removes object 'op' from the list of active objects.
Definition: object.cpp:1377
arch_to_object
object * arch_to_object(archetype *at)
Creates and returns a new object which is a copy of the given archetype.
Definition: arch.cpp:227
mapstruct::spaces
MapSpace * spaces
Array of spaces on this map.
Definition: map.h:345
S_IRUSR
#define S_IRUSR
Definition: win32.h:56
get_rangevector
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
From map.c This is used by get_player to determine where the other creature is.
Definition: map.cpp:2523
update_all_map_los
void update_all_map_los(mapstruct *map)
update all_map_los is like update_all_los() below, but updates everyone on the map,...
Definition: los.cpp:567
allocate_map
void allocate_map(mapstruct *m)
This basically allocates the dynamic array of spaces for the map.
Definition: map.cpp:822
MAP_LAYER_FLY2
#define MAP_LAYER_FLY2
Arrows, etc.
Definition: map.h:49
FMT64U
#define FMT64U
Definition: compat.h:17
SAVE_ERROR_OK
#define SAVE_ERROR_OK
No error.
Definition: map.h:139
loader.h
object_fix_multipart
void object_fix_multipart(object *tmp)
Ensures specified object has its more parts correctly inserted in map.
Definition: object.cpp:4670
S_IWOTH
#define S_IWOTH
Definition: win32.h:41
fix_container_multipart
static void fix_container_multipart(object *container)
Go through all the objects in a container (recursively) looking for objects whose arch says they are ...
Definition: map.cpp:544
MAP_ENTER_X
#define MAP_ENTER_X(m)
Default X coordinate for map enter.
Definition: map.h:80
Settings::templatedir
const char * templatedir
Directory for the template map.
Definition: global.h:255
object_remove
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to.
Definition: object.cpp:1818
MAP_FLUSH
#define MAP_FLUSH
Always load map from the map directory, and don't do unique items or the like.
Definition: map.h:91
GET_MAP_FLAGS
#define GET_MAP_FLAGS(M, X, Y)
Gets map flags.
Definition: map.h:157
DOOR
@ DOOR
Definition: object.h:131
object_sum_weight
signed long object_sum_weight(object *op)
object_sum_weight() is a recursive function which calculates the weight an object is carrying.
Definition: object.cpp:553
FLAG_UNPAID
#define FLAG_UNPAID
Object hasn't been paid for yet.
Definition: define.h:236
EVENT_MAPLOAD
#define EVENT_MAPLOAD
A map is loaded (pristine state)
Definition: events.h:61
MAP_LAYER_LIVING2
#define MAP_LAYER_LIVING2
Definition: map.h:47
LL_NORMAL
#define LL_NORMAL
Definition: loader.h:12
OB_TYPE_MOVE_BLOCK
#define OB_TYPE_MOVE_BLOCK(ob1, type)
Basic macro to see if if ob1 can not move onto a space based on the 'type' move_block parameter Add c...
Definition: define.h:426
S_IWGRP
#define S_IWGRP
Definition: win32.h:44
P_NO_CLERIC
#define P_NO_CLERIC
No clerical spells cast here.
Definition: map.h:238
make_path_to_file
void make_path_to_file(const char *filename)
Checks if any directories in the given path doesn't exist, and creates if necessary.
Definition: porting.cpp:164
mapstruct::unique
uint32_t unique
If set, this is a per player unique map.
Definition: map.h:328
save_map
int save_map(mapstruct *m, int flag)
Saves a map to file.
Definition: map.cpp:1405
calculate_difficulty
int calculate_difficulty(mapstruct *m)
This routine is supposed to find out the difficulty of the map.
Definition: map.cpp:1926
FLAG_IS_LINKED
#define FLAG_IS_LINKED
The object is linked with other objects.
Definition: define.h:315
mapstruct::next
mapstruct * next
Next map, linked list.
Definition: map.h:316
object::stats
living stats
Str, Con, Dex, etc.
Definition: object.h:378
object::more
object * more
Pointer to the rest of a large body of objects.
Definition: object.h:303
SET_MAP_PLAYER
#define SET_MAP_PLAYER(M, X, Y, C)
Definition: map.h:167
blocks_prayer
sstring blocks_prayer
For update_position() mostly.
Definition: init.cpp:126
Settings::tmpdir
const char * tmpdir
Directory to use for temporary files.
Definition: global.h:256
mapfile_load
mapstruct * mapfile_load(const char *map, int flags)
Opens the file "filename" and reads information about the map from the given file,...
Definition: map.cpp:1226
LO_REPEAT
#define LO_REPEAT
Definition: loader.h:15
parse_shop_string
static shopitems * parse_shop_string(const char *input_string, const mapstruct *map)
Takes a string from a map definition and outputs a pointer to the array of shopitems corresponding to...
Definition: map.cpp:874
OUT_OF_MEMORY
@ OUT_OF_MEMORY
Definition: define.h:48
MAP_MAXRESET
#define MAP_MAXRESET
MAP_MAXRESET is the maximum time a map can have before being reset.
Definition: config.h:425
SAVE_FLAG_SAVE_UNPAID
#define SAVE_FLAG_SAVE_UNPAID
If set, unpaid items will be saved.
Definition: map.h:106
rv_vector::direction
int direction
General direction to the targer.
Definition: map.h:374
SET_MAP_LIGHT
#define SET_MAP_LIGHT(M, X, Y, L)
Sets map light.
Definition: map.h:164
rv_vector::distance
unsigned int distance
Distance, in squares.
Definition: map.h:371
map_reset_swap
void map_reset_swap(mapstruct *m)
Call this when an in-memory map is used or referenced.
Definition: map.cpp:1760
map_layer_name
const char *const map_layer_name[MAP_LAYERS]
These correspond to the layer names in map.h - since some of the types can be on multiple layers,...
Definition: map.cpp:46
MAP_LOADING
#define MAP_LOADING
This map is being loaded.
Definition: map.h:128
object::move_block
MoveType move_block
What movement types this blocks.
Definition: object.h:437
object::next
object * next
Pointer to the next object in the free/used list.
Definition: object.h:285
load_overlay_map
static int load_overlay_map(const char *filename, mapstruct *m)
Loads an overlay for a map, which has been loaded earlier, from file.
Definition: map.cpp:1298
FOR_INV_PREPARE
#define FOR_INV_PREPARE(op_, it_)
Constructs a loop iterating over the inventory of an object.
Definition: define.h:664
check_path
int check_path(const char *name, int prepend_dir)
This function checks if a file with the given path exists.
Definition: map.cpp:201
S_IRGRP
#define S_IRGRP
Definition: win32.h:53
MAX_LIGHT_RADII
#define MAX_LIGHT_RADII
Max radii for 'light' object, really large values allow objects that can slow down the game.
Definition: define.h:444
dump_all_maps
void dump_all_maps(void)
Prints out debug-information about all maps.
Definition: map.cpp:268
events_execute_global_event
void events_execute_global_event(int eventcode,...)
Execute a global event.
Definition: events.cpp:30
load_objects
void load_objects(mapstruct *m, FILE *fp, int mapflags)
Loads (and parses) the objects into a given map from the specified file pointer.
Definition: map.cpp:613
llevDebug
@ llevDebug
Only for debugging purposes.
Definition: logger.h:13
P_BLOCKSVIEW
#define P_BLOCKSVIEW
This spot blocks the player's view.
Definition: map.h:226
coords_in_shop
bool coords_in_shop(mapstruct *map, int x, int y)
Check if the given map coordinates are in a shop.
Definition: map.cpp:2757
face
in that case they will be relative to whatever the PWD of the crossfire server process is You probably shouldn though Notes on Specific and settings file datadir Usually usr share crossfire Contains data that the server does not need to modify while such as the etc A default install will pack the and treasurelist definitions into a single or trs file and the graphics into a face(metadata) and .tar(bitmaps) file
LL_MORE
#define LL_MORE
Definition: loader.h:11
Settings::uniquedir
const char * uniquedir
Directory for the unique items.
Definition: global.h:254
OutputFile
Definition: output_file.h:41
SET_MAP_MOVE_OFF
#define SET_MAP_MOVE_OFF(M, X, Y, C)
Sets the move_off state of a square.
Definition: map.h:209
Settings::localdir
const char * localdir
Read/write data files.
Definition: global.h:250