Crossfire Server  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 
79 mapstruct *has_been_loaded(const char *name) {
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)
209  create_pathname(name, buf, MAX_BUF);
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 
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  /* first we'll count the entries, we'll need that for allocating the array shortly */
883  while (p) {
884  p = strchr(p, ';');
885  number_of_entries++;
886  if (p)
887  p++;
888  }
889  p = shop_string;
890  strip_endline(p);
891  items = static_cast<shopitems *>(CALLOC(number_of_entries+1, sizeof(shopitems)));
892  /*
893  * The memset would always set at least one byte to zero,
894  * so a failed calloc would have segfaulted the program.
895  * Instead, check for a null and fail more gracefully.
896  */
897  if (!items)
899 
900  for (i = 0; i < number_of_entries; i++) {
901  if (!p) {
902  LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
903  break;
904  }
905  next_semicolon = strchr(p, ';');
906  next_colon = strchr(p, ':');
907  /* if there is a stregth specified, figure out what it is, we'll need it soon. */
908  if (next_colon && (!next_semicolon || next_colon < next_semicolon))
909  items[i].strength = atoi(strchr(p, ':')+1);
910 
911  if (isdigit(*p) || *p == '*') {
912  items[i].typenum = *p == '*' ? -1 : atoi(p);
913  current_type = get_typedata(items[i].typenum);
914  if (current_type) {
915  items[i].name = current_type->name;
916  items[i].name_pl = current_type->name_pl;
917  }
918  } else { /*we have a named type, let's figure out what it is */
919  q = strpbrk(p, ";:");
920  if (q)
921  *q = '\0';
922 
923  current_type = get_typedata_by_name(p);
924  if (current_type) {
925  items[i].name = current_type->name;
926  items[i].typenum = current_type->number;
927  items[i].name_pl = current_type->name_pl;
928  } else {
929  /* oh uh, something's wrong, let's free up this one, and try
930  * the next entry while we're at it, better print a warning */
931  LOG(llevError, "invalid type %s defined in shopitems for %s in string %s\n", p, map->name, input_string);
932  }
933  }
934  items[i].index = number_of_entries;
935  if (next_semicolon)
936  p = ++next_semicolon;
937  else
938  p = NULL;
939  }
940  free(shop_string);
941  return items;
942 }
943 
955 static void print_shop_string(mapstruct *m, char *output_string, int size) {
956  int i;
957  char tmp[MAX_BUF];
958 
959  output_string[0] = '\0';
960  for (i = 0; i < m->shopitems[0].index; i++) {
961  if (m->shopitems[i].typenum != -1) {
962  if (m->shopitems[i].strength) {
963  snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
964  } else
965  snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name);
966  } else {
967  if (m->shopitems[i].strength) {
968  snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength);
969  } else
970  snprintf(tmp, sizeof(tmp), "*;");
971  }
972  snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp);
973  }
974 
975  /* erase final ; else parsing back will lead to issues */
976  if (strlen(output_string) > 0) {
977  output_string[strlen(output_string) - 1] = '\0';
978  }
979 }
980 
997 static int load_map_header(FILE *fp, mapstruct *m) {
998  char buf[HUGE_BUF], *key = NULL, *value;
999 
1000  m->width = m->height = 0;
1001  while (fgets(buf, sizeof(buf), fp) != NULL) {
1002  char *p;
1003 
1004  p = strchr(buf, '\n');
1005  if (p == NULL) {
1006  LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
1007  return 1;
1008  }
1009  *p = '\0';
1010 
1011  key = buf;
1012  while (isspace(*key))
1013  key++;
1014  if (*key == 0)
1015  continue; /* empty line */
1016  value = strchr(key, ' ');
1017  if (value) {
1018  *value = 0;
1019  value++;
1020  while (isspace(*value)) {
1021  value++;
1022  if (*value == '\0') {
1023  /* Nothing but spaces. */
1024  value = NULL;
1025  break;
1026  }
1027  }
1028  }
1029 
1030  /* key is the field name, value is what it should be set
1031  * to. We've already done the work to null terminate key,
1032  * and strip off any leading spaces for both of these.
1033  * We have not touched the newline at the end of the line -
1034  * these are needed for some values. the end pointer
1035  * points to the first of the newlines.
1036  * value could be NULL! It would be easy enough to just point
1037  * this to "" to prevent cores, but that would let more errors slide
1038  * through.
1039  *
1040  * First check for entries that do not use the value parameter, then
1041  * validate that value is given and check for the remaining entries
1042  * that use the parameter.
1043  */
1044 
1045  if (!strcmp(key, "msg")) {
1046  char msgbuf[HUGE_BUF];
1047  int msgpos = 0;
1048 
1049  while (fgets(buf, sizeof(buf), fp) != NULL) {
1050  if (!strcmp(buf, "endmsg\n"))
1051  break;
1052  else {
1053  snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf);
1054  msgpos += strlen(buf);
1055  }
1056  }
1057  /* There are lots of maps that have empty messages (eg, msg/endmsg
1058  * with nothing between). There is no reason in those cases to
1059  * keep the empty message. Also, msgbuf contains garbage data
1060  * when msgpos is zero, so copying it results in crashes
1061  */
1062  if (msgpos != 0) {
1063  /* When loading eg an overlay, message is already set, so free() current one. */
1064  free(m->msg);
1065  m->msg = strdup_local(msgbuf);
1066  }
1067  } else if (!strcmp(key, "maplore")) {
1068  char maplorebuf[HUGE_BUF];
1069  size_t maplorepos = 0;
1070 
1071  while (fgets(buf, HUGE_BUF-1, fp) != NULL) {
1072  if (!strcmp(buf, "endmaplore\n"))
1073  break;
1074  else {
1075  if (maplorepos >= sizeof(maplorebuf)) {
1076  LOG(llevError, "Map lore exceeds buffer length\n");
1077  return 1;
1078  }
1079  snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf);
1080  maplorepos += strlen(buf);
1081  }
1082  }
1083  if (maplorepos != 0)
1084  m->maplore = strdup_local(maplorebuf);
1085  } else if (!strcmp(key, "end")) {
1086  break;
1087  } else if (value == NULL) {
1088  LOG(llevError, "Got '%s' line without parameter in map header\n", key);
1089  } else if (!strcmp(key, "arch")) {
1090  /* This is an oddity, but not something we care about much. */
1091  if (strcmp(value, "map")) {
1092  LOG(llevError, "load_map_header: expected 'arch map': check line endings?\n");
1093  return 1;
1094  }
1095  } else if (!strcmp(key, "name")) {
1096  /* When loading eg an overlay, the name is already set, so free() current one. */
1097  free(m->name);
1098  m->name = strdup_local(value);
1099  /* first strcmp value on these are old names supported
1100  * for compatibility reasons. The new values (second) are
1101  * what really should be used.
1102  */
1103  } else if (!strcmp(key, "enter_x")) {
1104  m->enter_x = atoi(value);
1105  } else if (!strcmp(key, "enter_y")) {
1106  m->enter_y = atoi(value);
1107  } else if (!strcmp(key, "width")) {
1108  m->width = atoi(value);
1109  } else if (!strcmp(key, "height")) {
1110  m->height = atoi(value);
1111  } else if (!strcmp(key, "reset_timeout")) {
1112  m->reset_timeout = atoi(value);
1113  } else if (!strcmp(key, "swap_time")) {
1114  // deprecated and ignored
1115  } else if (!strcmp(key, "difficulty")) {
1116  m->difficulty = atoi(value);
1117  } else if (!strcmp(key, "darkness")) {
1118  m->darkness = atoi(value);
1119  } else if (!strcmp(key, "fixed_resettime")) {
1120  m->fixed_resettime = atoi(value);
1121  } else if (!strcmp(key, "unique")) {
1122  m->unique = atoi(value);
1123  } else if (!strcmp(key, "template")) {
1124  m->is_template = atoi(value);
1125  } else if (!strcmp(key, "region")) {
1126  m->region = get_region_by_name(value);
1127  } else if (!strcmp(key, "shopitems")) {
1128  m->shopitems = parse_shop_string(value, m);
1129  } else if (!strcmp(key, "shopgreed")) {
1130  m->shopgreed = atof(value);
1131  } else if (!strcmp(key, "shopmin")) {
1132  m->shopmin = atol(value);
1133  } else if (!strcmp(key, "shopmax")) {
1134  m->shopmax = atol(value);
1135  } else if (!strcmp(key, "shoprace")) {
1136  m->shoprace = strdup_local(value);
1137  } else if (!strcmp(key, "outdoor")) {
1138  m->outdoor = atoi(value);
1139  } else if (!strcmp(key, "nosmooth")) {
1140  m->nosmooth = atoi(value);
1141  } else if (!strcmp(key, "first_load")) {
1142  m->last_reset_time = atoi(value);
1143  } else if (!strncmp(key, "tile_path_", 10)) {
1144  int tile = atoi(key+10);
1145 
1146  if (tile < 1 || tile > 4) {
1147  LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1148  } else {
1149  if (m->tile_path[tile-1]) {
1150  LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1151  free(m->tile_path[tile-1]);
1152  }
1153  m->tile_path[tile-1] = strdup_local(value);
1154  } /* end if tile direction (in)valid */
1155  } else if (!strcmp(key, "background_music")) {
1156  m->background_music = strdup_local(value);
1157  } else if (!strcmp(key, "reset_group")) {
1158  m->reset_group = add_string(value);
1159  } else {
1160  LOG(llevError, "Got unknown value in map header: %s %s\n", key, value);
1161  }
1162  }
1163  if ((m->width == 0) || (m->height == 0)) {
1164  LOG(llevError, "Map width or height not specified\n");
1165  return 1;
1166  }
1167  if (!key || strcmp(key, "end")) {
1168  LOG(llevError, "Got premature eof on map header!\n");
1169  return 1;
1170  }
1171  return 0;
1172 }
1173 
1174 void map_path(const char *map, int flags, char *pathname, size_t bufsize) {
1175  if (flags&MAP_PLAYER_UNIQUE) {
1176  snprintf(pathname, bufsize, "%s/%s/%s", settings.localdir, settings.playerdir, map+1);
1177  }
1178  else if (flags&MAP_OVERLAY)
1179  create_overlay_pathname(map, pathname, bufsize);
1180  else
1181  create_pathname(map, pathname, bufsize);
1182 }
1183 
1184 mapstruct *mapfile_load_lowlevel(const char *map, const char *pathname, int flags) {
1185  FILE *fp;
1186  if ((fp = fopen(pathname, "r")) == NULL) {
1188  "Can't open %s: %s\n", pathname, strerror(errno));
1189  return NULL;
1190  }
1191 
1192  mapstruct *m = get_linked_map();
1193  safe_strncpy(m->path, map, HUGE_BUF);
1194  if (load_map_header(fp, m)) {
1195  LOG(llevError, "Error loading map header for %s, flags=%d\n", map, flags);
1196  delete_map(m);
1197  fclose(fp);
1198  return NULL;
1199  }
1200 
1201  allocate_map(m);
1202 
1203  m->in_memory = MAP_LOADING;
1204  load_objects(m, fp, flags & MAP_STYLE);
1205  fclose(fp);
1206  m->in_memory = MAP_IN_MEMORY;
1207  return m;
1208 }
1209 
1225 mapstruct *mapfile_load(const char *map, int flags) {
1226  mapstruct *m;
1227  PROFILE_BEGIN();
1228  char pathname[MAX_BUF];
1229  map_path(map, flags, pathname, sizeof(pathname));
1230  m = mapfile_load_lowlevel(map, pathname, flags);
1231  if (!m) {
1232  return NULL;
1233  }
1234  if (!MAP_DIFFICULTY(m) && (!(flags & MAP_NO_DIFFICULTY)))
1236  set_map_reset_time(m);
1237 
1238  /* In case other objects press some buttons down */
1239  update_buttons(m);
1240 
1242 
1243  if (!(flags & MAP_STYLE))
1244  apply_auto_fix(m); /* Chests which open as default */
1245 
1246  PROFILE_END(diff,
1247  LOG(llevDebug, "mapfile_load on %s" " took %ld us\n", map, diff));
1248 
1250  return (m);
1251 }
1252 
1262  FILE *fp;
1263 
1264  if (!m->tmpname) {
1265  LOG(llevError, "No temporary filename for map %s\n", m->path);
1266  return 1;
1267  }
1268 
1269  if ((fp = fopen(m->tmpname, "r")) == NULL) {
1270  LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror(errno));
1271  return 2;
1272  }
1273 
1274  if (load_map_header(fp, m)) {
1275  LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1276  fclose(fp);
1277  return 3;
1278  }
1279  allocate_map(m);
1280 
1281  m->in_memory = MAP_LOADING;
1282  load_objects(m, fp, 0);
1283  fclose(fp);
1284  m->in_memory = MAP_IN_MEMORY;
1285  return 0;
1286 }
1287 
1297 static int load_overlay_map(const char *filename, mapstruct *m) {
1298  FILE *fp;
1299  char pathname[MAX_BUF];
1300 
1301  create_overlay_pathname(filename, pathname, MAX_BUF);
1302 
1303  if ((fp = fopen(pathname, "r")) == NULL) {
1304  /* nothing bad to not having an overlay */
1305  return 0;
1306  }
1307 
1308  if (load_map_header(fp, m)) {
1309  LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1310  fclose(fp);
1311  return 1;
1312  }
1313  /*allocate_map(m);*/
1314 
1315  m->in_memory = MAP_LOADING;
1316  load_objects(m, fp, MAP_OVERLAY);
1317  fclose(fp);
1318  m->in_memory = MAP_IN_MEMORY;
1319  return 0;
1320 }
1321 
1322 /******************************************************************************
1323  * This is the start of unique map handling code
1324  *****************************************************************************/
1325 
1333  int i, j, unique = 0;
1334 
1335  for (i = 0; i < MAP_WIDTH(m); i++)
1336  for (j = 0; j < MAP_HEIGHT(m); j++) {
1337  unique = 0;
1338  FOR_MAP_PREPARE(m, i, j, op) {
1340  unique = 1;
1341  if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1342  clean_object(op);
1343  if (QUERY_FLAG(op, FLAG_IS_LINKED))
1344  remove_button_link(op);
1345  object_remove(op);
1347  }
1348  } FOR_MAP_FINISH();
1349  }
1350 }
1351 
1358  FILE *fp;
1359  int count;
1360  char name[MAX_BUF], firstname[sizeof(name) + 4];
1361 
1362  create_items_path(m->path, name, MAX_BUF);
1363  for (count = 0; count < 10; count++) {
1364  snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count);
1365  if (!access(firstname, R_OK))
1366  break;
1367  }
1368  /* If we get here, we did not find any map */
1369  if (count == 10)
1370  return;
1371 
1372  if ((fp = fopen(firstname, "r")) == NULL) {
1373  /* There is no expectation that every map will have unique items, but this
1374  * is debug output, so leave it in.
1375  */
1376  LOG(llevDebug, "Can't open unique items file for %s\n", name);
1377  return;
1378  }
1379 
1380  m->in_memory = MAP_LOADING;
1381  if (m->tmpname == NULL) /* if we have loaded unique items from */
1382  delete_unique_items(m); /* original map before, don't duplicate them */
1383  load_object(fp, NULL, LO_NOREAD, 0, false);
1384  load_objects(m, fp, 0);
1385  fclose(fp);
1386  m->in_memory = MAP_IN_MEMORY;
1387 }
1388 
1404 int save_map(mapstruct *m, int flag) {
1405  FILE *fp, *fp2;
1406  OutputFile of, of2;
1407  char filename[MAX_BUF], shop[MAX_BUF];
1408  int i, res;
1409 
1410  if (flag && !*m->path) {
1411  LOG(llevError, "Tried to save map without path.\n");
1412  return SAVE_ERROR_NO_PATH;
1413  }
1414 
1415  PROFILE_BEGIN();
1416 
1417  if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) {
1418  if (!m->unique && !m->is_template) { /* flag is set */
1419  if (flag == SAVE_MODE_OVERLAY)
1420  create_overlay_pathname(m->path, filename, MAX_BUF);
1421  else
1422  create_pathname(m->path, filename, MAX_BUF);
1423  } else {
1424  if (m->path[0] != '~') {
1425  LOG(llevError,
1426  "Cannot save unique map '%s' outside of LOCALDIR. Check "
1427  "that all exits to '%s' have FLAG_UNIQUE set correctly.\n",
1428  m->path, m->path);
1429  return SAVE_ERROR_UCREATION;
1430  }
1431  snprintf(filename, sizeof(filename), "%s/%s/%s", settings.localdir, settings.playerdir, m->path+1);
1432  }
1433 
1434  make_path_to_file(filename);
1435  } else {
1436  if (!m->tmpname)
1437  m->tmpname = tempnam(settings.tmpdir, NULL);
1438  strlcpy(filename, m->tmpname, sizeof(filename));
1439  }
1440  m->in_memory = MAP_SAVING;
1441 
1442  fp = of_open(&of, filename);
1443  if (fp == NULL)
1444  return SAVE_ERROR_RCREATION;
1445 
1446  /* legacy */
1447  fprintf(fp, "arch map\n");
1448  if (m->name)
1449  fprintf(fp, "name %s\n", m->name);
1450  if (m->reset_timeout)
1451  fprintf(fp, "reset_timeout %u\n", m->reset_timeout);
1452  if (m->fixed_resettime)
1453  fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime);
1454  /* we unfortunately have no idea if this is a value the creator set
1455  * or a difficulty value we generated when the map was first loaded
1456  */
1457  if (m->difficulty)
1458  fprintf(fp, "difficulty %d\n", m->difficulty);
1459  if (m->region)
1460  fprintf(fp, "region %s\n", m->region->name);
1461  if (m->shopitems) {
1462  print_shop_string(m, shop, sizeof(shop));
1463  fprintf(fp, "shopitems %s\n", shop);
1464  }
1465  if (m->shopgreed)
1466  fprintf(fp, "shopgreed %f\n", m->shopgreed);
1467  if (m->shopmin)
1468  fprintf(fp, "shopmin %" FMT64U "\n", m->shopmin);
1469  if (m->shopmax)
1470  fprintf(fp, "shopmax %" FMT64U "\n", m->shopmax);
1471  if (m->shoprace)
1472  fprintf(fp, "shoprace %s\n", m->shoprace);
1473  if (m->darkness)
1474  fprintf(fp, "darkness %d\n", m->darkness);
1475  if (m->width)
1476  fprintf(fp, "width %d\n", m->width);
1477  if (m->height)
1478  fprintf(fp, "height %d\n", m->height);
1479  if (m->enter_x)
1480  fprintf(fp, "enter_x %d\n", m->enter_x);
1481  if (m->enter_y)
1482  fprintf(fp, "enter_y %d\n", m->enter_y);
1483  if (m->msg)
1484  fprintf(fp, "msg\n%sendmsg\n", m->msg);
1485  if (m->maplore)
1486  fprintf(fp, "maplore\n%sendmaplore\n", m->maplore);
1487  if (m->unique)
1488  fprintf(fp, "unique %d\n", m->unique);
1489  if (m->is_template)
1490  fprintf(fp, "template %d\n", m->is_template);
1491  if (m->outdoor)
1492  fprintf(fp, "outdoor %d\n", m->outdoor);
1493  if (m->nosmooth)
1494  fprintf(fp, "nosmooth %d\n", m->nosmooth);
1495  if (m->last_reset_time)
1496  fprintf(fp, "first_load %ld\n", m->last_reset_time);
1497  if (m->background_music)
1498  fprintf(fp, "background_music %s\n", m->background_music);
1499  if (m->reset_group)
1500  fprintf(fp, "reset_group %s\n", m->reset_group);
1501 
1502  /* Save any tiling information, except on overlays */
1503  if (flag != SAVE_MODE_OVERLAY)
1504  for (i = 0; i < 4; i++)
1505  if (m->tile_path[i])
1506  fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]);
1507 
1508  fprintf(fp, "end\n");
1509 
1510  /* In the game save unique items in the different file, but
1511  * in the editor save them to the normal map file.
1512  * If unique map, save files in the proper destination (set by
1513  * player)
1514  */
1515  if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) {
1516  char name[MAX_BUF], final_unique[sizeof(name) + 4];
1517 
1518  create_items_path(m->path, name, MAX_BUF);
1519  snprintf(final_unique, sizeof(final_unique), "%s.v00", name);
1520  fp2 = of_open(&of2, final_unique);
1521  if (fp2 == NULL) {
1522  of_cancel(&of);
1523  return SAVE_ERROR_UCREATION;
1524  }
1525  if (flag == SAVE_MODE_OVERLAY) {
1526  /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */
1527  res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE);
1528  if (res < 0) {
1529  LOG(llevError, "Save error during object save: %d\n", res);
1530  of_cancel(&of);
1531  of_cancel(&of2);
1532  return res;
1533  }
1534  m->in_memory = MAP_IN_MEMORY;
1535  } else {
1536  res = save_objects(m, fp, fp2, 0);
1537  if (res < 0) {
1538  LOG(llevError, "Save error during object save: %d\n", res);
1539  of_cancel(&of);
1540  of_cancel(&of2);
1541  return res;
1542  }
1543  free_all_objects(m);
1544  }
1545  if (ftell(fp2) == 0) {
1546  of_cancel(&of2);
1547  /* If there are no unique items left on the map, we need to
1548  * unlink the original unique map so that the unique
1549  * items don't show up again.
1550  */
1551  unlink(final_unique);
1552  } else {
1553  if (!of_close(&of2)) {
1554  of_cancel(&of);
1555  return SAVE_ERROR_URENAME;
1556  }
1557 
1558  if (chmod(final_unique, SAVE_MODE) != 0) {
1559  LOG(llevError, "Could not set permissions on '%s'\n",
1560  final_unique);
1561  }
1562  }
1563  } else { /* save same file when not playing, like in editor */
1564  res = save_objects(m, fp, fp, 0);
1565  if (res < 0) {
1566  LOG(llevError, "Save error during object save: %d\n", res);
1567  of_cancel(&of);
1568  return res;
1569  }
1570  free_all_objects(m);
1571  }
1572 
1573  if (!of_close(&of))
1574  return SAVE_ERROR_CLOSE;
1575 
1576  if (chmod(filename, SAVE_MODE) != 0) {
1577  LOG(llevError, "Could not set permissions on '%s'\n", filename);
1578  }
1579 
1580  PROFILE_END(diff,
1581  LOG(llevDebug, "save_map on %s" " took %ld us\n", m->path, diff));
1582 
1583  maps_saved_total++;
1584  return SAVE_ERROR_OK;
1585 }
1586 
1596 void clean_object(object *op) {
1597  FOR_INV_PREPARE(op, tmp) {
1598  clean_object(tmp);
1599  if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1600  remove_button_link(tmp);
1601  object_remove(tmp);
1603  } FOR_INV_FINISH();
1604 }
1605 
1613  int i, j;
1614  object *op;
1615 
1616  for (i = 0; i < MAP_WIDTH(m); i++)
1617  for (j = 0; j < MAP_HEIGHT(m); j++) {
1618  object *previous_obj = NULL;
1619 
1620  while ((op = GET_MAP_OB(m, i, j)) != NULL) {
1621  if (op == previous_obj) {
1622  LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1623  break;
1624  }
1625  previous_obj = op;
1626  op = HEAD(op);
1627 
1628  /* If the map isn't in memory, object_free_drop_inventory() will remove and
1629  * free objects in op's inventory. So let it do the job.
1630  */
1631  if (m->in_memory == MAP_IN_MEMORY)
1632  clean_object(op);
1633  object_remove(op);
1635  }
1636  }
1637 #ifdef MANY_CORES
1638  /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1639  * an item on that map was not saved - look for that condition and die as appropriate -
1640  * this leaves more of the map data intact for better debugging.
1641  */
1642  for (op = objects; op != NULL; op = op->next) {
1643  if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1644  LOG(llevError, "free_all_objects: object %s still on map after it should have been freed\n", op->name);
1645  abort();
1646  }
1647  }
1648 #endif
1649 }
1650 
1660  int i;
1661 
1662  if (!m->in_memory) {
1663  LOG(llevError, "Trying to free freed map.\n");
1664  return;
1665  }
1666 
1668 
1669  if (m->spaces)
1670  free_all_objects(m);
1671  if (m->name)
1672  FREE_AND_CLEAR(m->name);
1673  if (m->spaces)
1674  FREE_AND_CLEAR(m->spaces);
1675  if (m->msg)
1676  FREE_AND_CLEAR(m->msg);
1677  if (m->maplore)
1678  FREE_AND_CLEAR(m->maplore);
1679  if (m->shopitems)
1681  if (m->shoprace)
1683  if (m->background_music)
1685  if (m->buttons)
1687  m->buttons = NULL;
1688  for (i = 0; i < 4; i++) {
1689  if (m->tile_path[i])
1690  FREE_AND_CLEAR(m->tile_path[i]);
1691  m->tile_map[i] = NULL;
1692  }
1693  m->in_memory = MAP_SWAPPED;
1694 }
1695 
1706  mapstruct *tmp, *last;
1707  int i;
1708 
1709  if (!m)
1710  return;
1711  if (m->in_memory == MAP_IN_MEMORY) {
1712  /* change to MAP_SAVING, even though we are not,
1713  * so that object_remove() doesn't do as much work.
1714  */
1715  m->in_memory = MAP_SAVING;
1716  free_map(m);
1717  }
1718  /* move this out of free_map, since tmpname can still be needed if
1719  * the map is swapped out.
1720  */
1721  free(m->tmpname);
1722  m->tmpname = NULL;
1724  last = NULL;
1725  /* We need to look through all the maps and see if any maps
1726  * are pointing at this one for tiling information. Since
1727  * tiling can be assymetric, we just can not look to see which
1728  * maps this map tiles with and clears those.
1729  */
1730  for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1731  if (tmp->next == m)
1732  last = tmp;
1733 
1734  /* This should hopefully get unrolled on a decent compiler */
1735  for (i = 0; i < 4; i++)
1736  if (tmp->tile_map[i] == m)
1737  tmp->tile_map[i] = NULL;
1738  }
1739 
1740  /* If last is null, then this should be the first map in the list */
1741  if (!last) {
1742  if (m == first_map)
1743  first_map = m->next;
1744  else
1745  /* m->path is a static char, so should hopefully still have
1746  * some useful data in it.
1747  */
1748  LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path);
1749  } else
1750  last->next = m->next;
1751 
1752  free(m);
1753 }
1754 
1760  // Right now this just sets the fixed swap time.
1761  m->timeout = MAP_MINTIMEOUT;
1762 }
1763 
1777 mapstruct *ready_map_name(const char *name, int flags) {
1778  mapstruct *m;
1779 
1780  if (!name)
1781  return (NULL);
1782 
1783  /* Have we been at this level before? */
1784  m = has_been_loaded(name);
1785 
1786  /* Map is good to go, so just return it */
1787  if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1788  map_reset_swap(m);
1789  return m;
1790  }
1791 
1792  /* Rewrite old paths starting with LOCALDIR/PLAYERDIR to new '~' paths. */
1793  char buf[MAX_BUF], buf2[MAX_BUF];
1794  snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, settings.playerdir);
1795  if (strncmp(name, buf, strlen(buf)) == 0) {
1796  snprintf(buf2, sizeof(buf2), "~%s", name+strlen(buf)+1);
1797  name = buf2;
1798  }
1799 
1800  /* Paths starting with '~' are unique. */
1801  if (name[0] == '~') {
1802  flags |= MAP_PLAYER_UNIQUE;
1803  }
1804 
1805  /* unique maps always get loaded from their original location, and never
1806  * a temp location. Likewise, if map_flush is set, or we have never loaded
1807  * this map, load it now. I removed the reset checking from here -
1808  * it seems the probability of a player trying to enter a map that should
1809  * reset but hasn't yet is quite low, and removing that makes this function
1810  * a bit cleaner (and players probably shouldn't rely on exact timing for
1811  * resets in any case - if they really care, they should use the 'maps command.
1812  */
1813  if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1814  /* first visit or time to reset */
1815  if (m) {
1816  clean_tmp_map(m); /* Doesn't make much difference */
1817  delete_map(m);
1818  }
1819 
1820  m = mapfile_load(name, (flags&MAP_PLAYER_UNIQUE));
1821  if (m == NULL) return NULL;
1822 
1823  /* If a player unique map, no extra unique object file to load.
1824  * if from the editor, likewise.
1825  */
1826  if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1828 
1829  if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1830  if (load_overlay_map(name, m) != 0) {
1831  delete_map(m);
1832  m = mapfile_load(name, 0);
1833  if (m == NULL) {
1834  /* Really, this map is bad :( */
1835  return NULL;
1836  }
1837  }
1838  }
1839  } else {
1840  /* If in this loop, we found a temporary map, so load it up. */
1841 
1842  if (load_temporary_map(m) != 0) {
1843  /*
1844  * There was a failure loading the temporary map, fall back to original one.
1845  * load_temporary_map() already logged the error.
1846  */
1847  delete_map(m);
1848  m = mapfile_load(name, 0);
1849  if (m == NULL) {
1850  /* Really, this map is bad :( */
1851  return NULL;
1852  }
1853  }
1855 
1856  clean_tmp_map(m);
1857  m->in_memory = MAP_IN_MEMORY;
1858  /* tempnam() on sun systems (probably others) uses malloc
1859  * to allocated space for the string. Free it here.
1860  * In some cases, load_temporary_map above won't find the
1861  * temporary map, and so has reloaded a new map. If that
1862  * is the case, tmpname is now null
1863  */
1864  free(m->tmpname);
1865  m->tmpname = NULL;
1866  /* It's going to be saved anew anyway */
1867  }
1868 
1869  /* Below here is stuff common to both first time loaded maps and
1870  * temp maps.
1871  */
1872 
1873  decay_objects(m); /* start the decay */
1874 
1875  if (m->outdoor)
1876  set_darkness_map(m);
1877 
1878  if (!(flags&(MAP_FLUSH))) {
1879  if (m->last_reset_time == 0) {
1880  m->last_reset_time = seconds();
1881  }
1882  }
1883 
1884  /* Randomize monsters direction and animation state */
1885 
1886  if (!(flags & MAP_STYLE)) {
1887  for (int x = 0; x < MAP_WIDTH(m); x++)
1888  for (int y = 0; y < MAP_HEIGHT(m); y++)
1889  FOR_MAP_PREPARE(m, x, y, op) {
1890  if (!op->head && QUERY_FLAG(op, FLAG_MONSTER) && (op->direction == 0 || op->facing == 0)) {
1891  if (op->animation) {
1892  auto facings = NUM_FACINGS(op);
1893  op->facing = facings > 1 ? 1 + (cf_random() % facings) : 1;
1894  op->direction = op->facing;
1895  const int max_state = NUM_ANIMATIONS(op) / facings;
1896  op->state = max_state > 1 ? cf_random() % max_state : 0;
1897  animate_object(op, op->direction);
1898  }
1899  }
1900  } FOR_MAP_FINISH();
1901 
1902  }
1903 
1904  map_reset_swap(m);
1906 
1907  return m;
1908 }
1909 
1926  archetype *at;
1927  int x, y;
1928  int diff = 0;
1929  int i;
1930  int64_t exp_pr_sq, total_exp = 0;
1931 
1932  if (MAP_DIFFICULTY(m)) {
1933  return MAP_DIFFICULTY(m);
1934  }
1935 
1936  for (x = 0; x < MAP_WIDTH(m); x++)
1937  for (y = 0; y < MAP_HEIGHT(m); y++)
1938  FOR_MAP_PREPARE(m, x, y, op) {
1939  if (QUERY_FLAG(op, FLAG_MONSTER))
1940  total_exp += op->stats.exp;
1941  if (QUERY_FLAG(op, FLAG_GENERATOR)) {
1942  total_exp += op->stats.exp;
1943  // If we have an other_arch on our generator, just use that.
1944  // FIXME: Figure out what to do if we are doing template generation from inventory.
1945  at = op->other_arch ? op->other_arch : NULL;
1946  if (at != NULL) {
1947  // Make sure we can't set off a null pointer dereference in atoi().
1948  const char *val = object_get_value(op, "generator_limit");
1949  int lim = atoi(val ? val : "0");
1950  // We assume, on average, the generator will generate half its contents.
1951  if (!lim || lim >= 16)
1952  total_exp += at->clone.stats.exp*8;
1953  else
1954  total_exp += at->clone.stats.exp*(lim/2);
1955  }
1956  }
1957  } FOR_MAP_FINISH();
1958  // Used to be multiplied by 1000, but this undershot horribly
1959  // once I fixed the calculation for generators.
1960  // I'm trying out some exponentiation, since linear scaling
1961  // seems to overshoot low-level maps and undershoot high-level maps.
1962  // I also feel comfortable, knowing that generators return
1963  // sensible values, to up the max diff this calculates from 20 to 25.
1964  // - Neila Hawkins 2021-03-04
1965  exp_pr_sq = (pow(total_exp, 1.75))/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1966  diff = 25;
1967  for (i = 1; i < 25; i++)
1968  if (exp_pr_sq <= level_exp(i, 1.0)) {
1969  diff = i;
1970  break;
1971  }
1972 
1973  return diff;
1974 }
1975 
1983  if (m->tmpname == NULL)
1984  return;
1985  (void)unlink(m->tmpname);
1986 }
1987 
1991 void free_all_maps(void) {
1992  int real_maps = 0;
1993 
1994  while (first_map) {
1995  /* I think some of the callers above before it gets here set this to be
1996  * saving, but we still want to free this data
1997  */
1998  if (first_map->in_memory == MAP_SAVING)
2001  real_maps++;
2002  }
2003  LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
2004 }
2005 
2023 int change_map_light(mapstruct *m, int change) {
2024  int new_level = m->darkness+change;
2025 
2026  /* Nothing to do */
2027  if (!change
2028  || (new_level <= 0 && m->darkness == 0)
2029  || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) {
2030  return 0;
2031  }
2032 
2033  /* inform all players on the map */
2034  if (change > 0)
2035  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker.");
2036  else
2037  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.");
2038 
2039  /* Do extra checking. since m->darkness is a unsigned value,
2040  * we need to be extra careful about negative values.
2041  * In general, the checks below are only needed if change
2042  * is not +/-1
2043  */
2044  if (new_level < 0)
2045  m->darkness = 0;
2046  else if (new_level >= MAX_DARKNESS)
2047  m->darkness = MAX_DARKNESS;
2048  else
2049  m->darkness = new_level;
2050 
2051  /* All clients need to get re-updated for the change */
2052  update_all_map_los(m);
2053  return 1;
2054 }
2055 
2078 static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) {
2079  int l, l1;
2080  object *tmp;
2081 
2082  for (l = low_layer; l <= high_layer; l++) {
2083  if (!layers[l]) {
2084  /* found an empty spot. now, we want to make sure
2085  * highest visibility at top, etc.
2086  */
2087  layers[l] = ob;
2088  if (!honor_visibility)
2089  return;
2090 
2091  /* This is basically a mini bubble sort. Only swap
2092  * position if the lower face has greater (not equal)
2093  * visibility - map stacking is secondary consideration here.
2094  */
2095  for (l1 = (l-1); l1 >= low_layer; l1--) {
2096  if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) {
2097  tmp = layers[l1+1];
2098  layers[l1+1] = layers[l1];
2099  layers[l1] = tmp;
2100  }
2101  }
2102  /* Nothing more to do - face inserted */
2103  return;
2104  }
2105  }
2106  /* If we get here, all the layers have an object..
2107  */
2108  if (!honor_visibility) {
2109  /* Basically, in this case, it is pure stacking logic, so
2110  * new object goes on the top.
2111  */
2112  for (l = low_layer; l < high_layer; l++)
2113  layers[l] = layers[l+1];
2114  layers[high_layer] = ob;
2115  /* If this object doesn't have higher visibility than
2116  * the lowest object, no reason to go further.
2117  */
2118  } else if (ob->face->visibility >= layers[low_layer]->face->visibility) {
2119  /*
2120  * Start at the top (highest visibility) layer and work down.
2121  * once this face exceed that of the layer, push down those
2122  * other layers, and then replace the layer with our object.
2123  */
2124  for (l = high_layer; l >= low_layer; l--) {
2125  if (ob->face->visibility >= layers[l]->face->visibility) {
2126  for (l1 = low_layer; l1 < l; l1++)
2127  layers[l1] = layers[l1+1];
2128  layers[l] = ob;
2129  break;
2130  }
2131  }
2132  }
2133 }
2134 
2147 void update_position(mapstruct *m, int x, int y) {
2148  object *player = NULL;
2149  uint8_t flags = 0, oldflags, light = 0;
2150  object *layers[MAP_LAYERS];
2151 
2152  MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
2153 
2154  oldflags = GET_MAP_FLAGS(m, x, y);
2155  if (!(oldflags&P_NEED_UPDATE)) {
2156  LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
2157  return;
2158  }
2159 
2160  memset(layers, 0, MAP_LAYERS*sizeof(object *));
2161 
2162  FOR_MAP_PREPARE(m, x, y, tmp) {
2163  /* DMs just don't do anything when hidden, including no light. */
2164  if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)
2165  continue;
2166 
2167  if (tmp->type == PLAYER)
2168  player = tmp;
2169 
2170  /* This could be made additive I guess (two lights better than
2171  * one). But if so, it shouldn't be a simple additive - 2
2172  * light bulbs do not illuminate twice as far as once since
2173  * it is a dissipation factor that is squared (or is it cubed?)
2174  */
2175  if (tmp->glow_radius > light)
2176  light = tmp->glow_radius;
2177 
2178  /* if this object is visible and not a blank face,
2179  * update the objects that show how this space
2180  * looks.
2181  */
2182  if (!tmp->invisible && tmp->face != blank_face) {
2183  if (tmp->map_layer) {
2184  add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer,
2185  tmp, layers, map_layer_info[tmp->map_layer].honor_visibility);
2186  } else if (tmp->move_type&MOVE_FLYING) {
2187  add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1);
2188  } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER) || QUERY_FLAG(tmp, FLAG_CAN_ROLL))) {
2189  // Put things that are likely to move on the LIVING layers
2191  } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) {
2192  layers[MAP_LAYER_FLOOR] = tmp;
2193  /* floors hide everything else */
2194  memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *));
2195  /* Check for FLAG_SEE_ANYWHERE is removed - objects
2196  * with that flag should just have a high visibility
2197  * set - we shouldn't need special code here.
2198  */
2199  } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) {
2201  } else {
2203  }
2204  }
2205  if (tmp == tmp->above) {
2206  LOG(llevError, "Error in structure of map\n");
2207  exit(-1);
2208  }
2209 
2210  move_slow |= tmp->move_slow;
2211  move_block |= tmp->move_block;
2212  move_on |= tmp->move_on;
2213  move_off |= tmp->move_off;
2214  move_allow |= tmp->move_allow;
2215 
2216  if (QUERY_FLAG(tmp, FLAG_ALIVE))
2217  flags |= P_IS_ALIVE;
2218  if (QUERY_FLAG(tmp, FLAG_NO_MAGIC))
2219  flags |= P_NO_MAGIC;
2221  flags |= P_NO_CLERIC;
2222 
2223  if (QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
2224  flags |= P_BLOCKSVIEW;
2225  } FOR_MAP_FINISH(); /* for stack of objects */
2226 
2227  if (player)
2228  flags |= P_PLAYER;
2229 
2230  /* we don't want to rely on this function to have accurate flags, but
2231  * since we're already doing the work, we calculate them here.
2232  * if they don't match, logic is broken someplace.
2233  */
2234  if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags)
2235  && (!(oldflags&P_NO_ERROR))) {
2236  LOG(llevDebug, "update_position: updated flags do not match old flags: %s (x=%d,y=%d) %x != %x\n",
2237  m->path, x, y, (oldflags&~P_NEED_UPDATE), flags);
2238  }
2239 
2240  SET_MAP_FLAGS(m, x, y, flags);
2241  SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow);
2242  SET_MAP_MOVE_ON(m, x, y, move_on);
2243  SET_MAP_MOVE_OFF(m, x, y, move_off);
2244  SET_MAP_MOVE_SLOW(m, x, y, move_slow);
2245  SET_MAP_LIGHT(m, x, y, light);
2246 
2247  /* Note that player may be NULL here, which is fine - if no player, need
2248  * to clear any value that may be set.
2249  */
2250  SET_MAP_PLAYER(m, x, y, player);
2251 
2252  /* Note it is intentional we copy everything, including NULL values. */
2253  memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS);
2254 }
2255 
2263  int timeout;
2264 
2265  timeout = MAP_RESET_TIMEOUT(map);
2266  if (timeout <= 0)
2267  timeout = MAP_DEFAULTRESET;
2268  if (timeout >= MAP_MAXRESET)
2269  timeout = MAP_MAXRESET;
2270  MAP_RESET_TIMEOUT(map) = timeout;
2271  MAP_WHEN_RESET(map) = seconds()+timeout;
2272 }
2273 
2288 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) {
2289  int dest_tile = (tile_num+2)%4;
2290  char path[HUGE_BUF];
2291 
2292  path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path));
2293 
2294  orig_map->tile_map[tile_num] = ready_map_name(path, 0);
2295  if (orig_map->tile_map[tile_num] == NULL) {
2296  LOG(llevError, "%s has invalid tiled map %s\n", orig_map->path, path);
2297  free(orig_map->tile_path[tile_num]);
2298  orig_map->tile_path[tile_num] = NULL;
2299  return NULL;
2300  }
2301 
2302  /* need to do a strcmp here as the orig_map->path is not a shared string */
2303  if (orig_map->tile_map[tile_num]->tile_path[dest_tile]
2304  && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2305  orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2306 
2307  return orig_map->tile_map[tile_num];
2308 }
2309 
2323 int out_of_map(mapstruct *m, int x, int y) {
2324  int16_t xp = x, yp = y;
2325  if (get_map_from_coord(m, &xp, &yp) == NULL) {
2326  return 1;
2327  } else {
2328  return 0;
2329  }
2330 }
2331 
2351 mapstruct *get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y) {
2352 
2353  /* Simple case - coordinates are within this local
2354  * map.
2355  */
2356 
2357  if ( !m ) return NULL;
2358  if (m->in_memory == MAP_SWAPPED) {
2359  // callers are calling get_map_from_coord() to access the map, so if
2360  // it's swapped out return early here. While we could finish this
2361  // computation without having to swap the map in, when they try to
2362  // get/set it will abort()
2363  //
2364  // This should never happen (if it did, the swapper is buggy) but it
2365  // does actually happen because of object recycling (e.g. op->enemy
2366  // points to a completely different object on a swapped out map)
2367  return NULL;
2368  }
2369  if (!OUT_OF_REAL_MAP(m, *x, *y))
2370  return m;
2371 
2372  do /* With the first case there, we can assume we are out of the map if we get here */
2373  {
2374  // Figure out what map should be in the direction we are off the map, and then
2375  // load that map and look again.
2376  if (*x < 0) {
2377  if (!m->tile_path[3])
2378  return NULL;
2379  if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY){
2381  /* Make sure we loaded properly. */
2382  if (!m->tile_map[3])
2383  return NULL;
2384  }
2385  *x += MAP_WIDTH(m->tile_map[3]);
2386  m = m->tile_map[3];
2387  }
2388  else if (*x >= MAP_WIDTH(m)) {
2389  if (!m->tile_path[1])
2390  return NULL;
2391  if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY){
2393  /* Make sure we loaded properly. */
2394  if (!m->tile_map[1])
2395  return NULL;
2396  }
2397  *x -= MAP_WIDTH(m);
2398  m = m->tile_map[1];
2399  }
2400  // It is possible that x and y be considered separate compare groups,
2401  // But using an else-if here retains the old behavior that recursion produced.
2402  else if (*y < 0) {
2403  if (!m->tile_path[0])
2404  return NULL;
2405  if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY){
2407  /* Make sure we loaded properly. */
2408  if (!m->tile_map[0])
2409  return NULL;
2410  }
2411  *y += MAP_HEIGHT(m->tile_map[0]);
2412  m = m->tile_map[0];
2413  }
2414  else if (*y >= MAP_HEIGHT(m)) {
2415  if (!m->tile_path[2])
2416  return NULL;
2417  if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY){
2419  /* Make sure we loaded properly. */
2420  if (!m->tile_map[2])
2421  return NULL;
2422  }
2423  *y -= MAP_HEIGHT(m);
2424  m = m->tile_map[2];
2425  }
2426  // The check here is if our single tile is in the map.
2427  // That is exactly what the OUT_OF_MAP macro does.
2428  } while (OUT_OF_REAL_MAP(m, *x, *y));
2429  return m; /* We have found our map */
2430 }
2431 
2445 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2446  if (!map1 || !map2)
2447  return 0;
2448 
2449  if (map1 == map2) {
2450  *dx = 0;
2451  *dy = 0;
2452  } else if (map1->tile_map[0] == map2) { /* up */
2453  *dx = 0;
2454  *dy = -MAP_HEIGHT(map2);
2455  } else if (map1->tile_map[1] == map2) { /* right */
2456  *dx = MAP_WIDTH(map1);
2457  *dy = 0;
2458  } else if (map1->tile_map[2] == map2) { /* down */
2459  *dx = 0;
2460  *dy = MAP_HEIGHT(map1);
2461  } else if (map1->tile_map[3] == map2) { /* left */
2462  *dx = -MAP_WIDTH(map2);
2463  *dy = 0;
2464  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2465  *dx = MAP_WIDTH(map1->tile_map[0]);
2466  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2467  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2468  *dx = -MAP_WIDTH(map2);
2469  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2470  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2471  *dx = MAP_WIDTH(map1);
2472  *dy = -MAP_HEIGHT(map2);
2473  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2474  *dx = MAP_WIDTH(map1);
2475  *dy = MAP_HEIGHT(map1->tile_map[1]);
2476  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2477  *dx = MAP_WIDTH(map1->tile_map[2]);
2478  *dy = MAP_HEIGHT(map1);
2479  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2480  *dx = -MAP_WIDTH(map2);
2481  *dy = MAP_HEIGHT(map1);
2482  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2483  *dx = -MAP_WIDTH(map1->tile_map[3]);
2484  *dy = -MAP_HEIGHT(map2);
2485  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2486  *dx = -MAP_WIDTH(map1->tile_map[3]);
2487  *dy = MAP_HEIGHT(map1->tile_map[3]);
2488  } else { /* not "adjacent" enough */
2489  return 0;
2490  }
2491 
2492  return 1;
2493 }
2494 
2522 int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) {
2523  if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2524  /* be conservative and fill in _some_ data */
2525  retval->distance = 100000;
2526  retval->distance_x = 32767;
2527  retval->distance_y = 32767;
2528  retval->direction = 0;
2529  retval->part = NULL;
2530  return 0;
2531  } else {
2532  object *best;
2533 
2534  retval->distance_x += op2->x-op1->x;
2535  retval->distance_y += op2->y-op1->y;
2536 
2537  best = op1;
2538  /* If this is multipart, find the closest part now */
2539  if (!(flags&0x1) && op1->more) {
2540  object *tmp;
2541  int best_distance = retval->distance_x*retval->distance_x+
2542  retval->distance_y*retval->distance_y, tmpi;
2543 
2544  /* we just take the offset of the piece to head to figure
2545  * distance instead of doing all that work above again
2546  * since the distance fields we set above are positive in the
2547  * same axis as is used for multipart objects, the simply arithmetic
2548  * below works.
2549  */
2550  for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2551  tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2552  (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2553  if (tmpi < best_distance) {
2554  best_distance = tmpi;
2555  best = tmp;
2556  }
2557  }
2558  if (best != op1) {
2559  retval->distance_x += op1->x-best->x;
2560  retval->distance_y += op1->y-best->y;
2561  }
2562  }
2563  retval->part = best;
2564  retval->distance = ihypot(retval->distance_x, retval->distance_y);
2565  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2566  return 1;
2567  }
2568 }
2569 
2590 int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval) {
2591  if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2592  /* be conservative and fill in _some_ data */
2593  retval->distance = 100000;
2594  retval->distance_x = 32767;
2595  retval->distance_y = 32767;
2596  retval->direction = 0;
2597  retval->part = NULL;
2598  return 0;
2599  } else {
2600  retval->distance_x += op2->x-x;
2601  retval->distance_y += op2->y-y;
2602 
2603  retval->part = NULL;
2604  retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2605  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2606  return 1;
2607  }
2608 }
2609 
2628 int on_same_map(const object *op1, const object *op2) {
2629  int dx, dy;
2630 
2631  return adjacent_map(op1->map, op2->map, &dx, &dy);
2632 }
2633 
2651 object *map_find_by_flag(mapstruct *map, int x, int y, int flag) {
2652  object *tmp;
2653 
2654  for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) {
2655  object *head;
2656 
2657  head = HEAD(tmp);
2658  if (QUERY_FLAG(head, flag))
2659  return head;
2660  }
2661  return NULL;
2662 }
2663 
2669  char base[HUGE_BUF], path[sizeof(base) + 4];
2670  int count;
2671 
2672  if (map->unique) {
2673  snprintf(path, sizeof(path), "%s/%s/%s", settings.localdir, settings.playerdir, map->path+1);
2674  if (unlink(path) != 0) {
2675  LOG(llevError, "Could not delete %s: %s\n", path, strerror(errno));
2676  }
2677  return;
2678  }
2679 
2680  create_items_path(map->path, base, sizeof(base));
2681 
2682  for (count = 0; count < 10; count++) {
2683  snprintf(path, sizeof(path), "%s.v%02d", base, count);
2684  unlink(path);
2685  }
2686 }
2687 
2693 const char *map_get_path(const object *item) {
2694  if (item->map != NULL) {
2695  if (strlen(item->map->path) > 0) {
2696  return item->map->path;
2697  }
2698 
2699  return item->map->name ? item->map->name : "(empty path and name)";
2700  }
2701 
2702  if (item->env != NULL)
2703  return map_get_path(item->env);
2704 
2705  return "(no map and no env!)";
2706 }
2707 
2713 bool map_path_unique(const char *path) {
2714  return path != NULL && path[0] == '~';
2715 }
2716 
2717 MapSpace *map_space(const mapstruct *m, int x, int y) {
2718  if (m->spaces == NULL) // guard against map being swapped out
2719  abort();
2720  if (OUT_OF_REAL_MAP(m, x, y)) // array out of bounds check
2721  abort();
2722  return &m->spaces[x + m->width * y];
2723 }
2724 
2729 int map_light_on(mapstruct *m, int x, int y) {
2730  /* Check the spaces with the max light radius to see if any of them
2731  * have lights, and if any of them light the player enough, then return 1.
2732  */
2733  for (int i = x - MAX_LIGHT_RADII; i <= x + MAX_LIGHT_RADII; i++) {
2734  for (int j = y - MAX_LIGHT_RADII; j <= y + MAX_LIGHT_RADII; j++) {
2735  int16_t nx = i;
2736  int16_t ny = j;
2737  auto real = get_map_from_coord(m, &nx, &ny);
2738  if (real == nullptr)
2739  continue;
2740 
2741  int light = GET_MAP_LIGHT(real, nx, ny);
2742  if (light == 0)
2743  continue;
2744 
2745  if (ihypot(i - x, j - y) < light)
2746  return 1;
2747  }
2748  }
2749 
2750  return 0;
2751 }
2752 
2756 bool coords_in_shop(mapstruct *map, int x, int y) {
2757  FOR_MAP_PREPARE(map, x, y, floor)
2758  if (floor->type == SHOP_FLOOR) return true;
2759  FOR_MAP_FINISH();
2760  return false;
2761 }
2762 
2763 bool shop_contains(object *ob) {
2764  if (!ob->map) return 0;
2765  return coords_in_shop(ob->map, ob->x, ob->y);
2766 }
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
Error, serious thing.
Definition: logger.h:11
#define FLAG_NO_MAGIC
Spells (some) can&#39;t pass this object.
Definition: define.h:263
int on_same_map(const object *op1, const object *op2)
Checks whether 2 objects are on the same map or not.
Definition: map.cpp:2628
int check_path(const char *name, int prepend_dir)
This function checks if a file with the given path exists.
Definition: map.cpp:201
#define MSG_TYPE_MISC
Messages that don&#39;t go elsewhere.
Definition: newclient.h:430
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
void of_cancel(OutputFile *of)
Cancels a save process.
Definition: output_file.cpp:89
int index
Being the size of the shopitems array.
Definition: map.h:306
#define FLAG_DAMNED
The object is very cursed.
Definition: define.h:305
#define FLAG_UNPAID
Object hasn&#39;t been paid for yet.
Definition: define.h:223
#define MOVE_WALK
Object walks.
Definition: define.h:398
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:2147
char * stringbuffer_finish(StringBuffer *sb)
Deallocate the string buffer instance and return the string.
#define MAP_STYLE
Active objects shouldn&#39;t be put on active list.
Definition: map.h:97
#define FLAG_IS_LINKED
The object is linked with other objects.
Definition: define.h:303
bool map_path_unique(const char *path)
Return true if the given map path leads to a unique map.
Definition: map.cpp:2713
see doc/Developers/objects
Definition: object.h:113
#define S_IRGRP
Definition: win32.h:53
#define PROFILE_BEGIN(expr)
Definition: global.h:364
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
This is used by get_rangevector to determine where the other creature is.
Definition: map.h:375
struct archetype * arch
Pointer to archetype.
Definition: object.h:424
uint64_t shopmax
MMaximum price a shop will offer.
Definition: map.h:355
#define P_PLAYER
There is a player on this space.
Definition: map.h:239
#define SAVE_ERROR_OK
No error.
Definition: map.h:142
#define P_NEED_UPDATE
This space is out of date.
Definition: map.h:242
#define MAP_FLUSH
Always load map from the map directory, and don&#39;t do unique items or the like.
Definition: map.h:94
void free_all_maps(void)
Frees all allocated maps.
Definition: map.cpp:1991
object * object_get_owner(object *op)
Returns the object which this object marks as being the owner.
Definition: object.cpp:789
#define MAX_LIGHT_RADII
Max radii for &#39;light&#39; object, really large values allow objects that can slow down the game...
Definition: define.h:450
void allocate_map(mapstruct *m)
This basically allocates the dynamic array of spaces for the map.
Definition: map.cpp:822
void animate_object(object *op, int dir)
Updates the face-variable of an object.
Definition: anim.cpp:44
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
Definition: logger.cpp:58
int maps_saved_total
Definition: logger.cpp:40
int load_object(FILE *fp, object *op, int bufstate, int map_flags, bool artifact_init)
#define OB_TYPE_MOVE_BLOCK(ob1, type)
Basic macro to see if if ob1 can not move onto a space based on the &#39;type&#39; move_block parameter Add c...
Definition: define.h:433
uint32_t cf_random(void)
Definition: cf_random.cpp:5
static const Map_Layer_Info map_layer_info[MAP_LAYERS]
the ob->map_layer holds the low layer.
Definition: map.cpp:63
#define NUM_FACINGS(ob)
Definition: global.h:174
object * part
Part we found.
Definition: map.h:380
const typedata * get_typedata(int itemtype)
Definition: item.cpp:328
void map_path(const char *map, int flags, char *pathname, size_t bufsize)
Definition: map.cpp:1174
#define EVENT_MAPUNLOAD
A map is freed (includes swapping out)
Definition: events.h:64
const char * name_pl
Plural name.
Definition: define.h:92
#define strdup_local
Definition: compat.h:29
int save_map(mapstruct *m, int flag)
Saves a map to file.
Definition: map.cpp:1404
char * background_music
Background music to use for this map.
Definition: map.h:362
static int load_temporary_map(mapstruct *m)
Loads a map, which has been loaded earlier, from file.
Definition: map.cpp:1261
#define MAP_LAYER_ITEM1
Items that can be picked up.
Definition: map.h:43
#define FLAG_IS_FLOOR
Can&#39;t see what&#39;s underneath this object.
Definition: define.h:290
void dump_all_maps(void)
Prints out debug-information about all maps.
Definition: map.cpp:268
#define P_NO_MAGIC
Spells (some) can&#39;t pass this object.
Definition: map.h:230
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
void dump_map(const mapstruct *m)
Prints out debug-information about a map.
Definition: map.cpp:245
static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy)
Return whether map2 is adjacent to map1.
Definition: map.cpp:2445
uint32_t reset_timeout
How many seconds must elapse before this map should be reset.
Definition: map.h:328
static int load_map_header(FILE *fp, mapstruct *m)
This loads the header information of the map.
Definition: map.cpp:997
void free_map(mapstruct *m)
Frees everything allocated by the given mapstructure.
Definition: map.cpp:1659
bool coords_in_shop(mapstruct *map, int x, int y)
Check if the given map coordinates are in a shop.
Definition: map.cpp:2756
const char * playerdir
Where the player files are.
Definition: global.h:251
#define LO_REPEAT
Definition: loader.h:15
#define MAP_ENTER_X(m)
Default X coordinate for map enter.
Definition: map.h:83
int8_t strength
The degree of specialisation the shop has in this item, as a percentage from -100 to 100...
Definition: map.h:304
#define MAP_DEFAULTRESET
Default time to reset.
Definition: config.h:427
#define FMT64U
Definition: compat.h:17
#define HUGE_BUF
Used for messages - some can be quite long.
Definition: define.h:37
#define MAP_MAXRESET
MAP_MAXRESET is the maximum time a map can have before being reset.
Definition: config.h:425
#define S_IWOTH
Definition: win32.h:41
#define SET_MAP_LIGHT(M, X, Y, L)
Sets map light.
Definition: map.h:167
object * more
Pointer to the rest of a large body of objects.
Definition: object.h:303
sstring add_string(const char *str)
Share a string.
Definition: shstr.cpp:137
#define MAP_HEIGHT(m)
Map height.
Definition: map.h:78
#define FREE_AND_CLEAR_STR_IF(xyz)
Definition: global.h:202
object * above
Pointer to the object stacked above this one.
Definition: object.h:296
#define MAX_DARKNESS
Maximum map darkness, there is no practical reason to exceed this.
Definition: define.h:454
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
unsigned char MoveType
Typdef here to define type large enough to hold bitmask of all movement types.
Definition: define.h:424
void make_path_to_file(const char *filename)
Checks if any directories in the given path doesn&#39;t exist, and creates if necessary.
Definition: porting.cpp:164
int map_light_on(mapstruct *m, int x, int y)
Return the light level at position (X, Y) on map M.
Definition: map.cpp:2729
int16_t y
Position in the map for this object.
Definition: object.h:335
#define MAP_LAYER_FLOOR
Definition: map.h:40
#define FREE_OBJ_NO_DESTROY_CALLBACK
Do not run the destroy callback.
Definition: object.h:547
MoveType move_block
What movement types this blocks.
Definition: object.h:437
StringBuffer * stringbuffer_new(void)
Create a new string buffer.
object * next
Pointer to the next object in the free/used list.
Definition: object.h:285
#define OUT_OF_REAL_MAP(M, X, Y)
Checks if a square is out of the map.
Definition: map.h:220
uint16_t height
Width and height of map.
Definition: map.h:342
uint16_t width
Definition: map.h:342
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
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
int ihypot(int a, int b)
Rough estimate of hypot(a, b).
Definition: utils.cpp:570
#define SAVE_MODE_NORMAL
No special handling.
Definition: map.h:119
int16_t x
Definition: object.h:335
#define NDI_BLACK
Definition: newclient.h:246
#define PROFILE_END(var, expr)
Definition: global.h:369
Global type definitions and header inclusions.
Link an object type with skill needed to identify, and general name.
Definition: define.h:89
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:1297
#define safe_strncpy
Definition: compat.h:27
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
oblinkpt * buttons
Linked list of linked lists of buttons.
Definition: map.h:349
int distance_y
Y delta.
Definition: map.h:378
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Sends message to player(s).
Definition: main.cpp:308
const char * map_get_path(const object *item)
Return the map path on which the specified item is.
Definition: map.cpp:2693
#define FLAG_REMOVED
Object is not in any map or invenory.
Definition: define.h:219
#define MAP_WHEN_RESET(m)
This is when the map will reset.
Definition: map.h:65
void events_execute_global_event(int eventcode,...)
Execute a global event.
Definition: events.cpp:30
#define CALLOC(x, y)
Definition: compat.h:31
static void load_unique_objects(mapstruct *m)
Loads unique objects from file(s) into the map which is in memory.
Definition: map.cpp:1357
#define FLAG_CAN_ROLL
Object can be rolled.
Definition: define.h:241
mapstruct * get_empty_map(int sizex, int sizey)
Creates and returns a map of the specific size.
Definition: map.cpp:852
int maps_loaded_total
Definition: logger.cpp:39
#define MAP_LAYER_LIVING2
Definition: map.h:47
#define NDI_NAVY
Definition: newclient.h:248
void remove_button_link(object *op)
Remove the object from the linked lists of buttons in the map.
Definition: button.cpp:693
uint32_t is_template
If set, this is a template map.
Definition: map.h:334
#define MOVE_ALL
Mask of all movement types.
Definition: define.h:404
const Face * blank_face
Following can just as easily be pointers, but it is easier to keep them like this.
Definition: image.cpp:36
sstring blocks_prayer
For update_position() mostly.
Definition: init.cpp:126
Information about a layer.
Definition: map.cpp:52
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
Definition: shstr.cpp:294
#define SAVE_FLAG_SAVE_UNPAID
If set, unpaid items will be saved.
Definition: map.h:109
#define MAP_IN_MEMORY
Map is fully loaded.
Definition: map.h:129
#define MAP_LAYER_NO_PICK1
Non pickable ground objects.
Definition: map.h:41
void object_free(object *ob, int flags)
Frees everything allocated by an object, removes it from the list of used objects, and puts it on the list of free objects.
Definition: object.cpp:1577
sstring reset_group
For reset purpose, all maps in the same group reset at the same time.
Definition: map.h:332
void save_object_in_sb(StringBuffer *sb, object *op, const int flag)
Store a string representation of op in sb.
Definition: object.cpp:5296
#define FLAG_ALIVE
Object can fight (or be fought)
Definition: define.h:217
#define S_IROTH
Definition: win32.h:50
FILE * of_open(OutputFile *of, const char *fname)
Opens an output file.
Definition: output_file.cpp:30
#define LL_NORMAL
Definition: loader.h:12
#define MAP_OVERLAY
Map to load is an overlay.
Definition: map.h:98
#define FLAG_OBJ_ORIGINAL
NEVER SET THIS.
Definition: define.h:352
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
Definition: object.h:483
#define MAP_SWAPPED
Map spaces have been saved to disk.
Definition: map.h:130
uint32_t unique
If set, this is a per player unique map.
Definition: map.h:333
char * msg
Message map creator may have left.
Definition: map.h:356
void update_all_map_los(mapstruct *map)
update all_map_los is like update_all_los() below, but updates everyone on the map, no matter where they are.
Definition: los.cpp:567
#define INS_ON_TOP
Always put object on top.
Definition: object.h:585
Defines for loader.l / loader.c.
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, FLYING.
Definition: map.cpp:2078
#define LO_NEWFILE
Definition: loader.h:17
object * arch_to_object(archetype *at)
Creates and returns a new object which is a copy of the given archetype.
Definition: arch.cpp:227
char path[HUGE_BUF]
Filename of the map.
Definition: map.h:360
const char * tmpdir
Directory to use for temporary files.
Definition: global.h:256
object * env
Pointer to the object which is the environment.
Definition: object.h:301
#define SET_FLAG(xyz, p)
Definition: define.h:384
#define LL_MORE
Definition: loader.h:11
uint8_t honor_visibility
If 0 then don&#39;t reorder items, else allow.
Definition: map.cpp:54
#define QUERY_FLAG(xyz, p)
Definition: define.h:386
void clean_tmp_map(mapstruct *m)
Removse the temporary file used by the map.
Definition: map.cpp:1982
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
#define SET_MAP_MOVE_SLOW(M, X, Y, C)
Sets the slowing state of a square.
Definition: map.h:202
double shopgreed
How much our shopkeeper overcharges.
Definition: map.h:353
#define OB_MOVE_BLOCK(ob1, ob2)
Definition: define.h:425
void object_fix_multipart(object *tmp)
Ensures specified object has its more parts correctly inserted in map.
Definition: object.cpp:4670
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects, and puts it on the list of free objects.
Definition: object.cpp:1545
int16_t enter_x
Definition: map.h:343
void clean_object(object *op)
Remove and free all objects in the inventory of the given object.
Definition: map.cpp:1596
#define MOVE_FLYING
Combo of fly_low and fly_high.
Definition: define.h:401
#define FOR_INV_FINISH()
Finishes FOR_INV_PREPARE().
Definition: define.h:700
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
char * name
Shortend name of the region as maps refer to it.
Definition: map.h:280
#define S_IWGRP
Definition: win32.h:44
object * head
Points to the main object of a large body.
Definition: object.h:304
#define MAP_LAYERS
This correspondes to the map layers in the map2 protocol.
Definition: map.h:32
#define SET_MAP_PLAYER(M, X, Y, C)
Definition: map.h:170
This is a game-map.
Definition: map.h:320
#define FLAG_BLOCKSVIEW
Object blocks view.
Definition: define.h:256
MapSpace * map_space(const mapstruct *m, int x, int y)
Definition: map.cpp:2717
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Returns true if the given object can&#39;t fit in the given spot.
Definition: map.cpp:489
int distance_x
X delta.
Definition: map.h:377
int calculate_difficulty(mapstruct *m)
This routine is supposed to find out the difficulty of the map.
Definition: map.cpp:1925
int change_map_light(mapstruct *m, int change)
Used to change map light level (darkness) up or down.
Definition: map.cpp:2023
void update_buttons(mapstruct *m)
Updates every button on the map (by calling update_button() for them).
Definition: button.cpp:227
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:2323
#define INS_NO_WALK_ON
Don&#39;t call check_walk_on against the originator.
Definition: object.h:584
sstring object_get_value(const object *op, const char *const key)
Get an extra value by key.
Definition: object.cpp:4331
#define EVENT_MAPREADY
A map is ready, either first load or after reload.
Definition: events.h:62
#define GET_MAP_LIGHT(M, X, Y)
Gets map light.
Definition: map.h:165
#define MAP_LAYER_ITEM3
Definition: map.h:45
int typenum
Itemtype number we need to match, -1 if it is the default price.
Definition: map.h:303
const Face * face
Face with colors.
Definition: object.h:341
char * tile_path[4]
Path to adjoining maps.
Definition: map.h:358
#define MAP_ENTER_Y(m)
Default Y coordinate for map enter.
Definition: map.h:85
int8_t glow_radius
indicates the glow radius of the object
Definition: object.h:374
static void delete_unique_items(mapstruct *m)
This goes through map &#39;m&#39; and removes any unique items on the map.
Definition: map.cpp:1332
uint64_t shopmin
Minimum price a shop will trade for.
Definition: map.h:354
char * maplore
Map lore information.
Definition: map.h:357
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
#define FLAG_OVERLAY_FLOOR
Object is an overlay floor.
Definition: define.h:242
#define P_OUT_OF_MAP
This space is outside the map.
Definition: map.h:254
#define SAVE_ERROR_NO_PATH
Map had no path set.
Definition: map.h:146
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Gets the blocking state of a square.
Definition: map.h:195
mapstruct * first_map
First map.
Definition: init.cpp:107
struct Settings settings
Global settings.
Definition: init.cpp:139
uint32_t map_size(mapstruct *m)
Calculate map size without intermediate sign extension.
Definition: map.cpp:808
const char * templatedir
Directory for the template map.
Definition: global.h:255
#define MAP_DIFFICULTY(m)
Definition: map.h:68
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
#define SAVE_ERROR_URENAME
Couldn&#39;t rename unique temporary file.
Definition: map.h:147
char * path_combine_and_normalize(const char *src, const char *dst, char *path, size_t size)
Combines the 2 paths.
Definition: path.cpp:172
#define MAP_SAVING
Map being saved.
Definition: map.h:132
#define SET_MAP_MOVE_OFF(M, X, Y, C)
Sets the move_off state of a square.
Definition: map.h:212
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:955
#define HEAD(op)
Returns the head part of an object.
Definition: object.h:609
#define INS_ABOVE_FLOOR_ONLY
Put object immediatly above the floor.
Definition: object.h:583
void fatal(enum fatal_error err)
fatal() is meant to be called whenever a fatal signal is intercepted.
Definition: utils.cpp:590
#define FLAG_WIZ
Object has special privilegies.
Definition: define.h:218
MapSpace * spaces
Array of spaces on this map.
Definition: map.h:350
#define MAP_MINTIMEOUT
At least that many ticks before swapout.
Definition: config.h:409
#define SAVE_ERROR_CLOSE
Close error for regular file.
Definition: map.h:148
int isqrt(int n)
Compute the square root.
Definition: utils.cpp:562
long seconds(void)
Return wall clock time in seconds.
Definition: time.cpp:348
living stats
Str, Con, Dex, etc.
Definition: object.h:378
#define MAP_NO_DIFFICULTY
If set then don&#39;t compute a map difficulty if it is 0.
Definition: map.h:96
#define MAX_BUF
Used for all kinds of things.
Definition: define.h:35
#define MSG_TYPE_ATTACK
Attack related messages.
Definition: newclient.h:426
See Door.
Definition: object.h:131
char * shoprace
The preffered race of the local shopkeeper.
Definition: map.h:352
void delete_map(mapstruct *m)
Frees the map, including the mapstruct.
Definition: map.cpp:1705
size_t strlcpy(char *dst, const char *src, size_t size)
Portable implementation of strlcpy(3).
Definition: porting.cpp:222
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:2351
mapstruct * get_linked_map(void)
Allocates, initialises, and returns a pointer to a mapstruct, linked through first_map.
Definition: map.cpp:786
#define MAP_LAYER_FLY1
Flying objects - creatures, spells.
Definition: map.h:48
struct mapstruct * map
Pointer to the map in which this object is present.
Definition: object.h:305
void object_remove_from_active_list(object *op)
This function removes object &#39;op&#39; from the list of active objects.
Definition: object.cpp:1377
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:2651
Path-related function prototypes.
mapstruct * mapfile_load_lowlevel(const char *map, const char *pathname, int flags)
Definition: map.cpp:1184
object * check_inv_recursive(object *op, const object *trig)
Checks object and its inventory for specific item.
Definition: button.cpp:782
uint32_t in_memory
Combination of IN_MEMORY_xxx flags.
Definition: map.h:340
bool shop_contains(object *ob)
Check if an object is in a shop.
Definition: map.cpp:2763
static const flag_definition flags[]
Flag mapping.
#define FOR_MAP_FINISH()
Finishes FOR_MAP_PREPARE().
Definition: define.h:753
const char * uniquedir
Directory for the unique items.
Definition: global.h:254
#define MAP_LAYER_NO_PICK2
Non pickable ground objects.
Definition: map.h:42
#define SAVE_FLAG_NO_REMOVE
If set, objects are not removed while saving.
Definition: map.h:110
uint8_t high_layer
Highest layer for this group.
Definition: map.cpp:53
const char * name_pl
Plural name.
Definition: map.h:302
#define SAVE_ERROR_UCREATION
Couldn&#39;t create the file for unique objects.
Definition: map.h:144
#define GET_MAP_FLAGS(M, X, Y)
Gets map flags.
Definition: map.h:160
See Player.
Definition: object.h:112
const char * datadir
Read only data files.
Definition: global.h:249
int16_t enter_y
Enter_x and enter_y are default entrance coordinates to use for a map such that when an exit specifie...
Definition: map.h:343
void set_map_reset_time(mapstruct *map)
Updates the map&#39;s timeout.
Definition: map.cpp:2262
#define SET_MAP_MOVE_ON(M, X, Y, C)
Sets the move_on state of a square.
Definition: map.h:207
#define SET_MAP_FLAGS(M, X, Y, C)
Sets map flags.
Definition: map.h:162
const typedata * get_typedata_by_name(const char *name)
Definition: item.cpp:348
mapstruct * tile_map[4]
Adjoining maps.
Definition: map.h:359
#define P_NEW_MAP
Coordinates passed result in a new tiled map.
Definition: map.h:255
#define FLAG_GENERATOR
Will generate type ob->stats.food.
Definition: define.h:235
#define MAP_LAYER_LIVING1
Living creatures.
Definition: map.h:46
#define INS_NO_MERGE
Don&#39;t try to merge with other items.
Definition: object.h:582
region * get_region_by_name(const char *region_name)
Gets a region by name.
Definition: region.cpp:45
static event_registration m
Definition: citylife.cpp:424
char * create_pathname(const char *name, char *buf, size_t size)
Get the full path to a map file.
Definition: map.cpp:104
This structure contains all information related to one map square.
Definition: map.h:261
const char * name
Object name.
Definition: define.h:91
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:2590
long last_reset_time
A timestamp of the last original map loading.
Definition: map.h:361
#define NUM_ANIMATIONS(ob)
Definition: global.h:173
void map_reset_swap(mapstruct *m)
Call this when an in-memory map is used or referenced.
Definition: map.cpp:1759
#define MAP_PLAYER_UNIQUE
This map is player-specific.
Definition: map.h:95
const char * localdir
Read/write data files.
Definition: global.h:250
MoveType move_type
Type of movement this object uses.
Definition: object.h:436
sstring name
The name of the object, obviously...
Definition: object.h:319
See Shop Floor.
Definition: object.h:188
#define AB_NO_PASS
Definition: map.h:238
sstring title
Of foo, etc.
Definition: object.h:325
#define MAP_WIDTH(m)
Map width.
Definition: map.h:76
const char * name
Name of the item in question, null if it is the default item.
Definition: map.h:301
uint8_t visibility
How visible is the face compared to other faces, highest wins.
Definition: face.h:16
Only for debugging purposes.
Definition: logger.h:13
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
uint8_t darkness
Indicates level of darkness of map.
Definition: map.h:341
const char * mapdir
Where the map files are.
Definition: global.h:252
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
unsigned int distance
Distance, in squares.
Definition: map.h:376
int of_close(OutputFile *of)
Closes an output file.
Definition: output_file.cpp:61
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
#define CLEAR_FLAG(xyz, p)
Definition: define.h:385
uint8_t type
PLAYER, BULLET, etc.
Definition: object.h:348
int direction
General direction to the targer.
Definition: map.h:379
void decay_objects(mapstruct *m)
Decay and destroy persihable items in a map.
Definition: utils.cpp:175
#define SAVE_MODE
If you have defined SAVE_PLAYER, you might want to change this, too.
Definition: config.h:563
Functions for creating text output files.
void map_remove_unique_files(const mapstruct *map)
Remove files containing the map&#39;s unique items.
Definition: map.cpp:2668
Shop-related information for a map.
Definition: map.h:300
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
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:2522
#define MAP_RESET_TIMEOUT(m)
Definition: map.h:67
#define MAP_LOADING
This map is being loaded.
Definition: map.h:131
object * inv
Pointer to the first object in the inventory.
Definition: object.h:298
char * tmpname
Name of temporary file.
Definition: map.h:322
#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:190
object * objects
Pointer to the list of used objects.
Definition: object.cpp:294
mapstruct * mapfile_load(const char *map, int flags)
Opens the file "filename" and reads information about the map from the given file, and stores it in a newly allocated mapstruct.
Definition: map.cpp:1225
void strip_endline(char *buf)
Removes endline from buffer (modified in place).
Definition: utils.cpp:314
#define GET_MAP_OB(M, X, Y)
Gets the bottom object on a map.
Definition: map.h:173
int64_t exp
Experience.
Definition: living.h:47
#define FLAG_MONSTER
Will attack players.
Definition: define.h:232
struct region * region
What jurisdiction in the game world this map is ruled by points to the struct containing all the prop...
Definition: map.h:324
#define NDI_UNIQUE
Print immediately, don&#39;t buffer.
Definition: newclient.h:270
#define EVENT_MAPLOAD
A map is loaded (pristine state)
Definition: events.h:61
uint32_t outdoor
True if an outdoor map.
Definition: map.h:336
#define MSG_SUBTYPE_NONE
Definition: newclient.h:439
mapstruct * has_been_loaded(const char *name)
Checks whether map has been loaded.
Definition: map.cpp:79
One player.
Definition: player.h:107
uint8_t flags
Flags about this space (see the P_ values above).
Definition: map.h:265
archetype * more
Next part of a linked object.
Definition: object.h:486
#define SAVE_ERROR_RCREATION
Couldn&#39;t create the regular save file.
Definition: map.h:143
#define LO_NOREAD
Definition: loader.h:18
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Constructs a loop iterating over all objects of a map tile.
Definition: define.h:746
StringBuffer * buf
Definition: readable.cpp:1563
#define S_IRUSR
Definition: win32.h:56
#define S_IWUSR
Definition: win32.h:47
#define MSG_TYPE_ATTACK_NOKEY
Keys are like attacks, so...
Definition: newclient.h:653
#define P_BLOCKSVIEW
This spot blocks the player&#39;s view.
Definition: map.h:229
#define P_NO_ERROR
Purely temporary - if set, update_position does not complain if the flags are different.
Definition: map.h:243
A buffer that will be expanded as content is added to it.
struct shopitems * shopitems
List of item-types the map&#39;s shop will trade in.
Definition: map.h:351
uint16_t difficulty
What level the player should be to play here.
Definition: map.h:338
static void free_all_objects(mapstruct *m)
Remove and free all objects in the given map.
Definition: map.cpp:1612
void set_darkness_map(mapstruct *m)
Set the darkness level for a map, based on the time of the day.
Definition: main.cpp:371
int number
Type.
Definition: define.h:90
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
#define MAP_LAYER_FLY2
Arrows, etc.
Definition: map.h:49
#define P_IS_ALIVE
Something alive is on this space.
Definition: map.h:240
mapstruct * next
Next map, linked list.
Definition: map.h:321
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
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:2288
uint32_t fixed_resettime
If true, reset time is not affected by players entering/exiting map.
Definition: map.h:330
#define FREE_AND_CLEAR(xyz)
Free the pointer and then set it to NULL.
Definition: global.h:195
#define FLAG_UNIQUE
Item is really unique (UNIQUE_ITEMS)
Definition: define.h:275
#define FLAG_NO_PICK
Object can&#39;t be picked up.
Definition: define.h:226
mapstruct * ready_map_name(const char *name, int flags)
Makes sure the given map is loaded and swapped in.
Definition: map.cpp:1777
#define SET_MAP_MOVE_BLOCK(M, X, Y, C)
Sets the blocking state of a square.
Definition: map.h:197
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
int32_t timeout
Swapout is set to this.
Definition: map.h:337
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
object clone
An object from which to do object_copy()
Definition: object.h:487
#define SAVE_MODE_OVERLAY
Map is persisted as an overlay.
Definition: map.h:121
#define P_NO_CLERIC
No clerical spells cast here.
Definition: map.h:241
uint32_t nosmooth
If set the content of this map has smoothlevel=0 forced.
Definition: map.h:335
#define FOR_INV_PREPARE(op_, it_)
Constructs a loop iterating over the inventory of an object.
Definition: define.h:693
char * name
Name of map as given by its creator.
Definition: map.h:323
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
#define INS_MAP_LOAD
Disable lots of checkings.
Definition: object.h:587
b.t.
Definition: object.h:174