Crossfire Server, Trunk
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 
38 static void free_all_objects(mapstruct *m);
39 
45 const char *const map_layer_name[MAP_LAYERS] = {
46  "floor", "no_pick", "no_pick", "item", "item",
47  "item", "living", "living", "fly", "fly"
48 };
49 
52  uint8_t high_layer;
53  uint8_t honor_visibility;
54 };
55 
63  { MAP_LAYER_FLOOR, 1 },
65  { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 },
66  { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 },
67  { MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 }
68 };
69 
79  mapstruct *map;
80 
81  if (!name || !*name)
82  return NULL;
83 
84  for (map = first_map; map; map = map->next)
85  if (!strcmp(name, map->path))
86  break;
87  return (map);
88 }
89 
103 char *create_pathname(const char *name, char *buf, size_t size) {
104  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105  * someplace else in the code? msw 2-17-97
106  */
107  if (*name == '/')
108  snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name);
109  else
110  snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name);
111  return buf;
112 }
113 
124 void create_overlay_pathname(const char *name, char *buf, size_t size) {
125  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
126  * someplace else in the code? msw 2-17-97
127  */
128  if (*name == '/')
129  snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name);
130  else
131  snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name);
132 }
133 
144 void create_template_pathname(const char *name, char *buf, size_t size) {
145  /* Why? having extra / doesn't confuse unix anyplace? Dependancies
146  * someplace else in the code? msw 2-17-97
147  */
148  if (*name == '/')
149  snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name);
150  else
151  snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name);
152 }
153 
165 static void create_items_path(const char *s, char *buf, size_t size) {
166  char *t;
167 
168  if (*s == '/')
169  s++;
170 
171  snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir);
172  t = buf+strlen(buf);
173  snprintf(t, buf+size-t, "%s", s);
174 
175  while (*t != '\0') {
176  if (*t == '/')
177  *t = '@';
178  t++;
179  }
180 }
181 
200 int check_path(const char *name, int prepend_dir) {
201  char buf[MAX_BUF];
202 #ifndef WIN32
203  struct stat statbuf;
204  int mode = 0;
205 #endif
206 
207  if (prepend_dir)
209  else
210  strlcpy(buf, name, sizeof(buf));
211 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
212  return(_access(buf, 0));
213 #else
214 
215  if (stat(buf, &statbuf) != 0)
216  return -1;
217 
218  if (!S_ISREG(statbuf.st_mode))
219  return (-1);
220 
221  if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid)
222  || ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid)
223  || (statbuf.st_mode&S_IROTH))
224  mode |= 4;
225 
226  if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid)
227  || (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid)
228  || (statbuf.st_mode&S_IWOTH))
229  mode |= 2;
230 
231  return (mode);
232 #endif
233 }
234 
244 void dump_map(const mapstruct *m) {
245  LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory);
246  LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m));
247 
248  if (m->msg != NULL)
249  LOG(llevError, "Message:\n%s", m->msg);
250 
251  if (m->maplore != NULL)
252  LOG(llevError, "Lore:\n%s", m->maplore);
253 
254  if (m->tmpname != NULL)
255  LOG(llevError, "Tmpname: %s\n", m->tmpname);
256 
257  LOG(llevError, "Difficulty: %d\n", m->difficulty);
258  LOG(llevError, "Darkness: %d\n", m->darkness);
259 }
260 
267 void dump_all_maps(void) {
268  mapstruct *m;
269 
270  for (m = first_map; m != NULL; m = m->next) {
271  dump_map(m);
272  }
273 }
274 
299 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny) {
300  int retval = 0;
301  mapstruct *mp;
302 
303  /*
304  * Since x and y are copies of the original values, we can directly
305  * mess with them here.
306  */
307  mp = get_map_from_coord(oldmap, &x, &y);
308  if (!mp)
309  return P_OUT_OF_MAP;
310  if (mp != oldmap)
311  retval |= P_NEW_MAP;
312  if (newmap)
313  *newmap = mp;
314  if (nx)
315  *nx = x;
316  if (ny)
317  *ny = y;
318  retval |= mp->spaces[x+mp->width*y].flags;
319  return retval;
320 }
321 
343 int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy) {
344  object *tmp_head;
345  int mflags, blocked;
346 
347  /* Make sure the coordinates are valid - they should be, as caller should
348  * have already checked this.
349  */
350  if (OUT_OF_REAL_MAP(m, sx, sy)) {
351  LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
352  return 1;
353  }
354 
355  /* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */
356  if (ob->type == TRANSPORT && ob->move_type == 0)
357  return 0;
358 
359  mflags = m->spaces[sx+m->width*sy].flags;
360 
361  blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
362 
363  /* If space is currently not blocked by anything, no need to
364  * go further. Not true for players - all sorts of special
365  * things we need to do for players.
366  */
367  if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0))
368  return 0;
369 
370  /* if there isn't anytyhing alive on this space, and this space isn't
371  * otherwise blocked, we can return now. Only if there is a living
372  * creature do we need to investigate if it is part of this creature
373  * or another. Likewise, only if something is blocking us do we
374  * need to investigate if there is a special circumstance that would
375  * let the player through (inventory checkers for example)
376  */
377  if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked))
378  return 0;
379 
380  ob = HEAD(ob);
381 
382  /* We basically go through the stack of objects, and if there is
383  * some other object that has NO_PASS or FLAG_ALIVE set, return
384  * true. If we get through the entire stack, that must mean
385  * ob is blocking it, so return 0.
386  */
387  FOR_MAP_PREPARE(m, sx, sy, tmp) {
388  /* Never block part of self. */
389  tmp_head = HEAD(tmp);
390  if (tmp_head == ob)
391  continue;
392  /* This must be before the checks below. Code for inventory checkers. */
393  if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
394  /* If last_sp is set, the player/monster needs an object,
395  * so we check for it. If they don't have it, they can't
396  * pass through this space.
397  */
398  if (tmp->last_sp) {
399  if (check_inv_recursive(ob, tmp) == NULL) {
400  if (tmp->msg) {
401  /* Optionally display the reason why one cannot move
402  * there. Note: emitting a message from this function
403  * is not very elegant. Ideally, this should be done
404  * somewhere in server/player.c, but this is difficult
405  * for objects of type CHECK_INV that are not alive.
406  */
409  tmp->msg);
410  }
411  return 1;
412  }
413  } else {
414  /* In this case, the player must not have the object -
415  * if they do, they can't pass through.
416  */
417  if (check_inv_recursive(ob, tmp) != NULL) {
418  if (tmp->msg) {
421  tmp->msg);
422  }
423  return 1;
424  }
425  }
426  } /* if check_inv */
427  else {
428  /* Broke apart a big nasty if into several here to make
429  * this more readable. first check - if the space blocks
430  * movement, can't move here.
431  * second - if a monster, can't move there, unless it is a
432  * hidden dm
433  */
434  if (OB_MOVE_BLOCK(ob, tmp))
435  return 1;
437  && tmp->head != ob
438  && tmp != ob
439  && tmp->type != DOOR
440  && !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden))
441  return 1;
442  }
443  } FOR_MAP_FINISH();
444  return 0;
445 }
446 
478 int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y) {
479  archetype *tmp;
480  int flag;
481  mapstruct *m1;
482  int16_t sx, sy;
483  const object *part;
484 
485  if (ob == NULL) {
486  flag = get_map_flags(m, &m1, x, y, &sx, &sy);
487  if (flag&P_OUT_OF_MAP)
488  return P_OUT_OF_MAP;
489 
490  /* don't have object, so don't know what types would block */
491  return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
492  }
493 
494  for (tmp = ob->arch, part = ob; tmp != NULL; tmp = tmp->more, part = part->more) {
495  flag = get_map_flags(m, &m1, x+tmp->clone.x, y+tmp->clone.y, &sx, &sy);
496 
497  if (flag&P_OUT_OF_MAP)
498  return P_OUT_OF_MAP;
499  if (flag&P_IS_ALIVE)
500  return P_IS_ALIVE;
501 
502  /* object_find_first_free_spot() calls this function. However, often
503  * ob doesn't have any move type (when used to place exits)
504  * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
505  */
506 
507  if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL)
508  continue;
509 
510  /* A transport without move_type for a part should go through everything for that part. */
511  if (ob->type == TRANSPORT && part->move_type == 0)
512  continue;
513 
514  /* Note it is intentional that we check ob - the movement type of the
515  * head of the object should correspond for the entire object.
516  */
517  if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
518  return AB_NO_PASS;
519  }
520  return 0;
521 }
522 
533 static void fix_container_multipart(object *container) {
534  FOR_INV_PREPARE(container, tmp) {
535  archetype *at;
536  object *op, *last;
537 
538  if (tmp->inv)
540  /* already multipart, or non-multipart arch - don't do anything more */
541  for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) {
542  /* FIXME: We can't reuse object_fix_multipart() since that only
543  * works for items directly on maps. Maybe factor out common code?
544  */
545  op = arch_to_object(at);
546  op->head = tmp;
547  op->env = tmp->env;
548  last->more = op;
549  if (tmp->name != op->name) {
550  if (op->name)
551  free_string(op->name);
552  op->name = add_string(tmp->name);
553  }
554  if (tmp->title != op->title) {
555  if (op->title)
556  free_string(op->title);
557  op->title = add_string(tmp->title);
558  }
560  }
561  } FOR_INV_FINISH();
562 }
563 
575  int x, y;
576 
577  for (x = 0; x < MAP_WIDTH(m); x++)
578  for (y = 0; y < MAP_HEIGHT(m); y++)
579  FOR_MAP_PREPARE(m, x, y, tmp) {
580  if (tmp->inv)
582 
583  /* already multipart - don't do anything more */
584  if (tmp->head || tmp->more)
585  continue;
586 
588  } FOR_MAP_FINISH(); /* for objects on this space */
589 }
590 
602 void load_objects(mapstruct *m, FILE *fp, int mapflags) {
603  int i, j, bufstate = LO_NEWFILE;
604  int unique;
605  object *op, *prev = NULL, *last_more = NULL;
606 
607  op = object_new();
608  op->map = m; /* To handle buttons correctly */
609 
610  PROFILE_BEGIN();
611  while ((i = load_object(fp, op, bufstate, mapflags, false))) {
612  /* Since the loading of the map header does not load an object
613  * anymore, we need to pass LO_NEWFILE for the first object loaded,
614  * and then switch to LO_REPEAT for faster loading.
615  */
616  bufstate = LO_REPEAT;
617 
618  /* if the archetype for the object is null, means that we
619  * got an invalid object. Don't do anything with it - the game
620  * or editor will not be able to do anything with it either.
621  */
622  if (op->arch == NULL) {
623  LOG(llevDebug, "Discarding object without arch: %s\n", op->name ? op->name : "(null)");
624  continue;
625  }
626 
627  /*
628  * You can NOT have players on a map being loaded.
629  * Trying to use such a type leads to crashes everywhere as op->contr is NULL.
630  */
631  if (op->type == PLAYER) {
632  LOG(llevError, "Discarding invalid item with type PLAYER in map %s\n", m->path);
633  continue;
634  }
635 
636  /* don't use out_of_map because we don't want to consider tiling properties, we're loading a single map */
637  if (op->x < 0 || op->y < 0 || op->x >= MAP_WIDTH(m) || op->y >= MAP_HEIGHT(m)) {
638  LOG(llevError, " object %s not on valid map position %s:%d:%d\n", op->name ? op->name : "(null)", m->path, op->x, op->y);
639  if (op->x < 0) {
640  op->x = 0;
641  } else if (op->x >= MAP_WIDTH(m)) {
642  op->x = MAP_WIDTH(m) - 1;
643  }
644  if (op->y < 0) {
645  op->y = 0;
646  } else if (op->y >= MAP_HEIGHT(m)) {
647  op->y = MAP_HEIGHT(m) - 1;
648  }
649  }
650 
651  switch (i) {
652  case LL_NORMAL:
653  /* if we are loading an overlay, put the floors on the bottom */
655  && mapflags&MAP_OVERLAY)
657  else
659 
660  if (op->inv)
662 
663  prev = op,
664  last_more = op;
665  break;
666 
667  case LL_MORE:
669  op->head = prev,
670  last_more->more = op,
671  last_more = op;
672  break;
673  }
674  if (mapflags&MAP_STYLE) {
676  }
677  op = object_new();
678  op->map = m;
679  }
680  PROFILE_END(diff, LOG(llevDebug,
681  "load_objects on %s took %ld us\n", m->path, diff));
682  for (i = 0; i < m->width; i++) {
683  for (j = 0; j < m->height; j++) {
684  unique = 0;
685  /* check for unique items, or unique squares */
686  FOR_MAP_PREPARE(m, i, j, otmp) {
687  if (QUERY_FLAG(otmp, FLAG_UNIQUE))
688  unique = 1;
689  if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
691  } FOR_MAP_FINISH();
692  }
693  }
696 }
697 
714 int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag) {
715  int i, j = 0, unique = 0;
716  unsigned int count = 0;
717 
720 
721  long serialize_time, write_time;
722 
723  PROFILE_BEGIN();
724 
725  for (i = 0; i < MAP_WIDTH(m); i++) {
726  for (j = 0; j < MAP_HEIGHT(m); j++) {
727  unique = 0;
728  FOR_MAP_PREPARE(m, i, j, op) {
730  unique = 1;
731 
732  if (op->type == PLAYER) {
733  LOG(llevDebug, "Player on map that is being saved\n");
734  continue;
735  }
736 
737  if (op->head || object_get_owner(op) != NULL)
738  continue;
739 
740  if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) {
742  count++ ;
743  } else if (flag == 0
746  count++;
747  }
748  } FOR_MAP_FINISH(); /* for this space */
749  } /* for this j */
750  }
751  PROFILE_END(diff, serialize_time = diff);
752 
753  PROFILE_BEGIN();
754  char *cp = stringbuffer_finish(sb);
755  char *cp2 = stringbuffer_finish(sb2);
756  fputs(cp, fp);
757  fputs(cp2, fp2);
758  free(cp);
759  free(cp2);
760  PROFILE_END(diff, write_time = diff);
761 
762  LOG(llevDebug, "saved %d objects on %s (%ld us serializing, %ld us writing)\n", count, m->path, serialize_time, write_time);
763  return 0;
764 }
765 
776  mapstruct *map = static_cast<mapstruct *>(calloc(1, sizeof(mapstruct)));
777  /* mapstruct *mp;*/
778 
779  if (map == NULL)
781 
782  map->next = first_map;
783  first_map = map;
784 
785  map->in_memory = MAP_SWAPPED;
786 
787  MAP_WIDTH(map) = 16;
788  MAP_HEIGHT(map) = 16;
789  MAP_RESET_TIMEOUT(map) = 0;
790  MAP_TIMEOUT(map) = 300;
791  MAP_ENTER_X(map) = 0;
792  MAP_ENTER_Y(map) = 0;
793  map->last_reset_time = 0;
794  return map;
795 }
796 
798 uint32_t map_size(mapstruct *m) {
799  return (uint32_t)m->width * (uint32_t)m->height;
800 }
801 
813  m->in_memory = MAP_IN_MEMORY;
814  /* Log this condition and free the storage. We could I suppose
815  * realloc, but if the caller is presuming the data will be intact,
816  * that is their poor assumption.
817  */
818  if (m->spaces) {
819  LOG(llevError, "allocate_map called with already allocated map (%s)\n", m->path);
820  free(m->spaces);
821  }
822 
823  m->spaces = static_cast<MapSpace *>(calloc(map_size(m), sizeof(MapSpace)));
824 
825  if (m->spaces == NULL)
827 }
828 
842 mapstruct *get_empty_map(int sizex, int sizey) {
844  m->width = sizex;
845  m->height = sizey;
846  m->in_memory = MAP_SWAPPED;
847  allocate_map(m);
848  return m;
849 }
850 
864 static shopitems *parse_shop_string(const char *input_string, const mapstruct *map) {
865  char *shop_string, *p, *q, *next_semicolon, *next_colon;
866  shopitems *items = NULL;
867  int i = 0, number_of_entries = 0;
868  const typedata *current_type;
869 
870  shop_string = strdup_local(input_string);
871  p = shop_string;
872  LOG(llevDebug, "parsing %s\n", input_string);
873  /* first we'll count the entries, we'll need that for allocating the array shortly */
874  while (p) {
875  p = strchr(p, ';');
876  number_of_entries++;
877  if (p)
878  p++;
879  }
880  p = shop_string;
881  strip_endline(p);
882  items = static_cast<shopitems *>(CALLOC(number_of_entries+1, sizeof(shopitems)));
883  /*
884  * The memset would always set at least one byte to zero,
885  * so a failed calloc would have segfaulted the program.
886  * Instead, check for a null and fail more gracefully.
887  */
888  if (!items)
890 
891  for (i = 0; i < number_of_entries; i++) {
892  if (!p) {
893  LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
894  break;
895  }
896  next_semicolon = strchr(p, ';');
897  next_colon = strchr(p, ':');
898  /* if there is a stregth specified, figure out what it is, we'll need it soon. */
899  if (next_colon && (!next_semicolon || next_colon < next_semicolon))
900  items[i].strength = atoi(strchr(p, ':')+1);
901 
902  if (isdigit(*p) || *p == '*') {
903  items[i].typenum = *p == '*' ? -1 : atoi(p);
904  current_type = get_typedata(items[i].typenum);
905  if (current_type) {
906  items[i].name = current_type->name;
907  items[i].name_pl = current_type->name_pl;
908  }
909  } else { /*we have a named type, let's figure out what it is */
910  q = strpbrk(p, ";:");
911  if (q)
912  *q = '\0';
913 
914  current_type = get_typedata_by_name(p);
915  if (current_type) {
916  items[i].name = current_type->name;
917  items[i].typenum = current_type->number;
918  items[i].name_pl = current_type->name_pl;
919  } else {
920  /* oh uh, something's wrong, let's free up this one, and try
921  * the next entry while we're at it, better print a warning */
922  LOG(llevError, "invalid type %s defined in shopitems for %s in string %s\n", p, map->name, input_string);
923  }
924  }
925  items[i].index = number_of_entries;
926  if (next_semicolon)
927  p = ++next_semicolon;
928  else
929  p = NULL;
930  }
931  free(shop_string);
932  return items;
933 }
934 
946 static void print_shop_string(mapstruct *m, char *output_string, int size) {
947  int i;
948  char tmp[MAX_BUF];
949 
950  output_string[0] = '\0';
951  for (i = 0; i < m->shopitems[0].index; i++) {
952  if (m->shopitems[i].typenum != -1) {
953  if (m->shopitems[i].strength) {
954  snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
955  } else
956  snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name);
957  } else {
958  if (m->shopitems[i].strength) {
959  snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength);
960  } else
961  snprintf(tmp, sizeof(tmp), "*;");
962  }
963  snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp);
964  }
965 
966  /* erase final ; else parsing back will lead to issues */
967  if (strlen(output_string) > 0) {
968  output_string[strlen(output_string) - 1] = '\0';
969  }
970 }
971 
988 static int load_map_header(FILE *fp, mapstruct *m) {
989  char buf[HUGE_BUF], *key = NULL, *value;
990 
991  m->width = m->height = 0;
992  while (fgets(buf, sizeof(buf), fp) != NULL) {
993  char *p;
994 
995  p = strchr(buf, '\n');
996  if (p == NULL) {
997  LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
998  return 1;
999  }
1000  *p = '\0';
1001 
1002  key = buf;
1003  while (isspace(*key))
1004  key++;
1005  if (*key == 0)
1006  continue; /* empty line */
1007  value = strchr(key, ' ');
1008  if (value) {
1009  *value = 0;
1010  value++;
1011  while (isspace(*value)) {
1012  value++;
1013  if (*value == '\0') {
1014  /* Nothing but spaces. */
1015  value = NULL;
1016  break;
1017  }
1018  }
1019  }
1020 
1021  /* key is the field name, value is what it should be set
1022  * to. We've already done the work to null terminate key,
1023  * and strip off any leading spaces for both of these.
1024  * We have not touched the newline at the end of the line -
1025  * these are needed for some values. the end pointer
1026  * points to the first of the newlines.
1027  * value could be NULL! It would be easy enough to just point
1028  * this to "" to prevent cores, but that would let more errors slide
1029  * through.
1030  *
1031  * First check for entries that do not use the value parameter, then
1032  * validate that value is given and check for the remaining entries
1033  * that use the parameter.
1034  */
1035 
1036  if (!strcmp(key, "msg")) {
1037  char msgbuf[HUGE_BUF];
1038  int msgpos = 0;
1039 
1040  while (fgets(buf, sizeof(buf), fp) != NULL) {
1041  if (!strcmp(buf, "endmsg\n"))
1042  break;
1043  else {
1044  snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf);
1045  msgpos += strlen(buf);
1046  }
1047  }
1048  /* There are lots of maps that have empty messages (eg, msg/endmsg
1049  * with nothing between). There is no reason in those cases to
1050  * keep the empty message. Also, msgbuf contains garbage data
1051  * when msgpos is zero, so copying it results in crashes
1052  */
1053  if (msgpos != 0) {
1054  /* When loading eg an overlay, message is already set, so free() current one. */
1055  free(m->msg);
1056  m->msg = strdup_local(msgbuf);
1057  }
1058  } else if (!strcmp(key, "maplore")) {
1059  char maplorebuf[HUGE_BUF];
1060  size_t maplorepos = 0;
1061 
1062  while (fgets(buf, HUGE_BUF-1, fp) != NULL) {
1063  if (!strcmp(buf, "endmaplore\n"))
1064  break;
1065  else {
1066  if (maplorepos >= sizeof(maplorebuf)) {
1067  LOG(llevError, "Map lore exceeds buffer length\n");
1068  return 1;
1069  }
1070  snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf);
1071  maplorepos += strlen(buf);
1072  }
1073  }
1074  if (maplorepos != 0)
1075  m->maplore = strdup_local(maplorebuf);
1076  } else if (!strcmp(key, "end")) {
1077  break;
1078  } else if (value == NULL) {
1079  LOG(llevError, "Got '%s' line without parameter in map header\n", key);
1080  } else if (!strcmp(key, "arch")) {
1081  /* This is an oddity, but not something we care about much. */
1082  if (strcmp(value, "map")) {
1083  LOG(llevError, "load_map_header: expected 'arch map': check line endings?\n");
1084  return 1;
1085  }
1086  } else if (!strcmp(key, "name")) {
1087  /* When loading eg an overlay, the name is already set, so free() current one. */
1088  free(m->name);
1089  m->name = strdup_local(value);
1090  /* first strcmp value on these are old names supported
1091  * for compatibility reasons. The new values (second) are
1092  * what really should be used.
1093  */
1094  } else if (!strcmp(key, "enter_x")) {
1095  m->enter_x = atoi(value);
1096  } else if (!strcmp(key, "enter_y")) {
1097  m->enter_y = atoi(value);
1098  } else if (!strcmp(key, "width")) {
1099  m->width = atoi(value);
1100  } else if (!strcmp(key, "height")) {
1101  m->height = atoi(value);
1102  } else if (!strcmp(key, "reset_timeout")) {
1103  m->reset_timeout = atoi(value);
1104  } else if (!strcmp(key, "swap_time")) {
1105  m->timeout = atoi(value);
1106  } else if (!strcmp(key, "difficulty")) {
1107  m->difficulty = atoi(value);
1108  } else if (!strcmp(key, "darkness")) {
1109  m->darkness = atoi(value);
1110  } else if (!strcmp(key, "fixed_resettime")) {
1111  m->fixed_resettime = atoi(value);
1112  } else if (!strcmp(key, "unique")) {
1113  m->unique = atoi(value);
1114  } else if (!strcmp(key, "template")) {
1115  m->is_template = atoi(value);
1116  } else if (!strcmp(key, "region")) {
1117  m->region = get_region_by_name(value);
1118  } else if (!strcmp(key, "shopitems")) {
1119  m->shopitems = parse_shop_string(value, m);
1120  } else if (!strcmp(key, "shopgreed")) {
1121  m->shopgreed = atof(value);
1122  } else if (!strcmp(key, "shopmin")) {
1123  m->shopmin = atol(value);
1124  } else if (!strcmp(key, "shopmax")) {
1125  m->shopmax = atol(value);
1126  } else if (!strcmp(key, "shoprace")) {
1127  m->shoprace = strdup_local(value);
1128  } else if (!strcmp(key, "outdoor")) {
1129  m->outdoor = atoi(value);
1130  } else if (!strcmp(key, "nosmooth")) {
1131  m->nosmooth = atoi(value);
1132  } else if (!strcmp(key, "first_load")) {
1133  m->last_reset_time = atoi(value);
1134  } else if (!strncmp(key, "tile_path_", 10)) {
1135  int tile = atoi(key+10);
1136 
1137  if (tile < 1 || tile > 4) {
1138  LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1139  } else {
1140  if (m->tile_path[tile-1]) {
1141  LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1142  free(m->tile_path[tile-1]);
1143  }
1144  m->tile_path[tile-1] = strdup_local(value);
1145  } /* end if tile direction (in)valid */
1146  } else if (!strcmp(key, "background_music")) {
1147  m->background_music = strdup_local(value);
1148  } else if (!strcmp(key, "reset_group")) {
1149  m->reset_group = add_string(value);
1150  } else {
1151  LOG(llevError, "Got unknown value in map header: %s %s\n", key, value);
1152  }
1153  }
1154  if ((m->width == 0) || (m->height == 0)) {
1155  LOG(llevError, "Map width or height not specified\n");
1156  return 1;
1157  }
1158  if (!key || strcmp(key, "end")) {
1159  LOG(llevError, "Got premature eof on map header!\n");
1160  return 1;
1161  }
1162  return 0;
1163 }
1164 
1165 void map_path(const char *map, int flags, char *pathname, size_t bufsize) {
1166  if (flags&MAP_PLAYER_UNIQUE) {
1167  snprintf(pathname, bufsize, "%s/%s/%s", settings.localdir, settings.playerdir, map+1);
1168  }
1169  else if (flags&MAP_OVERLAY)
1170  create_overlay_pathname(map, pathname, bufsize);
1171  else
1172  create_pathname(map, pathname, bufsize);
1173 }
1174 
1175 mapstruct *mapfile_load_lowlevel(const char *map, const char *pathname, int flags) {
1176  FILE *fp;
1177  if ((fp = fopen(pathname, "r")) == NULL) {
1179  "Can't open %s: %s\n", pathname, strerror(errno));
1180  return NULL;
1181  }
1182 
1183  mapstruct *m = get_linked_map();
1184  safe_strncpy(m->path, map, HUGE_BUF);
1185  if (load_map_header(fp, m)) {
1186  LOG(llevError, "Error loading map header for %s, flags=%d\n", map, flags);
1187  delete_map(m);
1188  fclose(fp);
1189  return NULL;
1190  }
1191 
1192  allocate_map(m);
1193 
1194  m->in_memory = MAP_LOADING;
1195  load_objects(m, fp, flags & MAP_STYLE);
1196  fclose(fp);
1197  m->in_memory = MAP_IN_MEMORY;
1198  return m;
1199 }
1200 
1216 mapstruct *mapfile_load(const char *map, int flags) {
1217  mapstruct *m;
1218  PROFILE_BEGIN();
1219  char pathname[MAX_BUF];
1220  map_path(map, flags, pathname, sizeof(pathname));
1221  m = mapfile_load_lowlevel(map, pathname, flags);
1222  if (!m) {
1223  return NULL;
1224  }
1225  if (!MAP_DIFFICULTY(m) && (!(flags & MAP_NO_DIFFICULTY)))
1228 
1229  /* In case other objects press some buttons down */
1230  update_buttons(m);
1231 
1233 
1234  if (!(flags & MAP_STYLE))
1235  apply_auto_fix(m); /* Chests which open as default */
1236 
1237  PROFILE_END(diff,
1238  LOG(llevDebug, "mapfile_load on %s" " took %ld us\n", map, diff));
1239 
1240  return (m);
1241 }
1242 
1252  FILE *fp;
1253 
1254  if (!m->tmpname) {
1255  LOG(llevError, "No temporary filename for map %s\n", m->path);
1256  return 1;
1257  }
1258 
1259  if ((fp = fopen(m->tmpname, "r")) == NULL) {
1260  LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror(errno));
1261  return 2;
1262  }
1263 
1264  if (load_map_header(fp, m)) {
1265  LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1266  fclose(fp);
1267  return 3;
1268  }
1269  allocate_map(m);
1270 
1271  m->in_memory = MAP_LOADING;
1272  load_objects(m, fp, 0);
1273  fclose(fp);
1274  m->in_memory = MAP_IN_MEMORY;
1275  return 0;
1276 }
1277 
1287 static int load_overlay_map(const char *filename, mapstruct *m) {
1288  FILE *fp;
1289  char pathname[MAX_BUF];
1290 
1292 
1293  if ((fp = fopen(pathname, "r")) == NULL) {
1294  /* nothing bad to not having an overlay */
1295  return 0;
1296  }
1297 
1298  if (load_map_header(fp, m)) {
1299  LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1300  fclose(fp);
1301  return 1;
1302  }
1303  /*allocate_map(m);*/
1304 
1305  m->in_memory = MAP_LOADING;
1306  load_objects(m, fp, MAP_OVERLAY);
1307  fclose(fp);
1308  m->in_memory = MAP_IN_MEMORY;
1309  return 0;
1310 }
1311 
1312 /******************************************************************************
1313  * This is the start of unique map handling code
1314  *****************************************************************************/
1315 
1323  int i, j, unique = 0;
1324 
1325  for (i = 0; i < MAP_WIDTH(m); i++)
1326  for (j = 0; j < MAP_HEIGHT(m); j++) {
1327  unique = 0;
1328  FOR_MAP_PREPARE(m, i, j, op) {
1330  unique = 1;
1331  if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1332  clean_object(op);
1335  object_remove(op);
1337  }
1338  } FOR_MAP_FINISH();
1339  }
1340 }
1341 
1348  FILE *fp;
1349  int count;
1350  char firstname[MAX_BUF], name[MAX_BUF];
1351 
1352  create_items_path(m->path, name, MAX_BUF);
1353  for (count = 0; count < 10; count++) {
1354  snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count);
1355  if (!access(firstname, R_OK))
1356  break;
1357  }
1358  /* If we get here, we did not find any map */
1359  if (count == 10)
1360  return;
1361 
1362  if ((fp = fopen(firstname, "r")) == NULL) {
1363  /* There is no expectation that every map will have unique items, but this
1364  * is debug output, so leave it in.
1365  */
1366  LOG(llevDebug, "Can't open unique items file for %s\n", name);
1367  return;
1368  }
1369 
1370  m->in_memory = MAP_LOADING;
1371  if (m->tmpname == NULL) /* if we have loaded unique items from */
1372  delete_unique_items(m); /* original map before, don't duplicate them */
1373  load_object(fp, NULL, LO_NOREAD, 0, false);
1374  load_objects(m, fp, 0);
1375  fclose(fp);
1376  m->in_memory = MAP_IN_MEMORY;
1377 }
1378 
1394 int save_map(mapstruct *m, int flag) {
1395  FILE *fp, *fp2;
1396  OutputFile of, of2;
1397  char filename[MAX_BUF], shop[MAX_BUF];
1398  int i, res;
1399 
1400  if (flag && !*m->path) {
1401  LOG(llevError, "Tried to save map without path.\n");
1402  return SAVE_ERROR_NO_PATH;
1403  }
1404 
1405  PROFILE_BEGIN();
1406 
1407  if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) {
1408  if (!m->unique && !m->is_template) { /* flag is set */
1409  if (flag == SAVE_MODE_OVERLAY)
1411  else
1412  create_pathname(m->path, filename, MAX_BUF);
1413  } else {
1414  if (m->path[0] != '~') {
1415  LOG(llevError,
1416  "Cannot save unique map '%s' outside of LOCALDIR. Check "
1417  "that all exits to '%s' have FLAG_UNIQUE set correctly.\n",
1418  m->path, m->path);
1419  return SAVE_ERROR_UCREATION;
1420  }
1421  snprintf(filename, sizeof(filename), "%s/%s/%s", settings.localdir, settings.playerdir, m->path+1);
1422  }
1423 
1425  } else {
1426  if (!m->tmpname)
1427  m->tmpname = tempnam(settings.tmpdir, NULL);
1428  strlcpy(filename, m->tmpname, sizeof(filename));
1429  }
1430  m->in_memory = MAP_SAVING;
1431 
1432  fp = of_open(&of, filename);
1433  if (fp == NULL)
1434  return SAVE_ERROR_RCREATION;
1435 
1436  /* legacy */
1437  fprintf(fp, "arch map\n");
1438  if (m->name)
1439  fprintf(fp, "name %s\n", m->name);
1440  if (!flag)
1441  fprintf(fp, "swap_time %d\n", m->swap_time);
1442  if (m->reset_timeout)
1443  fprintf(fp, "reset_timeout %u\n", m->reset_timeout);
1444  if (m->fixed_resettime)
1445  fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime);
1446  /* we unfortunately have no idea if this is a value the creator set
1447  * or a difficulty value we generated when the map was first loaded
1448  */
1449  if (m->difficulty)
1450  fprintf(fp, "difficulty %d\n", m->difficulty);
1451  if (m->region)
1452  fprintf(fp, "region %s\n", m->region->name);
1453  if (m->shopitems) {
1454  print_shop_string(m, shop, sizeof(shop));
1455  fprintf(fp, "shopitems %s\n", shop);
1456  }
1457  if (m->shopgreed)
1458  fprintf(fp, "shopgreed %f\n", m->shopgreed);
1459  if (m->shopmin)
1460  fprintf(fp, "shopmin %" FMT64U "\n", m->shopmin);
1461  if (m->shopmax)
1462  fprintf(fp, "shopmax %" FMT64U "\n", m->shopmax);
1463  if (m->shoprace)
1464  fprintf(fp, "shoprace %s\n", m->shoprace);
1465  if (m->darkness)
1466  fprintf(fp, "darkness %d\n", m->darkness);
1467  if (m->width)
1468  fprintf(fp, "width %d\n", m->width);
1469  if (m->height)
1470  fprintf(fp, "height %d\n", m->height);
1471  if (m->enter_x)
1472  fprintf(fp, "enter_x %d\n", m->enter_x);
1473  if (m->enter_y)
1474  fprintf(fp, "enter_y %d\n", m->enter_y);
1475  if (m->msg)
1476  fprintf(fp, "msg\n%sendmsg\n", m->msg);
1477  if (m->maplore)
1478  fprintf(fp, "maplore\n%sendmaplore\n", m->maplore);
1479  if (m->unique)
1480  fprintf(fp, "unique %d\n", m->unique);
1481  if (m->is_template)
1482  fprintf(fp, "template %d\n", m->is_template);
1483  if (m->outdoor)
1484  fprintf(fp, "outdoor %d\n", m->outdoor);
1485  if (m->nosmooth)
1486  fprintf(fp, "nosmooth %d\n", m->nosmooth);
1487  if (m->last_reset_time)
1488  fprintf(fp, "first_load %ld\n", m->last_reset_time);
1489  if (m->background_music)
1490  fprintf(fp, "background_music %s\n", m->background_music);
1491  if (m->reset_group)
1492  fprintf(fp, "reset_group %s\n", m->reset_group);
1493 
1494  /* Save any tiling information, except on overlays */
1495  if (flag != SAVE_MODE_OVERLAY)
1496  for (i = 0; i < 4; i++)
1497  if (m->tile_path[i])
1498  fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]);
1499 
1500  fprintf(fp, "end\n");
1501 
1502  /* In the game save unique items in the different file, but
1503  * in the editor save them to the normal map file.
1504  * If unique map, save files in the proper destination (set by
1505  * player)
1506  */
1507  if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) {
1508  char name[MAX_BUF], final_unique[MAX_BUF];
1509 
1510  create_items_path(m->path, name, MAX_BUF);
1511  snprintf(final_unique, sizeof(final_unique), "%s.v00", name);
1512  fp2 = of_open(&of2, final_unique);
1513  if (fp2 == NULL) {
1514  of_cancel(&of);
1515  return SAVE_ERROR_UCREATION;
1516  }
1517  if (flag == SAVE_MODE_OVERLAY) {
1518  /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */
1519  res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE);
1520  if (res < 0) {
1521  LOG(llevError, "Save error during object save: %d\n", res);
1522  of_cancel(&of);
1523  of_cancel(&of2);
1524  return res;
1525  }
1526  m->in_memory = MAP_IN_MEMORY;
1527  } else {
1528  res = save_objects(m, fp, fp2, 0);
1529  if (res < 0) {
1530  LOG(llevError, "Save error during object save: %d\n", res);
1531  of_cancel(&of);
1532  of_cancel(&of2);
1533  return res;
1534  }
1536  }
1537  if (ftell(fp2) == 0) {
1538  of_cancel(&of2);
1539  /* If there are no unique items left on the map, we need to
1540  * unlink the original unique map so that the unique
1541  * items don't show up again.
1542  */
1543  unlink(final_unique);
1544  } else {
1545  if (!of_close(&of2)) {
1546  of_cancel(&of);
1547  return SAVE_ERROR_URENAME;
1548  }
1549 
1550  if (chmod(final_unique, SAVE_MODE) != 0) {
1551  LOG(llevError, "Could not set permissions on '%s'\n",
1552  final_unique);
1553  }
1554  }
1555  } else { /* save same file when not playing, like in editor */
1556  res = save_objects(m, fp, fp, 0);
1557  if (res < 0) {
1558  LOG(llevError, "Save error during object save: %d\n", res);
1559  of_cancel(&of);
1560  return res;
1561  }
1563  }
1564 
1565  if (!of_close(&of))
1566  return SAVE_ERROR_CLOSE;
1567 
1568  if (chmod(filename, SAVE_MODE) != 0) {
1569  LOG(llevError, "Could not set permissions on '%s'\n", filename);
1570  }
1571 
1572  PROFILE_END(diff,
1573  LOG(llevDebug, "save_map on %s" " took %ld us\n", m->path, diff));
1574 
1575  return SAVE_ERROR_OK;
1576 }
1577 
1587 void clean_object(object *op) {
1588  FOR_INV_PREPARE(op, tmp) {
1589  clean_object(tmp);
1592  object_remove(tmp);
1594  } FOR_INV_FINISH();
1595 }
1596 
1604  int i, j;
1605  object *op;
1606 
1607  for (i = 0; i < MAP_WIDTH(m); i++)
1608  for (j = 0; j < MAP_HEIGHT(m); j++) {
1609  object *previous_obj = NULL;
1610 
1611  while ((op = GET_MAP_OB(m, i, j)) != NULL) {
1612  if (op == previous_obj) {
1613  LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1614  break;
1615  }
1616  previous_obj = op;
1617  op = HEAD(op);
1618 
1619  /* If the map isn't in memory, object_free_drop_inventory() will remove and
1620  * free objects in op's inventory. So let it do the job.
1621  */
1622  if (m->in_memory == MAP_IN_MEMORY)
1623  clean_object(op);
1624  object_remove(op);
1626  }
1627  }
1628 #ifdef MANY_CORES
1629  /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1630  * an item on that map was not saved - look for that condition and die as appropriate -
1631  * this leaves more of the map data intact for better debugging.
1632  */
1633  for (op = objects; op != NULL; op = op->next) {
1634  if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1635  LOG(llevError, "free_all_objects: object %s still on map after it should have been freed\n", op->name);
1636  abort();
1637  }
1638  }
1639 #endif
1640 }
1641 
1651  int i;
1652 
1653  if (!m->in_memory) {
1654  LOG(llevError, "Trying to free freed map.\n");
1655  return;
1656  }
1657 
1659 
1660  if (m->spaces)
1662  if (m->name)
1663  FREE_AND_CLEAR(m->name);
1664  if (m->spaces)
1665  FREE_AND_CLEAR(m->spaces);
1666  if (m->msg)
1667  FREE_AND_CLEAR(m->msg);
1668  if (m->maplore)
1669  FREE_AND_CLEAR(m->maplore);
1670  if (m->shopitems)
1671  FREE_AND_CLEAR(m->shopitems);
1672  if (m->shoprace)
1673  FREE_AND_CLEAR(m->shoprace);
1674  if (m->background_music)
1675  FREE_AND_CLEAR(m->background_music);
1676  if (m->buttons)
1677  free_objectlinkpt(m->buttons);
1678  m->buttons = NULL;
1679  for (i = 0; i < 4; i++) {
1680  if (m->tile_path[i])
1681  FREE_AND_CLEAR(m->tile_path[i]);
1682  m->tile_map[i] = NULL;
1683  }
1684  m->in_memory = MAP_SWAPPED;
1685 }
1686 
1697  mapstruct *tmp, *last;
1698  int i;
1699 
1700  if (!m)
1701  return;
1702  if (m->in_memory == MAP_IN_MEMORY) {
1703  /* change to MAP_SAVING, even though we are not,
1704  * so that object_remove() doesn't do as much work.
1705  */
1706  m->in_memory = MAP_SAVING;
1707  free_map(m);
1708  }
1709  /* move this out of free_map, since tmpname can still be needed if
1710  * the map is swapped out.
1711  */
1712  free(m->tmpname);
1713  m->tmpname = NULL;
1714  FREE_AND_CLEAR_STR_IF(m->reset_group);
1715  last = NULL;
1716  /* We need to look through all the maps and see if any maps
1717  * are pointing at this one for tiling information. Since
1718  * tiling can be assymetric, we just can not look to see which
1719  * maps this map tiles with and clears those.
1720  */
1721  for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1722  if (tmp->next == m)
1723  last = tmp;
1724 
1725  /* This should hopefully get unrolled on a decent compiler */
1726  for (i = 0; i < 4; i++)
1727  if (tmp->tile_map[i] == m)
1728  tmp->tile_map[i] = NULL;
1729  }
1730 
1731  /* If last is null, then this should be the first map in the list */
1732  if (!last) {
1733  if (m == first_map)
1734  first_map = m->next;
1735  else
1736  /* m->path is a static char, so should hopefully still have
1737  * some useful data in it.
1738  */
1739  LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path);
1740  } else
1741  last->next = m->next;
1742 
1743  free(m);
1744 }
1745 
1759 mapstruct *ready_map_name(const char *name, int flags) {
1760  mapstruct *m;
1761 
1762  if (!name)
1763  return (NULL);
1764 
1765  /* Have we been at this level before? */
1766  m = has_been_loaded(name);
1767 
1768  /* Map is good to go, so just return it */
1769  if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1770  return m;
1771  }
1772 
1773  /* Rewrite old paths starting with LOCALDIR/PLAYERDIR to new '~' paths. */
1774  char buf[MAX_BUF], buf2[MAX_BUF];
1775  snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, settings.playerdir);
1776  if (strncmp(name, buf, strlen(buf)) == 0) {
1777  snprintf(buf2, sizeof(buf2), "~%s", name+strlen(buf)+1);
1778  name = buf2;
1779  }
1780 
1781  /* Paths starting with '~' are unique. */
1782  if (name[0] == '~') {
1784  }
1785 
1786  /* unique maps always get loaded from their original location, and never
1787  * a temp location. Likewise, if map_flush is set, or we have never loaded
1788  * this map, load it now. I removed the reset checking from here -
1789  * it seems the probability of a player trying to enter a map that should
1790  * reset but hasn't yet is quite low, and removing that makes this function
1791  * a bit cleaner (and players probably shouldn't rely on exact timing for
1792  * resets in any case - if they really care, they should use the 'maps command.
1793  */
1794  if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1795  /* first visit or time to reset */
1796  if (m) {
1797  clean_tmp_map(m); /* Doesn't make much difference */
1798  delete_map(m);
1799  }
1800 
1802  if (m == NULL) return NULL;
1803 
1804  /* If a player unique map, no extra unique object file to load.
1805  * if from the editor, likewise.
1806  */
1809 
1811  if (load_overlay_map(name, m) != 0) {
1812  delete_map(m);
1813  m = mapfile_load(name, 0);
1814  if (m == NULL) {
1815  /* Really, this map is bad :( */
1816  return NULL;
1817  }
1818  }
1819  }
1820  } else {
1821  /* If in this loop, we found a temporary map, so load it up. */
1822 
1823  if (load_temporary_map(m) != 0) {
1824  /*
1825  * There was a failure loading the temporary map, fall back to original one.
1826  * load_temporary_map() already logged the error.
1827  */
1828  delete_map(m);
1829  m = mapfile_load(name, 0);
1830  if (m == NULL) {
1831  /* Really, this map is bad :( */
1832  return NULL;
1833  }
1834  }
1836 
1837  clean_tmp_map(m);
1838  m->in_memory = MAP_IN_MEMORY;
1839  /* tempnam() on sun systems (probably others) uses malloc
1840  * to allocated space for the string. Free it here.
1841  * In some cases, load_temporary_map above won't find the
1842  * temporary map, and so has reloaded a new map. If that
1843  * is the case, tmpname is now null
1844  */
1845  free(m->tmpname);
1846  m->tmpname = NULL;
1847  /* It's going to be saved anew anyway */
1848  }
1849 
1850  /* Below here is stuff common to both first time loaded maps and
1851  * temp maps.
1852  */
1853 
1854  decay_objects(m); /* start the decay */
1855 
1856  if (m->outdoor)
1858 
1859  if (!(flags&(MAP_FLUSH))) {
1860  if (m->last_reset_time == 0) {
1861  m->last_reset_time = seconds();
1862  }
1863  }
1864 
1866 
1867  return m;
1868 }
1869 
1886  archetype *at;
1887  int x, y;
1888  int diff = 0;
1889  int i;
1890  int64_t exp_pr_sq, total_exp = 0;
1891 
1892  if (MAP_DIFFICULTY(m)) {
1893  return MAP_DIFFICULTY(m);
1894  }
1895 
1896  for (x = 0; x < MAP_WIDTH(m); x++)
1897  for (y = 0; y < MAP_HEIGHT(m); y++)
1898  FOR_MAP_PREPARE(m, x, y, op) {
1899  if (QUERY_FLAG(op, FLAG_MONSTER))
1900  total_exp += op->stats.exp;
1902  total_exp += op->stats.exp;
1903  // If we have an other_arch on our generator, just use that.
1904  // FIXME: Figure out what to do if we are doing template generation from inventory.
1905  at = op->other_arch ? op->other_arch : NULL;
1906  if (at != NULL) {
1907  // Make sure we can't set off a null pointer dereference in atoi().
1908  const char *val = object_get_value(op, "generator_limit");
1909  int lim = atoi(val ? val : "0");
1910  // We assume, on average, the generator will generate half its contents.
1911  if (!lim || lim >= 16)
1912  total_exp += at->clone.stats.exp*8;
1913  else
1914  total_exp += at->clone.stats.exp*(lim/2);
1915  }
1916  }
1917  } FOR_MAP_FINISH();
1918  // Used to be multiplied by 1000, but this undershot horribly
1919  // once I fixed the calculation for generators.
1920  // I'm trying out some exponentiation, since linear scaling
1921  // seems to overshoot low-level maps and undershoot high-level maps.
1922  // I also feel comfortable, knowing that generators return
1923  // sensible values, to up the max diff this calculates from 20 to 25.
1924  // - Daniel Hawkins 2021-03-04
1925  exp_pr_sq = (pow(total_exp, 1.75))/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1926  diff = 25;
1927  for (i = 1; i < 25; i++)
1928  if (exp_pr_sq <= level_exp(i, 1.0)) {
1929  diff = i;
1930  break;
1931  }
1932 
1933  return diff;
1934 }
1935 
1943  if (m->tmpname == NULL)
1944  return;
1945  (void)unlink(m->tmpname);
1946 }
1947 
1951 void free_all_maps(void) {
1952  int real_maps = 0;
1953 
1954  while (first_map) {
1955  /* I think some of the callers above before it gets here set this to be
1956  * saving, but we still want to free this data
1957  */
1958  if (first_map->in_memory == MAP_SAVING)
1961  real_maps++;
1962  }
1963  LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1964 }
1965 
1983 int change_map_light(mapstruct *m, int change) {
1984  int new_level = m->darkness+change;
1985 
1986  /* Nothing to do */
1987  if (!change
1988  || (new_level <= 0 && m->darkness == 0)
1989  || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) {
1990  return 0;
1991  }
1992 
1993  /* inform all players on the map */
1994  if (change > 0)
1995  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker.");
1996  else
1997  ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.");
1998 
1999  /* Do extra checking. since m->darkness is a unsigned value,
2000  * we need to be extra careful about negative values.
2001  * In general, the checks below are only needed if change
2002  * is not +/-1
2003  */
2004  if (new_level < 0)
2005  m->darkness = 0;
2006  else if (new_level >= MAX_DARKNESS)
2007  m->darkness = MAX_DARKNESS;
2008  else
2009  m->darkness = new_level;
2010 
2011  /* All clients need to get re-updated for the change */
2013  return 1;
2014 }
2015 
2038 static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) {
2039  int l, l1;
2040  object *tmp;
2041 
2042  for (l = low_layer; l <= high_layer; l++) {
2043  if (!layers[l]) {
2044  /* found an empty spot. now, we want to make sure
2045  * highest visibility at top, etc.
2046  */
2047  layers[l] = ob;
2048  if (!honor_visibility)
2049  return;
2050 
2051  /* This is basically a mini bubble sort. Only swap
2052  * position if the lower face has greater (not equal)
2053  * visibility - map stacking is secondary consideration here.
2054  */
2055  for (l1 = (l-1); l1 >= low_layer; l1--) {
2056  if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) {
2057  tmp = layers[l1+1];
2058  layers[l1+1] = layers[l1];
2059  layers[l1] = tmp;
2060  }
2061  }
2062  /* Nothing more to do - face inserted */
2063  return;
2064  }
2065  }
2066  /* If we get here, all the layers have an object..
2067  */
2068  if (!honor_visibility) {
2069  /* Basically, in this case, it is pure stacking logic, so
2070  * new object goes on the top.
2071  */
2072  for (l = low_layer; l < high_layer; l++)
2073  layers[l] = layers[l+1];
2074  layers[high_layer] = ob;
2075  /* If this object doesn't have higher visibility than
2076  * the lowest object, no reason to go further.
2077  */
2078  } else if (ob->face->visibility >= layers[low_layer]->face->visibility) {
2079  /*
2080  * Start at the top (highest visibility) layer and work down.
2081  * once this face exceed that of the layer, push down those
2082  * other layers, and then replace the layer with our object.
2083  */
2084  for (l = high_layer; l >= low_layer; l--) {
2085  if (ob->face->visibility >= layers[l]->face->visibility) {
2086  for (l1 = low_layer; l1 < l; l1++)
2087  layers[l1] = layers[l1+1];
2088  layers[l] = ob;
2089  break;
2090  }
2091  }
2092  }
2093 }
2094 
2107 void update_position(mapstruct *m, int x, int y) {
2108  object *player = NULL;
2109  uint8_t flags = 0, oldflags, light = 0;
2110  object *layers[MAP_LAYERS];
2111 
2112  MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
2113 
2114  oldflags = GET_MAP_FLAGS(m, x, y);
2115  if (!(oldflags&P_NEED_UPDATE)) {
2116  LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
2117  return;
2118  }
2119 
2120  memset(layers, 0, MAP_LAYERS*sizeof(object *));
2121 
2122  FOR_MAP_PREPARE(m, x, y, tmp) {
2123  /* DMs just don't do anything when hidden, including no light. */
2124  if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)
2125  continue;
2126 
2127  if (tmp->type == PLAYER)
2128  player = tmp;
2129 
2130  /* This could be made additive I guess (two lights better than
2131  * one). But if so, it shouldn't be a simple additive - 2
2132  * light bulbs do not illuminate twice as far as once since
2133  * it is a dissipation factor that is squared (or is it cubed?)
2134  */
2135  if (tmp->glow_radius > light)
2136  light = tmp->glow_radius;
2137 
2138  /* if this object is visible and not a blank face,
2139  * update the objects that show how this space
2140  * looks.
2141  */
2142  if (!tmp->invisible && tmp->face != blank_face) {
2143  if (tmp->map_layer) {
2144  add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer,
2145  tmp, layers, map_layer_info[tmp->map_layer].honor_visibility);
2146  } else if (tmp->move_type&MOVE_FLYING) {
2148  } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
2150  } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) {
2151  layers[MAP_LAYER_FLOOR] = tmp;
2152  /* floors hide everything else */
2153  memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *));
2154  /* Check for FLAG_SEE_ANYWHERE is removed - objects
2155  * with that flag should just have a high visibility
2156  * set - we shouldn't need special code here.
2157  */
2158  } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) {
2160  } else {
2162  }
2163  }
2164  if (tmp == tmp->above) {
2165  LOG(llevError, "Error in structure of map\n");
2166  exit(-1);
2167  }
2168 
2169  move_slow |= tmp->move_slow;
2170  move_block |= tmp->move_block;
2171  move_on |= tmp->move_on;
2172  move_off |= tmp->move_off;
2173  move_allow |= tmp->move_allow;
2174 
2175  if (QUERY_FLAG(tmp, FLAG_ALIVE))
2176  flags |= P_IS_ALIVE;
2178  flags |= P_NO_MAGIC;
2180  flags |= P_NO_CLERIC;
2181 
2183  flags |= P_BLOCKSVIEW;
2184  } FOR_MAP_FINISH(); /* for stack of objects */
2185 
2186  if (player)
2187  flags |= P_PLAYER;
2188 
2189  /* we don't want to rely on this function to have accurate flags, but
2190  * since we're already doing the work, we calculate them here.
2191  * if they don't match, logic is broken someplace.
2192  */
2193  if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags)
2194  && (!(oldflags&P_NO_ERROR))) {
2195  LOG(llevDebug, "update_position: updated flags do not match old flags: %s (x=%d,y=%d) %x != %x\n",
2196  m->path, x, y, (oldflags&~P_NEED_UPDATE), flags);
2197  }
2198 
2199  SET_MAP_FLAGS(m, x, y, flags);
2200  SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow);
2201  SET_MAP_MOVE_ON(m, x, y, move_on);
2202  SET_MAP_MOVE_OFF(m, x, y, move_off);
2203  SET_MAP_MOVE_SLOW(m, x, y, move_slow);
2204  SET_MAP_LIGHT(m, x, y, light);
2205 
2206  /* Note that player may be NULL here, which is fine - if no player, need
2207  * to clear any value that may be set.
2208  */
2209  SET_MAP_PLAYER(m, x, y, player);
2210 
2211  /* Note it is intentional we copy everything, including NULL values. */
2212  memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS);
2213 }
2214 
2222  int timeout;
2223 
2224  timeout = MAP_RESET_TIMEOUT(map);
2225  if (timeout <= 0)
2226  timeout = MAP_DEFAULTRESET;
2227  if (timeout >= MAP_MAXRESET)
2228  timeout = MAP_MAXRESET;
2229  MAP_RESET_TIMEOUT(map) = timeout;
2230  MAP_WHEN_RESET(map) = seconds()+timeout;
2231 }
2232 
2247 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) {
2248  int dest_tile = (tile_num+2)%4;
2249  char path[HUGE_BUF];
2250 
2251  path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path));
2252 
2253  orig_map->tile_map[tile_num] = ready_map_name(path, 0);
2254  if (orig_map->tile_map[tile_num] == NULL) {
2255  LOG(llevError, "%s has invalid tiled map %s\n", orig_map->path, path);
2256  free(orig_map->tile_path[tile_num]);
2257  orig_map->tile_path[tile_num] = NULL;
2258  return NULL;
2259  }
2260 
2261  /* need to do a strcmp here as the orig_map->path is not a shared string */
2262  if (orig_map->tile_map[tile_num]->tile_path[dest_tile]
2263  && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2264  orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2265 
2266  return orig_map->tile_map[tile_num];
2267 }
2268 
2286 int out_of_map(mapstruct *m, int x, int y) {
2287 
2288  /* Simple case - coordinates are within this local
2289  * map.
2290  */
2291  if (x >= 0 && x < MAP_WIDTH(m) && y >= 0 && y < MAP_HEIGHT(m))
2292  return 0;
2293 
2294  if (x < 0) {
2295  if (!m->tile_path[3])
2296  return 1;
2297  if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
2299  /* Verify the tile map loaded correctly */
2300  if (!m->tile_map[3])
2301  return 0;
2302  }
2303  return (out_of_map(m->tile_map[3], x+MAP_WIDTH(m->tile_map[3]), y));
2304  } else if (x >= MAP_WIDTH(m)) {
2305  if (!m->tile_path[1])
2306  return 1;
2307  if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
2309  /* Verify the tile map loaded correctly */
2310  if (!m->tile_map[1])
2311  return 0;
2312  }
2313  return (out_of_map(m->tile_map[1], x-MAP_WIDTH(m), y));
2314  }
2315 
2316  if (y < 0) {
2317  if (!m->tile_path[0])
2318  return 1;
2319  if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2321  /* Verify the tile map loaded correctly */
2322  if (!m->tile_map[0])
2323  return 0;
2324  }
2325  return (out_of_map(m->tile_map[0], x, y+MAP_HEIGHT(m->tile_map[0])));
2326  } else if (y >= MAP_HEIGHT(m)) {
2327  if (!m->tile_path[2])
2328  return 1;
2329  if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2331  /* Verify the tile map loaded correctly */
2332  if (!m->tile_map[2])
2333  return 0;
2334  }
2335  return (out_of_map(m->tile_map[2], x, y-MAP_HEIGHT(m)));
2336  }
2337  return 1;
2338 }
2339 
2359 mapstruct *get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y) {
2360 
2361  /* Simple case - coordinates are within this local
2362  * map.
2363  */
2364 
2365  if ( !m ) return NULL;
2366  if (*x >= 0 && *x < MAP_WIDTH(m) && *y >= 0 && *y < MAP_HEIGHT(m))
2367  return m;
2368 
2369  do /* With the first case there, we can assume we are out of the map if we get here */
2370  {
2371  // Figure out what map should be in the direction we are off the map, and then
2372  // load that map and look again.
2373  if (*x < 0) {
2374  if (!m->tile_path[3])
2375  return NULL;
2376  if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY){
2378  /* Make sure we loaded properly. */
2379  if (!m->tile_map[3])
2380  return NULL;
2381  }
2382  *x += MAP_WIDTH(m->tile_map[3]);
2383  m = m->tile_map[3];
2384  }
2385  else if (*x >= MAP_WIDTH(m)) {
2386  if (!m->tile_path[1])
2387  return NULL;
2388  if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY){
2390  /* Make sure we loaded properly. */
2391  if (!m->tile_map[1])
2392  return NULL;
2393  }
2394  *x -= MAP_WIDTH(m);
2395  m = m->tile_map[1];
2396  }
2397  // It is possible that x and y be considered separate compare groups,
2398  // But using an else-if here retains the old behavior that recursion produced.
2399  else if (*y < 0) {
2400  if (!m->tile_path[0])
2401  return NULL;
2402  if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY){
2404  /* Make sure we loaded properly. */
2405  if (!m->tile_map[0])
2406  return NULL;
2407  }
2408  *y += MAP_HEIGHT(m->tile_map[0]);
2409  m = m->tile_map[0];
2410  }
2411  else if (*y >= MAP_HEIGHT(m)) {
2412  if (!m->tile_path[2])
2413  return NULL;
2414  if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY){
2416  /* Make sure we loaded properly. */
2417  if (!m->tile_map[2])
2418  return NULL;
2419  }
2420  *y -= MAP_HEIGHT(m);
2421  m = m->tile_map[2];
2422  }
2423  // The check here is if our single tile is in the map.
2424  // That is exactly what the OUT_OF_MAP macro does.
2425  } while (OUT_OF_REAL_MAP(m, *x, *y));
2426  return m; /* We have found our map */
2427 }
2428 
2442 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2443  if (!map1 || !map2)
2444  return 0;
2445 
2446  if (map1 == map2) {
2447  *dx = 0;
2448  *dy = 0;
2449  } else if (map1->tile_map[0] == map2) { /* up */
2450  *dx = 0;
2451  *dy = -MAP_HEIGHT(map2);
2452  } else if (map1->tile_map[1] == map2) { /* right */
2453  *dx = MAP_WIDTH(map1);
2454  *dy = 0;
2455  } else if (map1->tile_map[2] == map2) { /* down */
2456  *dx = 0;
2457  *dy = MAP_HEIGHT(map1);
2458  } else if (map1->tile_map[3] == map2) { /* left */
2459  *dx = -MAP_WIDTH(map2);
2460  *dy = 0;
2461  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2462  *dx = MAP_WIDTH(map1->tile_map[0]);
2463  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2464  } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2465  *dx = -MAP_WIDTH(map2);
2466  *dy = -MAP_HEIGHT(map1->tile_map[0]);
2467  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2468  *dx = MAP_WIDTH(map1);
2469  *dy = -MAP_HEIGHT(map2);
2470  } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2471  *dx = MAP_WIDTH(map1);
2472  *dy = MAP_HEIGHT(map1->tile_map[1]);
2473  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2474  *dx = MAP_WIDTH(map1->tile_map[2]);
2475  *dy = MAP_HEIGHT(map1);
2476  } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2477  *dx = -MAP_WIDTH(map2);
2478  *dy = MAP_HEIGHT(map1);
2479  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2480  *dx = -MAP_WIDTH(map1->tile_map[3]);
2481  *dy = -MAP_HEIGHT(map2);
2482  } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2483  *dx = -MAP_WIDTH(map1->tile_map[3]);
2484  *dy = MAP_HEIGHT(map1->tile_map[3]);
2485  } else { /* not "adjacent" enough */
2486  return 0;
2487  }
2488 
2489  return 1;
2490 }
2491 
2519 int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) {
2520  if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2521  /* be conservative and fill in _some_ data */
2522  retval->distance = 100000;
2523  retval->distance_x = 32767;
2524  retval->distance_y = 32767;
2525  retval->direction = 0;
2526  retval->part = NULL;
2527  return 0;
2528  } else {
2529  object *best;
2530 
2531  retval->distance_x += op2->x-op1->x;
2532  retval->distance_y += op2->y-op1->y;
2533 
2534  best = op1;
2535  /* If this is multipart, find the closest part now */
2536  if (!(flags&0x1) && op1->more) {
2537  object *tmp;
2538  int best_distance = retval->distance_x*retval->distance_x+
2539  retval->distance_y*retval->distance_y, tmpi;
2540 
2541  /* we just take the offset of the piece to head to figure
2542  * distance instead of doing all that work above again
2543  * since the distance fields we set above are positive in the
2544  * same axis as is used for multipart objects, the simply arithmetic
2545  * below works.
2546  */
2547  for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2548  tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2549  (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2550  if (tmpi < best_distance) {
2551  best_distance = tmpi;
2552  best = tmp;
2553  }
2554  }
2555  if (best != op1) {
2556  retval->distance_x += op1->x-best->x;
2557  retval->distance_y += op1->y-best->y;
2558  }
2559  }
2560  retval->part = best;
2561  retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2562  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2563  return 1;
2564  }
2565 }
2566 
2587 int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval) {
2588  if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2589  /* be conservative and fill in _some_ data */
2590  retval->distance = 100000;
2591  retval->distance_x = 32767;
2592  retval->distance_y = 32767;
2593  retval->direction = 0;
2594  retval->part = NULL;
2595  return 0;
2596  } else {
2597  retval->distance_x += op2->x-x;
2598  retval->distance_y += op2->y-y;
2599 
2600  retval->part = NULL;
2601  retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2602  retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2603  return 1;
2604  }
2605 }
2606 
2625 int on_same_map(const object *op1, const object *op2) {
2626  int dx, dy;
2627 
2628  return adjacent_map(op1->map, op2->map, &dx, &dy);
2629 }
2630 
2648 object *map_find_by_flag(mapstruct *map, int x, int y, int flag) {
2649  object *tmp;
2650 
2651  for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) {
2652  object *head;
2653 
2654  head = HEAD(tmp);
2655  if (QUERY_FLAG(head, flag))
2656  return head;
2657  }
2658  return NULL;
2659 }
2660 
2666  char base[HUGE_BUF], path[HUGE_BUF];
2667  int count;
2668 
2669  if (map->unique) {
2670  snprintf(path, sizeof(path), "%s/%s/%s", settings.localdir, settings.playerdir, map->path+1);
2671  if (unlink(path) != 0) {
2672  LOG(llevError, "Could not delete %s: %s\n", path, strerror(errno));
2673  }
2674  return;
2675  }
2676 
2677  create_items_path(map->path, base, sizeof(base));
2678 
2679  for (count = 0; count < 10; count++) {
2680  snprintf(path, sizeof(path), "%s.v%02d", base, count);
2681  unlink(path);
2682  }
2683 }
2684 
2690 const char *map_get_path(const object *item) {
2691  if (item->map != NULL) {
2692  if (strlen(item->map->path) > 0) {
2693  return item->map->path;
2694  }
2695 
2696  return item->map->name ? item->map->name : "(empty path and name)";
2697  }
2698 
2699  if (item->env != NULL)
2700  return map_get_path(item->env);
2701 
2702  return "(no map and no env!)";
2703 }
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