1 |
/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#include <unistd.h> |
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|
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#include "global.h" |
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#include "funcpoint.h" |
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|
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#include "loader.h" |
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|
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#include "path.h" |
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|
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/* |
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* This makes a path absolute outside the world of Crossfire. |
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* In other words, it prepends LIBDIR/MAPDIR/ to the given path |
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* and returns the pointer to a static array containing the result. |
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* it really should be called create_mapname |
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*/ |
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const char * |
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create_pathname (const char *name) |
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{ |
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static char buf[8192]; |
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snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name); |
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return buf; |
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} |
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|
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/* |
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* This function checks if a file with the given path exists. |
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* -1 is returned if it fails, otherwise the mode of the file |
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* is returned. |
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* It tries out all the compression suffixes listed in the uncomp[] array. |
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* |
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* If prepend_dir is set, then we call create_pathname (which prepends |
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* libdir & mapdir). Otherwise, we assume the name given is fully |
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* complete. |
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* Only the editor actually cares about the writablity of this - |
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* the rest of the code only cares that the file is readable. |
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* when the editor goes away, the call to stat should probably be |
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* replaced by an access instead (similar to the windows one, but |
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* that seems to be missing the prepend_dir processing |
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*/ |
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int |
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check_path (const char *name, int prepend_dir) |
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{ |
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char buf[MAX_BUF]; |
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|
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char *endbuf; |
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struct stat statbuf; |
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int mode = 0; |
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|
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if (prepend_dir) |
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assign (buf, create_pathname (name)); |
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else |
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assign (buf, name); |
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|
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/* old method (strchr(buf, '\0')) seemd very odd to me - |
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* this method should be equivalant and is clearer. |
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* Can not use strcat because we need to cycle through |
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* all the names. |
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*/ |
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endbuf = buf + strlen (buf); |
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|
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if (stat (buf, &statbuf)) |
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return -1; |
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if (!S_ISREG (statbuf.st_mode)) |
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return (-1); |
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|
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if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || |
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((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) |
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mode |= 4; |
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|
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if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || |
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(statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) |
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mode |= 2; |
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|
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return (mode); |
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} |
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|
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/* This rolls up wall, blocks_magic, blocks_view, etc, all into |
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* one function that just returns a P_.. value (see map.h) |
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* it will also do map translation for tiled maps, returning |
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* new values into newmap, nx, and ny. Any and all of those |
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* values can be null, in which case if a new map is needed (returned |
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* by a P_NEW_MAP value, another call to get_map_from_coord |
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* is needed. The case of not passing values is if we're just |
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* checking for the existence of something on those spaces, but |
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* don't expect to insert/remove anything from those spaces. |
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*/ |
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int |
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get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) |
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{ |
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sint16 newx = x; |
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sint16 newy = y; |
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|
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maptile *mp = get_map_from_coord (oldmap, &newx, &newy); |
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|
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if (!mp) |
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return P_OUT_OF_MAP; |
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|
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if (newmap) *newmap = mp; |
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if (nx) *nx = newx; |
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if (ny) *ny = newy; |
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|
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return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); |
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} |
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|
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/* |
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* Returns true if the given coordinate is blocked except by the |
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* object passed is not blocking. This is used with |
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* multipart monsters - if we want to see if a 2x2 monster |
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* can move 1 space to the left, we don't want its own area |
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* to block it from moving there. |
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* Returns TRUE if the space is blocked by something other than the |
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* monster. |
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* m, x, y are the target map/coordinates - needed for map tiling. |
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* the coordinates & map passed in should have been updated for tiling |
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* by the caller. |
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*/ |
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int |
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blocked_link (object *ob, maptile *m, int sx, int sy) |
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{ |
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object *tmp; |
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int mflags, blocked; |
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|
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/* Make sure the coordinates are valid - they should be, as caller should |
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* have already checked this. |
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*/ |
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if (OUT_OF_REAL_MAP (m, sx, sy)) |
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{ |
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LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); |
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return 1; |
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} |
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|
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/* Save some cycles - instead of calling get_map_flags(), just get the value |
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* directly. |
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*/ |
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mflags = m->at (sx, sy).flags (); |
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|
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blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); |
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|
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/* If space is currently not blocked by anything, no need to |
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* go further. Not true for players - all sorts of special |
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* things we need to do for players. |
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*/ |
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if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
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return 0; |
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|
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/* if there isn't anytyhing alive on this space, and this space isn't |
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* otherwise blocked, we can return now. Only if there is a living |
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* creature do we need to investigate if it is part of this creature |
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* or another. Likewise, only if something is blocking us do we |
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* need to investigate if there is a special circumstance that would |
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* let the player through (inventory checkers for example) |
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*/ |
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if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) |
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return 0; |
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|
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if (ob->head != NULL) |
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ob = ob->head; |
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|
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/* We basically go through the stack of objects, and if there is |
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* some other object that has NO_PASS or FLAG_ALIVE set, return |
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* true. If we get through the entire stack, that must mean |
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* ob is blocking it, so return 0. |
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*/ |
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for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) |
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{ |
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|
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/* This must be before the checks below. Code for inventory checkers. */ |
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if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) |
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{ |
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/* If last_sp is set, the player/monster needs an object, |
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* so we check for it. If they don't have it, they can't |
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* pass through this space. |
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*/ |
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if (tmp->last_sp) |
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{ |
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if (check_inv_recursive (ob, tmp) == NULL) |
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return 1; |
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else |
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continue; |
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} |
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else |
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{ |
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/* In this case, the player must not have the object - |
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* if they do, they can't pass through. |
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*/ |
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if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ |
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return 1; |
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else |
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continue; |
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} |
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} /* if check_inv */ |
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else |
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{ |
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/* Broke apart a big nasty if into several here to make |
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* this more readable. first check - if the space blocks |
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* movement, can't move here. |
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* second - if a monster, can't move there, unles it is a |
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* hidden dm |
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*/ |
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if (OB_MOVE_BLOCK (ob, tmp)) |
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return 1; |
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if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && |
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tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) |
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return 1; |
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} |
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|
230 |
} |
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return 0; |
232 |
} |
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|
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/* |
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* Returns true if the given object can't fit in the given spot. |
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* This is meant for multi space objects - for single space objecs, |
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* just calling get_map_blocked and checking that against movement type |
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* of object. This function goes through all the parts of the |
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* multipart object and makes sure they can be inserted. |
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* |
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* While this doesn't call out of map, the get_map_flags does. |
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* |
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* This function has been used to deprecate arch_out_of_map - |
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* this function also does that check, and since in most cases, |
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* a call to one would follow the other, doesn't make a lot of sense to |
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* have two seperate functions for this. |
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* |
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* This returns nonzero if this arch can not go on the space provided, |
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* 0 otherwise. the return value will contain the P_.. value |
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* so the caller can know why this object can't go on the map. |
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* Note that callers should not expect P_NEW_MAP to be set |
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* in return codes - since the object is multispace - if |
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* we did return values, what do you return if half the object |
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* is one map, half on another. |
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* |
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* Note this used to be arch_blocked, but with new movement |
257 |
* code, we need to have actual object to check its move_type |
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* against the move_block values. |
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*/ |
260 |
int |
261 |
ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) |
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{ |
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archetype *tmp; |
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int flag; |
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maptile *m1; |
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sint16 sx, sy; |
267 |
|
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if (!ob) |
269 |
{ |
270 |
flag = get_map_flags (m, &m1, x, y, &sx, &sy); |
271 |
if (flag & P_OUT_OF_MAP) |
272 |
return P_OUT_OF_MAP; |
273 |
|
274 |
/* don't have object, so don't know what types would block */ |
275 |
return m1->at (sx, sy).move_block; |
276 |
} |
277 |
|
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for (tmp = ob->arch; tmp; tmp = tmp->more) |
279 |
{ |
280 |
flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); |
281 |
|
282 |
if (flag & P_OUT_OF_MAP) |
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return P_OUT_OF_MAP; |
284 |
if (flag & P_IS_ALIVE) |
285 |
return P_IS_ALIVE; |
286 |
|
287 |
mapspace &ms = m1->at (sx, sy); |
288 |
|
289 |
/* find_first_free_spot() calls this function. However, often |
290 |
* ob doesn't have any move type (when used to place exits) |
291 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
292 |
*/ |
293 |
|
294 |
if (ob->move_type == 0 && ms.move_block != MOVE_ALL) |
295 |
continue; |
296 |
|
297 |
/* Note it is intentional that we check ob - the movement type of the |
298 |
* head of the object should correspond for the entire object. |
299 |
*/ |
300 |
if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) |
301 |
return P_NO_PASS; |
302 |
} |
303 |
|
304 |
return 0; |
305 |
} |
306 |
|
307 |
/* When the map is loaded, load_object does not actually insert objects |
308 |
* into inventory, but just links them. What this does is go through |
309 |
* and insert them properly. |
310 |
* The object 'container' is the object that contains the inventory. |
311 |
* This is needed so that we can update the containers weight. |
312 |
*/ |
313 |
void |
314 |
fix_container (object *container) |
315 |
{ |
316 |
object *tmp = container->inv, *next; |
317 |
|
318 |
container->inv = 0; |
319 |
while (tmp) |
320 |
{ |
321 |
next = tmp->below; |
322 |
if (tmp->inv) |
323 |
fix_container (tmp); |
324 |
|
325 |
insert_ob_in_ob (tmp, container); |
326 |
tmp = next; |
327 |
} |
328 |
|
329 |
/* sum_weight will go through and calculate what all the containers are |
330 |
* carrying. |
331 |
*/ |
332 |
sum_weight (container); |
333 |
} |
334 |
|
335 |
void |
336 |
maptile::set_object_flag (int flag, int value) |
337 |
{ |
338 |
if (!spaces) |
339 |
return; |
340 |
|
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for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
342 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
343 |
tmp->flag [flag] = value; |
344 |
} |
345 |
|
346 |
/* link_multipart_objects go through all the objects on the map looking |
347 |
* for objects whose arch says they are multipart yet according to the |
348 |
* info we have, they only have the head (as would be expected when |
349 |
* they are saved). We do have to look for the old maps that did save |
350 |
* the more sections and not re-add sections for them. |
351 |
*/ |
352 |
void |
353 |
maptile::link_multipart_objects () |
354 |
{ |
355 |
if (!spaces) |
356 |
return; |
357 |
|
358 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
359 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
360 |
{ |
361 |
/* already multipart - don't do anything more */ |
362 |
if (!tmp->head && !tmp->more) |
363 |
{ |
364 |
/* If there is nothing more to this object, this for loop |
365 |
* won't do anything. |
366 |
*/ |
367 |
archetype *at; |
368 |
object *last, *op; |
369 |
for (at = tmp->arch->more, last = tmp; |
370 |
at; |
371 |
at = at->more, last = op) |
372 |
{ |
373 |
op = arch_to_object (at); |
374 |
|
375 |
/* update x,y coordinates */ |
376 |
op->x += tmp->x; |
377 |
op->y += tmp->y; |
378 |
op->head = tmp; |
379 |
op->map = this; |
380 |
last->more = op; |
381 |
op->name = tmp->name; |
382 |
op->title = tmp->title; |
383 |
|
384 |
/* we could link all the parts onto tmp, and then just |
385 |
* call insert_ob_in_map once, but the effect is the same, |
386 |
* as insert_ob_in_map will call itself with each part, and |
387 |
* the coding is simpler to just to it here with each part. |
388 |
*/ |
389 |
insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); |
390 |
} |
391 |
} |
392 |
} |
393 |
} |
394 |
|
395 |
/* |
396 |
* Loads (ands parses) the objects into a given map from the specified |
397 |
* file pointer. |
398 |
*/ |
399 |
bool |
400 |
maptile::_load_objects (object_thawer &f) |
401 |
{ |
402 |
for (;;) |
403 |
{ |
404 |
coroapi::cede_every (1000); // cede once in a while |
405 |
|
406 |
switch (f.kw) |
407 |
{ |
408 |
case KW_arch: |
409 |
if (object *op = object::read (f, this)) |
410 |
{ |
411 |
if (op->inv) |
412 |
sum_weight (op); |
413 |
|
414 |
insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
415 |
} |
416 |
|
417 |
continue; |
418 |
|
419 |
case KW_EOF: |
420 |
return true; |
421 |
|
422 |
default: |
423 |
if (!f.parse_error ("map file")) |
424 |
return false; |
425 |
break; |
426 |
} |
427 |
|
428 |
f.next (); |
429 |
} |
430 |
|
431 |
return true; |
432 |
} |
433 |
|
434 |
void |
435 |
maptile::activate () |
436 |
{ |
437 |
if (!spaces) |
438 |
return; |
439 |
|
440 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
441 |
for (object *op = ms->bot; op; op = op->above) |
442 |
op->activate_recursive (); |
443 |
} |
444 |
|
445 |
void |
446 |
maptile::deactivate () |
447 |
{ |
448 |
if (!spaces) |
449 |
return; |
450 |
|
451 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
452 |
for (object *op = ms->bot; op; op = op->above) |
453 |
op->deactivate_recursive (); |
454 |
} |
455 |
|
456 |
bool |
457 |
maptile::_save_objects (object_freezer &f, int flags) |
458 |
{ |
459 |
static int cede_count = 0; |
460 |
|
461 |
if (flags & IO_HEADER) |
462 |
_save_header (f); |
463 |
|
464 |
if (!spaces) |
465 |
return false; |
466 |
|
467 |
for (int i = 0; i < size (); ++i) |
468 |
{ |
469 |
if (cede_count >= 500) |
470 |
{ |
471 |
cede_count = 0; |
472 |
coroapi::cede (); |
473 |
} |
474 |
|
475 |
int unique = 0; |
476 |
for (object *op = spaces [i].bot; op; op = op->above) |
477 |
{ |
478 |
// count per-object, but cede only when modification-safe |
479 |
cede_count++; |
480 |
|
481 |
if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
482 |
unique = 1; |
483 |
|
484 |
if (!op->can_map_save ()) |
485 |
continue; |
486 |
|
487 |
if (unique || op->flag [FLAG_UNIQUE]) |
488 |
{ |
489 |
if (flags & IO_UNIQUES) |
490 |
op->write (f); |
491 |
} |
492 |
else if (flags & IO_OBJECTS) |
493 |
op->write (f); |
494 |
} |
495 |
} |
496 |
|
497 |
return true; |
498 |
} |
499 |
|
500 |
bool |
501 |
maptile::_load_objects (const char *path, bool skip_header) |
502 |
{ |
503 |
object_thawer f (path); |
504 |
|
505 |
if (!f) |
506 |
return false; |
507 |
|
508 |
f.next (); |
509 |
|
510 |
if (skip_header) |
511 |
for (;;) |
512 |
{ |
513 |
keyword kw = f.kw; |
514 |
f.skip (); |
515 |
if (kw == KW_end) |
516 |
break; |
517 |
} |
518 |
|
519 |
return _load_objects (f); |
520 |
} |
521 |
|
522 |
bool |
523 |
maptile::_save_objects (const char *path, int flags) |
524 |
{ |
525 |
object_freezer freezer; |
526 |
|
527 |
if (!_save_objects (freezer, flags)) |
528 |
return false; |
529 |
|
530 |
return freezer.save (path); |
531 |
} |
532 |
|
533 |
maptile::maptile () |
534 |
{ |
535 |
in_memory = MAP_SWAPPED; |
536 |
|
537 |
/* The maps used to pick up default x and y values from the |
538 |
* map archetype. Mimic that behaviour. |
539 |
*/ |
540 |
width = 16; |
541 |
height = 16; |
542 |
timeout = 300; |
543 |
max_nrof = 1000; // 1000 items of anything |
544 |
max_volume = 2000000; // 2m³ |
545 |
} |
546 |
|
547 |
maptile::maptile (int w, int h) |
548 |
{ |
549 |
in_memory = MAP_SWAPPED; |
550 |
|
551 |
width = w; |
552 |
height = h; |
553 |
reset_timeout = 0; |
554 |
timeout = 300; |
555 |
enter_x = 0; |
556 |
enter_y = 0; |
557 |
|
558 |
alloc (); |
559 |
} |
560 |
|
561 |
/* |
562 |
* Allocates the arrays contained in a maptile. |
563 |
* This basically allocates the dynamic array of spaces for the |
564 |
* map. |
565 |
*/ |
566 |
void |
567 |
maptile::alloc () |
568 |
{ |
569 |
if (spaces) |
570 |
return; |
571 |
|
572 |
spaces = salloc0<mapspace> (size ()); |
573 |
} |
574 |
|
575 |
/* Takes a string from a map definition and outputs a pointer to the array of shopitems |
576 |
* corresponding to that string. Memory is allocated for this, it must be freed |
577 |
* at a later date. |
578 |
* Called by parse_map_headers below. |
579 |
*/ |
580 |
static shopitems * |
581 |
parse_shop_string (const char *input_string) |
582 |
{ |
583 |
char *shop_string, *p, *q, *next_semicolon, *next_colon; |
584 |
shopitems *items = NULL; |
585 |
int i = 0, number_of_entries = 0; |
586 |
const typedata *current_type; |
587 |
|
588 |
shop_string = strdup (input_string); |
589 |
p = shop_string; |
590 |
/* first we'll count the entries, we'll need that for allocating the array shortly */ |
591 |
while (p) |
592 |
{ |
593 |
p = strchr (p, ';'); |
594 |
number_of_entries++; |
595 |
if (p) |
596 |
p++; |
597 |
} |
598 |
|
599 |
p = shop_string; |
600 |
strip_endline (p); |
601 |
items = new shopitems[number_of_entries + 1]; |
602 |
for (i = 0; i < number_of_entries; i++) |
603 |
{ |
604 |
if (!p) |
605 |
{ |
606 |
LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); |
607 |
break; |
608 |
} |
609 |
|
610 |
next_semicolon = strchr (p, ';'); |
611 |
next_colon = strchr (p, ':'); |
612 |
/* if there is a stregth specified, figure out what it is, we'll need it soon. */ |
613 |
if (next_colon && (!next_semicolon || next_colon < next_semicolon)) |
614 |
items[i].strength = atoi (strchr (p, ':') + 1); |
615 |
|
616 |
if (isdigit (*p) || *p == '*') |
617 |
{ |
618 |
items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */ |
619 |
current_type = get_typedata (items[i].typenum); |
620 |
if (current_type) |
621 |
{ |
622 |
items[i].name = current_type->name; |
623 |
items[i].name_pl = current_type->name_pl; |
624 |
} |
625 |
} |
626 |
else |
627 |
{ /*we have a named type, let's figure out what it is */ |
628 |
q = strpbrk (p, ";:"); |
629 |
if (q) |
630 |
*q = '\0'; |
631 |
|
632 |
current_type = get_typedata_by_name (p); |
633 |
if (current_type) |
634 |
{ |
635 |
items[i].name = current_type->name; |
636 |
items[i].typenum = current_type->number; |
637 |
items[i].name_pl = current_type->name_pl; |
638 |
} |
639 |
else |
640 |
{ /* oh uh, something's wrong, let's free up this one, and try |
641 |
* the next entry while we're at it, better print a warning |
642 |
*/ |
643 |
LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); |
644 |
} |
645 |
} |
646 |
|
647 |
items[i].index = number_of_entries; |
648 |
if (next_semicolon) |
649 |
p = ++next_semicolon; |
650 |
else |
651 |
p = NULL; |
652 |
} |
653 |
|
654 |
free (shop_string); |
655 |
return items; |
656 |
} |
657 |
|
658 |
/* opposite of parse string, this puts the string that was originally fed in to |
659 |
* the map (or something equivilent) into output_string. */ |
660 |
static void |
661 |
print_shop_string (maptile *m, char *output_string) |
662 |
{ |
663 |
int i; |
664 |
char tmp[MAX_BUF]; |
665 |
|
666 |
strcpy (output_string, ""); |
667 |
for (i = 0; i < m->shopitems[0].index; i++) |
668 |
{ |
669 |
if (m->shopitems[i].typenum) |
670 |
{ |
671 |
if (m->shopitems[i].strength) |
672 |
sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); |
673 |
else |
674 |
sprintf (tmp, "%s;", m->shopitems[i].name); |
675 |
} |
676 |
else |
677 |
{ |
678 |
if (m->shopitems[i].strength) |
679 |
sprintf (tmp, "*:%d;", m->shopitems[i].strength); |
680 |
else |
681 |
sprintf (tmp, "*"); |
682 |
} |
683 |
|
684 |
strcat (output_string, tmp); |
685 |
} |
686 |
} |
687 |
|
688 |
/* This loads the header information of the map. The header |
689 |
* contains things like difficulty, size, timeout, etc. |
690 |
* this used to be stored in the map object, but with the |
691 |
* addition of tiling, fields beyond that easily named in an |
692 |
* object structure were needed, so it just made sense to |
693 |
* put all the stuff in the map object so that names actually make |
694 |
* sense. |
695 |
* This could be done in lex (like the object loader), but I think |
696 |
* currently, there are few enough fields this is not a big deal. |
697 |
* MSW 2001-07-01 |
698 |
*/ |
699 |
bool |
700 |
maptile::_load_header (object_thawer &thawer) |
701 |
{ |
702 |
for (;;) |
703 |
{ |
704 |
keyword kw = thawer.get_kv (); |
705 |
|
706 |
switch (kw) |
707 |
{ |
708 |
case KW_msg: |
709 |
thawer.get_ml (KW_endmsg, msg); |
710 |
break; |
711 |
|
712 |
case KW_lore: // CF+ extension |
713 |
thawer.get_ml (KW_endlore, maplore); |
714 |
break; |
715 |
|
716 |
case KW_maplore: |
717 |
thawer.get_ml (KW_endmaplore, maplore); |
718 |
break; |
719 |
|
720 |
case KW_arch: |
721 |
if (strcmp (thawer.get_str (), "map")) |
722 |
LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ()); |
723 |
break; |
724 |
|
725 |
case KW_oid: |
726 |
thawer.get (this, thawer.get_sint32 ()); |
727 |
break; |
728 |
|
729 |
case KW_file_format_version: break; // nop |
730 |
|
731 |
case KW_name: thawer.get (name); break; |
732 |
case KW_attach: thawer.get (attach); break; |
733 |
case KW_reset_time: thawer.get (reset_time); break; |
734 |
case KW_shopgreed: thawer.get (shopgreed); break; |
735 |
case KW_shopmin: thawer.get (shopmin); break; |
736 |
case KW_shopmax: thawer.get (shopmax); break; |
737 |
case KW_shoprace: thawer.get (shoprace); break; |
738 |
case KW_outdoor: thawer.get (outdoor); break; |
739 |
case KW_temp: thawer.get (temp); break; |
740 |
case KW_pressure: thawer.get (pressure); break; |
741 |
case KW_humid: thawer.get (humid); break; |
742 |
case KW_windspeed: thawer.get (windspeed); break; |
743 |
case KW_winddir: thawer.get (winddir); break; |
744 |
case KW_sky: thawer.get (sky); break; |
745 |
|
746 |
case KW_per_player: thawer.get (per_player); break; |
747 |
case KW_per_party: thawer.get (per_party); break; |
748 |
|
749 |
case KW_region: default_region = region::find (thawer.get_str ()); break; |
750 |
case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; |
751 |
|
752 |
// old names new names |
753 |
case KW_hp: case KW_enter_x: thawer.get (enter_x); break; |
754 |
case KW_sp: case KW_enter_y: thawer.get (enter_y); break; |
755 |
case KW_x: case KW_width: thawer.get (width); break; |
756 |
case KW_y: case KW_height: thawer.get (height); break; |
757 |
case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break; |
758 |
case KW_value: case KW_swap_time: thawer.get (timeout); break; |
759 |
case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; |
760 |
case KW_invisible: case KW_darkness: thawer.get (darkness); break; |
761 |
case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; |
762 |
|
763 |
case KW_tile_path_1: thawer.get (tile_path [0]); break; |
764 |
case KW_tile_path_2: thawer.get (tile_path [1]); break; |
765 |
case KW_tile_path_3: thawer.get (tile_path [2]); break; |
766 |
case KW_tile_path_4: thawer.get (tile_path [3]); break; |
767 |
|
768 |
case KW_end: |
769 |
return true; |
770 |
|
771 |
default: |
772 |
if (!thawer.parse_error ("map", 0)) |
773 |
return false; |
774 |
break; |
775 |
} |
776 |
} |
777 |
|
778 |
abort (); |
779 |
} |
780 |
|
781 |
bool |
782 |
maptile::_load_header (const char *path) |
783 |
{ |
784 |
object_thawer thawer (path); |
785 |
|
786 |
if (!thawer) |
787 |
return false; |
788 |
|
789 |
return _load_header (thawer); |
790 |
} |
791 |
|
792 |
/****************************************************************************** |
793 |
* This is the start of unique map handling code |
794 |
*****************************************************************************/ |
795 |
|
796 |
/* This goes through the maptile and removed any unique items on the map. */ |
797 |
void |
798 |
maptile::clear_unique_items () |
799 |
{ |
800 |
for (int i = 0; i < size (); ++i) |
801 |
{ |
802 |
int unique = 0; |
803 |
for (object *op = spaces [i].bot; op; ) |
804 |
{ |
805 |
object *above = op->above; |
806 |
|
807 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
808 |
unique = 1; |
809 |
|
810 |
if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
811 |
{ |
812 |
op->destroy_inv (false); |
813 |
op->destroy (); |
814 |
} |
815 |
|
816 |
op = above; |
817 |
} |
818 |
} |
819 |
} |
820 |
|
821 |
bool |
822 |
maptile::_save_header (object_freezer &freezer) |
823 |
{ |
824 |
#define MAP_OUT(k) freezer.put (KW_ ## k, k) |
825 |
#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) |
826 |
|
827 |
MAP_OUT2 (arch, "map"); |
828 |
|
829 |
if (name) MAP_OUT (name); |
830 |
MAP_OUT (swap_time); |
831 |
MAP_OUT (reset_time); |
832 |
MAP_OUT (reset_timeout); |
833 |
MAP_OUT (fixed_resettime); |
834 |
MAP_OUT (difficulty); |
835 |
|
836 |
if (default_region) MAP_OUT2 (region, default_region->name); |
837 |
|
838 |
if (shopitems) |
839 |
{ |
840 |
char shop[MAX_BUF]; |
841 |
print_shop_string (this, shop); |
842 |
MAP_OUT2 (shopitems, shop); |
843 |
} |
844 |
|
845 |
MAP_OUT (shopgreed); |
846 |
MAP_OUT (shopmin); |
847 |
MAP_OUT (shopmax); |
848 |
if (shoprace) MAP_OUT (shoprace); |
849 |
MAP_OUT (darkness); |
850 |
MAP_OUT (width); |
851 |
MAP_OUT (height); |
852 |
MAP_OUT (enter_x); |
853 |
MAP_OUT (enter_y); |
854 |
|
855 |
if (msg) freezer.put (KW_msg , KW_endmsg , msg); |
856 |
if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); |
857 |
|
858 |
MAP_OUT (outdoor); |
859 |
MAP_OUT (temp); |
860 |
MAP_OUT (pressure); |
861 |
MAP_OUT (humid); |
862 |
MAP_OUT (windspeed); |
863 |
MAP_OUT (winddir); |
864 |
MAP_OUT (sky); |
865 |
|
866 |
MAP_OUT (per_player); |
867 |
MAP_OUT (per_party); |
868 |
|
869 |
if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); |
870 |
if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); |
871 |
if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); |
872 |
if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); |
873 |
|
874 |
freezer.put (this); |
875 |
freezer.put (KW_end); |
876 |
|
877 |
return true; |
878 |
} |
879 |
|
880 |
bool |
881 |
maptile::_save_header (const char *path) |
882 |
{ |
883 |
object_freezer freezer; |
884 |
|
885 |
if (!_save_header (freezer)) |
886 |
return false; |
887 |
|
888 |
return freezer.save (path); |
889 |
} |
890 |
|
891 |
/* |
892 |
* Remove and free all objects in the given map. |
893 |
*/ |
894 |
void |
895 |
maptile::clear () |
896 |
{ |
897 |
sfree (regions, size ()), regions = 0; |
898 |
free (regionmap), regionmap = 0; |
899 |
|
900 |
if (spaces) |
901 |
{ |
902 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
903 |
while (object *op = ms->bot) |
904 |
{ |
905 |
if (op->head) |
906 |
op = op->head; |
907 |
|
908 |
op->destroy_inv (false); |
909 |
op->destroy (); |
910 |
} |
911 |
|
912 |
sfree (spaces, size ()), spaces = 0; |
913 |
} |
914 |
|
915 |
if (buttons) |
916 |
free_objectlinkpt (buttons), buttons = 0; |
917 |
} |
918 |
|
919 |
void |
920 |
maptile::clear_header () |
921 |
{ |
922 |
name = 0; |
923 |
msg = 0; |
924 |
maplore = 0; |
925 |
shoprace = 0; |
926 |
delete [] shopitems, shopitems = 0; |
927 |
|
928 |
for (int i = 0; i < 4; i++) |
929 |
tile_path [i] = 0; |
930 |
} |
931 |
|
932 |
maptile::~maptile () |
933 |
{ |
934 |
assert (destroyed ()); |
935 |
} |
936 |
|
937 |
void |
938 |
maptile::clear_links_to (maptile *m) |
939 |
{ |
940 |
/* We need to look through all the maps and see if any maps |
941 |
* are pointing at this one for tiling information. Since |
942 |
* tiling can be asymetric, we just can not look to see which |
943 |
* maps this map tiles with and clears those. |
944 |
*/ |
945 |
for (int i = 0; i < 4; i++) |
946 |
if (tile_map[i] == m) |
947 |
tile_map[i] = 0; |
948 |
} |
949 |
|
950 |
void |
951 |
maptile::do_destroy () |
952 |
{ |
953 |
attachable::do_destroy (); |
954 |
|
955 |
clear (); |
956 |
} |
957 |
|
958 |
/* |
959 |
* Updates every button on the map (by calling update_button() for them). |
960 |
*/ |
961 |
void |
962 |
maptile::update_buttons () |
963 |
{ |
964 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
965 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
966 |
{ |
967 |
if (!ol->ob) |
968 |
{ |
969 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
970 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); |
971 |
continue; |
972 |
} |
973 |
|
974 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
975 |
{ |
976 |
update_button (ol->ob); |
977 |
break; |
978 |
} |
979 |
} |
980 |
} |
981 |
|
982 |
/* |
983 |
* This routine is supposed to find out the difficulty of the map. |
984 |
* difficulty does not have a lot to do with character level, |
985 |
* but does have a lot to do with treasure on the map. |
986 |
* |
987 |
* Difficulty can now be set by the map creature. If the value stored |
988 |
* in the map is zero, then use this routine. Maps should really |
989 |
* have a difficulty set than using this function - human calculation |
990 |
* is much better than this functions guesswork. |
991 |
*/ |
992 |
int |
993 |
maptile::estimate_difficulty () const |
994 |
{ |
995 |
long monster_cnt = 0; |
996 |
double avgexp = 0; |
997 |
sint64 total_exp = 0; |
998 |
|
999 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
1000 |
for (object *op = ms->bot; op; op = op->above) |
1001 |
{ |
1002 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1003 |
{ |
1004 |
total_exp += op->stats.exp; |
1005 |
monster_cnt++; |
1006 |
} |
1007 |
|
1008 |
if (QUERY_FLAG (op, FLAG_GENERATOR)) |
1009 |
{ |
1010 |
total_exp += op->stats.exp; |
1011 |
|
1012 |
if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) |
1013 |
total_exp += at->clone.stats.exp * 8; |
1014 |
|
1015 |
monster_cnt++; |
1016 |
} |
1017 |
} |
1018 |
|
1019 |
avgexp = (double) total_exp / monster_cnt; |
1020 |
|
1021 |
for (int i = 1; i <= settings.max_level; i++) |
1022 |
if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) |
1023 |
return i; |
1024 |
|
1025 |
return 1; |
1026 |
} |
1027 |
|
1028 |
/* change_map_light() - used to change map light level (darkness) |
1029 |
* up or down. Returns true if successful. It should now be |
1030 |
* possible to change a value by more than 1. |
1031 |
* Move this from los.c to map.c since this is more related |
1032 |
* to maps than los. |
1033 |
* postive values make it darker, negative make it brighter |
1034 |
*/ |
1035 |
int |
1036 |
maptile::change_map_light (int change) |
1037 |
{ |
1038 |
int new_level = darkness + change; |
1039 |
|
1040 |
/* Nothing to do */ |
1041 |
if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) |
1042 |
return 0; |
1043 |
|
1044 |
/* inform all players on the map */ |
1045 |
if (change > 0) |
1046 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1047 |
else |
1048 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1049 |
|
1050 |
/* Do extra checking. since darkness is a unsigned value, |
1051 |
* we need to be extra careful about negative values. |
1052 |
* In general, the checks below are only needed if change |
1053 |
* is not +/-1 |
1054 |
*/ |
1055 |
if (new_level < 0) |
1056 |
darkness = 0; |
1057 |
else if (new_level >= MAX_DARKNESS) |
1058 |
darkness = MAX_DARKNESS; |
1059 |
else |
1060 |
darkness = new_level; |
1061 |
|
1062 |
/* All clients need to get re-updated for the change */ |
1063 |
update_all_map_los (this); |
1064 |
return 1; |
1065 |
} |
1066 |
|
1067 |
/* |
1068 |
* This function updates various attributes about a specific space |
1069 |
* on the map (what it looks like, whether it blocks magic, |
1070 |
* has a living creatures, prevents people from passing |
1071 |
* through, etc) |
1072 |
*/ |
1073 |
void |
1074 |
mapspace::update_ () |
1075 |
{ |
1076 |
object *tmp, *last = 0; |
1077 |
uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1078 |
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1079 |
|
1080 |
//object *middle = 0; |
1081 |
//object *top = 0; |
1082 |
//object *floor = 0; |
1083 |
// this seems to generate better code than using locals, above |
1084 |
object *&top = faces_obj[0] = 0; |
1085 |
object *&middle = faces_obj[1] = 0; |
1086 |
object *&floor = faces_obj[2] = 0; |
1087 |
|
1088 |
for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1089 |
{ |
1090 |
/* This could be made additive I guess (two lights better than |
1091 |
* one). But if so, it shouldn't be a simple additive - 2 |
1092 |
* light bulbs do not illuminate twice as far as once since |
1093 |
* it is a dissapation factor that is cubed. |
1094 |
*/ |
1095 |
if (tmp->glow_radius > light) |
1096 |
light = tmp->glow_radius; |
1097 |
|
1098 |
/* This call is needed in order to update objects the player |
1099 |
* is standing in that have animations (ie, grass, fire, etc). |
1100 |
* However, it also causes the look window to be re-drawn |
1101 |
* 3 times each time the player moves, because many of the |
1102 |
* functions the move_player calls eventualy call this. |
1103 |
* |
1104 |
* Always put the player down for drawing. |
1105 |
*/ |
1106 |
if (!tmp->invisible) |
1107 |
{ |
1108 |
if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1109 |
top = tmp; |
1110 |
else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1111 |
{ |
1112 |
/* If we got a floor, that means middle and top were below it, |
1113 |
* so should not be visible, so we clear them. |
1114 |
*/ |
1115 |
middle = 0; |
1116 |
top = 0; |
1117 |
floor = tmp; |
1118 |
} |
1119 |
/* Flag anywhere have high priority */ |
1120 |
else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1121 |
{ |
1122 |
middle = tmp; |
1123 |
anywhere = 1; |
1124 |
} |
1125 |
/* Find the highest visible face around. If equal |
1126 |
* visibilities, we still want the one nearer to the |
1127 |
* top |
1128 |
*/ |
1129 |
else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1130 |
middle = tmp; |
1131 |
} |
1132 |
|
1133 |
if (tmp == tmp->above) |
1134 |
{ |
1135 |
LOG (llevError, "Error in structure of map\n"); |
1136 |
exit (-1); |
1137 |
} |
1138 |
|
1139 |
move_slow |= tmp->move_slow; |
1140 |
move_block |= tmp->move_block; |
1141 |
move_on |= tmp->move_on; |
1142 |
move_off |= tmp->move_off; |
1143 |
move_allow |= tmp->move_allow; |
1144 |
|
1145 |
if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; |
1146 |
if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; |
1147 |
if (tmp->type == PLAYER) flags |= P_PLAYER; |
1148 |
if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1149 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
1150 |
if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
1151 |
} |
1152 |
|
1153 |
this->light = light; |
1154 |
this->flags_ = flags; |
1155 |
this->move_block = move_block & ~move_allow; |
1156 |
this->move_on = move_on; |
1157 |
this->move_off = move_off; |
1158 |
this->move_slow = move_slow; |
1159 |
|
1160 |
/* At this point, we have a floor face (if there is a floor), |
1161 |
* and the floor is set - we are not going to touch it at |
1162 |
* this point. |
1163 |
* middle contains the highest visibility face. |
1164 |
* top contains a player/monster face, if there is one. |
1165 |
* |
1166 |
* We now need to fill in top.face and/or middle.face. |
1167 |
*/ |
1168 |
|
1169 |
/* If the top face also happens to be high visibility, re-do our |
1170 |
* middle face. This should not happen, as we already have the |
1171 |
* else statement above so middle should not get set. OTOH, it |
1172 |
* may be possible for the faces to match but be different objects. |
1173 |
*/ |
1174 |
if (top == middle) |
1175 |
middle = 0; |
1176 |
|
1177 |
/* There are three posibilities at this point: |
1178 |
* 1) top face is set, need middle to be set. |
1179 |
* 2) middle is set, need to set top. |
1180 |
* 3) neither middle or top is set - need to set both. |
1181 |
*/ |
1182 |
|
1183 |
for (tmp = last; tmp; tmp = tmp->below) |
1184 |
{ |
1185 |
/* Once we get to a floor, stop, since we already have a floor object */ |
1186 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1187 |
break; |
1188 |
|
1189 |
/* If two top faces are already set, quit processing */ |
1190 |
if (top && middle) |
1191 |
break; |
1192 |
|
1193 |
/* Only show visible faces */ |
1194 |
if (!tmp->invisible) |
1195 |
{ |
1196 |
/* Fill in top if needed */ |
1197 |
if (!top) |
1198 |
{ |
1199 |
top = tmp; |
1200 |
if (top == middle) |
1201 |
middle = 0; |
1202 |
} |
1203 |
else |
1204 |
{ |
1205 |
/* top is already set - we should only get here if |
1206 |
* middle is not set |
1207 |
* |
1208 |
* Set the middle face and break out, since there is nothing |
1209 |
* more to fill in. We don't check visiblity here, since |
1210 |
* |
1211 |
*/ |
1212 |
if (tmp != top) |
1213 |
{ |
1214 |
middle = tmp; |
1215 |
break; |
1216 |
} |
1217 |
} |
1218 |
} |
1219 |
} |
1220 |
|
1221 |
if (middle == floor) |
1222 |
middle = 0; |
1223 |
|
1224 |
if (top == middle) |
1225 |
middle = 0; |
1226 |
|
1227 |
#if 0 |
1228 |
faces_obj [0] = top; |
1229 |
faces_obj [1] = middle; |
1230 |
faces_obj [2] = floor; |
1231 |
#endif |
1232 |
} |
1233 |
|
1234 |
uint64 |
1235 |
mapspace::volume () const |
1236 |
{ |
1237 |
uint64 vol = 0; |
1238 |
|
1239 |
for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) |
1240 |
vol += op->volume (); |
1241 |
|
1242 |
return vol; |
1243 |
} |
1244 |
|
1245 |
/* this updates the orig_map->tile_map[tile_num] value after finding |
1246 |
* the map. It also takes care of linking back the freshly found |
1247 |
* maps tile_map values if it tiles back to this one. It returns |
1248 |
* the value of orig_map->tile_map[tile_num]. |
1249 |
*/ |
1250 |
static inline maptile * |
1251 |
find_and_link (maptile *orig_map, int tile_num) |
1252 |
{ |
1253 |
maptile *mp = orig_map->tile_map [tile_num]; |
1254 |
|
1255 |
if (!mp) |
1256 |
{ |
1257 |
mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); |
1258 |
|
1259 |
if (!mp) |
1260 |
{ |
1261 |
// emergency mode, manufacture a dummy map, this creates a memleak, but thats fine |
1262 |
LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", |
1263 |
&orig_map->tile_path[tile_num], &orig_map->path); |
1264 |
mp = new maptile (1, 1); |
1265 |
mp->alloc (); |
1266 |
mp->in_memory = MAP_IN_MEMORY; |
1267 |
} |
1268 |
} |
1269 |
|
1270 |
int dest_tile = (tile_num + 2) % 4; |
1271 |
|
1272 |
orig_map->tile_map [tile_num] = mp; |
1273 |
|
1274 |
// optimisation: back-link map to origin map if euclidean |
1275 |
//TODO: non-euclidean maps MUST GO |
1276 |
if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) |
1277 |
orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; |
1278 |
|
1279 |
return mp; |
1280 |
} |
1281 |
|
1282 |
static inline void |
1283 |
load_and_link (maptile *orig_map, int tile_num) |
1284 |
{ |
1285 |
find_and_link (orig_map, tile_num)->load_sync (); |
1286 |
} |
1287 |
|
1288 |
/* this returns TRUE if the coordinates (x,y) are out of |
1289 |
* map m. This function also takes into account any |
1290 |
* tiling considerations, loading adjacant maps as needed. |
1291 |
* This is the function should always be used when it |
1292 |
* necessary to check for valid coordinates. |
1293 |
* This function will recursively call itself for the |
1294 |
* tiled maps. |
1295 |
*/ |
1296 |
int |
1297 |
out_of_map (maptile *m, int x, int y) |
1298 |
{ |
1299 |
/* If we get passed a null map, this is obviously the |
1300 |
* case. This generally shouldn't happen, but if the |
1301 |
* map loads fail below, it could happen. |
1302 |
*/ |
1303 |
if (!m) |
1304 |
return 0; |
1305 |
|
1306 |
if (x < 0) |
1307 |
{ |
1308 |
if (!m->tile_path[3]) |
1309 |
return 1; |
1310 |
|
1311 |
if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) |
1312 |
find_and_link (m, 3); |
1313 |
|
1314 |
return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); |
1315 |
} |
1316 |
|
1317 |
if (x >= m->width) |
1318 |
{ |
1319 |
if (!m->tile_path[1]) |
1320 |
return 1; |
1321 |
|
1322 |
if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) |
1323 |
find_and_link (m, 1); |
1324 |
|
1325 |
return out_of_map (m->tile_map[1], x - m->width, y); |
1326 |
} |
1327 |
|
1328 |
if (y < 0) |
1329 |
{ |
1330 |
if (!m->tile_path[0]) |
1331 |
return 1; |
1332 |
|
1333 |
if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) |
1334 |
find_and_link (m, 0); |
1335 |
|
1336 |
return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); |
1337 |
} |
1338 |
|
1339 |
if (y >= m->height) |
1340 |
{ |
1341 |
if (!m->tile_path[2]) |
1342 |
return 1; |
1343 |
|
1344 |
if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) |
1345 |
find_and_link (m, 2); |
1346 |
|
1347 |
return out_of_map (m->tile_map[2], x, y - m->height); |
1348 |
} |
1349 |
|
1350 |
/* Simple case - coordinates are within this local |
1351 |
* map. |
1352 |
*/ |
1353 |
return 0; |
1354 |
} |
1355 |
|
1356 |
/* This is basically the same as out_of_map above, but |
1357 |
* instead we return NULL if no map is valid (coordinates |
1358 |
* out of bounds and no tiled map), otherwise it returns |
1359 |
* the map as that the coordinates are really on, and |
1360 |
* updates x and y to be the localised coordinates. |
1361 |
* Using this is more efficient of calling out_of_map |
1362 |
* and then figuring out what the real map is |
1363 |
*/ |
1364 |
maptile * |
1365 |
maptile::xy_find (sint16 &x, sint16 &y) |
1366 |
{ |
1367 |
if (x < 0) |
1368 |
{ |
1369 |
if (!tile_path[3]) |
1370 |
return 0; |
1371 |
|
1372 |
find_and_link (this, 3); |
1373 |
x += tile_map[3]->width; |
1374 |
return tile_map[3]->xy_find (x, y); |
1375 |
} |
1376 |
|
1377 |
if (x >= width) |
1378 |
{ |
1379 |
if (!tile_path[1]) |
1380 |
return 0; |
1381 |
|
1382 |
find_and_link (this, 1); |
1383 |
x -= width; |
1384 |
return tile_map[1]->xy_find (x, y); |
1385 |
} |
1386 |
|
1387 |
if (y < 0) |
1388 |
{ |
1389 |
if (!tile_path[0]) |
1390 |
return 0; |
1391 |
|
1392 |
find_and_link (this, 0); |
1393 |
y += tile_map[0]->height; |
1394 |
return tile_map[0]->xy_find (x, y); |
1395 |
} |
1396 |
|
1397 |
if (y >= height) |
1398 |
{ |
1399 |
if (!tile_path[2]) |
1400 |
return 0; |
1401 |
|
1402 |
find_and_link (this, 2); |
1403 |
y -= height; |
1404 |
return tile_map[2]->xy_find (x, y); |
1405 |
} |
1406 |
|
1407 |
/* Simple case - coordinates are within this local |
1408 |
* map. |
1409 |
*/ |
1410 |
return this; |
1411 |
} |
1412 |
|
1413 |
/** |
1414 |
* Return whether map2 is adjacent to map1. If so, store the distance from |
1415 |
* map1 to map2 in dx/dy. |
1416 |
*/ |
1417 |
int |
1418 |
adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) |
1419 |
{ |
1420 |
if (!map1 || !map2) |
1421 |
return 0; |
1422 |
|
1423 |
//TODO: this doesn't actually check corretcly when intermediate maps are not loaded |
1424 |
//fix: compare paths instead (this is likely faster, too!) |
1425 |
if (map1 == map2) |
1426 |
{ |
1427 |
*dx = 0; |
1428 |
*dy = 0; |
1429 |
} |
1430 |
else if (map1->tile_map[0] == map2) |
1431 |
{ /* up */ |
1432 |
*dx = 0; |
1433 |
*dy = -map2->height; |
1434 |
} |
1435 |
else if (map1->tile_map[1] == map2) |
1436 |
{ /* right */ |
1437 |
*dx = map1->width; |
1438 |
*dy = 0; |
1439 |
} |
1440 |
else if (map1->tile_map[2] == map2) |
1441 |
{ /* down */ |
1442 |
*dx = 0; |
1443 |
*dy = map1->height; |
1444 |
} |
1445 |
else if (map1->tile_map[3] == map2) |
1446 |
{ /* left */ |
1447 |
*dx = -map2->width; |
1448 |
*dy = 0; |
1449 |
} |
1450 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) |
1451 |
{ /* up right */ |
1452 |
*dx = map1->tile_map[0]->width; |
1453 |
*dy = -map1->tile_map[0]->height; |
1454 |
} |
1455 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) |
1456 |
{ /* up left */ |
1457 |
*dx = -map2->width; |
1458 |
*dy = -map1->tile_map[0]->height; |
1459 |
} |
1460 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) |
1461 |
{ /* right up */ |
1462 |
*dx = map1->width; |
1463 |
*dy = -map2->height; |
1464 |
} |
1465 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) |
1466 |
{ /* right down */ |
1467 |
*dx = map1->width; |
1468 |
*dy = map1->tile_map[1]->height; |
1469 |
} |
1470 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) |
1471 |
{ /* down right */ |
1472 |
*dx = map1->tile_map[2]->width; |
1473 |
*dy = map1->height; |
1474 |
} |
1475 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) |
1476 |
{ /* down left */ |
1477 |
*dx = -map2->width; |
1478 |
*dy = map1->height; |
1479 |
} |
1480 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) |
1481 |
{ /* left up */ |
1482 |
*dx = -map1->tile_map[3]->width; |
1483 |
*dy = -map2->height; |
1484 |
} |
1485 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) |
1486 |
{ /* left down */ |
1487 |
*dx = -map1->tile_map[3]->width; |
1488 |
*dy = map1->tile_map[3]->height; |
1489 |
} |
1490 |
else |
1491 |
return 0; |
1492 |
|
1493 |
return 1; |
1494 |
} |
1495 |
|
1496 |
maptile * |
1497 |
maptile::xy_load (sint16 &x, sint16 &y) |
1498 |
{ |
1499 |
maptile *map = xy_find (x, y); |
1500 |
|
1501 |
if (map) |
1502 |
map->load_sync (); |
1503 |
|
1504 |
return map; |
1505 |
} |
1506 |
|
1507 |
maptile * |
1508 |
get_map_from_coord (maptile *m, sint16 *x, sint16 *y) |
1509 |
{ |
1510 |
return m->xy_load (*x, *y); |
1511 |
} |
1512 |
|
1513 |
/* From map.c |
1514 |
* This is used by get_player to determine where the other |
1515 |
* creature is. get_rangevector takes into account map tiling, |
1516 |
* so you just can not look the the map coordinates and get the |
1517 |
* righte value. distance_x/y are distance away, which |
1518 |
* can be negative. direction is the crossfire direction scheme |
1519 |
* that the creature should head. part is the part of the |
1520 |
* monster that is closest. |
1521 |
* |
1522 |
* get_rangevector looks at op1 and op2, and fills in the |
1523 |
* structure for op1 to get to op2. |
1524 |
* We already trust that the caller has verified that the |
1525 |
* two objects are at least on adjacent maps. If not, |
1526 |
* results are not likely to be what is desired. |
1527 |
* if the objects are not on maps, results are also likely to |
1528 |
* be unexpected |
1529 |
* |
1530 |
* currently, the only flag supported (0x1) is don't translate for |
1531 |
* closest body part of 'op1' |
1532 |
*/ |
1533 |
void |
1534 |
get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) |
1535 |
{ |
1536 |
if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
1537 |
{ |
1538 |
/* be conservative and fill in _some_ data */ |
1539 |
retval->distance = 10000; |
1540 |
retval->distance_x = 10000; |
1541 |
retval->distance_y = 10000; |
1542 |
retval->direction = 0; |
1543 |
retval->part = 0; |
1544 |
} |
1545 |
else |
1546 |
{ |
1547 |
object *best; |
1548 |
|
1549 |
retval->distance_x += op2->x - op1->x; |
1550 |
retval->distance_y += op2->y - op1->y; |
1551 |
|
1552 |
best = op1; |
1553 |
/* If this is multipart, find the closest part now */ |
1554 |
if (!(flags & 0x1) && op1->more) |
1555 |
{ |
1556 |
int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; |
1557 |
|
1558 |
/* we just take the offset of the piece to head to figure |
1559 |
* distance instead of doing all that work above again |
1560 |
* since the distance fields we set above are positive in the |
1561 |
* same axis as is used for multipart objects, the simply arithmetic |
1562 |
* below works. |
1563 |
*/ |
1564 |
for (object *tmp = op1->more; tmp; tmp = tmp->more) |
1565 |
{ |
1566 |
tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + |
1567 |
(op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); |
1568 |
if (tmpi < best_distance) |
1569 |
{ |
1570 |
best_distance = tmpi; |
1571 |
best = tmp; |
1572 |
} |
1573 |
} |
1574 |
|
1575 |
if (best != op1) |
1576 |
{ |
1577 |
retval->distance_x += op1->x - best->x; |
1578 |
retval->distance_y += op1->y - best->y; |
1579 |
} |
1580 |
} |
1581 |
|
1582 |
retval->part = best; |
1583 |
retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1584 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1585 |
} |
1586 |
} |
1587 |
|
1588 |
/* this is basically the same as get_rangevector above, but instead of |
1589 |
* the first parameter being an object, it instead is the map |
1590 |
* and x,y coordinates - this is used for path to player - |
1591 |
* since the object is not infact moving but we are trying to traverse |
1592 |
* the path, we need this. |
1593 |
* flags has no meaning for this function at this time - I kept it in to |
1594 |
* be more consistant with the above function and also in case they are needed |
1595 |
* for something in the future. Also, since no object is pasted, the best |
1596 |
* field of the rv_vector is set to NULL. |
1597 |
*/ |
1598 |
void |
1599 |
get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) |
1600 |
{ |
1601 |
if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) |
1602 |
{ |
1603 |
/* be conservative and fill in _some_ data */ |
1604 |
retval->distance = 100000; |
1605 |
retval->distance_x = 32767; |
1606 |
retval->distance_y = 32767; |
1607 |
retval->direction = 0; |
1608 |
retval->part = 0; |
1609 |
} |
1610 |
else |
1611 |
{ |
1612 |
retval->distance_x += op2->x - x; |
1613 |
retval->distance_y += op2->y - y; |
1614 |
|
1615 |
retval->part = NULL; |
1616 |
retval->distance = idistance (retval->distance_x, retval->distance_y); |
1617 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1618 |
} |
1619 |
} |
1620 |
|
1621 |
/* Returns true of op1 and op2 are effectively on the same map |
1622 |
* (as related to map tiling). Note that this looks for a path from |
1623 |
* op1 to op2, so if the tiled maps are asymetric and op2 has a path |
1624 |
* to op1, this will still return false. |
1625 |
* Note we only look one map out to keep the processing simple |
1626 |
* and efficient. This could probably be a macro. |
1627 |
* MSW 2001-08-05 |
1628 |
*/ |
1629 |
int |
1630 |
on_same_map (const object *op1, const object *op2) |
1631 |
{ |
1632 |
int dx, dy; |
1633 |
|
1634 |
return adjacent_map (op1->map, op2->map, &dx, &dy); |
1635 |
} |
1636 |
|
1637 |
object * |
1638 |
maptile::insert (object *op, int x, int y, object *originator, int flags) |
1639 |
{ |
1640 |
if (!op->flag [FLAG_REMOVED]) |
1641 |
op->remove (); |
1642 |
|
1643 |
return insert_ob_in_map_at (op, this, originator, flags, x, y); |
1644 |
} |
1645 |
|
1646 |
region * |
1647 |
maptile::region (int x, int y) const |
1648 |
{ |
1649 |
if (regions |
1650 |
&& regionmap |
1651 |
&& !OUT_OF_REAL_MAP (this, x, y)) |
1652 |
if (struct region *reg = regionmap [regions [y * width + x]]) |
1653 |
return reg; |
1654 |
|
1655 |
if (default_region) |
1656 |
return default_region; |
1657 |
|
1658 |
return ::region::default_region (); |
1659 |
} |
1660 |
|
1661 |
/* picks a random object from a style map. |
1662 |
* Redone by MSW so it should be faster and not use static |
1663 |
* variables to generate tables. |
1664 |
*/ |
1665 |
object * |
1666 |
maptile::pick_random_object () const |
1667 |
{ |
1668 |
/* while returning a null object will result in a crash, that |
1669 |
* is actually preferable to an infinite loop. That is because |
1670 |
* most servers will automatically restart in case of crash. |
1671 |
* Change the logic on getting the random space - shouldn't make |
1672 |
* any difference, but this seems clearer to me. |
1673 |
*/ |
1674 |
for (int i = 1000; --i;) |
1675 |
{ |
1676 |
object *pick = at (rndm (width), rndm (height)).bot; |
1677 |
|
1678 |
// do not prefer big monsters just because they are big. |
1679 |
if (pick && pick->head_ () == pick) |
1680 |
return pick->head_ (); |
1681 |
} |
1682 |
|
1683 |
// instead of crashing in the unlikely(?) case, try to return *something* |
1684 |
return get_archetype ("blocked"); |
1685 |
} |
1686 |
|