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Revision: 1.100
Committed: Tue Apr 17 10:06:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.99: +3 -3 lines
Log Message:
cede less often in background tasks while still reducing jittering

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.76 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25 root 1.85 #include <unistd.h>
26    
27     #include "global.h"
28     #include "funcpoint.h"
29 elmex 1.1
30 root 1.85 #include "loader.h"
31 elmex 1.1
32     #include "path.h"
33    
34     /*
35     * This makes a path absolute outside the world of Crossfire.
36     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37     * and returns the pointer to a static array containing the result.
38     * it really should be called create_mapname
39     */
40 root 1.29 const char *
41     create_pathname (const char *name)
42     {
43 root 1.62 static char buf[8192];
44     snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45     return buf;
46 elmex 1.1 }
47    
48     /*
49     * This function checks if a file with the given path exists.
50     * -1 is returned if it fails, otherwise the mode of the file
51     * is returned.
52     * It tries out all the compression suffixes listed in the uncomp[] array.
53     *
54     * If prepend_dir is set, then we call create_pathname (which prepends
55     * libdir & mapdir). Otherwise, we assume the name given is fully
56     * complete.
57     * Only the editor actually cares about the writablity of this -
58     * the rest of the code only cares that the file is readable.
59     * when the editor goes away, the call to stat should probably be
60     * replaced by an access instead (similar to the windows one, but
61     * that seems to be missing the prepend_dir processing
62     */
63 root 1.29 int
64     check_path (const char *name, int prepend_dir)
65 elmex 1.1 {
66 root 1.29 char buf[MAX_BUF];
67    
68     char *endbuf;
69     struct stat statbuf;
70     int mode = 0;
71 elmex 1.1
72 root 1.29 if (prepend_dir)
73 root 1.84 assign (buf, create_pathname (name));
74 root 1.29 else
75 root 1.84 assign (buf, name);
76 elmex 1.1
77 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
78     * this method should be equivalant and is clearer.
79     * Can not use strcat because we need to cycle through
80     * all the names.
81     */
82     endbuf = buf + strlen (buf);
83    
84     if (stat (buf, &statbuf))
85     return -1;
86     if (!S_ISREG (statbuf.st_mode))
87     return (-1);
88    
89     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91     mode |= 4;
92    
93     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95     mode |= 2;
96 elmex 1.1
97 root 1.29 return (mode);
98 elmex 1.1 }
99    
100     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
101     * one function that just returns a P_.. value (see map.h)
102     * it will also do map translation for tiled maps, returning
103     * new values into newmap, nx, and ny. Any and all of those
104     * values can be null, in which case if a new map is needed (returned
105     * by a P_NEW_MAP value, another call to get_map_from_coord
106     * is needed. The case of not passing values is if we're just
107     * checking for the existence of something on those spaces, but
108     * don't expect to insert/remove anything from those spaces.
109     */
110 root 1.29 int
111 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
112 elmex 1.1 {
113 root 1.56 sint16 newx = x;
114     sint16 newy = y;
115 root 1.46
116 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
117 root 1.46
118     if (!mp)
119     return P_OUT_OF_MAP;
120    
121     if (newmap) *newmap = mp;
122     if (nx) *nx = newx;
123     if (ny) *ny = newy;
124 elmex 1.3
125 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126 elmex 1.1 }
127    
128     /*
129     * Returns true if the given coordinate is blocked except by the
130     * object passed is not blocking. This is used with
131     * multipart monsters - if we want to see if a 2x2 monster
132     * can move 1 space to the left, we don't want its own area
133     * to block it from moving there.
134     * Returns TRUE if the space is blocked by something other than the
135     * monster.
136     * m, x, y are the target map/coordinates - needed for map tiling.
137     * the coordinates & map passed in should have been updated for tiling
138     * by the caller.
139     */
140 root 1.29 int
141 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
142 root 1.29 {
143     object *tmp;
144     int mflags, blocked;
145    
146     /* Make sure the coordinates are valid - they should be, as caller should
147     * have already checked this.
148     */
149     if (OUT_OF_REAL_MAP (m, sx, sy))
150     {
151     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152     return 1;
153 elmex 1.1 }
154    
155 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
156     * directly.
157     */
158 root 1.46 mflags = m->at (sx, sy).flags ();
159 root 1.29
160     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
161    
162     /* If space is currently not blocked by anything, no need to
163     * go further. Not true for players - all sorts of special
164     * things we need to do for players.
165     */
166     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167     return 0;
168    
169     /* if there isn't anytyhing alive on this space, and this space isn't
170     * otherwise blocked, we can return now. Only if there is a living
171     * creature do we need to investigate if it is part of this creature
172     * or another. Likewise, only if something is blocking us do we
173     * need to investigate if there is a special circumstance that would
174     * let the player through (inventory checkers for example)
175     */
176     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177     return 0;
178    
179     if (ob->head != NULL)
180     ob = ob->head;
181    
182     /* We basically go through the stack of objects, and if there is
183     * some other object that has NO_PASS or FLAG_ALIVE set, return
184     * true. If we get through the entire stack, that must mean
185     * ob is blocking it, so return 0.
186     */
187 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 root 1.29 {
189    
190     /* This must be before the checks below. Code for inventory checkers. */
191     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192     {
193     /* If last_sp is set, the player/monster needs an object,
194     * so we check for it. If they don't have it, they can't
195     * pass through this space.
196     */
197     if (tmp->last_sp)
198     {
199     if (check_inv_recursive (ob, tmp) == NULL)
200     return 1;
201     else
202     continue;
203     }
204     else
205     {
206     /* In this case, the player must not have the object -
207     * if they do, they can't pass through.
208     */
209     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210     return 1;
211     else
212     continue;
213     }
214     } /* if check_inv */
215     else
216     {
217     /* Broke apart a big nasty if into several here to make
218     * this more readable. first check - if the space blocks
219     * movement, can't move here.
220     * second - if a monster, can't move there, unles it is a
221     * hidden dm
222     */
223     if (OB_MOVE_BLOCK (ob, tmp))
224     return 1;
225     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227     return 1;
228 root 1.10 }
229 elmex 1.1
230     }
231 root 1.29 return 0;
232 elmex 1.1 }
233    
234     /*
235     * Returns true if the given object can't fit in the given spot.
236     * This is meant for multi space objects - for single space objecs,
237     * just calling get_map_blocked and checking that against movement type
238     * of object. This function goes through all the parts of the
239     * multipart object and makes sure they can be inserted.
240     *
241     * While this doesn't call out of map, the get_map_flags does.
242     *
243     * This function has been used to deprecate arch_out_of_map -
244     * this function also does that check, and since in most cases,
245     * a call to one would follow the other, doesn't make a lot of sense to
246     * have two seperate functions for this.
247     *
248     * This returns nonzero if this arch can not go on the space provided,
249     * 0 otherwise. the return value will contain the P_.. value
250     * so the caller can know why this object can't go on the map.
251     * Note that callers should not expect P_NEW_MAP to be set
252     * in return codes - since the object is multispace - if
253     * we did return values, what do you return if half the object
254     * is one map, half on another.
255     *
256     * Note this used to be arch_blocked, but with new movement
257     * code, we need to have actual object to check its move_type
258     * against the move_block values.
259     */
260 root 1.29 int
261 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 root 1.29 {
263     archetype *tmp;
264     int flag;
265 root 1.31 maptile *m1;
266 root 1.29 sint16 sx, sy;
267 elmex 1.1
268 root 1.59 if (!ob)
269 root 1.29 {
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 elmex 1.1
274 root 1.29 /* don't have object, so don't know what types would block */
275 root 1.47 return m1->at (sx, sy).move_block;
276 elmex 1.1 }
277    
278 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 root 1.29 {
280     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 elmex 1.1
282 root 1.29 if (flag & P_OUT_OF_MAP)
283     return P_OUT_OF_MAP;
284     if (flag & P_IS_ALIVE)
285     return P_IS_ALIVE;
286    
287 root 1.47 mapspace &ms = m1->at (sx, sy);
288    
289 root 1.29 /* 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 elmex 1.1
294 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 root 1.29 continue;
296 elmex 1.1
297 root 1.29 /* 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 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 root 1.45 return P_NO_PASS;
302     }
303 elmex 1.1
304 root 1.29 return 0;
305 elmex 1.1 }
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 root 1.29 void
314     fix_container (object *container)
315 elmex 1.1 {
316 root 1.29 object *tmp = container->inv, *next;
317 elmex 1.1
318 root 1.56 container->inv = 0;
319     while (tmp)
320 root 1.29 {
321     next = tmp->below;
322     if (tmp->inv)
323     fix_container (tmp);
324 root 1.56
325     insert_ob_in_ob (tmp, container);
326 root 1.29 tmp = next;
327     }
328 root 1.56
329 root 1.29 /* sum_weight will go through and calculate what all the containers are
330     * carrying.
331     */
332     sum_weight (container);
333 elmex 1.1 }
334    
335 root 1.64 void
336     maptile::set_object_flag (int flag, int value)
337     {
338     if (!spaces)
339     return;
340    
341     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 elmex 1.1 /* 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 root 1.99 * they are saved).
350 elmex 1.1 */
351 root 1.56 void
352     maptile::link_multipart_objects ()
353 elmex 1.1 {
354 root 1.56 if (!spaces)
355     return;
356    
357     for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 root 1.89 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 root 1.56 {
360     /* already multipart - don't do anything more */
361     if (!tmp->head && !tmp->more)
362     {
363     /* If there is nothing more to this object, this for loop
364     * won't do anything.
365     */
366     archetype *at;
367     object *last, *op;
368     for (at = tmp->arch->more, last = tmp;
369     at;
370     at = at->more, last = op)
371     {
372     op = arch_to_object (at);
373 root 1.29
374 root 1.56 /* update x,y coordinates */
375     op->x += tmp->x;
376     op->y += tmp->y;
377     op->head = tmp;
378     op->map = this;
379     last->more = op;
380     op->name = tmp->name;
381     op->title = tmp->title;
382    
383     /* we could link all the parts onto tmp, and then just
384     * call insert_ob_in_map once, but the effect is the same,
385     * as insert_ob_in_map will call itself with each part, and
386     * the coding is simpler to just to it here with each part.
387     */
388     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
389     }
390     }
391     }
392 elmex 1.1 }
393 root 1.29
394 elmex 1.1 /*
395     * Loads (ands parses) the objects into a given map from the specified
396     * file pointer.
397     */
398 root 1.56 bool
399 root 1.88 maptile::_load_objects (object_thawer &f)
400 root 1.24 {
401 root 1.88 for (;;)
402     {
403 root 1.100 coroapi::cede_to_tick_every (100); // cede once in a while
404 elmex 1.1
405 root 1.88 switch (f.kw)
406 root 1.24 {
407 root 1.88 case KW_arch:
408 root 1.90 if (object *op = object::read (f, this))
409 root 1.88 {
410     if (op->inv)
411     sum_weight (op);
412 root 1.10
413 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414     }
415 root 1.41
416 root 1.88 continue;
417 root 1.41
418 root 1.88 case KW_EOF:
419     return true;
420 root 1.41
421 root 1.88 default:
422     if (!f.parse_error ("map file"))
423     return false;
424 root 1.41 break;
425 root 1.10 }
426 root 1.24
427 root 1.88 f.next ();
428 elmex 1.1 }
429 root 1.24
430 root 1.56 return true;
431     }
432    
433     void
434     maptile::activate ()
435     {
436     if (!spaces)
437     return;
438    
439     for (mapspace *ms = spaces + size (); ms-- > spaces; )
440     for (object *op = ms->bot; op; op = op->above)
441 root 1.61 op->activate_recursive ();
442 root 1.56 }
443    
444     void
445     maptile::deactivate ()
446     {
447     if (!spaces)
448     return;
449    
450     for (mapspace *ms = spaces + size (); ms-- > spaces; )
451     for (object *op = ms->bot; op; op = op->above)
452 root 1.61 op->deactivate_recursive ();
453 root 1.56 }
454    
455     bool
456 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
457 root 1.56 {
458 root 1.100 coroapi::cede_to_tick ();
459 root 1.65
460 root 1.56 if (flags & IO_HEADER)
461 root 1.88 _save_header (f);
462 root 1.56
463     if (!spaces)
464     return false;
465    
466     for (int i = 0; i < size (); ++i)
467 root 1.24 {
468 root 1.56 int unique = 0;
469     for (object *op = spaces [i].bot; op; op = op->above)
470 root 1.24 {
471 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
472     unique = 1;
473    
474     if (!op->can_map_save ())
475     continue;
476    
477     if (unique || op->flag [FLAG_UNIQUE])
478 root 1.24 {
479 root 1.56 if (flags & IO_UNIQUES)
480 root 1.88 op->write (f);
481 root 1.10 }
482 root 1.56 else if (flags & IO_OBJECTS)
483 root 1.88 op->write (f);
484 root 1.10 }
485 elmex 1.1 }
486 root 1.24
487 root 1.100 coroapi::cede_to_tick ();
488 root 1.97
489 root 1.56 return true;
490 elmex 1.1 }
491    
492 root 1.56 bool
493 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
494 root 1.29 {
495 root 1.88 object_thawer f (path);
496 elmex 1.1
497 root 1.88 if (!f)
498 root 1.56 return false;
499    
500 root 1.88 f.next ();
501    
502 root 1.56 if (skip_header)
503     for (;;)
504 root 1.29 {
505 root 1.88 keyword kw = f.kw;
506     f.skip ();
507     if (kw == KW_end)
508 root 1.56 break;
509     }
510    
511 root 1.88 return _load_objects (f);
512 root 1.56 }
513 root 1.51
514 root 1.56 bool
515 root 1.72 maptile::_save_objects (const char *path, int flags)
516 root 1.56 {
517     object_freezer freezer;
518 root 1.29
519 root 1.72 if (!_save_objects (freezer, flags))
520 root 1.56 return false;
521 root 1.29
522 root 1.56 return freezer.save (path);
523 elmex 1.1 }
524    
525 root 1.34 maptile::maptile ()
526     {
527     in_memory = MAP_SWAPPED;
528 root 1.54
529 root 1.34 /* The maps used to pick up default x and y values from the
530 root 1.85 * map archetype. Mimic that behaviour.
531 root 1.34 */
532 root 1.85 width = 16;
533     height = 16;
534     timeout = 300;
535     max_nrof = 1000; // 1000 items of anything
536     max_volume = 2000000; // 2m³
537 root 1.34 }
538    
539 root 1.56 maptile::maptile (int w, int h)
540 root 1.54 {
541 root 1.56 in_memory = MAP_SWAPPED;
542 root 1.54
543 root 1.56 width = w;
544     height = h;
545     reset_timeout = 0;
546     timeout = 300;
547     enter_x = 0;
548     enter_y = 0;
549 root 1.54
550 root 1.56 alloc ();
551 elmex 1.1 }
552    
553     /*
554 root 1.31 * Allocates the arrays contained in a maptile.
555 elmex 1.1 * This basically allocates the dynamic array of spaces for the
556     * map.
557     */
558 root 1.29 void
559 root 1.56 maptile::alloc ()
560 root 1.29 {
561 root 1.34 if (spaces)
562 root 1.56 return;
563 elmex 1.1
564 root 1.53 spaces = salloc0<mapspace> (size ());
565 elmex 1.1 }
566    
567     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
568     * corresponding to that string. Memory is allocated for this, it must be freed
569     * at a later date.
570     * Called by parse_map_headers below.
571     */
572 root 1.29 static shopitems *
573     parse_shop_string (const char *input_string)
574     {
575     char *shop_string, *p, *q, *next_semicolon, *next_colon;
576     shopitems *items = NULL;
577     int i = 0, number_of_entries = 0;
578     const typedata *current_type;
579    
580 root 1.43 shop_string = strdup (input_string);
581 root 1.29 p = shop_string;
582     /* first we'll count the entries, we'll need that for allocating the array shortly */
583     while (p)
584     {
585     p = strchr (p, ';');
586     number_of_entries++;
587     if (p)
588     p++;
589     }
590 root 1.54
591 root 1.29 p = shop_string;
592     strip_endline (p);
593     items = new shopitems[number_of_entries + 1];
594     for (i = 0; i < number_of_entries; i++)
595     {
596     if (!p)
597     {
598     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
599     break;
600     }
601 root 1.54
602 root 1.29 next_semicolon = strchr (p, ';');
603     next_colon = strchr (p, ':');
604     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
605     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
606     items[i].strength = atoi (strchr (p, ':') + 1);
607    
608     if (isdigit (*p) || *p == '*')
609     {
610     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
611     current_type = get_typedata (items[i].typenum);
612     if (current_type)
613     {
614     items[i].name = current_type->name;
615     items[i].name_pl = current_type->name_pl;
616     }
617     }
618     else
619     { /*we have a named type, let's figure out what it is */
620     q = strpbrk (p, ";:");
621     if (q)
622     *q = '\0';
623    
624     current_type = get_typedata_by_name (p);
625     if (current_type)
626     {
627     items[i].name = current_type->name;
628     items[i].typenum = current_type->number;
629     items[i].name_pl = current_type->name_pl;
630     }
631     else
632     { /* oh uh, something's wrong, let's free up this one, and try
633     * the next entry while we're at it, better print a warning
634     */
635     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
636     }
637     }
638 root 1.54
639 root 1.29 items[i].index = number_of_entries;
640     if (next_semicolon)
641     p = ++next_semicolon;
642     else
643     p = NULL;
644 elmex 1.1 }
645 root 1.54
646 root 1.29 free (shop_string);
647     return items;
648 elmex 1.1 }
649    
650     /* opposite of parse string, this puts the string that was originally fed in to
651     * the map (or something equivilent) into output_string. */
652 root 1.29 static void
653 root 1.31 print_shop_string (maptile *m, char *output_string)
654 root 1.29 {
655     int i;
656     char tmp[MAX_BUF];
657    
658     strcpy (output_string, "");
659     for (i = 0; i < m->shopitems[0].index; i++)
660     {
661     if (m->shopitems[i].typenum)
662     {
663     if (m->shopitems[i].strength)
664 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
665 root 1.29 else
666     sprintf (tmp, "%s;", m->shopitems[i].name);
667 root 1.10 }
668 root 1.29 else
669     {
670     if (m->shopitems[i].strength)
671 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
672 root 1.29 else
673     sprintf (tmp, "*");
674     }
675 root 1.54
676 root 1.29 strcat (output_string, tmp);
677 elmex 1.1 }
678     }
679    
680     /* This loads the header information of the map. The header
681     * contains things like difficulty, size, timeout, etc.
682     * this used to be stored in the map object, but with the
683     * addition of tiling, fields beyond that easily named in an
684     * object structure were needed, so it just made sense to
685     * put all the stuff in the map object so that names actually make
686     * sense.
687     * This could be done in lex (like the object loader), but I think
688     * currently, there are few enough fields this is not a big deal.
689     * MSW 2001-07-01
690     */
691 root 1.56 bool
692 root 1.72 maptile::_load_header (object_thawer &thawer)
693 elmex 1.1 {
694 root 1.56 for (;;)
695 root 1.29 {
696 root 1.56 keyword kw = thawer.get_kv ();
697 root 1.36
698 root 1.56 switch (kw)
699 root 1.29 {
700 root 1.56 case KW_msg:
701     thawer.get_ml (KW_endmsg, msg);
702     break;
703 root 1.22
704 root 1.56 case KW_lore: // CF+ extension
705     thawer.get_ml (KW_endlore, maplore);
706     break;
707 root 1.10
708 root 1.56 case KW_maplore:
709     thawer.get_ml (KW_endmaplore, maplore);
710     break;
711 root 1.10
712 root 1.56 case KW_arch:
713     if (strcmp (thawer.get_str (), "map"))
714     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
715     break;
716 root 1.29
717 root 1.56 case KW_oid:
718     thawer.get (this, thawer.get_sint32 ());
719     break;
720 root 1.29
721 root 1.56 case KW_file_format_version: break; // nop
722 root 1.29
723 root 1.56 case KW_name: thawer.get (name); break;
724     case KW_attach: thawer.get (attach); break;
725     case KW_reset_time: thawer.get (reset_time); break;
726     case KW_shopgreed: thawer.get (shopgreed); break;
727     case KW_shopmin: thawer.get (shopmin); break;
728     case KW_shopmax: thawer.get (shopmax); break;
729     case KW_shoprace: thawer.get (shoprace); break;
730     case KW_outdoor: thawer.get (outdoor); break;
731     case KW_temp: thawer.get (temp); break;
732     case KW_pressure: thawer.get (pressure); break;
733     case KW_humid: thawer.get (humid); break;
734     case KW_windspeed: thawer.get (windspeed); break;
735     case KW_winddir: thawer.get (winddir); break;
736     case KW_sky: thawer.get (sky); break;
737    
738     case KW_per_player: thawer.get (per_player); break;
739     case KW_per_party: thawer.get (per_party); break;
740    
741 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
742 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
743    
744     // old names new names
745     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
746     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
747     case KW_x: case KW_width: thawer.get (width); break;
748     case KW_y: case KW_height: thawer.get (height); break;
749     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
750     case KW_value: case KW_swap_time: thawer.get (timeout); break;
751     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
752     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
753     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
754    
755     case KW_tile_path_1: thawer.get (tile_path [0]); break;
756     case KW_tile_path_2: thawer.get (tile_path [1]); break;
757     case KW_tile_path_3: thawer.get (tile_path [2]); break;
758     case KW_tile_path_4: thawer.get (tile_path [3]); break;
759 root 1.83
760     case KW_end:
761     return true;
762    
763     default:
764 root 1.87 if (!thawer.parse_error ("map", 0))
765 root 1.83 return false;
766     break;
767 root 1.10 }
768 elmex 1.1 }
769 root 1.41
770 root 1.56 abort ();
771 elmex 1.1 }
772    
773 root 1.56 bool
774 root 1.72 maptile::_load_header (const char *path)
775 root 1.29 {
776 root 1.56 object_thawer thawer (path);
777 root 1.9
778 root 1.29 if (!thawer)
779 root 1.56 return false;
780 elmex 1.1
781 root 1.72 return _load_header (thawer);
782 root 1.56 }
783 elmex 1.1
784 root 1.56 /******************************************************************************
785     * This is the start of unique map handling code
786     *****************************************************************************/
787 root 1.29
788 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
789     void
790     maptile::clear_unique_items ()
791 root 1.29 {
792 root 1.56 for (int i = 0; i < size (); ++i)
793 root 1.29 {
794 root 1.56 int unique = 0;
795     for (object *op = spaces [i].bot; op; )
796     {
797     object *above = op->above;
798 elmex 1.1
799 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
800     unique = 1;
801 root 1.14
802 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
803     {
804     op->destroy_inv (false);
805     op->destroy ();
806     }
807 elmex 1.1
808 root 1.56 op = above;
809     }
810 root 1.29 }
811 elmex 1.1 }
812    
813 root 1.56 bool
814 root 1.72 maptile::_save_header (object_freezer &freezer)
815 root 1.29 {
816 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
817     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
818 elmex 1.1
819 root 1.56 MAP_OUT2 (arch, "map");
820 elmex 1.1
821 root 1.56 if (name) MAP_OUT (name);
822     MAP_OUT (swap_time);
823     MAP_OUT (reset_time);
824     MAP_OUT (reset_timeout);
825     MAP_OUT (fixed_resettime);
826     MAP_OUT (difficulty);
827 root 1.9
828 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
829 root 1.29
830 root 1.56 if (shopitems)
831 root 1.29 {
832 root 1.56 char shop[MAX_BUF];
833     print_shop_string (this, shop);
834     MAP_OUT2 (shopitems, shop);
835 elmex 1.1 }
836    
837 root 1.56 MAP_OUT (shopgreed);
838     MAP_OUT (shopmin);
839     MAP_OUT (shopmax);
840     if (shoprace) MAP_OUT (shoprace);
841     MAP_OUT (darkness);
842     MAP_OUT (width);
843     MAP_OUT (height);
844     MAP_OUT (enter_x);
845     MAP_OUT (enter_y);
846 root 1.14
847 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
848     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
849 elmex 1.1
850 root 1.56 MAP_OUT (outdoor);
851     MAP_OUT (temp);
852     MAP_OUT (pressure);
853     MAP_OUT (humid);
854     MAP_OUT (windspeed);
855     MAP_OUT (winddir);
856     MAP_OUT (sky);
857 elmex 1.1
858 root 1.56 MAP_OUT (per_player);
859     MAP_OUT (per_party);
860 elmex 1.1
861 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
862     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
863     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
864     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
865 root 1.40
866 root 1.63 freezer.put (this);
867 root 1.61 freezer.put (KW_end);
868 root 1.40
869 root 1.56 return true;
870 elmex 1.1 }
871    
872 root 1.56 bool
873 root 1.72 maptile::_save_header (const char *path)
874 root 1.29 {
875 root 1.17 object_freezer freezer;
876 root 1.10
877 root 1.72 if (!_save_header (freezer))
878 root 1.56 return false;
879 elmex 1.1
880 root 1.56 return freezer.save (path);
881 elmex 1.1 }
882    
883     /*
884     * Remove and free all objects in the given map.
885     */
886 root 1.29 void
887 root 1.56 maptile::clear ()
888 root 1.29 {
889 root 1.81 sfree (regions, size ()), regions = 0;
890     free (regionmap), regionmap = 0;
891 root 1.29
892 root 1.81 if (spaces)
893     {
894     for (mapspace *ms = spaces + size (); ms-- > spaces; )
895     while (object *op = ms->bot)
896     {
897     if (op->head)
898     op = op->head;
899 root 1.56
900 root 1.81 op->destroy_inv (false);
901     op->destroy ();
902     }
903 root 1.29
904 root 1.81 sfree (spaces, size ()), spaces = 0;
905     }
906 root 1.29
907 root 1.56 if (buttons)
908     free_objectlinkpt (buttons), buttons = 0;
909 elmex 1.1 }
910    
911 root 1.29 void
912 root 1.56 maptile::clear_header ()
913 root 1.29 {
914 root 1.56 name = 0;
915     msg = 0;
916     maplore = 0;
917     shoprace = 0;
918     delete [] shopitems, shopitems = 0;
919 root 1.42
920 root 1.47 for (int i = 0; i < 4; i++)
921 root 1.56 tile_path [i] = 0;
922 root 1.47 }
923 root 1.42
924 root 1.47 maptile::~maptile ()
925     {
926 root 1.53 assert (destroyed ());
927 elmex 1.1 }
928    
929 root 1.29 void
930 root 1.56 maptile::clear_links_to (maptile *m)
931 root 1.29 {
932     /* We need to look through all the maps and see if any maps
933     * are pointing at this one for tiling information. Since
934 root 1.47 * tiling can be asymetric, we just can not look to see which
935 root 1.29 * maps this map tiles with and clears those.
936     */
937 root 1.56 for (int i = 0; i < 4; i++)
938     if (tile_map[i] == m)
939     tile_map[i] = 0;
940 root 1.47 }
941 elmex 1.1
942 root 1.47 void
943 root 1.56 maptile::do_destroy ()
944 root 1.47 {
945 root 1.56 attachable::do_destroy ();
946    
947     clear ();
948 elmex 1.1 }
949    
950     /*
951 root 1.56 * Updates every button on the map (by calling update_button() for them).
952 elmex 1.1 */
953 root 1.56 void
954     maptile::update_buttons ()
955 root 1.29 {
956 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
957     for (objectlink *ol = obp->link; ol; ol = ol->next)
958     {
959     if (!ol->ob)
960     {
961     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
962     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
963     continue;
964     }
965 elmex 1.1
966 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
967     {
968     update_button (ol->ob);
969     break;
970     }
971     }
972 elmex 1.1 }
973    
974     /*
975     * This routine is supposed to find out the difficulty of the map.
976     * difficulty does not have a lot to do with character level,
977     * but does have a lot to do with treasure on the map.
978     *
979     * Difficulty can now be set by the map creature. If the value stored
980     * in the map is zero, then use this routine. Maps should really
981     * have a difficulty set than using this function - human calculation
982     * is much better than this functions guesswork.
983     */
984 root 1.29 int
985 root 1.56 maptile::estimate_difficulty () const
986 root 1.29 {
987 elmex 1.1 long monster_cnt = 0;
988     double avgexp = 0;
989     sint64 total_exp = 0;
990    
991 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
992     for (object *op = ms->bot; op; op = op->above)
993     {
994     if (QUERY_FLAG (op, FLAG_MONSTER))
995     {
996     total_exp += op->stats.exp;
997     monster_cnt++;
998     }
999 elmex 1.1
1000 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1001     {
1002     total_exp += op->stats.exp;
1003 elmex 1.1
1004 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1005     total_exp += at->clone.stats.exp * 8;
1006 elmex 1.1
1007 root 1.56 monster_cnt++;
1008     }
1009     }
1010 elmex 1.1
1011     avgexp = (double) total_exp / monster_cnt;
1012    
1013 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1014     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1015     return i;
1016 elmex 1.1
1017     return 1;
1018     }
1019    
1020     /* change_map_light() - used to change map light level (darkness)
1021     * up or down. Returns true if successful. It should now be
1022     * possible to change a value by more than 1.
1023     * Move this from los.c to map.c since this is more related
1024     * to maps than los.
1025     * postive values make it darker, negative make it brighter
1026     */
1027 root 1.29 int
1028 root 1.56 maptile::change_map_light (int change)
1029 root 1.29 {
1030 root 1.56 int new_level = darkness + change;
1031 root 1.29
1032     /* Nothing to do */
1033 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1034     return 0;
1035 elmex 1.1
1036 root 1.29 /* inform all players on the map */
1037     if (change > 0)
1038 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1039 root 1.29 else
1040 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1041 root 1.29
1042 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1043 root 1.29 * we need to be extra careful about negative values.
1044     * In general, the checks below are only needed if change
1045     * is not +/-1
1046     */
1047     if (new_level < 0)
1048 root 1.56 darkness = 0;
1049 root 1.29 else if (new_level >= MAX_DARKNESS)
1050 root 1.56 darkness = MAX_DARKNESS;
1051 root 1.29 else
1052 root 1.56 darkness = new_level;
1053 elmex 1.1
1054 root 1.29 /* All clients need to get re-updated for the change */
1055 root 1.56 update_all_map_los (this);
1056 root 1.29 return 1;
1057 elmex 1.1 }
1058    
1059     /*
1060     * This function updates various attributes about a specific space
1061     * on the map (what it looks like, whether it blocks magic,
1062     * has a living creatures, prevents people from passing
1063     * through, etc)
1064     */
1065 root 1.29 void
1066 root 1.46 mapspace::update_ ()
1067 root 1.29 {
1068 root 1.45 object *tmp, *last = 0;
1069 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1070 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1071    
1072 root 1.94 //object *middle = 0;
1073     //object *top = 0;
1074     //object *floor = 0;
1075     // this seems to generate better code than using locals, above
1076 root 1.95 object *&top = faces_obj[0] = 0;
1077     object *&middle = faces_obj[1] = 0;
1078     object *&floor = faces_obj[2] = 0;
1079 root 1.29
1080 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 root 1.29 {
1082     /* This could be made additive I guess (two lights better than
1083 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1084 root 1.29 * light bulbs do not illuminate twice as far as once since
1085 root 1.45 * it is a dissapation factor that is cubed.
1086 root 1.29 */
1087     if (tmp->glow_radius > light)
1088     light = tmp->glow_radius;
1089    
1090     /* This call is needed in order to update objects the player
1091     * is standing in that have animations (ie, grass, fire, etc).
1092     * However, it also causes the look window to be re-drawn
1093     * 3 times each time the player moves, because many of the
1094     * functions the move_player calls eventualy call this.
1095     *
1096     * Always put the player down for drawing.
1097     */
1098     if (!tmp->invisible)
1099     {
1100     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1101 root 1.94 top = tmp;
1102 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1103     {
1104     /* If we got a floor, that means middle and top were below it,
1105     * so should not be visible, so we clear them.
1106     */
1107 root 1.94 middle = 0;
1108     top = 0;
1109     floor = tmp;
1110 root 1.29 }
1111     /* Flag anywhere have high priority */
1112     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1113     {
1114 root 1.94 middle = tmp;
1115 root 1.29 anywhere = 1;
1116     }
1117     /* Find the highest visible face around. If equal
1118     * visibilities, we still want the one nearer to the
1119     * top
1120     */
1121 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122     middle = tmp;
1123 root 1.29 }
1124 root 1.45
1125 root 1.29 if (tmp == tmp->above)
1126     {
1127     LOG (llevError, "Error in structure of map\n");
1128     exit (-1);
1129     }
1130    
1131 root 1.45 move_slow |= tmp->move_slow;
1132 root 1.29 move_block |= tmp->move_block;
1133 root 1.45 move_on |= tmp->move_on;
1134     move_off |= tmp->move_off;
1135 root 1.29 move_allow |= tmp->move_allow;
1136    
1137 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1138     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1139     if (tmp->type == PLAYER) flags |= P_PLAYER;
1140     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1141     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1142     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1143     }
1144 root 1.29
1145 root 1.46 this->light = light;
1146     this->flags_ = flags;
1147     this->move_block = move_block & ~move_allow;
1148     this->move_on = move_on;
1149     this->move_off = move_off;
1150     this->move_slow = move_slow;
1151 root 1.29
1152     /* At this point, we have a floor face (if there is a floor),
1153     * and the floor is set - we are not going to touch it at
1154     * this point.
1155     * middle contains the highest visibility face.
1156     * top contains a player/monster face, if there is one.
1157     *
1158     * We now need to fill in top.face and/or middle.face.
1159     */
1160    
1161     /* If the top face also happens to be high visibility, re-do our
1162     * middle face. This should not happen, as we already have the
1163     * else statement above so middle should not get set. OTOH, it
1164     * may be possible for the faces to match but be different objects.
1165     */
1166     if (top == middle)
1167 root 1.94 middle = 0;
1168 root 1.29
1169     /* There are three posibilities at this point:
1170     * 1) top face is set, need middle to be set.
1171     * 2) middle is set, need to set top.
1172     * 3) neither middle or top is set - need to set both.
1173     */
1174    
1175     for (tmp = last; tmp; tmp = tmp->below)
1176     {
1177     /* Once we get to a floor, stop, since we already have a floor object */
1178     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1179     break;
1180    
1181     /* If two top faces are already set, quit processing */
1182 root 1.94 if (top && middle)
1183 root 1.29 break;
1184 root 1.10
1185 elmex 1.67 /* Only show visible faces */
1186     if (!tmp->invisible)
1187 root 1.29 {
1188     /* Fill in top if needed */
1189 root 1.94 if (!top)
1190 root 1.29 {
1191 root 1.94 top = tmp;
1192 root 1.29 if (top == middle)
1193 root 1.94 middle = 0;
1194 root 1.29 }
1195     else
1196     {
1197     /* top is already set - we should only get here if
1198     * middle is not set
1199     *
1200     * Set the middle face and break out, since there is nothing
1201     * more to fill in. We don't check visiblity here, since
1202     *
1203     */
1204 root 1.94 if (tmp != top)
1205 root 1.29 {
1206 root 1.94 middle = tmp;
1207 root 1.29 break;
1208 root 1.10 }
1209     }
1210     }
1211 elmex 1.1 }
1212 root 1.45
1213 root 1.29 if (middle == floor)
1214 root 1.94 middle = 0;
1215 root 1.45
1216 root 1.29 if (top == middle)
1217 root 1.94 middle = 0;
1218 root 1.45
1219 root 1.94 #if 0
1220     faces_obj [0] = top;
1221     faces_obj [1] = middle;
1222     faces_obj [2] = floor;
1223     #endif
1224 elmex 1.1 }
1225    
1226 root 1.85 uint64
1227     mapspace::volume () const
1228     {
1229     uint64 vol = 0;
1230    
1231     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232     vol += op->volume ();
1233    
1234     return vol;
1235     }
1236    
1237 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1238     * the map. It also takes care of linking back the freshly found
1239 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1240 root 1.68 * the value of orig_map->tile_map[tile_num].
1241 elmex 1.1 */
1242 root 1.68 static inline maptile *
1243     find_and_link (maptile *orig_map, int tile_num)
1244 elmex 1.1 {
1245 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1246 root 1.60
1247 root 1.68 if (!mp)
1248 root 1.60 {
1249 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1250    
1251     if (!mp)
1252     {
1253     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1254     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1255     &orig_map->tile_path[tile_num], &orig_map->path);
1256     mp = new maptile (1, 1);
1257     mp->alloc ();
1258     mp->in_memory = MAP_IN_MEMORY;
1259     }
1260 root 1.60 }
1261 root 1.56
1262 root 1.29 int dest_tile = (tile_num + 2) % 4;
1263 elmex 1.1
1264 root 1.69 orig_map->tile_map [tile_num] = mp;
1265 elmex 1.1
1266 root 1.60 // optimisation: back-link map to origin map if euclidean
1267     //TODO: non-euclidean maps MUST GO
1268     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1269 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1270 elmex 1.1
1271 root 1.56 return mp;
1272 elmex 1.1 }
1273    
1274 root 1.68 static inline void
1275     load_and_link (maptile *orig_map, int tile_num)
1276     {
1277     find_and_link (orig_map, tile_num)->load_sync ();
1278     }
1279    
1280 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1281     * map m. This function also takes into account any
1282     * tiling considerations, loading adjacant maps as needed.
1283     * This is the function should always be used when it
1284     * necessary to check for valid coordinates.
1285     * This function will recursively call itself for the
1286     * tiled maps.
1287     */
1288 root 1.29 int
1289 root 1.31 out_of_map (maptile *m, int x, int y)
1290 elmex 1.1 {
1291 root 1.29 /* If we get passed a null map, this is obviously the
1292     * case. This generally shouldn't happen, but if the
1293     * map loads fail below, it could happen.
1294     */
1295     if (!m)
1296     return 0;
1297 elmex 1.1
1298 root 1.29 if (x < 0)
1299     {
1300     if (!m->tile_path[3])
1301     return 1;
1302 root 1.46
1303 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1304 root 1.68 find_and_link (m, 3);
1305 root 1.46
1306 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1307 elmex 1.1 }
1308 root 1.46
1309 root 1.48 if (x >= m->width)
1310 root 1.29 {
1311     if (!m->tile_path[1])
1312     return 1;
1313 root 1.46
1314 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1315 root 1.68 find_and_link (m, 1);
1316 root 1.46
1317 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1318 elmex 1.1 }
1319 root 1.46
1320 root 1.29 if (y < 0)
1321     {
1322     if (!m->tile_path[0])
1323     return 1;
1324 root 1.46
1325 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1326 root 1.68 find_and_link (m, 0);
1327 root 1.46
1328 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1329 elmex 1.1 }
1330 root 1.46
1331 root 1.48 if (y >= m->height)
1332 root 1.29 {
1333     if (!m->tile_path[2])
1334     return 1;
1335 root 1.46
1336 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1337 root 1.68 find_and_link (m, 2);
1338 root 1.46
1339 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1340 elmex 1.1 }
1341    
1342 root 1.29 /* Simple case - coordinates are within this local
1343     * map.
1344     */
1345     return 0;
1346 elmex 1.1 }
1347    
1348     /* This is basically the same as out_of_map above, but
1349     * instead we return NULL if no map is valid (coordinates
1350     * out of bounds and no tiled map), otherwise it returns
1351     * the map as that the coordinates are really on, and
1352 pippijn 1.66 * updates x and y to be the localised coordinates.
1353 elmex 1.1 * Using this is more efficient of calling out_of_map
1354     * and then figuring out what the real map is
1355     */
1356 root 1.31 maptile *
1357 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1358 elmex 1.1 {
1359 root 1.68 if (x < 0)
1360 root 1.29 {
1361 root 1.68 if (!tile_path[3])
1362 root 1.46 return 0;
1363 root 1.56
1364 root 1.68 find_and_link (this, 3);
1365     x += tile_map[3]->width;
1366     return tile_map[3]->xy_find (x, y);
1367 elmex 1.1 }
1368 root 1.46
1369 root 1.68 if (x >= width)
1370 root 1.29 {
1371 root 1.68 if (!tile_path[1])
1372 root 1.46 return 0;
1373    
1374 root 1.68 find_and_link (this, 1);
1375     x -= width;
1376     return tile_map[1]->xy_find (x, y);
1377 elmex 1.1 }
1378 root 1.46
1379 root 1.68 if (y < 0)
1380 root 1.29 {
1381 root 1.68 if (!tile_path[0])
1382 root 1.46 return 0;
1383    
1384 root 1.68 find_and_link (this, 0);
1385     y += tile_map[0]->height;
1386     return tile_map[0]->xy_find (x, y);
1387 elmex 1.1 }
1388 root 1.46
1389 root 1.68 if (y >= height)
1390 root 1.29 {
1391 root 1.68 if (!tile_path[2])
1392 root 1.46 return 0;
1393    
1394 root 1.68 find_and_link (this, 2);
1395     y -= height;
1396     return tile_map[2]->xy_find (x, y);
1397 elmex 1.1 }
1398    
1399 root 1.29 /* Simple case - coordinates are within this local
1400     * map.
1401     */
1402 root 1.68 return this;
1403 elmex 1.1 }
1404    
1405     /**
1406     * Return whether map2 is adjacent to map1. If so, store the distance from
1407     * map1 to map2 in dx/dy.
1408     */
1409 root 1.82 int
1410 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1411 root 1.29 {
1412     if (!map1 || !map2)
1413     return 0;
1414    
1415 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1416     //fix: compare paths instead (this is likely faster, too!)
1417 root 1.29 if (map1 == map2)
1418     {
1419     *dx = 0;
1420     *dy = 0;
1421     }
1422     else if (map1->tile_map[0] == map2)
1423     { /* up */
1424     *dx = 0;
1425 root 1.48 *dy = -map2->height;
1426 root 1.29 }
1427     else if (map1->tile_map[1] == map2)
1428     { /* right */
1429 root 1.48 *dx = map1->width;
1430 root 1.29 *dy = 0;
1431     }
1432     else if (map1->tile_map[2] == map2)
1433     { /* down */
1434     *dx = 0;
1435 root 1.48 *dy = map1->height;
1436 root 1.29 }
1437     else if (map1->tile_map[3] == map2)
1438     { /* left */
1439 root 1.48 *dx = -map2->width;
1440 root 1.29 *dy = 0;
1441     }
1442     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1443     { /* up right */
1444 root 1.48 *dx = map1->tile_map[0]->width;
1445     *dy = -map1->tile_map[0]->height;
1446 root 1.29 }
1447     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1448     { /* up left */
1449 root 1.48 *dx = -map2->width;
1450     *dy = -map1->tile_map[0]->height;
1451 root 1.29 }
1452     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1453     { /* right up */
1454 root 1.48 *dx = map1->width;
1455     *dy = -map2->height;
1456 root 1.29 }
1457     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1458     { /* right down */
1459 root 1.48 *dx = map1->width;
1460     *dy = map1->tile_map[1]->height;
1461 root 1.29 }
1462     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1463     { /* down right */
1464 root 1.48 *dx = map1->tile_map[2]->width;
1465     *dy = map1->height;
1466 root 1.29 }
1467     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1468     { /* down left */
1469 root 1.48 *dx = -map2->width;
1470     *dy = map1->height;
1471 root 1.29 }
1472     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1473     { /* left up */
1474 root 1.48 *dx = -map1->tile_map[3]->width;
1475     *dy = -map2->height;
1476 root 1.29 }
1477     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1478     { /* left down */
1479 root 1.48 *dx = -map1->tile_map[3]->width;
1480     *dy = map1->tile_map[3]->height;
1481 root 1.29 }
1482     else
1483 root 1.56 return 0;
1484 elmex 1.1
1485 root 1.29 return 1;
1486 elmex 1.1 }
1487    
1488 root 1.68 maptile *
1489     maptile::xy_load (sint16 &x, sint16 &y)
1490     {
1491     maptile *map = xy_find (x, y);
1492    
1493     if (map)
1494     map->load_sync ();
1495    
1496     return map;
1497     }
1498    
1499     maptile *
1500     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1501     {
1502     return m->xy_load (*x, *y);
1503     }
1504    
1505 elmex 1.1 /* From map.c
1506     * This is used by get_player to determine where the other
1507     * creature is. get_rangevector takes into account map tiling,
1508     * so you just can not look the the map coordinates and get the
1509     * righte value. distance_x/y are distance away, which
1510 root 1.79 * can be negative. direction is the crossfire direction scheme
1511 elmex 1.1 * that the creature should head. part is the part of the
1512     * monster that is closest.
1513     *
1514     * get_rangevector looks at op1 and op2, and fills in the
1515     * structure for op1 to get to op2.
1516     * We already trust that the caller has verified that the
1517     * two objects are at least on adjacent maps. If not,
1518     * results are not likely to be what is desired.
1519     * if the objects are not on maps, results are also likely to
1520     * be unexpected
1521     *
1522     * currently, the only flag supported (0x1) is don't translate for
1523     * closest body part of 'op1'
1524     */
1525 root 1.29 void
1526     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1527     {
1528     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1529     {
1530     /* be conservative and fill in _some_ data */
1531 root 1.86 retval->distance = 10000;
1532     retval->distance_x = 10000;
1533     retval->distance_y = 10000;
1534 root 1.29 retval->direction = 0;
1535     retval->part = 0;
1536     }
1537     else
1538     {
1539     object *best;
1540    
1541     retval->distance_x += op2->x - op1->x;
1542     retval->distance_y += op2->y - op1->y;
1543    
1544     best = op1;
1545     /* If this is multipart, find the closest part now */
1546     if (!(flags & 0x1) && op1->more)
1547     {
1548     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1549    
1550     /* we just take the offset of the piece to head to figure
1551     * distance instead of doing all that work above again
1552     * since the distance fields we set above are positive in the
1553     * same axis as is used for multipart objects, the simply arithmetic
1554     * below works.
1555     */
1556 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1557 root 1.29 {
1558     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1559     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1560     if (tmpi < best_distance)
1561     {
1562     best_distance = tmpi;
1563     best = tmp;
1564 elmex 1.1 }
1565     }
1566 root 1.75
1567 root 1.29 if (best != op1)
1568     {
1569     retval->distance_x += op1->x - best->x;
1570     retval->distance_y += op1->y - best->y;
1571 elmex 1.1 }
1572     }
1573 root 1.75
1574 root 1.29 retval->part = best;
1575 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1576 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1577 elmex 1.1 }
1578     }
1579    
1580     /* this is basically the same as get_rangevector above, but instead of
1581     * the first parameter being an object, it instead is the map
1582     * and x,y coordinates - this is used for path to player -
1583     * since the object is not infact moving but we are trying to traverse
1584     * the path, we need this.
1585     * flags has no meaning for this function at this time - I kept it in to
1586     * be more consistant with the above function and also in case they are needed
1587     * for something in the future. Also, since no object is pasted, the best
1588     * field of the rv_vector is set to NULL.
1589     */
1590 root 1.29 void
1591 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1592 root 1.29 {
1593     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1594     {
1595     /* be conservative and fill in _some_ data */
1596     retval->distance = 100000;
1597     retval->distance_x = 32767;
1598     retval->distance_y = 32767;
1599     retval->direction = 0;
1600     retval->part = 0;
1601     }
1602     else
1603     {
1604     retval->distance_x += op2->x - x;
1605     retval->distance_y += op2->y - y;
1606    
1607     retval->part = NULL;
1608 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1609 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1610 elmex 1.1 }
1611     }
1612    
1613     /* Returns true of op1 and op2 are effectively on the same map
1614     * (as related to map tiling). Note that this looks for a path from
1615 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1616 elmex 1.1 * to op1, this will still return false.
1617     * Note we only look one map out to keep the processing simple
1618     * and efficient. This could probably be a macro.
1619     * MSW 2001-08-05
1620     */
1621 root 1.29 int
1622     on_same_map (const object *op1, const object *op2)
1623     {
1624     int dx, dy;
1625 elmex 1.1
1626 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1627 elmex 1.1 }
1628 root 1.52
1629     object *
1630     maptile::insert (object *op, int x, int y, object *originator, int flags)
1631     {
1632     if (!op->flag [FLAG_REMOVED])
1633     op->remove ();
1634    
1635     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1636     }
1637    
1638 root 1.81 region *
1639     maptile::region (int x, int y) const
1640     {
1641     if (regions
1642     && regionmap
1643     && !OUT_OF_REAL_MAP (this, x, y))
1644     if (struct region *reg = regionmap [regions [y * width + x]])
1645     return reg;
1646    
1647     if (default_region)
1648     return default_region;
1649    
1650     return ::region::default_region ();
1651     }
1652    
1653 root 1.91 /* picks a random object from a style map.
1654     * Redone by MSW so it should be faster and not use static
1655     * variables to generate tables.
1656     */
1657     object *
1658     maptile::pick_random_object () const
1659     {
1660     /* while returning a null object will result in a crash, that
1661     * is actually preferable to an infinite loop. That is because
1662     * most servers will automatically restart in case of crash.
1663     * Change the logic on getting the random space - shouldn't make
1664     * any difference, but this seems clearer to me.
1665     */
1666     for (int i = 1000; --i;)
1667     {
1668     object *pick = at (rndm (width), rndm (height)).bot;
1669    
1670     // do not prefer big monsters just because they are big.
1671 root 1.92 if (pick && pick->head_ () == pick)
1672 root 1.91 return pick->head_ ();
1673     }
1674    
1675     // instead of crashing in the unlikely(?) case, try to return *something*
1676     return get_archetype ("blocked");
1677     }
1678 root 1.85