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Revision: 1.101
Committed: Sat Apr 21 16:56:28 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +15 -39 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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 1.101 for (object *op = ms->bot; op; op = op->above)
359 root 1.56 {
360     /* already multipart - don't do anything more */
361 root 1.101 if (!op->head && !op->more && op->arch->more)
362 root 1.56 {
363 root 1.101 op->remove ();
364     op->expand_tail ();
365     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
366 root 1.56 }
367     }
368 elmex 1.1 }
369 root 1.29
370 elmex 1.1 /*
371     * Loads (ands parses) the objects into a given map from the specified
372     * file pointer.
373     */
374 root 1.56 bool
375 root 1.88 maptile::_load_objects (object_thawer &f)
376 root 1.24 {
377 root 1.88 for (;;)
378     {
379 root 1.100 coroapi::cede_to_tick_every (100); // cede once in a while
380 elmex 1.1
381 root 1.88 switch (f.kw)
382 root 1.24 {
383 root 1.88 case KW_arch:
384 root 1.90 if (object *op = object::read (f, this))
385 root 1.88 {
386     if (op->inv)
387     sum_weight (op);
388 root 1.10
389 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390     }
391 root 1.41
392 root 1.88 continue;
393 root 1.41
394 root 1.88 case KW_EOF:
395     return true;
396 root 1.41
397 root 1.88 default:
398     if (!f.parse_error ("map file"))
399     return false;
400 root 1.41 break;
401 root 1.10 }
402 root 1.24
403 root 1.88 f.next ();
404 elmex 1.1 }
405 root 1.24
406 root 1.56 return true;
407     }
408    
409     void
410     maptile::activate ()
411     {
412 root 1.101 active = true;
413 root 1.56
414 root 1.101 if (spaces)
415     for (mapspace *ms = spaces + size (); ms-- > spaces; )
416     for (object *op = ms->bot; op; op = op->above)
417     op->activate_recursive ();
418 root 1.56 }
419    
420     void
421     maptile::deactivate ()
422     {
423 root 1.101 active = false;
424 root 1.56
425 root 1.101 if (spaces)
426     for (mapspace *ms = spaces + size (); ms-- > spaces; )
427     for (object *op = ms->bot; op; op = op->above)
428     op->deactivate_recursive ();
429 root 1.56 }
430    
431     bool
432 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
433 root 1.56 {
434 root 1.100 coroapi::cede_to_tick ();
435 root 1.65
436 root 1.56 if (flags & IO_HEADER)
437 root 1.88 _save_header (f);
438 root 1.56
439     if (!spaces)
440     return false;
441    
442     for (int i = 0; i < size (); ++i)
443 root 1.24 {
444 root 1.56 int unique = 0;
445     for (object *op = spaces [i].bot; op; op = op->above)
446 root 1.24 {
447 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
448     unique = 1;
449    
450     if (!op->can_map_save ())
451     continue;
452    
453     if (unique || op->flag [FLAG_UNIQUE])
454 root 1.24 {
455 root 1.56 if (flags & IO_UNIQUES)
456 root 1.88 op->write (f);
457 root 1.10 }
458 root 1.56 else if (flags & IO_OBJECTS)
459 root 1.88 op->write (f);
460 root 1.10 }
461 elmex 1.1 }
462 root 1.24
463 root 1.100 coroapi::cede_to_tick ();
464 root 1.97
465 root 1.56 return true;
466 elmex 1.1 }
467    
468 root 1.56 bool
469 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
470 root 1.29 {
471 root 1.88 object_thawer f (path);
472 elmex 1.1
473 root 1.88 if (!f)
474 root 1.56 return false;
475    
476 root 1.88 f.next ();
477    
478 root 1.56 if (skip_header)
479     for (;;)
480 root 1.29 {
481 root 1.88 keyword kw = f.kw;
482     f.skip ();
483     if (kw == KW_end)
484 root 1.56 break;
485     }
486    
487 root 1.88 return _load_objects (f);
488 root 1.56 }
489 root 1.51
490 root 1.56 bool
491 root 1.72 maptile::_save_objects (const char *path, int flags)
492 root 1.56 {
493     object_freezer freezer;
494 root 1.29
495 root 1.72 if (!_save_objects (freezer, flags))
496 root 1.56 return false;
497 root 1.29
498 root 1.56 return freezer.save (path);
499 elmex 1.1 }
500    
501 root 1.34 maptile::maptile ()
502     {
503     in_memory = MAP_SWAPPED;
504 root 1.54
505 root 1.34 /* The maps used to pick up default x and y values from the
506 root 1.85 * map archetype. Mimic that behaviour.
507 root 1.34 */
508 root 1.85 width = 16;
509     height = 16;
510     timeout = 300;
511     max_nrof = 1000; // 1000 items of anything
512     max_volume = 2000000; // 2m³
513 root 1.34 }
514    
515 root 1.56 maptile::maptile (int w, int h)
516 root 1.54 {
517 root 1.56 in_memory = MAP_SWAPPED;
518 root 1.54
519 root 1.56 width = w;
520     height = h;
521     reset_timeout = 0;
522     timeout = 300;
523     enter_x = 0;
524     enter_y = 0;
525 root 1.54
526 root 1.56 alloc ();
527 elmex 1.1 }
528    
529     /*
530 root 1.31 * Allocates the arrays contained in a maptile.
531 elmex 1.1 * This basically allocates the dynamic array of spaces for the
532     * map.
533     */
534 root 1.29 void
535 root 1.56 maptile::alloc ()
536 root 1.29 {
537 root 1.34 if (spaces)
538 root 1.56 return;
539 elmex 1.1
540 root 1.53 spaces = salloc0<mapspace> (size ());
541 elmex 1.1 }
542    
543     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
544     * corresponding to that string. Memory is allocated for this, it must be freed
545     * at a later date.
546     * Called by parse_map_headers below.
547     */
548 root 1.29 static shopitems *
549     parse_shop_string (const char *input_string)
550     {
551     char *shop_string, *p, *q, *next_semicolon, *next_colon;
552     shopitems *items = NULL;
553     int i = 0, number_of_entries = 0;
554     const typedata *current_type;
555    
556 root 1.43 shop_string = strdup (input_string);
557 root 1.29 p = shop_string;
558     /* first we'll count the entries, we'll need that for allocating the array shortly */
559     while (p)
560     {
561     p = strchr (p, ';');
562     number_of_entries++;
563     if (p)
564     p++;
565     }
566 root 1.54
567 root 1.29 p = shop_string;
568     strip_endline (p);
569     items = new shopitems[number_of_entries + 1];
570     for (i = 0; i < number_of_entries; i++)
571     {
572     if (!p)
573     {
574     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
575     break;
576     }
577 root 1.54
578 root 1.29 next_semicolon = strchr (p, ';');
579     next_colon = strchr (p, ':');
580     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
581     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
582     items[i].strength = atoi (strchr (p, ':') + 1);
583    
584     if (isdigit (*p) || *p == '*')
585     {
586     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
587     current_type = get_typedata (items[i].typenum);
588     if (current_type)
589     {
590     items[i].name = current_type->name;
591     items[i].name_pl = current_type->name_pl;
592     }
593     }
594     else
595     { /*we have a named type, let's figure out what it is */
596     q = strpbrk (p, ";:");
597     if (q)
598     *q = '\0';
599    
600     current_type = get_typedata_by_name (p);
601     if (current_type)
602     {
603     items[i].name = current_type->name;
604     items[i].typenum = current_type->number;
605     items[i].name_pl = current_type->name_pl;
606     }
607     else
608     { /* oh uh, something's wrong, let's free up this one, and try
609     * the next entry while we're at it, better print a warning
610     */
611     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
612     }
613     }
614 root 1.54
615 root 1.29 items[i].index = number_of_entries;
616     if (next_semicolon)
617     p = ++next_semicolon;
618     else
619     p = NULL;
620 elmex 1.1 }
621 root 1.54
622 root 1.29 free (shop_string);
623     return items;
624 elmex 1.1 }
625    
626     /* opposite of parse string, this puts the string that was originally fed in to
627     * the map (or something equivilent) into output_string. */
628 root 1.29 static void
629 root 1.31 print_shop_string (maptile *m, char *output_string)
630 root 1.29 {
631     int i;
632     char tmp[MAX_BUF];
633    
634     strcpy (output_string, "");
635     for (i = 0; i < m->shopitems[0].index; i++)
636     {
637     if (m->shopitems[i].typenum)
638     {
639     if (m->shopitems[i].strength)
640 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
641 root 1.29 else
642     sprintf (tmp, "%s;", m->shopitems[i].name);
643 root 1.10 }
644 root 1.29 else
645     {
646     if (m->shopitems[i].strength)
647 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
648 root 1.29 else
649     sprintf (tmp, "*");
650     }
651 root 1.54
652 root 1.29 strcat (output_string, tmp);
653 elmex 1.1 }
654     }
655    
656     /* This loads the header information of the map. The header
657     * contains things like difficulty, size, timeout, etc.
658     * this used to be stored in the map object, but with the
659     * addition of tiling, fields beyond that easily named in an
660     * object structure were needed, so it just made sense to
661     * put all the stuff in the map object so that names actually make
662     * sense.
663     * This could be done in lex (like the object loader), but I think
664     * currently, there are few enough fields this is not a big deal.
665     * MSW 2001-07-01
666     */
667 root 1.56 bool
668 root 1.72 maptile::_load_header (object_thawer &thawer)
669 elmex 1.1 {
670 root 1.56 for (;;)
671 root 1.29 {
672 root 1.56 keyword kw = thawer.get_kv ();
673 root 1.36
674 root 1.56 switch (kw)
675 root 1.29 {
676 root 1.56 case KW_msg:
677     thawer.get_ml (KW_endmsg, msg);
678     break;
679 root 1.22
680 root 1.56 case KW_lore: // CF+ extension
681     thawer.get_ml (KW_endlore, maplore);
682     break;
683 root 1.10
684 root 1.56 case KW_maplore:
685     thawer.get_ml (KW_endmaplore, maplore);
686     break;
687 root 1.10
688 root 1.56 case KW_arch:
689     if (strcmp (thawer.get_str (), "map"))
690     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
691     break;
692 root 1.29
693 root 1.56 case KW_oid:
694     thawer.get (this, thawer.get_sint32 ());
695     break;
696 root 1.29
697 root 1.56 case KW_file_format_version: break; // nop
698 root 1.29
699 root 1.56 case KW_name: thawer.get (name); break;
700     case KW_attach: thawer.get (attach); break;
701     case KW_reset_time: thawer.get (reset_time); break;
702     case KW_shopgreed: thawer.get (shopgreed); break;
703     case KW_shopmin: thawer.get (shopmin); break;
704     case KW_shopmax: thawer.get (shopmax); break;
705     case KW_shoprace: thawer.get (shoprace); break;
706     case KW_outdoor: thawer.get (outdoor); break;
707     case KW_temp: thawer.get (temp); break;
708     case KW_pressure: thawer.get (pressure); break;
709     case KW_humid: thawer.get (humid); break;
710     case KW_windspeed: thawer.get (windspeed); break;
711     case KW_winddir: thawer.get (winddir); break;
712     case KW_sky: thawer.get (sky); break;
713    
714     case KW_per_player: thawer.get (per_player); break;
715     case KW_per_party: thawer.get (per_party); break;
716    
717 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719    
720     // old names new names
721     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
722     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
723     case KW_x: case KW_width: thawer.get (width); break;
724     case KW_y: case KW_height: thawer.get (height); break;
725     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
726     case KW_value: case KW_swap_time: thawer.get (timeout); break;
727     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
728     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
729     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
730    
731     case KW_tile_path_1: thawer.get (tile_path [0]); break;
732     case KW_tile_path_2: thawer.get (tile_path [1]); break;
733     case KW_tile_path_3: thawer.get (tile_path [2]); break;
734     case KW_tile_path_4: thawer.get (tile_path [3]); break;
735 root 1.83
736     case KW_end:
737     return true;
738    
739     default:
740 root 1.87 if (!thawer.parse_error ("map", 0))
741 root 1.83 return false;
742     break;
743 root 1.10 }
744 elmex 1.1 }
745 root 1.41
746 root 1.56 abort ();
747 elmex 1.1 }
748    
749 root 1.56 bool
750 root 1.72 maptile::_load_header (const char *path)
751 root 1.29 {
752 root 1.56 object_thawer thawer (path);
753 root 1.9
754 root 1.29 if (!thawer)
755 root 1.56 return false;
756 elmex 1.1
757 root 1.72 return _load_header (thawer);
758 root 1.56 }
759 elmex 1.1
760 root 1.56 /******************************************************************************
761     * This is the start of unique map handling code
762     *****************************************************************************/
763 root 1.29
764 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
765     void
766     maptile::clear_unique_items ()
767 root 1.29 {
768 root 1.56 for (int i = 0; i < size (); ++i)
769 root 1.29 {
770 root 1.56 int unique = 0;
771     for (object *op = spaces [i].bot; op; )
772     {
773     object *above = op->above;
774 elmex 1.1
775 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
776     unique = 1;
777 root 1.14
778 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
779     {
780     op->destroy_inv (false);
781     op->destroy ();
782     }
783 elmex 1.1
784 root 1.56 op = above;
785     }
786 root 1.29 }
787 elmex 1.1 }
788    
789 root 1.56 bool
790 root 1.72 maptile::_save_header (object_freezer &freezer)
791 root 1.29 {
792 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
793     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
794 elmex 1.1
795 root 1.56 MAP_OUT2 (arch, "map");
796 elmex 1.1
797 root 1.56 if (name) MAP_OUT (name);
798     MAP_OUT (swap_time);
799     MAP_OUT (reset_time);
800     MAP_OUT (reset_timeout);
801     MAP_OUT (fixed_resettime);
802     MAP_OUT (difficulty);
803 root 1.9
804 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
805 root 1.29
806 root 1.56 if (shopitems)
807 root 1.29 {
808 root 1.56 char shop[MAX_BUF];
809     print_shop_string (this, shop);
810     MAP_OUT2 (shopitems, shop);
811 elmex 1.1 }
812    
813 root 1.56 MAP_OUT (shopgreed);
814     MAP_OUT (shopmin);
815     MAP_OUT (shopmax);
816     if (shoprace) MAP_OUT (shoprace);
817     MAP_OUT (darkness);
818     MAP_OUT (width);
819     MAP_OUT (height);
820     MAP_OUT (enter_x);
821     MAP_OUT (enter_y);
822 root 1.14
823 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
824     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
825 elmex 1.1
826 root 1.56 MAP_OUT (outdoor);
827     MAP_OUT (temp);
828     MAP_OUT (pressure);
829     MAP_OUT (humid);
830     MAP_OUT (windspeed);
831     MAP_OUT (winddir);
832     MAP_OUT (sky);
833 elmex 1.1
834 root 1.56 MAP_OUT (per_player);
835     MAP_OUT (per_party);
836 elmex 1.1
837 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
838     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
839     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
840     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
841 root 1.40
842 root 1.63 freezer.put (this);
843 root 1.61 freezer.put (KW_end);
844 root 1.40
845 root 1.56 return true;
846 elmex 1.1 }
847    
848 root 1.56 bool
849 root 1.72 maptile::_save_header (const char *path)
850 root 1.29 {
851 root 1.17 object_freezer freezer;
852 root 1.10
853 root 1.72 if (!_save_header (freezer))
854 root 1.56 return false;
855 elmex 1.1
856 root 1.56 return freezer.save (path);
857 elmex 1.1 }
858    
859     /*
860     * Remove and free all objects in the given map.
861     */
862 root 1.29 void
863 root 1.56 maptile::clear ()
864 root 1.29 {
865 root 1.81 sfree (regions, size ()), regions = 0;
866     free (regionmap), regionmap = 0;
867 root 1.29
868 root 1.81 if (spaces)
869     {
870     for (mapspace *ms = spaces + size (); ms-- > spaces; )
871     while (object *op = ms->bot)
872     {
873     if (op->head)
874     op = op->head;
875 root 1.56
876 root 1.81 op->destroy_inv (false);
877     op->destroy ();
878     }
879 root 1.29
880 root 1.81 sfree (spaces, size ()), spaces = 0;
881     }
882 root 1.29
883 root 1.56 if (buttons)
884     free_objectlinkpt (buttons), buttons = 0;
885 elmex 1.1 }
886    
887 root 1.29 void
888 root 1.56 maptile::clear_header ()
889 root 1.29 {
890 root 1.56 name = 0;
891     msg = 0;
892     maplore = 0;
893     shoprace = 0;
894     delete [] shopitems, shopitems = 0;
895 root 1.42
896 root 1.47 for (int i = 0; i < 4; i++)
897 root 1.56 tile_path [i] = 0;
898 root 1.47 }
899 root 1.42
900 root 1.47 maptile::~maptile ()
901     {
902 root 1.53 assert (destroyed ());
903 elmex 1.1 }
904    
905 root 1.29 void
906 root 1.56 maptile::clear_links_to (maptile *m)
907 root 1.29 {
908     /* We need to look through all the maps and see if any maps
909     * are pointing at this one for tiling information. Since
910 root 1.47 * tiling can be asymetric, we just can not look to see which
911 root 1.29 * maps this map tiles with and clears those.
912     */
913 root 1.56 for (int i = 0; i < 4; i++)
914     if (tile_map[i] == m)
915     tile_map[i] = 0;
916 root 1.47 }
917 elmex 1.1
918 root 1.47 void
919 root 1.56 maptile::do_destroy ()
920 root 1.47 {
921 root 1.56 attachable::do_destroy ();
922    
923     clear ();
924 elmex 1.1 }
925    
926     /*
927 root 1.56 * Updates every button on the map (by calling update_button() for them).
928 elmex 1.1 */
929 root 1.56 void
930     maptile::update_buttons ()
931 root 1.29 {
932 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
933     for (objectlink *ol = obp->link; ol; ol = ol->next)
934     {
935     if (!ol->ob)
936     {
937     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
938     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
939     continue;
940     }
941 elmex 1.1
942 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
943     {
944     update_button (ol->ob);
945     break;
946     }
947     }
948 elmex 1.1 }
949    
950     /*
951     * This routine is supposed to find out the difficulty of the map.
952     * difficulty does not have a lot to do with character level,
953     * but does have a lot to do with treasure on the map.
954     *
955     * Difficulty can now be set by the map creature. If the value stored
956     * in the map is zero, then use this routine. Maps should really
957     * have a difficulty set than using this function - human calculation
958     * is much better than this functions guesswork.
959     */
960 root 1.29 int
961 root 1.56 maptile::estimate_difficulty () const
962 root 1.29 {
963 elmex 1.1 long monster_cnt = 0;
964     double avgexp = 0;
965     sint64 total_exp = 0;
966    
967 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
968     for (object *op = ms->bot; op; op = op->above)
969     {
970     if (QUERY_FLAG (op, FLAG_MONSTER))
971     {
972     total_exp += op->stats.exp;
973     monster_cnt++;
974     }
975 elmex 1.1
976 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
977     {
978     total_exp += op->stats.exp;
979 elmex 1.1
980 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
981     total_exp += at->clone.stats.exp * 8;
982 elmex 1.1
983 root 1.56 monster_cnt++;
984     }
985     }
986 elmex 1.1
987     avgexp = (double) total_exp / monster_cnt;
988    
989 root 1.56 for (int i = 1; i <= settings.max_level; i++)
990     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
991     return i;
992 elmex 1.1
993     return 1;
994     }
995    
996     /* change_map_light() - used to change map light level (darkness)
997     * up or down. Returns true if successful. It should now be
998     * possible to change a value by more than 1.
999     * Move this from los.c to map.c since this is more related
1000     * to maps than los.
1001     * postive values make it darker, negative make it brighter
1002     */
1003 root 1.29 int
1004 root 1.56 maptile::change_map_light (int change)
1005 root 1.29 {
1006 root 1.56 int new_level = darkness + change;
1007 root 1.29
1008     /* Nothing to do */
1009 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1010     return 0;
1011 elmex 1.1
1012 root 1.29 /* inform all players on the map */
1013     if (change > 0)
1014 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1015 root 1.29 else
1016 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1017 root 1.29
1018 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1019 root 1.29 * we need to be extra careful about negative values.
1020     * In general, the checks below are only needed if change
1021     * is not +/-1
1022     */
1023     if (new_level < 0)
1024 root 1.56 darkness = 0;
1025 root 1.29 else if (new_level >= MAX_DARKNESS)
1026 root 1.56 darkness = MAX_DARKNESS;
1027 root 1.29 else
1028 root 1.56 darkness = new_level;
1029 elmex 1.1
1030 root 1.29 /* All clients need to get re-updated for the change */
1031 root 1.56 update_all_map_los (this);
1032 root 1.29 return 1;
1033 elmex 1.1 }
1034    
1035     /*
1036     * This function updates various attributes about a specific space
1037     * on the map (what it looks like, whether it blocks magic,
1038     * has a living creatures, prevents people from passing
1039     * through, etc)
1040     */
1041 root 1.29 void
1042 root 1.46 mapspace::update_ ()
1043 root 1.29 {
1044 root 1.45 object *tmp, *last = 0;
1045 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1046 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1047    
1048 root 1.94 //object *middle = 0;
1049     //object *top = 0;
1050     //object *floor = 0;
1051     // this seems to generate better code than using locals, above
1052 root 1.95 object *&top = faces_obj[0] = 0;
1053     object *&middle = faces_obj[1] = 0;
1054     object *&floor = faces_obj[2] = 0;
1055 root 1.29
1056 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1057 root 1.29 {
1058     /* This could be made additive I guess (two lights better than
1059 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1060 root 1.29 * light bulbs do not illuminate twice as far as once since
1061 root 1.45 * it is a dissapation factor that is cubed.
1062 root 1.29 */
1063     if (tmp->glow_radius > light)
1064     light = tmp->glow_radius;
1065    
1066     /* This call is needed in order to update objects the player
1067     * is standing in that have animations (ie, grass, fire, etc).
1068     * However, it also causes the look window to be re-drawn
1069     * 3 times each time the player moves, because many of the
1070     * functions the move_player calls eventualy call this.
1071     *
1072     * Always put the player down for drawing.
1073     */
1074     if (!tmp->invisible)
1075     {
1076     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1077 root 1.94 top = tmp;
1078 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1079     {
1080     /* If we got a floor, that means middle and top were below it,
1081     * so should not be visible, so we clear them.
1082     */
1083 root 1.94 middle = 0;
1084     top = 0;
1085     floor = tmp;
1086 root 1.29 }
1087     /* Flag anywhere have high priority */
1088     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1089     {
1090 root 1.94 middle = tmp;
1091 root 1.29 anywhere = 1;
1092     }
1093     /* Find the highest visible face around. If equal
1094     * visibilities, we still want the one nearer to the
1095     * top
1096     */
1097 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098     middle = tmp;
1099 root 1.29 }
1100 root 1.45
1101 root 1.29 if (tmp == tmp->above)
1102     {
1103     LOG (llevError, "Error in structure of map\n");
1104     exit (-1);
1105     }
1106    
1107 root 1.45 move_slow |= tmp->move_slow;
1108 root 1.29 move_block |= tmp->move_block;
1109 root 1.45 move_on |= tmp->move_on;
1110     move_off |= tmp->move_off;
1111 root 1.29 move_allow |= tmp->move_allow;
1112    
1113 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1114     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1115     if (tmp->type == PLAYER) flags |= P_PLAYER;
1116     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1117     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1118     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1119     }
1120 root 1.29
1121 root 1.46 this->light = light;
1122     this->flags_ = flags;
1123     this->move_block = move_block & ~move_allow;
1124     this->move_on = move_on;
1125     this->move_off = move_off;
1126     this->move_slow = move_slow;
1127 root 1.29
1128     /* At this point, we have a floor face (if there is a floor),
1129     * and the floor is set - we are not going to touch it at
1130     * this point.
1131     * middle contains the highest visibility face.
1132     * top contains a player/monster face, if there is one.
1133     *
1134     * We now need to fill in top.face and/or middle.face.
1135     */
1136    
1137     /* If the top face also happens to be high visibility, re-do our
1138     * middle face. This should not happen, as we already have the
1139     * else statement above so middle should not get set. OTOH, it
1140     * may be possible for the faces to match but be different objects.
1141     */
1142     if (top == middle)
1143 root 1.94 middle = 0;
1144 root 1.29
1145     /* There are three posibilities at this point:
1146     * 1) top face is set, need middle to be set.
1147     * 2) middle is set, need to set top.
1148     * 3) neither middle or top is set - need to set both.
1149     */
1150    
1151     for (tmp = last; tmp; tmp = tmp->below)
1152     {
1153     /* Once we get to a floor, stop, since we already have a floor object */
1154     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1155     break;
1156    
1157     /* If two top faces are already set, quit processing */
1158 root 1.94 if (top && middle)
1159 root 1.29 break;
1160 root 1.10
1161 elmex 1.67 /* Only show visible faces */
1162     if (!tmp->invisible)
1163 root 1.29 {
1164     /* Fill in top if needed */
1165 root 1.94 if (!top)
1166 root 1.29 {
1167 root 1.94 top = tmp;
1168 root 1.29 if (top == middle)
1169 root 1.94 middle = 0;
1170 root 1.29 }
1171     else
1172     {
1173     /* top is already set - we should only get here if
1174     * middle is not set
1175     *
1176     * Set the middle face and break out, since there is nothing
1177     * more to fill in. We don't check visiblity here, since
1178     *
1179     */
1180 root 1.94 if (tmp != top)
1181 root 1.29 {
1182 root 1.94 middle = tmp;
1183 root 1.29 break;
1184 root 1.10 }
1185     }
1186     }
1187 elmex 1.1 }
1188 root 1.45
1189 root 1.29 if (middle == floor)
1190 root 1.94 middle = 0;
1191 root 1.45
1192 root 1.29 if (top == middle)
1193 root 1.94 middle = 0;
1194 root 1.45
1195 root 1.94 #if 0
1196     faces_obj [0] = top;
1197     faces_obj [1] = middle;
1198     faces_obj [2] = floor;
1199     #endif
1200 elmex 1.1 }
1201    
1202 root 1.85 uint64
1203     mapspace::volume () const
1204     {
1205     uint64 vol = 0;
1206    
1207     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208     vol += op->volume ();
1209    
1210     return vol;
1211     }
1212    
1213 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1214     * the map. It also takes care of linking back the freshly found
1215 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1216 root 1.68 * the value of orig_map->tile_map[tile_num].
1217 elmex 1.1 */
1218 root 1.68 static inline maptile *
1219     find_and_link (maptile *orig_map, int tile_num)
1220 elmex 1.1 {
1221 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1222 root 1.60
1223 root 1.68 if (!mp)
1224 root 1.60 {
1225 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226    
1227     if (!mp)
1228     {
1229     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231     &orig_map->tile_path[tile_num], &orig_map->path);
1232     mp = new maptile (1, 1);
1233     mp->alloc ();
1234     mp->in_memory = MAP_IN_MEMORY;
1235     }
1236 root 1.60 }
1237 root 1.56
1238 root 1.29 int dest_tile = (tile_num + 2) % 4;
1239 elmex 1.1
1240 root 1.69 orig_map->tile_map [tile_num] = mp;
1241 elmex 1.1
1242 root 1.60 // optimisation: back-link map to origin map if euclidean
1243     //TODO: non-euclidean maps MUST GO
1244     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1245 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1246 elmex 1.1
1247 root 1.56 return mp;
1248 elmex 1.1 }
1249    
1250 root 1.68 static inline void
1251     load_and_link (maptile *orig_map, int tile_num)
1252     {
1253     find_and_link (orig_map, tile_num)->load_sync ();
1254     }
1255    
1256 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1257     * map m. This function also takes into account any
1258     * tiling considerations, loading adjacant maps as needed.
1259     * This is the function should always be used when it
1260     * necessary to check for valid coordinates.
1261     * This function will recursively call itself for the
1262     * tiled maps.
1263     */
1264 root 1.29 int
1265 root 1.31 out_of_map (maptile *m, int x, int y)
1266 elmex 1.1 {
1267 root 1.29 /* If we get passed a null map, this is obviously the
1268     * case. This generally shouldn't happen, but if the
1269     * map loads fail below, it could happen.
1270     */
1271     if (!m)
1272     return 0;
1273 elmex 1.1
1274 root 1.29 if (x < 0)
1275     {
1276     if (!m->tile_path[3])
1277     return 1;
1278 root 1.46
1279 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 root 1.68 find_and_link (m, 3);
1281 root 1.46
1282 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 elmex 1.1 }
1284 root 1.46
1285 root 1.48 if (x >= m->width)
1286 root 1.29 {
1287     if (!m->tile_path[1])
1288     return 1;
1289 root 1.46
1290 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 root 1.68 find_and_link (m, 1);
1292 root 1.46
1293 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1294 elmex 1.1 }
1295 root 1.46
1296 root 1.29 if (y < 0)
1297     {
1298     if (!m->tile_path[0])
1299     return 1;
1300 root 1.46
1301 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 root 1.68 find_and_link (m, 0);
1303 root 1.46
1304 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 elmex 1.1 }
1306 root 1.46
1307 root 1.48 if (y >= m->height)
1308 root 1.29 {
1309     if (!m->tile_path[2])
1310     return 1;
1311 root 1.46
1312 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 root 1.68 find_and_link (m, 2);
1314 root 1.46
1315 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1316 elmex 1.1 }
1317    
1318 root 1.29 /* Simple case - coordinates are within this local
1319     * map.
1320     */
1321     return 0;
1322 elmex 1.1 }
1323    
1324     /* This is basically the same as out_of_map above, but
1325     * instead we return NULL if no map is valid (coordinates
1326     * out of bounds and no tiled map), otherwise it returns
1327     * the map as that the coordinates are really on, and
1328 pippijn 1.66 * updates x and y to be the localised coordinates.
1329 elmex 1.1 * Using this is more efficient of calling out_of_map
1330     * and then figuring out what the real map is
1331     */
1332 root 1.31 maptile *
1333 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1334 elmex 1.1 {
1335 root 1.68 if (x < 0)
1336 root 1.29 {
1337 root 1.68 if (!tile_path[3])
1338 root 1.46 return 0;
1339 root 1.56
1340 root 1.68 find_and_link (this, 3);
1341     x += tile_map[3]->width;
1342     return tile_map[3]->xy_find (x, y);
1343 elmex 1.1 }
1344 root 1.46
1345 root 1.68 if (x >= width)
1346 root 1.29 {
1347 root 1.68 if (!tile_path[1])
1348 root 1.46 return 0;
1349    
1350 root 1.68 find_and_link (this, 1);
1351     x -= width;
1352     return tile_map[1]->xy_find (x, y);
1353 elmex 1.1 }
1354 root 1.46
1355 root 1.68 if (y < 0)
1356 root 1.29 {
1357 root 1.68 if (!tile_path[0])
1358 root 1.46 return 0;
1359    
1360 root 1.68 find_and_link (this, 0);
1361     y += tile_map[0]->height;
1362     return tile_map[0]->xy_find (x, y);
1363 elmex 1.1 }
1364 root 1.46
1365 root 1.68 if (y >= height)
1366 root 1.29 {
1367 root 1.68 if (!tile_path[2])
1368 root 1.46 return 0;
1369    
1370 root 1.68 find_and_link (this, 2);
1371     y -= height;
1372     return tile_map[2]->xy_find (x, y);
1373 elmex 1.1 }
1374    
1375 root 1.29 /* Simple case - coordinates are within this local
1376     * map.
1377     */
1378 root 1.68 return this;
1379 elmex 1.1 }
1380    
1381     /**
1382     * Return whether map2 is adjacent to map1. If so, store the distance from
1383     * map1 to map2 in dx/dy.
1384     */
1385 root 1.82 int
1386 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1387 root 1.29 {
1388     if (!map1 || !map2)
1389     return 0;
1390    
1391 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1392     //fix: compare paths instead (this is likely faster, too!)
1393 root 1.29 if (map1 == map2)
1394     {
1395     *dx = 0;
1396     *dy = 0;
1397     }
1398     else if (map1->tile_map[0] == map2)
1399     { /* up */
1400     *dx = 0;
1401 root 1.48 *dy = -map2->height;
1402 root 1.29 }
1403     else if (map1->tile_map[1] == map2)
1404     { /* right */
1405 root 1.48 *dx = map1->width;
1406 root 1.29 *dy = 0;
1407     }
1408     else if (map1->tile_map[2] == map2)
1409     { /* down */
1410     *dx = 0;
1411 root 1.48 *dy = map1->height;
1412 root 1.29 }
1413     else if (map1->tile_map[3] == map2)
1414     { /* left */
1415 root 1.48 *dx = -map2->width;
1416 root 1.29 *dy = 0;
1417     }
1418     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1419     { /* up right */
1420 root 1.48 *dx = map1->tile_map[0]->width;
1421     *dy = -map1->tile_map[0]->height;
1422 root 1.29 }
1423     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1424     { /* up left */
1425 root 1.48 *dx = -map2->width;
1426     *dy = -map1->tile_map[0]->height;
1427 root 1.29 }
1428     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1429     { /* right up */
1430 root 1.48 *dx = map1->width;
1431     *dy = -map2->height;
1432 root 1.29 }
1433     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1434     { /* right down */
1435 root 1.48 *dx = map1->width;
1436     *dy = map1->tile_map[1]->height;
1437 root 1.29 }
1438     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1439     { /* down right */
1440 root 1.48 *dx = map1->tile_map[2]->width;
1441     *dy = map1->height;
1442 root 1.29 }
1443     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1444     { /* down left */
1445 root 1.48 *dx = -map2->width;
1446     *dy = map1->height;
1447 root 1.29 }
1448     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1449     { /* left up */
1450 root 1.48 *dx = -map1->tile_map[3]->width;
1451     *dy = -map2->height;
1452 root 1.29 }
1453     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1454     { /* left down */
1455 root 1.48 *dx = -map1->tile_map[3]->width;
1456     *dy = map1->tile_map[3]->height;
1457 root 1.29 }
1458     else
1459 root 1.56 return 0;
1460 elmex 1.1
1461 root 1.29 return 1;
1462 elmex 1.1 }
1463    
1464 root 1.68 maptile *
1465     maptile::xy_load (sint16 &x, sint16 &y)
1466     {
1467     maptile *map = xy_find (x, y);
1468    
1469     if (map)
1470     map->load_sync ();
1471    
1472     return map;
1473     }
1474    
1475     maptile *
1476     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1477     {
1478     return m->xy_load (*x, *y);
1479     }
1480    
1481 elmex 1.1 /* From map.c
1482     * This is used by get_player to determine where the other
1483     * creature is. get_rangevector takes into account map tiling,
1484     * so you just can not look the the map coordinates and get the
1485     * righte value. distance_x/y are distance away, which
1486 root 1.79 * can be negative. direction is the crossfire direction scheme
1487 elmex 1.1 * that the creature should head. part is the part of the
1488     * monster that is closest.
1489     *
1490     * get_rangevector looks at op1 and op2, and fills in the
1491     * structure for op1 to get to op2.
1492     * We already trust that the caller has verified that the
1493     * two objects are at least on adjacent maps. If not,
1494     * results are not likely to be what is desired.
1495     * if the objects are not on maps, results are also likely to
1496     * be unexpected
1497     *
1498     * currently, the only flag supported (0x1) is don't translate for
1499     * closest body part of 'op1'
1500     */
1501 root 1.29 void
1502     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1503     {
1504     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1505     {
1506     /* be conservative and fill in _some_ data */
1507 root 1.86 retval->distance = 10000;
1508     retval->distance_x = 10000;
1509     retval->distance_y = 10000;
1510 root 1.29 retval->direction = 0;
1511     retval->part = 0;
1512     }
1513     else
1514     {
1515     object *best;
1516    
1517     retval->distance_x += op2->x - op1->x;
1518     retval->distance_y += op2->y - op1->y;
1519    
1520     best = op1;
1521     /* If this is multipart, find the closest part now */
1522     if (!(flags & 0x1) && op1->more)
1523     {
1524     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1525    
1526     /* we just take the offset of the piece to head to figure
1527     * distance instead of doing all that work above again
1528     * since the distance fields we set above are positive in the
1529     * same axis as is used for multipart objects, the simply arithmetic
1530     * below works.
1531     */
1532 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1533 root 1.29 {
1534     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1535     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1536     if (tmpi < best_distance)
1537     {
1538     best_distance = tmpi;
1539     best = tmp;
1540 elmex 1.1 }
1541     }
1542 root 1.75
1543 root 1.29 if (best != op1)
1544     {
1545     retval->distance_x += op1->x - best->x;
1546     retval->distance_y += op1->y - best->y;
1547 elmex 1.1 }
1548     }
1549 root 1.75
1550 root 1.29 retval->part = best;
1551 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1552 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1553 elmex 1.1 }
1554     }
1555    
1556     /* this is basically the same as get_rangevector above, but instead of
1557     * the first parameter being an object, it instead is the map
1558     * and x,y coordinates - this is used for path to player -
1559     * since the object is not infact moving but we are trying to traverse
1560     * the path, we need this.
1561     * flags has no meaning for this function at this time - I kept it in to
1562     * be more consistant with the above function and also in case they are needed
1563     * for something in the future. Also, since no object is pasted, the best
1564     * field of the rv_vector is set to NULL.
1565     */
1566 root 1.29 void
1567 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1568 root 1.29 {
1569     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1570     {
1571     /* be conservative and fill in _some_ data */
1572     retval->distance = 100000;
1573     retval->distance_x = 32767;
1574     retval->distance_y = 32767;
1575     retval->direction = 0;
1576     retval->part = 0;
1577     }
1578     else
1579     {
1580     retval->distance_x += op2->x - x;
1581     retval->distance_y += op2->y - y;
1582    
1583     retval->part = NULL;
1584 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1585 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1586 elmex 1.1 }
1587     }
1588    
1589     /* Returns true of op1 and op2 are effectively on the same map
1590     * (as related to map tiling). Note that this looks for a path from
1591 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1592 elmex 1.1 * to op1, this will still return false.
1593     * Note we only look one map out to keep the processing simple
1594     * and efficient. This could probably be a macro.
1595     * MSW 2001-08-05
1596     */
1597 root 1.29 int
1598     on_same_map (const object *op1, const object *op2)
1599     {
1600     int dx, dy;
1601 elmex 1.1
1602 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1603 elmex 1.1 }
1604 root 1.52
1605     object *
1606     maptile::insert (object *op, int x, int y, object *originator, int flags)
1607     {
1608     if (!op->flag [FLAG_REMOVED])
1609     op->remove ();
1610    
1611     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612     }
1613    
1614 root 1.81 region *
1615     maptile::region (int x, int y) const
1616     {
1617     if (regions
1618     && regionmap
1619     && !OUT_OF_REAL_MAP (this, x, y))
1620     if (struct region *reg = regionmap [regions [y * width + x]])
1621     return reg;
1622    
1623     if (default_region)
1624     return default_region;
1625    
1626     return ::region::default_region ();
1627     }
1628    
1629 root 1.91 /* picks a random object from a style map.
1630     * Redone by MSW so it should be faster and not use static
1631     * variables to generate tables.
1632     */
1633     object *
1634     maptile::pick_random_object () const
1635     {
1636     /* while returning a null object will result in a crash, that
1637     * is actually preferable to an infinite loop. That is because
1638     * most servers will automatically restart in case of crash.
1639     * Change the logic on getting the random space - shouldn't make
1640     * any difference, but this seems clearer to me.
1641     */
1642     for (int i = 1000; --i;)
1643     {
1644     object *pick = at (rndm (width), rndm (height)).bot;
1645    
1646     // do not prefer big monsters just because they are big.
1647 root 1.92 if (pick && pick->head_ () == pick)
1648 root 1.91 return pick->head_ ();
1649     }
1650    
1651     // instead of crashing in the unlikely(?) case, try to return *something*
1652     return get_archetype ("blocked");
1653     }
1654 root 1.85