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Revision: 1.111
Committed: Thu Jul 12 18:28:09 2007 UTC (16 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.110: +22 -10 lines
Log Message:
fixed multipart problem where multipart objects were placed in a wrong/bad
order on the map after they were extended.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.110 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.76 *
4 root 1.106 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.76 *
8 root 1.110 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.76 *
13 root 1.110 * 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 pippijn 1.76 *
18 root 1.110 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.106 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.76 */
23 elmex 1.1
24 root 1.85 #include <unistd.h>
25    
26     #include "global.h"
27     #include "funcpoint.h"
28 elmex 1.1
29 root 1.85 #include "loader.h"
30 elmex 1.1
31     #include "path.h"
32    
33     /*
34     * This makes a path absolute outside the world of Crossfire.
35     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36     * and returns the pointer to a static array containing the result.
37     * it really should be called create_mapname
38     */
39 root 1.29 const char *
40     create_pathname (const char *name)
41     {
42 root 1.62 static char buf[8192];
43     snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44     return buf;
45 elmex 1.1 }
46    
47     /*
48     * This function checks if a file with the given path exists.
49     * -1 is returned if it fails, otherwise the mode of the file
50     * is returned.
51     * It tries out all the compression suffixes listed in the uncomp[] array.
52     *
53     * If prepend_dir is set, then we call create_pathname (which prepends
54     * libdir & mapdir). Otherwise, we assume the name given is fully
55     * complete.
56     * Only the editor actually cares about the writablity of this -
57     * the rest of the code only cares that the file is readable.
58     * when the editor goes away, the call to stat should probably be
59     * replaced by an access instead (similar to the windows one, but
60     * that seems to be missing the prepend_dir processing
61     */
62 root 1.29 int
63     check_path (const char *name, int prepend_dir)
64 elmex 1.1 {
65 root 1.29 char buf[MAX_BUF];
66    
67     char *endbuf;
68     struct stat statbuf;
69     int mode = 0;
70 elmex 1.1
71 root 1.29 if (prepend_dir)
72 root 1.84 assign (buf, create_pathname (name));
73 root 1.29 else
74 root 1.84 assign (buf, name);
75 elmex 1.1
76 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
77     * this method should be equivalant and is clearer.
78     * Can not use strcat because we need to cycle through
79     * all the names.
80     */
81     endbuf = buf + strlen (buf);
82    
83     if (stat (buf, &statbuf))
84     return -1;
85     if (!S_ISREG (statbuf.st_mode))
86     return (-1);
87    
88     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90     mode |= 4;
91    
92     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94     mode |= 2;
95 elmex 1.1
96 root 1.29 return (mode);
97 elmex 1.1 }
98    
99     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
100     * one function that just returns a P_.. value (see map.h)
101     * it will also do map translation for tiled maps, returning
102     * new values into newmap, nx, and ny. Any and all of those
103     * values can be null, in which case if a new map is needed (returned
104     * by a P_NEW_MAP value, another call to get_map_from_coord
105     * is needed. The case of not passing values is if we're just
106     * checking for the existence of something on those spaces, but
107     * don't expect to insert/remove anything from those spaces.
108     */
109 root 1.29 int
110 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
111 elmex 1.1 {
112 root 1.56 sint16 newx = x;
113     sint16 newy = y;
114 root 1.46
115 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
116 root 1.46
117     if (!mp)
118     return P_OUT_OF_MAP;
119    
120     if (newmap) *newmap = mp;
121     if (nx) *nx = newx;
122     if (ny) *ny = newy;
123 elmex 1.3
124 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
125 elmex 1.1 }
126    
127     /*
128     * Returns true if the given coordinate is blocked except by the
129     * object passed is not blocking. This is used with
130     * multipart monsters - if we want to see if a 2x2 monster
131     * can move 1 space to the left, we don't want its own area
132     * to block it from moving there.
133     * Returns TRUE if the space is blocked by something other than the
134     * monster.
135     * m, x, y are the target map/coordinates - needed for map tiling.
136     * the coordinates & map passed in should have been updated for tiling
137     * by the caller.
138     */
139 root 1.29 int
140 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
141 root 1.29 {
142     object *tmp;
143     int mflags, blocked;
144    
145     /* Make sure the coordinates are valid - they should be, as caller should
146     * have already checked this.
147     */
148     if (OUT_OF_REAL_MAP (m, sx, sy))
149     {
150     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151     return 1;
152 elmex 1.1 }
153    
154 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
155     * directly.
156     */
157 root 1.46 mflags = m->at (sx, sy).flags ();
158 root 1.29
159     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
160    
161     /* If space is currently not blocked by anything, no need to
162     * go further. Not true for players - all sorts of special
163     * things we need to do for players.
164     */
165     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166     return 0;
167    
168     /* if there isn't anytyhing alive on this space, and this space isn't
169     * otherwise blocked, we can return now. Only if there is a living
170     * creature do we need to investigate if it is part of this creature
171     * or another. Likewise, only if something is blocking us do we
172     * need to investigate if there is a special circumstance that would
173     * let the player through (inventory checkers for example)
174     */
175     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176     return 0;
177    
178 root 1.102 ob = ob->head_ ();
179 root 1.29
180     /* We basically go through the stack of objects, and if there is
181     * some other object that has NO_PASS or FLAG_ALIVE set, return
182     * true. If we get through the entire stack, that must mean
183     * ob is blocking it, so return 0.
184     */
185 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 root 1.29 {
187    
188     /* This must be before the checks below. Code for inventory checkers. */
189     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190     {
191     /* If last_sp is set, the player/monster needs an object,
192     * so we check for it. If they don't have it, they can't
193     * pass through this space.
194     */
195     if (tmp->last_sp)
196     {
197     if (check_inv_recursive (ob, tmp) == NULL)
198     return 1;
199     else
200     continue;
201     }
202     else
203     {
204     /* In this case, the player must not have the object -
205     * if they do, they can't pass through.
206     */
207     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208     return 1;
209     else
210     continue;
211     }
212     } /* if check_inv */
213     else
214     {
215     /* Broke apart a big nasty if into several here to make
216     * this more readable. first check - if the space blocks
217     * movement, can't move here.
218 root 1.102 * second - if a monster, can't move there, unless it is a
219 root 1.29 * hidden dm
220     */
221     if (OB_MOVE_BLOCK (ob, tmp))
222     return 1;
223 root 1.102
224 root 1.103 if (tmp->flag [FLAG_ALIVE]
225 root 1.102 && tmp->head_ () != ob
226     && tmp != ob
227     && tmp->type != DOOR
228 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
229 root 1.29 return 1;
230 root 1.10 }
231 elmex 1.1
232     }
233 root 1.29 return 0;
234 elmex 1.1 }
235    
236     /*
237     * Returns true if the given object can't fit in the given spot.
238     * This is meant for multi space objects - for single space objecs,
239     * just calling get_map_blocked and checking that against movement type
240     * of object. This function goes through all the parts of the
241     * multipart object and makes sure they can be inserted.
242     *
243     * While this doesn't call out of map, the get_map_flags does.
244     *
245     * This function has been used to deprecate arch_out_of_map -
246     * this function also does that check, and since in most cases,
247     * a call to one would follow the other, doesn't make a lot of sense to
248     * have two seperate functions for this.
249     *
250     * This returns nonzero if this arch can not go on the space provided,
251     * 0 otherwise. the return value will contain the P_.. value
252     * so the caller can know why this object can't go on the map.
253     * Note that callers should not expect P_NEW_MAP to be set
254     * in return codes - since the object is multispace - if
255     * we did return values, what do you return if half the object
256     * is one map, half on another.
257     *
258     * Note this used to be arch_blocked, but with new movement
259     * code, we need to have actual object to check its move_type
260     * against the move_block values.
261     */
262 root 1.29 int
263 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
264 root 1.29 {
265     archetype *tmp;
266     int flag;
267 root 1.31 maptile *m1;
268 root 1.29 sint16 sx, sy;
269 elmex 1.1
270 root 1.59 if (!ob)
271 root 1.29 {
272     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273     if (flag & P_OUT_OF_MAP)
274     return P_OUT_OF_MAP;
275 elmex 1.1
276 root 1.29 /* don't have object, so don't know what types would block */
277 root 1.47 return m1->at (sx, sy).move_block;
278 elmex 1.1 }
279    
280 root 1.108 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
281 root 1.29 {
282 root 1.107 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 elmex 1.1
284 root 1.29 if (flag & P_OUT_OF_MAP)
285     return P_OUT_OF_MAP;
286     if (flag & P_IS_ALIVE)
287     return P_IS_ALIVE;
288    
289 root 1.47 mapspace &ms = m1->at (sx, sy);
290    
291 root 1.29 /* find_first_free_spot() calls this function. However, often
292     * ob doesn't have any move type (when used to place exits)
293     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
294     */
295 elmex 1.1
296 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
297 root 1.29 continue;
298 elmex 1.1
299 root 1.29 /* Note it is intentional that we check ob - the movement type of the
300     * head of the object should correspond for the entire object.
301     */
302 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
303 root 1.45 return P_NO_PASS;
304     }
305 elmex 1.1
306 root 1.29 return 0;
307 elmex 1.1 }
308    
309     /* When the map is loaded, load_object does not actually insert objects
310     * into inventory, but just links them. What this does is go through
311     * and insert them properly.
312     * The object 'container' is the object that contains the inventory.
313     * This is needed so that we can update the containers weight.
314     */
315 root 1.29 void
316     fix_container (object *container)
317 elmex 1.1 {
318 root 1.29 object *tmp = container->inv, *next;
319 elmex 1.1
320 root 1.56 container->inv = 0;
321     while (tmp)
322 root 1.29 {
323     next = tmp->below;
324     if (tmp->inv)
325     fix_container (tmp);
326 root 1.56
327     insert_ob_in_ob (tmp, container);
328 root 1.29 tmp = next;
329     }
330 root 1.56
331 root 1.29 /* sum_weight will go through and calculate what all the containers are
332     * carrying.
333     */
334     sum_weight (container);
335 elmex 1.1 }
336    
337 root 1.64 void
338     maptile::set_object_flag (int flag, int value)
339     {
340     if (!spaces)
341     return;
342    
343     for (mapspace *ms = spaces + size (); ms-- > spaces; )
344     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345     tmp->flag [flag] = value;
346     }
347    
348 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
349     * for objects whose arch says they are multipart yet according to the
350     * info we have, they only have the head (as would be expected when
351 root 1.99 * they are saved).
352 elmex 1.1 */
353 root 1.56 void
354     maptile::link_multipart_objects ()
355 elmex 1.1 {
356 root 1.56 if (!spaces)
357     return;
358    
359     for (mapspace *ms = spaces + size (); ms-- > spaces; )
360 elmex 1.111 {
361     object *op = ms->bot;
362     while (op)
363     {
364     /* already multipart - don't do anything more */
365     if (op->head_ () == op && !op->more && op->arch->more)
366     {
367     op->remove ();
368     op->expand_tail ();
369    
370     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
371     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
372     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
373     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374    
375     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376     // so we have to reset the iteration through the mapspace
377     }
378     else
379     op = op->above;
380     }
381     }
382 elmex 1.1 }
383 root 1.29
384 elmex 1.1 /*
385     * Loads (ands parses) the objects into a given map from the specified
386     * file pointer.
387     */
388 root 1.56 bool
389 root 1.88 maptile::_load_objects (object_thawer &f)
390 root 1.24 {
391 root 1.88 for (;;)
392     {
393 root 1.100 coroapi::cede_to_tick_every (100); // cede once in a while
394 elmex 1.1
395 root 1.88 switch (f.kw)
396 root 1.24 {
397 root 1.88 case KW_arch:
398 root 1.90 if (object *op = object::read (f, this))
399 root 1.88 {
400     if (op->inv)
401     sum_weight (op);
402 root 1.10
403 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404     }
405 root 1.41
406 root 1.88 continue;
407 root 1.41
408 root 1.88 case KW_EOF:
409     return true;
410 root 1.41
411 root 1.88 default:
412     if (!f.parse_error ("map file"))
413     return false;
414 root 1.41 break;
415 root 1.10 }
416 root 1.24
417 root 1.88 f.next ();
418 elmex 1.1 }
419 root 1.24
420 root 1.56 return true;
421     }
422    
423     void
424     maptile::activate ()
425     {
426 root 1.101 active = true;
427 root 1.56
428 root 1.101 if (spaces)
429     for (mapspace *ms = spaces + size (); ms-- > spaces; )
430     for (object *op = ms->bot; op; op = op->above)
431     op->activate_recursive ();
432 root 1.56 }
433    
434     void
435     maptile::deactivate ()
436     {
437 root 1.101 active = false;
438 root 1.56
439 root 1.101 if (spaces)
440     for (mapspace *ms = spaces + size (); ms-- > spaces; )
441     for (object *op = ms->bot; op; op = op->above)
442     op->deactivate_recursive ();
443 root 1.56 }
444    
445     bool
446 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
447 root 1.56 {
448 root 1.100 coroapi::cede_to_tick ();
449 root 1.65
450 root 1.56 if (flags & IO_HEADER)
451 root 1.88 _save_header (f);
452 root 1.56
453     if (!spaces)
454     return false;
455    
456     for (int i = 0; i < size (); ++i)
457 root 1.24 {
458 root 1.56 int unique = 0;
459     for (object *op = spaces [i].bot; op; op = op->above)
460 root 1.24 {
461 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
462     unique = 1;
463    
464     if (!op->can_map_save ())
465     continue;
466    
467     if (unique || op->flag [FLAG_UNIQUE])
468 root 1.24 {
469 root 1.56 if (flags & IO_UNIQUES)
470 root 1.88 op->write (f);
471 root 1.10 }
472 root 1.56 else if (flags & IO_OBJECTS)
473 root 1.88 op->write (f);
474 root 1.10 }
475 elmex 1.1 }
476 root 1.24
477 root 1.100 coroapi::cede_to_tick ();
478 root 1.97
479 root 1.56 return true;
480 elmex 1.1 }
481    
482 root 1.56 bool
483 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
484 root 1.29 {
485 root 1.88 object_thawer f (path);
486 elmex 1.1
487 root 1.88 if (!f)
488 root 1.56 return false;
489    
490 root 1.88 f.next ();
491    
492 root 1.56 if (skip_header)
493     for (;;)
494 root 1.29 {
495 root 1.88 keyword kw = f.kw;
496     f.skip ();
497     if (kw == KW_end)
498 root 1.56 break;
499     }
500    
501 root 1.88 return _load_objects (f);
502 root 1.56 }
503 root 1.51
504 root 1.56 bool
505 root 1.72 maptile::_save_objects (const char *path, int flags)
506 root 1.56 {
507     object_freezer freezer;
508 root 1.29
509 root 1.72 if (!_save_objects (freezer, flags))
510 root 1.56 return false;
511 root 1.29
512 root 1.56 return freezer.save (path);
513 elmex 1.1 }
514    
515 root 1.34 maptile::maptile ()
516     {
517     in_memory = MAP_SWAPPED;
518 root 1.54
519 root 1.34 /* The maps used to pick up default x and y values from the
520 root 1.85 * map archetype. Mimic that behaviour.
521 root 1.34 */
522 root 1.85 width = 16;
523     height = 16;
524     timeout = 300;
525     max_nrof = 1000; // 1000 items of anything
526     max_volume = 2000000; // 2m³
527 root 1.34 }
528    
529 root 1.56 maptile::maptile (int w, int h)
530 root 1.54 {
531 root 1.56 in_memory = MAP_SWAPPED;
532 root 1.54
533 root 1.56 width = w;
534     height = h;
535     reset_timeout = 0;
536     timeout = 300;
537     enter_x = 0;
538     enter_y = 0;
539 root 1.54
540 root 1.56 alloc ();
541 elmex 1.1 }
542    
543     /*
544 root 1.31 * Allocates the arrays contained in a maptile.
545 elmex 1.1 * This basically allocates the dynamic array of spaces for the
546     * map.
547     */
548 root 1.29 void
549 root 1.56 maptile::alloc ()
550 root 1.29 {
551 root 1.34 if (spaces)
552 root 1.56 return;
553 elmex 1.1
554 root 1.53 spaces = salloc0<mapspace> (size ());
555 elmex 1.1 }
556    
557     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
558     * corresponding to that string. Memory is allocated for this, it must be freed
559     * at a later date.
560     * Called by parse_map_headers below.
561     */
562 root 1.29 static shopitems *
563     parse_shop_string (const char *input_string)
564     {
565     char *shop_string, *p, *q, *next_semicolon, *next_colon;
566     shopitems *items = NULL;
567     int i = 0, number_of_entries = 0;
568     const typedata *current_type;
569    
570 root 1.43 shop_string = strdup (input_string);
571 root 1.29 p = shop_string;
572     /* first we'll count the entries, we'll need that for allocating the array shortly */
573     while (p)
574     {
575     p = strchr (p, ';');
576     number_of_entries++;
577     if (p)
578     p++;
579     }
580 root 1.54
581 root 1.29 p = shop_string;
582     strip_endline (p);
583     items = new shopitems[number_of_entries + 1];
584     for (i = 0; i < number_of_entries; i++)
585     {
586     if (!p)
587     {
588     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
589     break;
590     }
591 root 1.54
592 root 1.29 next_semicolon = strchr (p, ';');
593     next_colon = strchr (p, ':');
594     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
595     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
596     items[i].strength = atoi (strchr (p, ':') + 1);
597    
598     if (isdigit (*p) || *p == '*')
599     {
600     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
601     current_type = get_typedata (items[i].typenum);
602     if (current_type)
603     {
604     items[i].name = current_type->name;
605     items[i].name_pl = current_type->name_pl;
606     }
607     }
608     else
609     { /*we have a named type, let's figure out what it is */
610     q = strpbrk (p, ";:");
611     if (q)
612     *q = '\0';
613    
614     current_type = get_typedata_by_name (p);
615     if (current_type)
616     {
617     items[i].name = current_type->name;
618     items[i].typenum = current_type->number;
619     items[i].name_pl = current_type->name_pl;
620     }
621     else
622     { /* oh uh, something's wrong, let's free up this one, and try
623     * the next entry while we're at it, better print a warning
624     */
625     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
626     }
627     }
628 root 1.54
629 root 1.29 items[i].index = number_of_entries;
630     if (next_semicolon)
631     p = ++next_semicolon;
632     else
633     p = NULL;
634 elmex 1.1 }
635 root 1.54
636 root 1.29 free (shop_string);
637     return items;
638 elmex 1.1 }
639    
640     /* opposite of parse string, this puts the string that was originally fed in to
641     * the map (or something equivilent) into output_string. */
642 root 1.29 static void
643 root 1.31 print_shop_string (maptile *m, char *output_string)
644 root 1.29 {
645     int i;
646     char tmp[MAX_BUF];
647    
648     strcpy (output_string, "");
649     for (i = 0; i < m->shopitems[0].index; i++)
650     {
651     if (m->shopitems[i].typenum)
652     {
653     if (m->shopitems[i].strength)
654 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
655 root 1.29 else
656     sprintf (tmp, "%s;", m->shopitems[i].name);
657 root 1.10 }
658 root 1.29 else
659     {
660     if (m->shopitems[i].strength)
661 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
662 root 1.29 else
663     sprintf (tmp, "*");
664     }
665 root 1.54
666 root 1.29 strcat (output_string, tmp);
667 elmex 1.1 }
668     }
669    
670     /* This loads the header information of the map. The header
671     * contains things like difficulty, size, timeout, etc.
672     * this used to be stored in the map object, but with the
673     * addition of tiling, fields beyond that easily named in an
674     * object structure were needed, so it just made sense to
675     * put all the stuff in the map object so that names actually make
676     * sense.
677     * This could be done in lex (like the object loader), but I think
678     * currently, there are few enough fields this is not a big deal.
679     * MSW 2001-07-01
680     */
681 root 1.56 bool
682 root 1.72 maptile::_load_header (object_thawer &thawer)
683 elmex 1.1 {
684 root 1.56 for (;;)
685 root 1.29 {
686 root 1.105 thawer.next ();
687 root 1.36
688 root 1.105 switch (thawer.kw)
689 root 1.29 {
690 root 1.56 case KW_msg:
691     thawer.get_ml (KW_endmsg, msg);
692     break;
693 root 1.22
694 root 1.56 case KW_lore: // CF+ extension
695     thawer.get_ml (KW_endlore, maplore);
696     break;
697 root 1.10
698 root 1.56 case KW_maplore:
699     thawer.get_ml (KW_endmaplore, maplore);
700     break;
701 root 1.10
702 root 1.56 case KW_arch:
703     if (strcmp (thawer.get_str (), "map"))
704     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
705     break;
706 root 1.29
707 root 1.56 case KW_oid:
708     thawer.get (this, thawer.get_sint32 ());
709     break;
710 root 1.29
711 root 1.56 case KW_file_format_version: break; // nop
712 root 1.29
713 root 1.56 case KW_name: thawer.get (name); break;
714     case KW_attach: thawer.get (attach); break;
715     case KW_reset_time: thawer.get (reset_time); break;
716     case KW_shopgreed: thawer.get (shopgreed); break;
717     case KW_shopmin: thawer.get (shopmin); break;
718     case KW_shopmax: thawer.get (shopmax); break;
719     case KW_shoprace: thawer.get (shoprace); break;
720     case KW_outdoor: thawer.get (outdoor); break;
721     case KW_temp: thawer.get (temp); break;
722     case KW_pressure: thawer.get (pressure); break;
723     case KW_humid: thawer.get (humid); break;
724     case KW_windspeed: thawer.get (windspeed); break;
725     case KW_winddir: thawer.get (winddir); break;
726     case KW_sky: thawer.get (sky); break;
727    
728     case KW_per_player: thawer.get (per_player); break;
729     case KW_per_party: thawer.get (per_party); break;
730 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
731 root 1.56
732 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
733 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734    
735     // old names new names
736     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
738     case KW_x: case KW_width: thawer.get (width); break;
739     case KW_y: case KW_height: thawer.get (height); break;
740     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
741     case KW_value: case KW_swap_time: thawer.get (timeout); break;
742     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
743     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
744     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
745    
746     case KW_tile_path_1: thawer.get (tile_path [0]); break;
747     case KW_tile_path_2: thawer.get (tile_path [1]); break;
748     case KW_tile_path_3: thawer.get (tile_path [2]); break;
749     case KW_tile_path_4: thawer.get (tile_path [3]); break;
750 root 1.83
751     case KW_end:
752     return true;
753    
754     default:
755 root 1.87 if (!thawer.parse_error ("map", 0))
756 root 1.83 return false;
757     break;
758 root 1.10 }
759 elmex 1.1 }
760 root 1.41
761 root 1.56 abort ();
762 elmex 1.1 }
763    
764 root 1.56 bool
765 root 1.72 maptile::_load_header (const char *path)
766 root 1.29 {
767 root 1.56 object_thawer thawer (path);
768 root 1.9
769 root 1.29 if (!thawer)
770 root 1.56 return false;
771 elmex 1.1
772 root 1.72 return _load_header (thawer);
773 root 1.56 }
774 elmex 1.1
775 root 1.56 /******************************************************************************
776     * This is the start of unique map handling code
777     *****************************************************************************/
778 root 1.29
779 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
780     void
781     maptile::clear_unique_items ()
782 root 1.29 {
783 root 1.56 for (int i = 0; i < size (); ++i)
784 root 1.29 {
785 root 1.56 int unique = 0;
786     for (object *op = spaces [i].bot; op; )
787     {
788     object *above = op->above;
789 elmex 1.1
790 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
791     unique = 1;
792 root 1.14
793 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
794 root 1.56 {
795     op->destroy_inv (false);
796     op->destroy ();
797     }
798 elmex 1.1
799 root 1.56 op = above;
800     }
801 root 1.29 }
802 elmex 1.1 }
803    
804 root 1.56 bool
805 root 1.72 maptile::_save_header (object_freezer &freezer)
806 root 1.29 {
807 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
808     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
809 elmex 1.1
810 root 1.56 MAP_OUT2 (arch, "map");
811 elmex 1.1
812 root 1.56 if (name) MAP_OUT (name);
813     MAP_OUT (swap_time);
814     MAP_OUT (reset_time);
815     MAP_OUT (reset_timeout);
816     MAP_OUT (fixed_resettime);
817 root 1.109 MAP_OUT (no_reset);
818 root 1.56 MAP_OUT (difficulty);
819 root 1.9
820 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
821 root 1.29
822 root 1.56 if (shopitems)
823 root 1.29 {
824 root 1.56 char shop[MAX_BUF];
825     print_shop_string (this, shop);
826     MAP_OUT2 (shopitems, shop);
827 elmex 1.1 }
828    
829 root 1.56 MAP_OUT (shopgreed);
830     MAP_OUT (shopmin);
831     MAP_OUT (shopmax);
832     if (shoprace) MAP_OUT (shoprace);
833     MAP_OUT (darkness);
834     MAP_OUT (width);
835     MAP_OUT (height);
836     MAP_OUT (enter_x);
837     MAP_OUT (enter_y);
838 root 1.14
839 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
840     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
841 elmex 1.1
842 root 1.56 MAP_OUT (outdoor);
843     MAP_OUT (temp);
844     MAP_OUT (pressure);
845     MAP_OUT (humid);
846     MAP_OUT (windspeed);
847     MAP_OUT (winddir);
848     MAP_OUT (sky);
849 elmex 1.1
850 root 1.56 MAP_OUT (per_player);
851     MAP_OUT (per_party);
852 elmex 1.1
853 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
854     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
855     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
856     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
857 root 1.40
858 root 1.63 freezer.put (this);
859 root 1.61 freezer.put (KW_end);
860 root 1.40
861 root 1.56 return true;
862 elmex 1.1 }
863    
864 root 1.56 bool
865 root 1.72 maptile::_save_header (const char *path)
866 root 1.29 {
867 root 1.17 object_freezer freezer;
868 root 1.10
869 root 1.72 if (!_save_header (freezer))
870 root 1.56 return false;
871 elmex 1.1
872 root 1.56 return freezer.save (path);
873 elmex 1.1 }
874    
875     /*
876     * Remove and free all objects in the given map.
877     */
878 root 1.29 void
879 root 1.56 maptile::clear ()
880 root 1.29 {
881 root 1.81 sfree (regions, size ()), regions = 0;
882     free (regionmap), regionmap = 0;
883 root 1.29
884 root 1.81 if (spaces)
885     {
886     for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 root 1.104 while (object *op = ms->bot)
888 root 1.81 {
889 root 1.104 op = op->head_ ();
890 root 1.81 op->destroy_inv (false);
891     op->destroy ();
892     }
893 root 1.29
894 root 1.81 sfree (spaces, size ()), spaces = 0;
895     }
896 root 1.29
897 root 1.56 if (buttons)
898     free_objectlinkpt (buttons), buttons = 0;
899 elmex 1.1 }
900    
901 root 1.29 void
902 root 1.56 maptile::clear_header ()
903 root 1.29 {
904 root 1.56 name = 0;
905     msg = 0;
906     maplore = 0;
907     shoprace = 0;
908     delete [] shopitems, shopitems = 0;
909 root 1.42
910 root 1.47 for (int i = 0; i < 4; i++)
911 root 1.56 tile_path [i] = 0;
912 root 1.47 }
913 root 1.42
914 root 1.47 maptile::~maptile ()
915     {
916 root 1.53 assert (destroyed ());
917 elmex 1.1 }
918    
919 root 1.29 void
920 root 1.56 maptile::clear_links_to (maptile *m)
921 root 1.29 {
922     /* We need to look through all the maps and see if any maps
923     * are pointing at this one for tiling information. Since
924 root 1.47 * tiling can be asymetric, we just can not look to see which
925 root 1.29 * maps this map tiles with and clears those.
926     */
927 root 1.56 for (int i = 0; i < 4; i++)
928     if (tile_map[i] == m)
929     tile_map[i] = 0;
930 root 1.47 }
931 elmex 1.1
932 root 1.47 void
933 root 1.56 maptile::do_destroy ()
934 root 1.47 {
935 root 1.56 attachable::do_destroy ();
936    
937     clear ();
938 elmex 1.1 }
939    
940 root 1.109 /* decay and destroy perishable items in a map */
941     void
942     maptile::do_decay_objects ()
943     {
944     if (!spaces)
945     return;
946    
947     for (mapspace *ms = spaces + size (); ms-- > spaces; )
948     for (object *above, *op = ms->bot; op; op = above)
949     {
950     above = op->above;
951    
952     bool destroy = 0;
953    
954     // do not decay anything above unique floor tiles (yet :)
955     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956     break;
957    
958     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960     || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961     || QUERY_FLAG (op, FLAG_UNIQUE)
962     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963     || QUERY_FLAG (op, FLAG_UNPAID)
964     || op->is_alive ())
965     ; // do not decay
966     else if (op->is_weapon ())
967     {
968     op->stats.dam--;
969     if (op->stats.dam < 0)
970     destroy = 1;
971     }
972     else if (op->is_armor ())
973     {
974     op->stats.ac--;
975     if (op->stats.ac < 0)
976     destroy = 1;
977     }
978     else if (op->type == FOOD)
979     {
980     op->stats.food -= rndm (5, 20);
981     if (op->stats.food < 0)
982     destroy = 1;
983     }
984     else
985     {
986     int mat = op->materials;
987    
988     if (mat & M_PAPER
989     || mat & M_LEATHER
990     || mat & M_WOOD
991     || mat & M_ORGANIC
992     || mat & M_CLOTH
993     || mat & M_LIQUID
994     || (mat & M_IRON && rndm (1, 5) == 1)
995     || (mat & M_GLASS && rndm (1, 2) == 1)
996     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998     || (mat & M_ICE && temp > 32))
999     destroy = 1;
1000     }
1001    
1002     /* adjust overall chance below */
1003     if (destroy && rndm (0, 1))
1004     op->destroy ();
1005     }
1006     }
1007    
1008 elmex 1.1 /*
1009 root 1.56 * Updates every button on the map (by calling update_button() for them).
1010 elmex 1.1 */
1011 root 1.56 void
1012     maptile::update_buttons ()
1013 root 1.29 {
1014 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1015     for (objectlink *ol = obp->link; ol; ol = ol->next)
1016     {
1017     if (!ol->ob)
1018     {
1019     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1020     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1021     continue;
1022     }
1023 elmex 1.1
1024 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1025     {
1026     update_button (ol->ob);
1027     break;
1028     }
1029     }
1030 elmex 1.1 }
1031    
1032     /*
1033     * This routine is supposed to find out the difficulty of the map.
1034     * difficulty does not have a lot to do with character level,
1035     * but does have a lot to do with treasure on the map.
1036     *
1037     * Difficulty can now be set by the map creature. If the value stored
1038     * in the map is zero, then use this routine. Maps should really
1039     * have a difficulty set than using this function - human calculation
1040     * is much better than this functions guesswork.
1041     */
1042 root 1.29 int
1043 root 1.56 maptile::estimate_difficulty () const
1044 root 1.29 {
1045 elmex 1.1 long monster_cnt = 0;
1046     double avgexp = 0;
1047     sint64 total_exp = 0;
1048    
1049 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1050     for (object *op = ms->bot; op; op = op->above)
1051     {
1052     if (QUERY_FLAG (op, FLAG_MONSTER))
1053     {
1054     total_exp += op->stats.exp;
1055     monster_cnt++;
1056     }
1057 elmex 1.1
1058 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1059     {
1060     total_exp += op->stats.exp;
1061 elmex 1.1
1062 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1063 root 1.107 total_exp += at->stats.exp * 8;
1064 elmex 1.1
1065 root 1.56 monster_cnt++;
1066     }
1067     }
1068 elmex 1.1
1069     avgexp = (double) total_exp / monster_cnt;
1070    
1071 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1072     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1073     return i;
1074 elmex 1.1
1075     return 1;
1076     }
1077    
1078     /* change_map_light() - used to change map light level (darkness)
1079     * up or down. Returns true if successful. It should now be
1080     * possible to change a value by more than 1.
1081     * Move this from los.c to map.c since this is more related
1082     * to maps than los.
1083     * postive values make it darker, negative make it brighter
1084     */
1085 root 1.29 int
1086 root 1.56 maptile::change_map_light (int change)
1087 root 1.29 {
1088 root 1.56 int new_level = darkness + change;
1089 root 1.29
1090     /* Nothing to do */
1091 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1092     return 0;
1093 elmex 1.1
1094 root 1.29 /* inform all players on the map */
1095     if (change > 0)
1096 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1097 root 1.29 else
1098 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1099 root 1.29
1100 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1101 root 1.29 * we need to be extra careful about negative values.
1102     * In general, the checks below are only needed if change
1103     * is not +/-1
1104     */
1105     if (new_level < 0)
1106 root 1.56 darkness = 0;
1107 root 1.29 else if (new_level >= MAX_DARKNESS)
1108 root 1.56 darkness = MAX_DARKNESS;
1109 root 1.29 else
1110 root 1.56 darkness = new_level;
1111 elmex 1.1
1112 root 1.29 /* All clients need to get re-updated for the change */
1113 root 1.56 update_all_map_los (this);
1114 root 1.29 return 1;
1115 elmex 1.1 }
1116    
1117     /*
1118     * This function updates various attributes about a specific space
1119     * on the map (what it looks like, whether it blocks magic,
1120     * has a living creatures, prevents people from passing
1121     * through, etc)
1122     */
1123 root 1.29 void
1124 root 1.46 mapspace::update_ ()
1125 root 1.29 {
1126 root 1.45 object *tmp, *last = 0;
1127 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1128 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1129    
1130 root 1.94 //object *middle = 0;
1131     //object *top = 0;
1132     //object *floor = 0;
1133     // this seems to generate better code than using locals, above
1134 root 1.95 object *&top = faces_obj[0] = 0;
1135     object *&middle = faces_obj[1] = 0;
1136     object *&floor = faces_obj[2] = 0;
1137 root 1.29
1138 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1139 root 1.29 {
1140     /* This could be made additive I guess (two lights better than
1141 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1142 root 1.29 * light bulbs do not illuminate twice as far as once since
1143 root 1.45 * it is a dissapation factor that is cubed.
1144 root 1.29 */
1145     if (tmp->glow_radius > light)
1146     light = tmp->glow_radius;
1147    
1148     /* This call is needed in order to update objects the player
1149     * is standing in that have animations (ie, grass, fire, etc).
1150     * However, it also causes the look window to be re-drawn
1151     * 3 times each time the player moves, because many of the
1152     * functions the move_player calls eventualy call this.
1153     *
1154     * Always put the player down for drawing.
1155     */
1156     if (!tmp->invisible)
1157     {
1158     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1159 root 1.94 top = tmp;
1160 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161     {
1162     /* If we got a floor, that means middle and top were below it,
1163     * so should not be visible, so we clear them.
1164     */
1165 root 1.94 middle = 0;
1166     top = 0;
1167     floor = tmp;
1168 root 1.29 }
1169     /* Flag anywhere have high priority */
1170     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1171     {
1172 root 1.94 middle = tmp;
1173 root 1.29 anywhere = 1;
1174     }
1175     /* Find the highest visible face around. If equal
1176     * visibilities, we still want the one nearer to the
1177     * top
1178     */
1179 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1180     middle = tmp;
1181 root 1.29 }
1182 root 1.45
1183 root 1.29 if (tmp == tmp->above)
1184     {
1185     LOG (llevError, "Error in structure of map\n");
1186     exit (-1);
1187     }
1188    
1189 root 1.45 move_slow |= tmp->move_slow;
1190 root 1.29 move_block |= tmp->move_block;
1191 root 1.45 move_on |= tmp->move_on;
1192     move_off |= tmp->move_off;
1193 root 1.29 move_allow |= tmp->move_allow;
1194    
1195 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1196     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1197     if (tmp->type == PLAYER) flags |= P_PLAYER;
1198     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1199     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1200     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1201     }
1202 root 1.29
1203 root 1.46 this->light = light;
1204     this->flags_ = flags;
1205     this->move_block = move_block & ~move_allow;
1206     this->move_on = move_on;
1207     this->move_off = move_off;
1208     this->move_slow = move_slow;
1209 root 1.29
1210     /* At this point, we have a floor face (if there is a floor),
1211     * and the floor is set - we are not going to touch it at
1212     * this point.
1213     * middle contains the highest visibility face.
1214     * top contains a player/monster face, if there is one.
1215     *
1216     * We now need to fill in top.face and/or middle.face.
1217     */
1218    
1219     /* If the top face also happens to be high visibility, re-do our
1220     * middle face. This should not happen, as we already have the
1221     * else statement above so middle should not get set. OTOH, it
1222     * may be possible for the faces to match but be different objects.
1223     */
1224     if (top == middle)
1225 root 1.94 middle = 0;
1226 root 1.29
1227     /* There are three posibilities at this point:
1228     * 1) top face is set, need middle to be set.
1229     * 2) middle is set, need to set top.
1230     * 3) neither middle or top is set - need to set both.
1231     */
1232    
1233     for (tmp = last; tmp; tmp = tmp->below)
1234     {
1235     /* Once we get to a floor, stop, since we already have a floor object */
1236     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1237     break;
1238    
1239     /* If two top faces are already set, quit processing */
1240 root 1.94 if (top && middle)
1241 root 1.29 break;
1242 root 1.10
1243 elmex 1.67 /* Only show visible faces */
1244     if (!tmp->invisible)
1245 root 1.29 {
1246     /* Fill in top if needed */
1247 root 1.94 if (!top)
1248 root 1.29 {
1249 root 1.94 top = tmp;
1250 root 1.29 if (top == middle)
1251 root 1.94 middle = 0;
1252 root 1.29 }
1253     else
1254     {
1255     /* top is already set - we should only get here if
1256     * middle is not set
1257     *
1258     * Set the middle face and break out, since there is nothing
1259     * more to fill in. We don't check visiblity here, since
1260     *
1261     */
1262 root 1.94 if (tmp != top)
1263 root 1.29 {
1264 root 1.94 middle = tmp;
1265 root 1.29 break;
1266 root 1.10 }
1267     }
1268     }
1269 elmex 1.1 }
1270 root 1.45
1271 root 1.29 if (middle == floor)
1272 root 1.94 middle = 0;
1273 root 1.45
1274 root 1.29 if (top == middle)
1275 root 1.94 middle = 0;
1276 root 1.45
1277 root 1.94 #if 0
1278     faces_obj [0] = top;
1279     faces_obj [1] = middle;
1280     faces_obj [2] = floor;
1281     #endif
1282 elmex 1.1 }
1283    
1284 root 1.85 uint64
1285     mapspace::volume () const
1286     {
1287     uint64 vol = 0;
1288    
1289     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290     vol += op->volume ();
1291    
1292     return vol;
1293     }
1294    
1295 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1296     * the map. It also takes care of linking back the freshly found
1297 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1298 root 1.68 * the value of orig_map->tile_map[tile_num].
1299 elmex 1.1 */
1300 root 1.68 static inline maptile *
1301     find_and_link (maptile *orig_map, int tile_num)
1302 elmex 1.1 {
1303 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1304 root 1.60
1305 root 1.68 if (!mp)
1306 root 1.60 {
1307 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1308    
1309     if (!mp)
1310     {
1311     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1312     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1313     &orig_map->tile_path[tile_num], &orig_map->path);
1314     mp = new maptile (1, 1);
1315     mp->alloc ();
1316     mp->in_memory = MAP_IN_MEMORY;
1317     }
1318 root 1.60 }
1319 root 1.56
1320 root 1.29 int dest_tile = (tile_num + 2) % 4;
1321 elmex 1.1
1322 root 1.69 orig_map->tile_map [tile_num] = mp;
1323 elmex 1.1
1324 root 1.60 // optimisation: back-link map to origin map if euclidean
1325     //TODO: non-euclidean maps MUST GO
1326     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1327 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1328 elmex 1.1
1329 root 1.56 return mp;
1330 elmex 1.1 }
1331    
1332 root 1.68 static inline void
1333     load_and_link (maptile *orig_map, int tile_num)
1334     {
1335     find_and_link (orig_map, tile_num)->load_sync ();
1336     }
1337    
1338 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1339     * map m. This function also takes into account any
1340     * tiling considerations, loading adjacant maps as needed.
1341     * This is the function should always be used when it
1342     * necessary to check for valid coordinates.
1343     * This function will recursively call itself for the
1344     * tiled maps.
1345     */
1346 root 1.29 int
1347 root 1.31 out_of_map (maptile *m, int x, int y)
1348 elmex 1.1 {
1349 root 1.29 /* If we get passed a null map, this is obviously the
1350     * case. This generally shouldn't happen, but if the
1351     * map loads fail below, it could happen.
1352     */
1353     if (!m)
1354     return 0;
1355 elmex 1.1
1356 root 1.29 if (x < 0)
1357     {
1358     if (!m->tile_path[3])
1359     return 1;
1360 root 1.46
1361 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1362 root 1.68 find_and_link (m, 3);
1363 root 1.46
1364 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1365 elmex 1.1 }
1366 root 1.46
1367 root 1.48 if (x >= m->width)
1368 root 1.29 {
1369     if (!m->tile_path[1])
1370     return 1;
1371 root 1.46
1372 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1373 root 1.68 find_and_link (m, 1);
1374 root 1.46
1375 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1376 elmex 1.1 }
1377 root 1.46
1378 root 1.29 if (y < 0)
1379     {
1380     if (!m->tile_path[0])
1381     return 1;
1382 root 1.46
1383 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1384 root 1.68 find_and_link (m, 0);
1385 root 1.46
1386 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1387 elmex 1.1 }
1388 root 1.46
1389 root 1.48 if (y >= m->height)
1390 root 1.29 {
1391     if (!m->tile_path[2])
1392     return 1;
1393 root 1.46
1394 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1395 root 1.68 find_and_link (m, 2);
1396 root 1.46
1397 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1398 elmex 1.1 }
1399    
1400 root 1.29 /* Simple case - coordinates are within this local
1401     * map.
1402     */
1403     return 0;
1404 elmex 1.1 }
1405    
1406     /* This is basically the same as out_of_map above, but
1407     * instead we return NULL if no map is valid (coordinates
1408     * out of bounds and no tiled map), otherwise it returns
1409     * the map as that the coordinates are really on, and
1410 pippijn 1.66 * updates x and y to be the localised coordinates.
1411 elmex 1.1 * Using this is more efficient of calling out_of_map
1412     * and then figuring out what the real map is
1413     */
1414 root 1.31 maptile *
1415 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1416 elmex 1.1 {
1417 root 1.68 if (x < 0)
1418 root 1.29 {
1419 root 1.68 if (!tile_path[3])
1420 root 1.46 return 0;
1421 root 1.56
1422 root 1.68 find_and_link (this, 3);
1423     x += tile_map[3]->width;
1424     return tile_map[3]->xy_find (x, y);
1425 elmex 1.1 }
1426 root 1.46
1427 root 1.68 if (x >= width)
1428 root 1.29 {
1429 root 1.68 if (!tile_path[1])
1430 root 1.46 return 0;
1431    
1432 root 1.68 find_and_link (this, 1);
1433     x -= width;
1434     return tile_map[1]->xy_find (x, y);
1435 elmex 1.1 }
1436 root 1.46
1437 root 1.68 if (y < 0)
1438 root 1.29 {
1439 root 1.68 if (!tile_path[0])
1440 root 1.46 return 0;
1441    
1442 root 1.68 find_and_link (this, 0);
1443     y += tile_map[0]->height;
1444     return tile_map[0]->xy_find (x, y);
1445 elmex 1.1 }
1446 root 1.46
1447 root 1.68 if (y >= height)
1448 root 1.29 {
1449 root 1.68 if (!tile_path[2])
1450 root 1.46 return 0;
1451    
1452 root 1.68 find_and_link (this, 2);
1453     y -= height;
1454     return tile_map[2]->xy_find (x, y);
1455 elmex 1.1 }
1456    
1457 root 1.29 /* Simple case - coordinates are within this local
1458     * map.
1459     */
1460 root 1.68 return this;
1461 elmex 1.1 }
1462    
1463     /**
1464     * Return whether map2 is adjacent to map1. If so, store the distance from
1465     * map1 to map2 in dx/dy.
1466     */
1467 root 1.82 int
1468 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1469 root 1.29 {
1470     if (!map1 || !map2)
1471     return 0;
1472    
1473 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1474     //fix: compare paths instead (this is likely faster, too!)
1475 root 1.29 if (map1 == map2)
1476     {
1477     *dx = 0;
1478     *dy = 0;
1479     }
1480     else if (map1->tile_map[0] == map2)
1481     { /* up */
1482     *dx = 0;
1483 root 1.48 *dy = -map2->height;
1484 root 1.29 }
1485     else if (map1->tile_map[1] == map2)
1486     { /* right */
1487 root 1.48 *dx = map1->width;
1488 root 1.29 *dy = 0;
1489     }
1490     else if (map1->tile_map[2] == map2)
1491     { /* down */
1492     *dx = 0;
1493 root 1.48 *dy = map1->height;
1494 root 1.29 }
1495     else if (map1->tile_map[3] == map2)
1496     { /* left */
1497 root 1.48 *dx = -map2->width;
1498 root 1.29 *dy = 0;
1499     }
1500     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1501     { /* up right */
1502 root 1.48 *dx = map1->tile_map[0]->width;
1503     *dy = -map1->tile_map[0]->height;
1504 root 1.29 }
1505     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1506     { /* up left */
1507 root 1.48 *dx = -map2->width;
1508     *dy = -map1->tile_map[0]->height;
1509 root 1.29 }
1510     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1511     { /* right up */
1512 root 1.48 *dx = map1->width;
1513     *dy = -map2->height;
1514 root 1.29 }
1515     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1516     { /* right down */
1517 root 1.48 *dx = map1->width;
1518     *dy = map1->tile_map[1]->height;
1519 root 1.29 }
1520     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1521     { /* down right */
1522 root 1.48 *dx = map1->tile_map[2]->width;
1523     *dy = map1->height;
1524 root 1.29 }
1525     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1526     { /* down left */
1527 root 1.48 *dx = -map2->width;
1528     *dy = map1->height;
1529 root 1.29 }
1530     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1531     { /* left up */
1532 root 1.48 *dx = -map1->tile_map[3]->width;
1533     *dy = -map2->height;
1534 root 1.29 }
1535     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1536     { /* left down */
1537 root 1.48 *dx = -map1->tile_map[3]->width;
1538     *dy = map1->tile_map[3]->height;
1539 root 1.29 }
1540     else
1541 root 1.56 return 0;
1542 elmex 1.1
1543 root 1.29 return 1;
1544 elmex 1.1 }
1545    
1546 root 1.68 maptile *
1547     maptile::xy_load (sint16 &x, sint16 &y)
1548     {
1549     maptile *map = xy_find (x, y);
1550    
1551     if (map)
1552     map->load_sync ();
1553    
1554     return map;
1555     }
1556    
1557     maptile *
1558     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1559     {
1560     return m->xy_load (*x, *y);
1561     }
1562    
1563 elmex 1.1 /* From map.c
1564     * This is used by get_player to determine where the other
1565     * creature is. get_rangevector takes into account map tiling,
1566     * so you just can not look the the map coordinates and get the
1567     * righte value. distance_x/y are distance away, which
1568 root 1.79 * can be negative. direction is the crossfire direction scheme
1569 elmex 1.1 * that the creature should head. part is the part of the
1570     * monster that is closest.
1571     *
1572     * get_rangevector looks at op1 and op2, and fills in the
1573     * structure for op1 to get to op2.
1574     * We already trust that the caller has verified that the
1575     * two objects are at least on adjacent maps. If not,
1576     * results are not likely to be what is desired.
1577     * if the objects are not on maps, results are also likely to
1578     * be unexpected
1579     *
1580     * currently, the only flag supported (0x1) is don't translate for
1581     * closest body part of 'op1'
1582     */
1583 root 1.29 void
1584     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1585     {
1586     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1587     {
1588     /* be conservative and fill in _some_ data */
1589 root 1.86 retval->distance = 10000;
1590     retval->distance_x = 10000;
1591     retval->distance_y = 10000;
1592 root 1.29 retval->direction = 0;
1593     retval->part = 0;
1594     }
1595     else
1596     {
1597     object *best;
1598    
1599     retval->distance_x += op2->x - op1->x;
1600     retval->distance_y += op2->y - op1->y;
1601    
1602     best = op1;
1603     /* If this is multipart, find the closest part now */
1604     if (!(flags & 0x1) && op1->more)
1605     {
1606     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1607    
1608     /* we just take the offset of the piece to head to figure
1609     * distance instead of doing all that work above again
1610     * since the distance fields we set above are positive in the
1611     * same axis as is used for multipart objects, the simply arithmetic
1612     * below works.
1613     */
1614 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1615 root 1.29 {
1616     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1617     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1618     if (tmpi < best_distance)
1619     {
1620     best_distance = tmpi;
1621     best = tmp;
1622 elmex 1.1 }
1623     }
1624 root 1.75
1625 root 1.29 if (best != op1)
1626     {
1627     retval->distance_x += op1->x - best->x;
1628     retval->distance_y += op1->y - best->y;
1629 elmex 1.1 }
1630     }
1631 root 1.75
1632 root 1.29 retval->part = best;
1633 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 elmex 1.1 }
1636     }
1637    
1638     /* this is basically the same as get_rangevector above, but instead of
1639     * the first parameter being an object, it instead is the map
1640     * and x,y coordinates - this is used for path to player -
1641     * since the object is not infact moving but we are trying to traverse
1642     * the path, we need this.
1643     * flags has no meaning for this function at this time - I kept it in to
1644     * be more consistant with the above function and also in case they are needed
1645     * for something in the future. Also, since no object is pasted, the best
1646     * field of the rv_vector is set to NULL.
1647     */
1648 root 1.29 void
1649 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1650 root 1.29 {
1651     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1652     {
1653     /* be conservative and fill in _some_ data */
1654     retval->distance = 100000;
1655     retval->distance_x = 32767;
1656     retval->distance_y = 32767;
1657     retval->direction = 0;
1658     retval->part = 0;
1659     }
1660     else
1661     {
1662     retval->distance_x += op2->x - x;
1663     retval->distance_y += op2->y - y;
1664    
1665     retval->part = NULL;
1666 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1667 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1668 elmex 1.1 }
1669     }
1670    
1671     /* Returns true of op1 and op2 are effectively on the same map
1672     * (as related to map tiling). Note that this looks for a path from
1673 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1674 elmex 1.1 * to op1, this will still return false.
1675     * Note we only look one map out to keep the processing simple
1676     * and efficient. This could probably be a macro.
1677     * MSW 2001-08-05
1678     */
1679 root 1.29 int
1680     on_same_map (const object *op1, const object *op2)
1681     {
1682     int dx, dy;
1683 elmex 1.1
1684 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1685 elmex 1.1 }
1686 root 1.52
1687     object *
1688     maptile::insert (object *op, int x, int y, object *originator, int flags)
1689     {
1690     if (!op->flag [FLAG_REMOVED])
1691     op->remove ();
1692    
1693     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1694     }
1695    
1696 root 1.81 region *
1697     maptile::region (int x, int y) const
1698     {
1699     if (regions
1700     && regionmap
1701     && !OUT_OF_REAL_MAP (this, x, y))
1702     if (struct region *reg = regionmap [regions [y * width + x]])
1703     return reg;
1704    
1705     if (default_region)
1706     return default_region;
1707    
1708     return ::region::default_region ();
1709     }
1710    
1711 root 1.91 /* picks a random object from a style map.
1712     * Redone by MSW so it should be faster and not use static
1713     * variables to generate tables.
1714     */
1715     object *
1716     maptile::pick_random_object () const
1717     {
1718     /* while returning a null object will result in a crash, that
1719     * is actually preferable to an infinite loop. That is because
1720     * most servers will automatically restart in case of crash.
1721     * Change the logic on getting the random space - shouldn't make
1722     * any difference, but this seems clearer to me.
1723     */
1724     for (int i = 1000; --i;)
1725     {
1726     object *pick = at (rndm (width), rndm (height)).bot;
1727    
1728     // do not prefer big monsters just because they are big.
1729 root 1.92 if (pick && pick->head_ () == pick)
1730 root 1.91 return pick->head_ ();
1731     }
1732    
1733     // instead of crashing in the unlikely(?) case, try to return *something*
1734     return get_archetype ("blocked");
1735     }
1736 root 1.85