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Revision: 1.112
Committed: Thu Jul 12 18:48:20 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +4 -0 lines
Log Message:
map custom key support, do not send resource faces as images

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 root 1.112 case KW_ERROR:
752     set_key (thawer.kw_str, thawer.value);
753     break;
754    
755 root 1.83 case KW_end:
756     return true;
757    
758     default:
759 root 1.87 if (!thawer.parse_error ("map", 0))
760 root 1.83 return false;
761     break;
762 root 1.10 }
763 elmex 1.1 }
764 root 1.41
765 root 1.56 abort ();
766 elmex 1.1 }
767    
768 root 1.56 bool
769 root 1.72 maptile::_load_header (const char *path)
770 root 1.29 {
771 root 1.56 object_thawer thawer (path);
772 root 1.9
773 root 1.29 if (!thawer)
774 root 1.56 return false;
775 elmex 1.1
776 root 1.72 return _load_header (thawer);
777 root 1.56 }
778 elmex 1.1
779 root 1.56 /******************************************************************************
780     * This is the start of unique map handling code
781     *****************************************************************************/
782 root 1.29
783 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
784     void
785     maptile::clear_unique_items ()
786 root 1.29 {
787 root 1.56 for (int i = 0; i < size (); ++i)
788 root 1.29 {
789 root 1.56 int unique = 0;
790     for (object *op = spaces [i].bot; op; )
791     {
792     object *above = op->above;
793 elmex 1.1
794 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
795     unique = 1;
796 root 1.14
797 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
798 root 1.56 {
799     op->destroy_inv (false);
800     op->destroy ();
801     }
802 elmex 1.1
803 root 1.56 op = above;
804     }
805 root 1.29 }
806 elmex 1.1 }
807    
808 root 1.56 bool
809 root 1.72 maptile::_save_header (object_freezer &freezer)
810 root 1.29 {
811 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
812     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
813 elmex 1.1
814 root 1.56 MAP_OUT2 (arch, "map");
815 elmex 1.1
816 root 1.56 if (name) MAP_OUT (name);
817     MAP_OUT (swap_time);
818     MAP_OUT (reset_time);
819     MAP_OUT (reset_timeout);
820     MAP_OUT (fixed_resettime);
821 root 1.109 MAP_OUT (no_reset);
822 root 1.56 MAP_OUT (difficulty);
823 root 1.9
824 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
825 root 1.29
826 root 1.56 if (shopitems)
827 root 1.29 {
828 root 1.56 char shop[MAX_BUF];
829     print_shop_string (this, shop);
830     MAP_OUT2 (shopitems, shop);
831 elmex 1.1 }
832    
833 root 1.56 MAP_OUT (shopgreed);
834     MAP_OUT (shopmin);
835     MAP_OUT (shopmax);
836     if (shoprace) MAP_OUT (shoprace);
837     MAP_OUT (darkness);
838     MAP_OUT (width);
839     MAP_OUT (height);
840     MAP_OUT (enter_x);
841     MAP_OUT (enter_y);
842 root 1.14
843 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
844     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
845 elmex 1.1
846 root 1.56 MAP_OUT (outdoor);
847     MAP_OUT (temp);
848     MAP_OUT (pressure);
849     MAP_OUT (humid);
850     MAP_OUT (windspeed);
851     MAP_OUT (winddir);
852     MAP_OUT (sky);
853 elmex 1.1
854 root 1.56 MAP_OUT (per_player);
855     MAP_OUT (per_party);
856 elmex 1.1
857 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
858     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
859     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
860     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
861 root 1.40
862 root 1.63 freezer.put (this);
863 root 1.61 freezer.put (KW_end);
864 root 1.40
865 root 1.56 return true;
866 elmex 1.1 }
867    
868 root 1.56 bool
869 root 1.72 maptile::_save_header (const char *path)
870 root 1.29 {
871 root 1.17 object_freezer freezer;
872 root 1.10
873 root 1.72 if (!_save_header (freezer))
874 root 1.56 return false;
875 elmex 1.1
876 root 1.56 return freezer.save (path);
877 elmex 1.1 }
878    
879     /*
880     * Remove and free all objects in the given map.
881     */
882 root 1.29 void
883 root 1.56 maptile::clear ()
884 root 1.29 {
885 root 1.81 sfree (regions, size ()), regions = 0;
886     free (regionmap), regionmap = 0;
887 root 1.29
888 root 1.81 if (spaces)
889     {
890     for (mapspace *ms = spaces + size (); ms-- > spaces; )
891 root 1.104 while (object *op = ms->bot)
892 root 1.81 {
893 root 1.104 op = op->head_ ();
894 root 1.81 op->destroy_inv (false);
895     op->destroy ();
896     }
897 root 1.29
898 root 1.81 sfree (spaces, size ()), spaces = 0;
899     }
900 root 1.29
901 root 1.56 if (buttons)
902     free_objectlinkpt (buttons), buttons = 0;
903 elmex 1.1 }
904    
905 root 1.29 void
906 root 1.56 maptile::clear_header ()
907 root 1.29 {
908 root 1.56 name = 0;
909     msg = 0;
910     maplore = 0;
911     shoprace = 0;
912     delete [] shopitems, shopitems = 0;
913 root 1.42
914 root 1.47 for (int i = 0; i < 4; i++)
915 root 1.56 tile_path [i] = 0;
916 root 1.47 }
917 root 1.42
918 root 1.47 maptile::~maptile ()
919     {
920 root 1.53 assert (destroyed ());
921 elmex 1.1 }
922    
923 root 1.29 void
924 root 1.56 maptile::clear_links_to (maptile *m)
925 root 1.29 {
926     /* We need to look through all the maps and see if any maps
927     * are pointing at this one for tiling information. Since
928 root 1.47 * tiling can be asymetric, we just can not look to see which
929 root 1.29 * maps this map tiles with and clears those.
930     */
931 root 1.56 for (int i = 0; i < 4; i++)
932     if (tile_map[i] == m)
933     tile_map[i] = 0;
934 root 1.47 }
935 elmex 1.1
936 root 1.47 void
937 root 1.56 maptile::do_destroy ()
938 root 1.47 {
939 root 1.56 attachable::do_destroy ();
940    
941     clear ();
942 elmex 1.1 }
943    
944 root 1.109 /* decay and destroy perishable items in a map */
945     void
946     maptile::do_decay_objects ()
947     {
948     if (!spaces)
949     return;
950    
951     for (mapspace *ms = spaces + size (); ms-- > spaces; )
952     for (object *above, *op = ms->bot; op; op = above)
953     {
954     above = op->above;
955    
956     bool destroy = 0;
957    
958     // do not decay anything above unique floor tiles (yet :)
959     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960     break;
961    
962     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964     || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965     || QUERY_FLAG (op, FLAG_UNIQUE)
966     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967     || QUERY_FLAG (op, FLAG_UNPAID)
968     || op->is_alive ())
969     ; // do not decay
970     else if (op->is_weapon ())
971     {
972     op->stats.dam--;
973     if (op->stats.dam < 0)
974     destroy = 1;
975     }
976     else if (op->is_armor ())
977     {
978     op->stats.ac--;
979     if (op->stats.ac < 0)
980     destroy = 1;
981     }
982     else if (op->type == FOOD)
983     {
984     op->stats.food -= rndm (5, 20);
985     if (op->stats.food < 0)
986     destroy = 1;
987     }
988     else
989     {
990     int mat = op->materials;
991    
992     if (mat & M_PAPER
993     || mat & M_LEATHER
994     || mat & M_WOOD
995     || mat & M_ORGANIC
996     || mat & M_CLOTH
997     || mat & M_LIQUID
998     || (mat & M_IRON && rndm (1, 5) == 1)
999     || (mat & M_GLASS && rndm (1, 2) == 1)
1000     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002     || (mat & M_ICE && temp > 32))
1003     destroy = 1;
1004     }
1005    
1006     /* adjust overall chance below */
1007     if (destroy && rndm (0, 1))
1008     op->destroy ();
1009     }
1010     }
1011    
1012 elmex 1.1 /*
1013 root 1.56 * Updates every button on the map (by calling update_button() for them).
1014 elmex 1.1 */
1015 root 1.56 void
1016     maptile::update_buttons ()
1017 root 1.29 {
1018 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1019     for (objectlink *ol = obp->link; ol; ol = ol->next)
1020     {
1021     if (!ol->ob)
1022     {
1023     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1024     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1025     continue;
1026     }
1027 elmex 1.1
1028 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1029     {
1030     update_button (ol->ob);
1031     break;
1032     }
1033     }
1034 elmex 1.1 }
1035    
1036     /*
1037     * This routine is supposed to find out the difficulty of the map.
1038     * difficulty does not have a lot to do with character level,
1039     * but does have a lot to do with treasure on the map.
1040     *
1041     * Difficulty can now be set by the map creature. If the value stored
1042     * in the map is zero, then use this routine. Maps should really
1043     * have a difficulty set than using this function - human calculation
1044     * is much better than this functions guesswork.
1045     */
1046 root 1.29 int
1047 root 1.56 maptile::estimate_difficulty () const
1048 root 1.29 {
1049 elmex 1.1 long monster_cnt = 0;
1050     double avgexp = 0;
1051     sint64 total_exp = 0;
1052    
1053 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1054     for (object *op = ms->bot; op; op = op->above)
1055     {
1056     if (QUERY_FLAG (op, FLAG_MONSTER))
1057     {
1058     total_exp += op->stats.exp;
1059     monster_cnt++;
1060     }
1061 elmex 1.1
1062 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1063     {
1064     total_exp += op->stats.exp;
1065 elmex 1.1
1066 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1067 root 1.107 total_exp += at->stats.exp * 8;
1068 elmex 1.1
1069 root 1.56 monster_cnt++;
1070     }
1071     }
1072 elmex 1.1
1073     avgexp = (double) total_exp / monster_cnt;
1074    
1075 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1076     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1077     return i;
1078 elmex 1.1
1079     return 1;
1080     }
1081    
1082     /* change_map_light() - used to change map light level (darkness)
1083     * up or down. Returns true if successful. It should now be
1084     * possible to change a value by more than 1.
1085     * Move this from los.c to map.c since this is more related
1086     * to maps than los.
1087     * postive values make it darker, negative make it brighter
1088     */
1089 root 1.29 int
1090 root 1.56 maptile::change_map_light (int change)
1091 root 1.29 {
1092 root 1.56 int new_level = darkness + change;
1093 root 1.29
1094     /* Nothing to do */
1095 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1096     return 0;
1097 elmex 1.1
1098 root 1.29 /* inform all players on the map */
1099     if (change > 0)
1100 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1101 root 1.29 else
1102 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1103 root 1.29
1104 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1105 root 1.29 * we need to be extra careful about negative values.
1106     * In general, the checks below are only needed if change
1107     * is not +/-1
1108     */
1109     if (new_level < 0)
1110 root 1.56 darkness = 0;
1111 root 1.29 else if (new_level >= MAX_DARKNESS)
1112 root 1.56 darkness = MAX_DARKNESS;
1113 root 1.29 else
1114 root 1.56 darkness = new_level;
1115 elmex 1.1
1116 root 1.29 /* All clients need to get re-updated for the change */
1117 root 1.56 update_all_map_los (this);
1118 root 1.29 return 1;
1119 elmex 1.1 }
1120    
1121     /*
1122     * This function updates various attributes about a specific space
1123     * on the map (what it looks like, whether it blocks magic,
1124     * has a living creatures, prevents people from passing
1125     * through, etc)
1126     */
1127 root 1.29 void
1128 root 1.46 mapspace::update_ ()
1129 root 1.29 {
1130 root 1.45 object *tmp, *last = 0;
1131 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1132 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1133    
1134 root 1.94 //object *middle = 0;
1135     //object *top = 0;
1136     //object *floor = 0;
1137     // this seems to generate better code than using locals, above
1138 root 1.95 object *&top = faces_obj[0] = 0;
1139     object *&middle = faces_obj[1] = 0;
1140     object *&floor = faces_obj[2] = 0;
1141 root 1.29
1142 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1143 root 1.29 {
1144     /* This could be made additive I guess (two lights better than
1145 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1146 root 1.29 * light bulbs do not illuminate twice as far as once since
1147 root 1.45 * it is a dissapation factor that is cubed.
1148 root 1.29 */
1149     if (tmp->glow_radius > light)
1150     light = tmp->glow_radius;
1151    
1152     /* This call is needed in order to update objects the player
1153     * is standing in that have animations (ie, grass, fire, etc).
1154     * However, it also causes the look window to be re-drawn
1155     * 3 times each time the player moves, because many of the
1156     * functions the move_player calls eventualy call this.
1157     *
1158     * Always put the player down for drawing.
1159     */
1160     if (!tmp->invisible)
1161     {
1162     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1163 root 1.94 top = tmp;
1164 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1165     {
1166     /* If we got a floor, that means middle and top were below it,
1167     * so should not be visible, so we clear them.
1168     */
1169 root 1.94 middle = 0;
1170     top = 0;
1171     floor = tmp;
1172 root 1.29 }
1173     /* Flag anywhere have high priority */
1174     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1175     {
1176 root 1.94 middle = tmp;
1177 root 1.29 anywhere = 1;
1178     }
1179     /* Find the highest visible face around. If equal
1180     * visibilities, we still want the one nearer to the
1181     * top
1182     */
1183 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1184     middle = tmp;
1185 root 1.29 }
1186 root 1.45
1187 root 1.29 if (tmp == tmp->above)
1188     {
1189     LOG (llevError, "Error in structure of map\n");
1190     exit (-1);
1191     }
1192    
1193 root 1.45 move_slow |= tmp->move_slow;
1194 root 1.29 move_block |= tmp->move_block;
1195 root 1.45 move_on |= tmp->move_on;
1196     move_off |= tmp->move_off;
1197 root 1.29 move_allow |= tmp->move_allow;
1198    
1199 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1200     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1201     if (tmp->type == PLAYER) flags |= P_PLAYER;
1202     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1203     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1204     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1205     }
1206 root 1.29
1207 root 1.46 this->light = light;
1208     this->flags_ = flags;
1209     this->move_block = move_block & ~move_allow;
1210     this->move_on = move_on;
1211     this->move_off = move_off;
1212     this->move_slow = move_slow;
1213 root 1.29
1214     /* At this point, we have a floor face (if there is a floor),
1215     * and the floor is set - we are not going to touch it at
1216     * this point.
1217     * middle contains the highest visibility face.
1218     * top contains a player/monster face, if there is one.
1219     *
1220     * We now need to fill in top.face and/or middle.face.
1221     */
1222    
1223     /* If the top face also happens to be high visibility, re-do our
1224     * middle face. This should not happen, as we already have the
1225     * else statement above so middle should not get set. OTOH, it
1226     * may be possible for the faces to match but be different objects.
1227     */
1228     if (top == middle)
1229 root 1.94 middle = 0;
1230 root 1.29
1231     /* There are three posibilities at this point:
1232     * 1) top face is set, need middle to be set.
1233     * 2) middle is set, need to set top.
1234     * 3) neither middle or top is set - need to set both.
1235     */
1236    
1237     for (tmp = last; tmp; tmp = tmp->below)
1238     {
1239     /* Once we get to a floor, stop, since we already have a floor object */
1240     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1241     break;
1242    
1243     /* If two top faces are already set, quit processing */
1244 root 1.94 if (top && middle)
1245 root 1.29 break;
1246 root 1.10
1247 elmex 1.67 /* Only show visible faces */
1248     if (!tmp->invisible)
1249 root 1.29 {
1250     /* Fill in top if needed */
1251 root 1.94 if (!top)
1252 root 1.29 {
1253 root 1.94 top = tmp;
1254 root 1.29 if (top == middle)
1255 root 1.94 middle = 0;
1256 root 1.29 }
1257     else
1258     {
1259     /* top is already set - we should only get here if
1260     * middle is not set
1261     *
1262     * Set the middle face and break out, since there is nothing
1263     * more to fill in. We don't check visiblity here, since
1264     *
1265     */
1266 root 1.94 if (tmp != top)
1267 root 1.29 {
1268 root 1.94 middle = tmp;
1269 root 1.29 break;
1270 root 1.10 }
1271     }
1272     }
1273 elmex 1.1 }
1274 root 1.45
1275 root 1.29 if (middle == floor)
1276 root 1.94 middle = 0;
1277 root 1.45
1278 root 1.29 if (top == middle)
1279 root 1.94 middle = 0;
1280 root 1.45
1281 root 1.94 #if 0
1282     faces_obj [0] = top;
1283     faces_obj [1] = middle;
1284     faces_obj [2] = floor;
1285     #endif
1286 elmex 1.1 }
1287    
1288 root 1.85 uint64
1289     mapspace::volume () const
1290     {
1291     uint64 vol = 0;
1292    
1293     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294     vol += op->volume ();
1295    
1296     return vol;
1297     }
1298    
1299 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1300     * the map. It also takes care of linking back the freshly found
1301 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1302 root 1.68 * the value of orig_map->tile_map[tile_num].
1303 elmex 1.1 */
1304 root 1.68 static inline maptile *
1305     find_and_link (maptile *orig_map, int tile_num)
1306 elmex 1.1 {
1307 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1308 root 1.60
1309 root 1.68 if (!mp)
1310 root 1.60 {
1311 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1312    
1313     if (!mp)
1314     {
1315     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1316     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1317     &orig_map->tile_path[tile_num], &orig_map->path);
1318     mp = new maptile (1, 1);
1319     mp->alloc ();
1320     mp->in_memory = MAP_IN_MEMORY;
1321     }
1322 root 1.60 }
1323 root 1.56
1324 root 1.29 int dest_tile = (tile_num + 2) % 4;
1325 elmex 1.1
1326 root 1.69 orig_map->tile_map [tile_num] = mp;
1327 elmex 1.1
1328 root 1.60 // optimisation: back-link map to origin map if euclidean
1329     //TODO: non-euclidean maps MUST GO
1330     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1331 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1332 elmex 1.1
1333 root 1.56 return mp;
1334 elmex 1.1 }
1335    
1336 root 1.68 static inline void
1337     load_and_link (maptile *orig_map, int tile_num)
1338     {
1339     find_and_link (orig_map, tile_num)->load_sync ();
1340     }
1341    
1342 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1343     * map m. This function also takes into account any
1344     * tiling considerations, loading adjacant maps as needed.
1345     * This is the function should always be used when it
1346     * necessary to check for valid coordinates.
1347     * This function will recursively call itself for the
1348     * tiled maps.
1349     */
1350 root 1.29 int
1351 root 1.31 out_of_map (maptile *m, int x, int y)
1352 elmex 1.1 {
1353 root 1.29 /* If we get passed a null map, this is obviously the
1354     * case. This generally shouldn't happen, but if the
1355     * map loads fail below, it could happen.
1356     */
1357     if (!m)
1358     return 0;
1359 elmex 1.1
1360 root 1.29 if (x < 0)
1361     {
1362     if (!m->tile_path[3])
1363     return 1;
1364 root 1.46
1365 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1366 root 1.68 find_and_link (m, 3);
1367 root 1.46
1368 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1369 elmex 1.1 }
1370 root 1.46
1371 root 1.48 if (x >= m->width)
1372 root 1.29 {
1373     if (!m->tile_path[1])
1374     return 1;
1375 root 1.46
1376 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1377 root 1.68 find_and_link (m, 1);
1378 root 1.46
1379 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1380 elmex 1.1 }
1381 root 1.46
1382 root 1.29 if (y < 0)
1383     {
1384     if (!m->tile_path[0])
1385     return 1;
1386 root 1.46
1387 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1388 root 1.68 find_and_link (m, 0);
1389 root 1.46
1390 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1391 elmex 1.1 }
1392 root 1.46
1393 root 1.48 if (y >= m->height)
1394 root 1.29 {
1395     if (!m->tile_path[2])
1396     return 1;
1397 root 1.46
1398 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1399 root 1.68 find_and_link (m, 2);
1400 root 1.46
1401 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1402 elmex 1.1 }
1403    
1404 root 1.29 /* Simple case - coordinates are within this local
1405     * map.
1406     */
1407     return 0;
1408 elmex 1.1 }
1409    
1410     /* This is basically the same as out_of_map above, but
1411     * instead we return NULL if no map is valid (coordinates
1412     * out of bounds and no tiled map), otherwise it returns
1413     * the map as that the coordinates are really on, and
1414 pippijn 1.66 * updates x and y to be the localised coordinates.
1415 elmex 1.1 * Using this is more efficient of calling out_of_map
1416     * and then figuring out what the real map is
1417     */
1418 root 1.31 maptile *
1419 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1420 elmex 1.1 {
1421 root 1.68 if (x < 0)
1422 root 1.29 {
1423 root 1.68 if (!tile_path[3])
1424 root 1.46 return 0;
1425 root 1.56
1426 root 1.68 find_and_link (this, 3);
1427     x += tile_map[3]->width;
1428     return tile_map[3]->xy_find (x, y);
1429 elmex 1.1 }
1430 root 1.46
1431 root 1.68 if (x >= width)
1432 root 1.29 {
1433 root 1.68 if (!tile_path[1])
1434 root 1.46 return 0;
1435    
1436 root 1.68 find_and_link (this, 1);
1437     x -= width;
1438     return tile_map[1]->xy_find (x, y);
1439 elmex 1.1 }
1440 root 1.46
1441 root 1.68 if (y < 0)
1442 root 1.29 {
1443 root 1.68 if (!tile_path[0])
1444 root 1.46 return 0;
1445    
1446 root 1.68 find_and_link (this, 0);
1447     y += tile_map[0]->height;
1448     return tile_map[0]->xy_find (x, y);
1449 elmex 1.1 }
1450 root 1.46
1451 root 1.68 if (y >= height)
1452 root 1.29 {
1453 root 1.68 if (!tile_path[2])
1454 root 1.46 return 0;
1455    
1456 root 1.68 find_and_link (this, 2);
1457     y -= height;
1458     return tile_map[2]->xy_find (x, y);
1459 elmex 1.1 }
1460    
1461 root 1.29 /* Simple case - coordinates are within this local
1462     * map.
1463     */
1464 root 1.68 return this;
1465 elmex 1.1 }
1466    
1467     /**
1468     * Return whether map2 is adjacent to map1. If so, store the distance from
1469     * map1 to map2 in dx/dy.
1470     */
1471 root 1.82 int
1472 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1473 root 1.29 {
1474     if (!map1 || !map2)
1475     return 0;
1476    
1477 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1478     //fix: compare paths instead (this is likely faster, too!)
1479 root 1.29 if (map1 == map2)
1480     {
1481     *dx = 0;
1482     *dy = 0;
1483     }
1484     else if (map1->tile_map[0] == map2)
1485     { /* up */
1486     *dx = 0;
1487 root 1.48 *dy = -map2->height;
1488 root 1.29 }
1489     else if (map1->tile_map[1] == map2)
1490     { /* right */
1491 root 1.48 *dx = map1->width;
1492 root 1.29 *dy = 0;
1493     }
1494     else if (map1->tile_map[2] == map2)
1495     { /* down */
1496     *dx = 0;
1497 root 1.48 *dy = map1->height;
1498 root 1.29 }
1499     else if (map1->tile_map[3] == map2)
1500     { /* left */
1501 root 1.48 *dx = -map2->width;
1502 root 1.29 *dy = 0;
1503     }
1504     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1505     { /* up right */
1506 root 1.48 *dx = map1->tile_map[0]->width;
1507     *dy = -map1->tile_map[0]->height;
1508 root 1.29 }
1509     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1510     { /* up left */
1511 root 1.48 *dx = -map2->width;
1512     *dy = -map1->tile_map[0]->height;
1513 root 1.29 }
1514     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1515     { /* right up */
1516 root 1.48 *dx = map1->width;
1517     *dy = -map2->height;
1518 root 1.29 }
1519     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1520     { /* right down */
1521 root 1.48 *dx = map1->width;
1522     *dy = map1->tile_map[1]->height;
1523 root 1.29 }
1524     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1525     { /* down right */
1526 root 1.48 *dx = map1->tile_map[2]->width;
1527     *dy = map1->height;
1528 root 1.29 }
1529     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1530     { /* down left */
1531 root 1.48 *dx = -map2->width;
1532     *dy = map1->height;
1533 root 1.29 }
1534     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1535     { /* left up */
1536 root 1.48 *dx = -map1->tile_map[3]->width;
1537     *dy = -map2->height;
1538 root 1.29 }
1539     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1540     { /* left down */
1541 root 1.48 *dx = -map1->tile_map[3]->width;
1542     *dy = map1->tile_map[3]->height;
1543 root 1.29 }
1544     else
1545 root 1.56 return 0;
1546 elmex 1.1
1547 root 1.29 return 1;
1548 elmex 1.1 }
1549    
1550 root 1.68 maptile *
1551     maptile::xy_load (sint16 &x, sint16 &y)
1552     {
1553     maptile *map = xy_find (x, y);
1554    
1555     if (map)
1556     map->load_sync ();
1557    
1558     return map;
1559     }
1560    
1561     maptile *
1562     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1563     {
1564     return m->xy_load (*x, *y);
1565     }
1566    
1567 elmex 1.1 /* From map.c
1568     * This is used by get_player to determine where the other
1569     * creature is. get_rangevector takes into account map tiling,
1570     * so you just can not look the the map coordinates and get the
1571     * righte value. distance_x/y are distance away, which
1572 root 1.79 * can be negative. direction is the crossfire direction scheme
1573 elmex 1.1 * that the creature should head. part is the part of the
1574     * monster that is closest.
1575     *
1576     * get_rangevector looks at op1 and op2, and fills in the
1577     * structure for op1 to get to op2.
1578     * We already trust that the caller has verified that the
1579     * two objects are at least on adjacent maps. If not,
1580     * results are not likely to be what is desired.
1581     * if the objects are not on maps, results are also likely to
1582     * be unexpected
1583     *
1584     * currently, the only flag supported (0x1) is don't translate for
1585     * closest body part of 'op1'
1586     */
1587 root 1.29 void
1588     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1589     {
1590     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1591     {
1592     /* be conservative and fill in _some_ data */
1593 root 1.86 retval->distance = 10000;
1594     retval->distance_x = 10000;
1595     retval->distance_y = 10000;
1596 root 1.29 retval->direction = 0;
1597     retval->part = 0;
1598     }
1599     else
1600     {
1601     object *best;
1602    
1603     retval->distance_x += op2->x - op1->x;
1604     retval->distance_y += op2->y - op1->y;
1605    
1606     best = op1;
1607     /* If this is multipart, find the closest part now */
1608     if (!(flags & 0x1) && op1->more)
1609     {
1610     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611    
1612     /* we just take the offset of the piece to head to figure
1613     * distance instead of doing all that work above again
1614     * since the distance fields we set above are positive in the
1615     * same axis as is used for multipart objects, the simply arithmetic
1616     * below works.
1617     */
1618 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 root 1.29 {
1620     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622     if (tmpi < best_distance)
1623     {
1624     best_distance = tmpi;
1625     best = tmp;
1626 elmex 1.1 }
1627     }
1628 root 1.75
1629 root 1.29 if (best != op1)
1630     {
1631     retval->distance_x += op1->x - best->x;
1632     retval->distance_y += op1->y - best->y;
1633 elmex 1.1 }
1634     }
1635 root 1.75
1636 root 1.29 retval->part = best;
1637 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1638 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1639 elmex 1.1 }
1640     }
1641    
1642     /* this is basically the same as get_rangevector above, but instead of
1643     * the first parameter being an object, it instead is the map
1644     * and x,y coordinates - this is used for path to player -
1645     * since the object is not infact moving but we are trying to traverse
1646     * the path, we need this.
1647     * flags has no meaning for this function at this time - I kept it in to
1648     * be more consistant with the above function and also in case they are needed
1649     * for something in the future. Also, since no object is pasted, the best
1650     * field of the rv_vector is set to NULL.
1651     */
1652 root 1.29 void
1653 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1654 root 1.29 {
1655     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1656     {
1657     /* be conservative and fill in _some_ data */
1658     retval->distance = 100000;
1659     retval->distance_x = 32767;
1660     retval->distance_y = 32767;
1661     retval->direction = 0;
1662     retval->part = 0;
1663     }
1664     else
1665     {
1666     retval->distance_x += op2->x - x;
1667     retval->distance_y += op2->y - y;
1668    
1669     retval->part = NULL;
1670 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1671 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1672 elmex 1.1 }
1673     }
1674    
1675     /* Returns true of op1 and op2 are effectively on the same map
1676     * (as related to map tiling). Note that this looks for a path from
1677 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1678 elmex 1.1 * to op1, this will still return false.
1679     * Note we only look one map out to keep the processing simple
1680     * and efficient. This could probably be a macro.
1681     * MSW 2001-08-05
1682     */
1683 root 1.29 int
1684     on_same_map (const object *op1, const object *op2)
1685     {
1686     int dx, dy;
1687 elmex 1.1
1688 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1689 elmex 1.1 }
1690 root 1.52
1691     object *
1692     maptile::insert (object *op, int x, int y, object *originator, int flags)
1693     {
1694     if (!op->flag [FLAG_REMOVED])
1695     op->remove ();
1696    
1697     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1698     }
1699    
1700 root 1.81 region *
1701     maptile::region (int x, int y) const
1702     {
1703     if (regions
1704     && regionmap
1705     && !OUT_OF_REAL_MAP (this, x, y))
1706     if (struct region *reg = regionmap [regions [y * width + x]])
1707     return reg;
1708    
1709     if (default_region)
1710     return default_region;
1711    
1712     return ::region::default_region ();
1713     }
1714    
1715 root 1.91 /* picks a random object from a style map.
1716     * Redone by MSW so it should be faster and not use static
1717     * variables to generate tables.
1718     */
1719     object *
1720     maptile::pick_random_object () const
1721     {
1722     /* while returning a null object will result in a crash, that
1723     * is actually preferable to an infinite loop. That is because
1724     * most servers will automatically restart in case of crash.
1725     * Change the logic on getting the random space - shouldn't make
1726     * any difference, but this seems clearer to me.
1727     */
1728     for (int i = 1000; --i;)
1729     {
1730     object *pick = at (rndm (width), rndm (height)).bot;
1731    
1732     // do not prefer big monsters just because they are big.
1733 root 1.92 if (pick && pick->head_ () == pick)
1734 root 1.91 return pick->head_ ();
1735     }
1736    
1737     // instead of crashing in the unlikely(?) case, try to return *something*
1738     return get_archetype ("blocked");
1739     }
1740 root 1.85