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Revision: 1.75
Committed: Mon Jan 15 01:25:41 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +4 -2 lines
Log Message:
- faster implementation for isqrt
- add fast idistance approximation

now find_dir_2 has moved to the top of the profiling output for
mlab/cwdccastleofmarquis3, followed by get_rangevector, hit_map
and ok_to_put_more.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.71 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.30 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26     #include <funcpoint.h>
27    
28     #include <loader.h>
29 pippijn 1.38 #include <unistd.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     strcpy (buf, create_pathname (name));
73     else
74     strcpy (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     if (ob->head != NULL)
179     ob = ob->head;
180    
181     /* We basically go through the stack of objects, and if there is
182     * some other object that has NO_PASS or FLAG_ALIVE set, return
183     * true. If we get through the entire stack, that must mean
184     * ob is blocking it, so return 0.
185     */
186 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 root 1.29 {
188    
189     /* This must be before the checks below. Code for inventory checkers. */
190     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191     {
192     /* If last_sp is set, the player/monster needs an object,
193     * so we check for it. If they don't have it, they can't
194     * pass through this space.
195     */
196     if (tmp->last_sp)
197     {
198     if (check_inv_recursive (ob, tmp) == NULL)
199     return 1;
200     else
201     continue;
202     }
203     else
204     {
205     /* In this case, the player must not have the object -
206     * if they do, they can't pass through.
207     */
208     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209     return 1;
210     else
211     continue;
212     }
213     } /* if check_inv */
214     else
215     {
216     /* Broke apart a big nasty if into several here to make
217     * this more readable. first check - if the space blocks
218     * movement, can't move here.
219     * second - if a monster, can't move there, unles it is a
220     * hidden dm
221     */
222     if (OB_MOVE_BLOCK (ob, tmp))
223     return 1;
224     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226     return 1;
227 root 1.10 }
228 elmex 1.1
229     }
230 root 1.29 return 0;
231 elmex 1.1 }
232    
233    
234     /*
235     * Returns true if the given object can't fit in the given spot.
236     * This is meant for multi space objects - for single space objecs,
237     * just calling get_map_blocked and checking that against movement type
238     * of object. This function goes through all the parts of the
239     * multipart object and makes sure they can be inserted.
240     *
241     * While this doesn't call out of map, the get_map_flags does.
242     *
243     * This function has been used to deprecate arch_out_of_map -
244     * this function also does that check, and since in most cases,
245     * a call to one would follow the other, doesn't make a lot of sense to
246     * have two seperate functions for this.
247     *
248     * This returns nonzero if this arch can not go on the space provided,
249     * 0 otherwise. the return value will contain the P_.. value
250     * so the caller can know why this object can't go on the map.
251     * Note that callers should not expect P_NEW_MAP to be set
252     * in return codes - since the object is multispace - if
253     * we did return values, what do you return if half the object
254     * is one map, half on another.
255     *
256     * Note this used to be arch_blocked, but with new movement
257     * code, we need to have actual object to check its move_type
258     * against the move_block values.
259     */
260 root 1.29 int
261 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 root 1.29 {
263     archetype *tmp;
264     int flag;
265 root 1.31 maptile *m1;
266 root 1.29 sint16 sx, sy;
267 elmex 1.1
268 root 1.59 if (!ob)
269 root 1.29 {
270     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271     if (flag & P_OUT_OF_MAP)
272     return P_OUT_OF_MAP;
273 elmex 1.1
274 root 1.29 /* don't have object, so don't know what types would block */
275 root 1.47 return m1->at (sx, sy).move_block;
276 elmex 1.1 }
277    
278 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 root 1.29 {
280     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 elmex 1.1
282 root 1.29 if (flag & P_OUT_OF_MAP)
283     return P_OUT_OF_MAP;
284     if (flag & P_IS_ALIVE)
285     return P_IS_ALIVE;
286    
287 root 1.47 mapspace &ms = m1->at (sx, sy);
288    
289 root 1.29 /* find_first_free_spot() calls this function. However, often
290     * ob doesn't have any move type (when used to place exits)
291     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292     */
293 elmex 1.1
294 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 root 1.29 continue;
296 elmex 1.1
297 root 1.29 /* Note it is intentional that we check ob - the movement type of the
298     * head of the object should correspond for the entire object.
299     */
300 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 root 1.45 return P_NO_PASS;
302     }
303 elmex 1.1
304 root 1.29 return 0;
305 elmex 1.1 }
306    
307     /* When the map is loaded, load_object does not actually insert objects
308     * into inventory, but just links them. What this does is go through
309     * and insert them properly.
310     * The object 'container' is the object that contains the inventory.
311     * This is needed so that we can update the containers weight.
312     */
313 root 1.29 void
314     fix_container (object *container)
315 elmex 1.1 {
316 root 1.29 object *tmp = container->inv, *next;
317 elmex 1.1
318 root 1.56 container->inv = 0;
319     while (tmp)
320 root 1.29 {
321     next = tmp->below;
322     if (tmp->inv)
323     fix_container (tmp);
324 root 1.56
325     insert_ob_in_ob (tmp, container);
326 root 1.29 tmp = next;
327     }
328 root 1.56
329 root 1.29 /* sum_weight will go through and calculate what all the containers are
330     * carrying.
331     */
332     sum_weight (container);
333 elmex 1.1 }
334    
335 root 1.64 void
336     maptile::set_object_flag (int flag, int value)
337     {
338     if (!spaces)
339     return;
340    
341     for (mapspace *ms = spaces + size (); ms-- > spaces; )
342     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343     tmp->flag [flag] = value;
344     }
345    
346 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
347     * for objects whose arch says they are multipart yet according to the
348     * info we have, they only have the head (as would be expected when
349     * they are saved). We do have to look for the old maps that did save
350     * the more sections and not re-add sections for them.
351     */
352 root 1.56 void
353     maptile::link_multipart_objects ()
354 elmex 1.1 {
355 root 1.56 if (!spaces)
356     return;
357    
358     for (mapspace *ms = spaces + size (); ms-- > spaces; )
359     for (object *tmp = ms->bot; tmp; )
360     {
361     object *above = tmp->above;
362 root 1.29
363 root 1.56 /* already multipart - don't do anything more */
364     if (!tmp->head && !tmp->more)
365     {
366     /* If there is nothing more to this object, this for loop
367     * won't do anything.
368     */
369     archetype *at;
370     object *last, *op;
371     for (at = tmp->arch->more, last = tmp;
372     at;
373     at = at->more, last = op)
374     {
375     op = arch_to_object (at);
376 root 1.29
377 root 1.56 /* update x,y coordinates */
378     op->x += tmp->x;
379     op->y += tmp->y;
380     op->head = tmp;
381     op->map = this;
382     last->more = op;
383     op->name = tmp->name;
384     op->title = tmp->title;
385    
386     /* we could link all the parts onto tmp, and then just
387     * call insert_ob_in_map once, but the effect is the same,
388     * as insert_ob_in_map will call itself with each part, and
389     * the coding is simpler to just to it here with each part.
390     */
391     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392     }
393     }
394 root 1.29
395 root 1.56 tmp = above;
396     }
397 elmex 1.1 }
398 root 1.29
399 elmex 1.1 /*
400     * Loads (ands parses) the objects into a given map from the specified
401     * file pointer.
402     * mapflags is the same as we get with load_original_map
403     */
404 root 1.56 bool
405 root 1.72 maptile::_load_objects (object_thawer &thawer)
406 root 1.24 {
407     int unique;
408     object *op, *prev = NULL, *last_more = NULL, *otmp;
409 elmex 1.1
410 root 1.40 op = object::create ();
411 root 1.56 op->map = this; /* To handle buttons correctly */
412 elmex 1.1
413 root 1.56 while (int i = load_object (thawer, op, 0))
414 root 1.24 {
415     /* if the archetype for the object is null, means that we
416     * got an invalid object. Don't do anything with it - the game
417     * or editor will not be able to do anything with it either.
418     */
419     if (op->arch == NULL)
420     {
421 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
422 root 1.24 continue;
423 root 1.10 }
424    
425 root 1.24 switch (i)
426     {
427 root 1.41 case LL_NORMAL:
428 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429 root 1.41
430     if (op->inv)
431     sum_weight (op);
432    
433     prev = op, last_more = op;
434     break;
435    
436     case LL_MORE:
437 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
438 root 1.41 op->head = prev, last_more->more = op, last_more = op;
439     break;
440 root 1.10 }
441 root 1.24
442 root 1.40 op = object::create ();
443 root 1.56 op->map = this;
444 elmex 1.1 }
445 root 1.24
446 root 1.56 op->destroy ();
447    
448     #if 0
449     for (i = 0; i < width; i++)
450     for (j = 0; j < height; j++)
451     {
452     unique = 0;
453     /* check for unique items, or unique squares */
454     for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455     {
456     if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457     unique = 1;
458    
459     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461     }
462     }
463     #endif
464    
465     return true;
466     }
467    
468     void
469     maptile::activate ()
470     {
471     if (!spaces)
472     return;
473    
474     for (mapspace *ms = spaces + size (); ms-- > spaces; )
475     for (object *op = ms->bot; op; op = op->above)
476 root 1.61 op->activate_recursive ();
477 root 1.56 }
478    
479     void
480     maptile::deactivate ()
481     {
482     if (!spaces)
483     return;
484    
485     for (mapspace *ms = spaces + size (); ms-- > spaces; )
486     for (object *op = ms->bot; op; op = op->above)
487 root 1.61 op->deactivate_recursive ();
488 root 1.56 }
489    
490     bool
491 root 1.72 maptile::_save_objects (object_freezer &freezer, int flags)
492 root 1.56 {
493 root 1.65 static int cede_count = 0;
494    
495 root 1.56 if (flags & IO_HEADER)
496 root 1.72 _save_header (freezer);
497 root 1.56
498     if (!spaces)
499     return false;
500    
501     for (int i = 0; i < size (); ++i)
502 root 1.24 {
503 root 1.73 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 root 1.65 if (cede_count >= 500)
505     {
506     cede_count = 0;
507     coroapi::cede ();
508     }
509 root 1.73 #endif
510 root 1.65
511 root 1.56 int unique = 0;
512     for (object *op = spaces [i].bot; op; op = op->above)
513 root 1.24 {
514 root 1.65 // count per-object, but cede only when modification-safe
515     cede_count++;
516    
517 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518     unique = 1;
519    
520     if (!op->can_map_save ())
521     continue;
522    
523     if (unique || op->flag [FLAG_UNIQUE])
524 root 1.24 {
525 root 1.56 if (flags & IO_UNIQUES)
526     save_object (freezer, op, 1);
527 root 1.10 }
528 root 1.56 else if (flags & IO_OBJECTS)
529     save_object (freezer, op, 1);
530 root 1.10 }
531 elmex 1.1 }
532 root 1.24
533 root 1.56 return true;
534 elmex 1.1 }
535    
536 root 1.56 bool
537 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
538 root 1.29 {
539 root 1.56 object_thawer thawer (path);
540 elmex 1.1
541 root 1.56 if (!thawer)
542     return false;
543    
544     if (skip_header)
545     for (;;)
546 root 1.29 {
547 root 1.56 keyword kw = thawer.get_kv ();
548    
549     if (kw == KW_end)
550     break;
551    
552     thawer.skip_kv (kw);
553     }
554    
555 root 1.72 return _load_objects (thawer);
556 root 1.56 }
557 root 1.51
558 root 1.56 bool
559 root 1.72 maptile::_save_objects (const char *path, int flags)
560 root 1.56 {
561     object_freezer freezer;
562 root 1.29
563 root 1.72 if (!_save_objects (freezer, flags))
564 root 1.56 return false;
565 root 1.29
566 root 1.56 return freezer.save (path);
567 elmex 1.1 }
568    
569 root 1.34 maptile::maptile ()
570     {
571     in_memory = MAP_SWAPPED;
572 root 1.54
573 root 1.34 /* The maps used to pick up default x and y values from the
574     * map archetype. Mimic that behaviour.
575     */
576 root 1.53 width = 16;
577     height = 16;
578     reset_timeout = 0;
579     timeout = 300;
580     enter_x = 0;
581     enter_y = 0;
582 root 1.34 }
583    
584 root 1.56 maptile::maptile (int w, int h)
585 root 1.54 {
586 root 1.56 in_memory = MAP_SWAPPED;
587 root 1.54
588 root 1.56 width = w;
589     height = h;
590     reset_timeout = 0;
591     timeout = 300;
592     enter_x = 0;
593     enter_y = 0;
594 root 1.54
595 root 1.56 alloc ();
596 elmex 1.1 }
597    
598     /*
599 root 1.31 * Allocates the arrays contained in a maptile.
600 elmex 1.1 * This basically allocates the dynamic array of spaces for the
601     * map.
602     */
603 root 1.29 void
604 root 1.56 maptile::alloc ()
605 root 1.29 {
606 root 1.34 if (spaces)
607 root 1.56 return;
608 elmex 1.1
609 root 1.53 spaces = salloc0<mapspace> (size ());
610 elmex 1.1 }
611    
612     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
613     * corresponding to that string. Memory is allocated for this, it must be freed
614     * at a later date.
615     * Called by parse_map_headers below.
616     */
617 root 1.29 static shopitems *
618     parse_shop_string (const char *input_string)
619     {
620     char *shop_string, *p, *q, *next_semicolon, *next_colon;
621     shopitems *items = NULL;
622     int i = 0, number_of_entries = 0;
623     const typedata *current_type;
624    
625 root 1.43 shop_string = strdup (input_string);
626 root 1.29 p = shop_string;
627     /* first we'll count the entries, we'll need that for allocating the array shortly */
628     while (p)
629     {
630     p = strchr (p, ';');
631     number_of_entries++;
632     if (p)
633     p++;
634     }
635 root 1.54
636 root 1.29 p = shop_string;
637     strip_endline (p);
638     items = new shopitems[number_of_entries + 1];
639     for (i = 0; i < number_of_entries; i++)
640     {
641     if (!p)
642     {
643     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
644     break;
645     }
646 root 1.54
647 root 1.29 next_semicolon = strchr (p, ';');
648     next_colon = strchr (p, ':');
649     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
650     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
651     items[i].strength = atoi (strchr (p, ':') + 1);
652    
653     if (isdigit (*p) || *p == '*')
654     {
655     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
656     current_type = get_typedata (items[i].typenum);
657     if (current_type)
658     {
659     items[i].name = current_type->name;
660     items[i].name_pl = current_type->name_pl;
661     }
662     }
663     else
664     { /*we have a named type, let's figure out what it is */
665     q = strpbrk (p, ";:");
666     if (q)
667     *q = '\0';
668    
669     current_type = get_typedata_by_name (p);
670     if (current_type)
671     {
672     items[i].name = current_type->name;
673     items[i].typenum = current_type->number;
674     items[i].name_pl = current_type->name_pl;
675     }
676     else
677     { /* oh uh, something's wrong, let's free up this one, and try
678     * the next entry while we're at it, better print a warning
679     */
680     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681     }
682     }
683 root 1.54
684 root 1.29 items[i].index = number_of_entries;
685     if (next_semicolon)
686     p = ++next_semicolon;
687     else
688     p = NULL;
689 elmex 1.1 }
690 root 1.54
691 root 1.29 free (shop_string);
692     return items;
693 elmex 1.1 }
694    
695     /* opposite of parse string, this puts the string that was originally fed in to
696     * the map (or something equivilent) into output_string. */
697 root 1.29 static void
698 root 1.31 print_shop_string (maptile *m, char *output_string)
699 root 1.29 {
700     int i;
701     char tmp[MAX_BUF];
702    
703     strcpy (output_string, "");
704     for (i = 0; i < m->shopitems[0].index; i++)
705     {
706     if (m->shopitems[i].typenum)
707     {
708     if (m->shopitems[i].strength)
709 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
710 root 1.29 else
711     sprintf (tmp, "%s;", m->shopitems[i].name);
712 root 1.10 }
713 root 1.29 else
714     {
715     if (m->shopitems[i].strength)
716 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
717 root 1.29 else
718     sprintf (tmp, "*");
719     }
720 root 1.54
721 root 1.29 strcat (output_string, tmp);
722 elmex 1.1 }
723     }
724    
725     /* This loads the header information of the map. The header
726     * contains things like difficulty, size, timeout, etc.
727     * this used to be stored in the map object, but with the
728     * addition of tiling, fields beyond that easily named in an
729     * object structure were needed, so it just made sense to
730     * put all the stuff in the map object so that names actually make
731     * sense.
732     * This could be done in lex (like the object loader), but I think
733     * currently, there are few enough fields this is not a big deal.
734     * MSW 2001-07-01
735     */
736 root 1.56 bool
737 root 1.72 maptile::_load_header (object_thawer &thawer)
738 elmex 1.1 {
739 root 1.56 for (;;)
740 root 1.29 {
741 root 1.56 keyword kw = thawer.get_kv ();
742 root 1.36
743 root 1.56 switch (kw)
744 root 1.29 {
745 root 1.56 case KW_EOF:
746 root 1.61 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 root 1.56 return false;
748 root 1.36
749 root 1.56 case KW_end:
750     return true;
751 root 1.36
752 root 1.70 default:
753     case KW_ERROR:
754     LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755     break;
756    
757 root 1.56 case KW_msg:
758     thawer.get_ml (KW_endmsg, msg);
759     break;
760 root 1.22
761 root 1.56 case KW_lore: // CF+ extension
762     thawer.get_ml (KW_endlore, maplore);
763     break;
764 root 1.10
765 root 1.56 case KW_maplore:
766     thawer.get_ml (KW_endmaplore, maplore);
767     break;
768 root 1.10
769 root 1.56 case KW_arch:
770     if (strcmp (thawer.get_str (), "map"))
771     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772     break;
773 root 1.29
774 root 1.56 case KW_oid:
775     thawer.get (this, thawer.get_sint32 ());
776     break;
777 root 1.29
778 root 1.56 case KW_file_format_version: break; // nop
779 root 1.29
780 root 1.56 case KW_name: thawer.get (name); break;
781     case KW_attach: thawer.get (attach); break;
782     case KW_reset_time: thawer.get (reset_time); break;
783     case KW_shopgreed: thawer.get (shopgreed); break;
784     case KW_shopmin: thawer.get (shopmin); break;
785     case KW_shopmax: thawer.get (shopmax); break;
786     case KW_shoprace: thawer.get (shoprace); break;
787     case KW_outdoor: thawer.get (outdoor); break;
788     case KW_temp: thawer.get (temp); break;
789     case KW_pressure: thawer.get (pressure); break;
790     case KW_humid: thawer.get (humid); break;
791     case KW_windspeed: thawer.get (windspeed); break;
792     case KW_winddir: thawer.get (winddir); break;
793     case KW_sky: thawer.get (sky); break;
794    
795     case KW_per_player: thawer.get (per_player); break;
796     case KW_per_party: thawer.get (per_party); break;
797    
798     case KW_region: get_region_by_name (thawer.get_str ()); break;
799     case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800    
801     // old names new names
802     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804     case KW_x: case KW_width: thawer.get (width); break;
805     case KW_y: case KW_height: thawer.get (height); break;
806     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807     case KW_value: case KW_swap_time: thawer.get (timeout); break;
808     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811    
812     case KW_tile_path_1: thawer.get (tile_path [0]); break;
813     case KW_tile_path_2: thawer.get (tile_path [1]); break;
814     case KW_tile_path_3: thawer.get (tile_path [2]); break;
815     case KW_tile_path_4: thawer.get (tile_path [3]); break;
816 root 1.10 }
817 elmex 1.1 }
818 root 1.41
819 root 1.56 abort ();
820 elmex 1.1 }
821    
822 root 1.56 bool
823 root 1.72 maptile::_load_header (const char *path)
824 root 1.29 {
825 root 1.56 object_thawer thawer (path);
826 root 1.9
827 root 1.29 if (!thawer)
828 root 1.56 return false;
829 elmex 1.1
830 root 1.72 return _load_header (thawer);
831 root 1.56 }
832 elmex 1.1
833 root 1.56 /******************************************************************************
834     * This is the start of unique map handling code
835     *****************************************************************************/
836 root 1.29
837 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
838     void
839     maptile::clear_unique_items ()
840 root 1.29 {
841 root 1.56 for (int i = 0; i < size (); ++i)
842 root 1.29 {
843 root 1.56 int unique = 0;
844     for (object *op = spaces [i].bot; op; )
845     {
846     object *above = op->above;
847 elmex 1.1
848 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849     unique = 1;
850 root 1.14
851 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852     {
853     op->destroy_inv (false);
854     op->destroy ();
855     }
856 elmex 1.1
857 root 1.56 op = above;
858     }
859 root 1.29 }
860 elmex 1.1 }
861    
862 root 1.56 bool
863 root 1.72 maptile::_save_header (object_freezer &freezer)
864 root 1.29 {
865 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
866     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 elmex 1.1
868 root 1.56 MAP_OUT2 (arch, "map");
869 elmex 1.1
870 root 1.56 if (name) MAP_OUT (name);
871     MAP_OUT (swap_time);
872     MAP_OUT (reset_time);
873     MAP_OUT (reset_timeout);
874     MAP_OUT (fixed_resettime);
875     MAP_OUT (difficulty);
876 root 1.9
877 root 1.56 if (region) MAP_OUT2 (region, region->name);
878 root 1.29
879 root 1.56 if (shopitems)
880 root 1.29 {
881 root 1.56 char shop[MAX_BUF];
882     print_shop_string (this, shop);
883     MAP_OUT2 (shopitems, shop);
884 elmex 1.1 }
885    
886 root 1.56 MAP_OUT (shopgreed);
887     MAP_OUT (shopmin);
888     MAP_OUT (shopmax);
889     if (shoprace) MAP_OUT (shoprace);
890     MAP_OUT (darkness);
891     MAP_OUT (width);
892     MAP_OUT (height);
893     MAP_OUT (enter_x);
894     MAP_OUT (enter_y);
895 root 1.14
896 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898 elmex 1.1
899 root 1.56 MAP_OUT (outdoor);
900     MAP_OUT (temp);
901     MAP_OUT (pressure);
902     MAP_OUT (humid);
903     MAP_OUT (windspeed);
904     MAP_OUT (winddir);
905     MAP_OUT (sky);
906 elmex 1.1
907 root 1.56 MAP_OUT (per_player);
908     MAP_OUT (per_party);
909 elmex 1.1
910 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914 root 1.40
915 root 1.63 freezer.put (this);
916 root 1.61 freezer.put (KW_end);
917 root 1.40
918 root 1.56 return true;
919 elmex 1.1 }
920    
921 root 1.56 bool
922 root 1.72 maptile::_save_header (const char *path)
923 root 1.29 {
924 root 1.17 object_freezer freezer;
925 root 1.10
926 root 1.72 if (!_save_header (freezer))
927 root 1.56 return false;
928 elmex 1.1
929 root 1.56 return freezer.save (path);
930 elmex 1.1 }
931    
932     /*
933     * Remove and free all objects in the given map.
934     */
935 root 1.29 void
936 root 1.56 maptile::clear ()
937 root 1.29 {
938 root 1.56 if (!spaces)
939 root 1.47 return;
940 root 1.29
941 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942     while (object *op = ms->bot)
943 root 1.29 {
944 root 1.56 if (op->head)
945     op = op->head;
946    
947     op->destroy_inv (false);
948     op->destroy ();
949     }
950 root 1.29
951 root 1.56 sfree (spaces, size ()), spaces = 0;
952 root 1.29
953 root 1.56 if (buttons)
954     free_objectlinkpt (buttons), buttons = 0;
955 elmex 1.1 }
956    
957 root 1.29 void
958 root 1.56 maptile::clear_header ()
959 root 1.29 {
960 root 1.56 name = 0;
961     msg = 0;
962     maplore = 0;
963     shoprace = 0;
964     delete [] shopitems, shopitems = 0;
965 root 1.42
966 root 1.47 for (int i = 0; i < 4; i++)
967 root 1.56 tile_path [i] = 0;
968 root 1.47 }
969 root 1.42
970 root 1.47 maptile::~maptile ()
971     {
972 root 1.53 assert (destroyed ());
973 elmex 1.1 }
974    
975 root 1.29 void
976 root 1.56 maptile::clear_links_to (maptile *m)
977 root 1.29 {
978     /* We need to look through all the maps and see if any maps
979     * are pointing at this one for tiling information. Since
980 root 1.47 * tiling can be asymetric, we just can not look to see which
981 root 1.29 * maps this map tiles with and clears those.
982     */
983 root 1.56 for (int i = 0; i < 4; i++)
984     if (tile_map[i] == m)
985     tile_map[i] = 0;
986 root 1.47 }
987 elmex 1.1
988 root 1.47 void
989 root 1.56 maptile::do_destroy ()
990 root 1.47 {
991 root 1.56 attachable::do_destroy ();
992    
993     clear ();
994 elmex 1.1 }
995    
996     /*
997 root 1.56 * Updates every button on the map (by calling update_button() for them).
998 elmex 1.1 */
999 root 1.56 void
1000     maptile::update_buttons ()
1001 root 1.29 {
1002 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003     for (objectlink *ol = obp->link; ol; ol = ol->next)
1004     {
1005     if (!ol->ob)
1006     {
1007     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009     continue;
1010     }
1011 elmex 1.1
1012 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013     {
1014     update_button (ol->ob);
1015     break;
1016     }
1017     }
1018 elmex 1.1 }
1019    
1020     /*
1021     * This routine is supposed to find out the difficulty of the map.
1022     * difficulty does not have a lot to do with character level,
1023     * but does have a lot to do with treasure on the map.
1024     *
1025     * Difficulty can now be set by the map creature. If the value stored
1026     * in the map is zero, then use this routine. Maps should really
1027     * have a difficulty set than using this function - human calculation
1028     * is much better than this functions guesswork.
1029     */
1030 root 1.29 int
1031 root 1.56 maptile::estimate_difficulty () const
1032 root 1.29 {
1033 elmex 1.1 long monster_cnt = 0;
1034     double avgexp = 0;
1035     sint64 total_exp = 0;
1036    
1037 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038     for (object *op = ms->bot; op; op = op->above)
1039     {
1040     if (QUERY_FLAG (op, FLAG_MONSTER))
1041     {
1042     total_exp += op->stats.exp;
1043     monster_cnt++;
1044     }
1045 elmex 1.1
1046 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047     {
1048     total_exp += op->stats.exp;
1049 elmex 1.1
1050 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051     total_exp += at->clone.stats.exp * 8;
1052 elmex 1.1
1053 root 1.56 monster_cnt++;
1054     }
1055     }
1056 elmex 1.1
1057     avgexp = (double) total_exp / monster_cnt;
1058    
1059 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1060     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1061     return i;
1062 elmex 1.1
1063     return 1;
1064     }
1065    
1066     /* change_map_light() - used to change map light level (darkness)
1067     * up or down. Returns true if successful. It should now be
1068     * possible to change a value by more than 1.
1069     * Move this from los.c to map.c since this is more related
1070     * to maps than los.
1071     * postive values make it darker, negative make it brighter
1072     */
1073 root 1.29 int
1074 root 1.56 maptile::change_map_light (int change)
1075 root 1.29 {
1076 root 1.56 int new_level = darkness + change;
1077 root 1.29
1078     /* Nothing to do */
1079 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1080     return 0;
1081 elmex 1.1
1082 root 1.29 /* inform all players on the map */
1083     if (change > 0)
1084 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 root 1.29 else
1086 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 root 1.29
1088 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1089 root 1.29 * we need to be extra careful about negative values.
1090     * In general, the checks below are only needed if change
1091     * is not +/-1
1092     */
1093     if (new_level < 0)
1094 root 1.56 darkness = 0;
1095 root 1.29 else if (new_level >= MAX_DARKNESS)
1096 root 1.56 darkness = MAX_DARKNESS;
1097 root 1.29 else
1098 root 1.56 darkness = new_level;
1099 elmex 1.1
1100 root 1.29 /* All clients need to get re-updated for the change */
1101 root 1.56 update_all_map_los (this);
1102 root 1.29 return 1;
1103 elmex 1.1 }
1104    
1105     /*
1106     * This function updates various attributes about a specific space
1107     * on the map (what it looks like, whether it blocks magic,
1108     * has a living creatures, prevents people from passing
1109     * through, etc)
1110     */
1111 root 1.29 void
1112 root 1.46 mapspace::update_ ()
1113 root 1.29 {
1114 root 1.45 object *tmp, *last = 0;
1115 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 root 1.29 New_Face *top, *floor, *middle;
1117     object *top_obj, *floor_obj, *middle_obj;
1118     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119    
1120     middle = blank_face;
1121 root 1.45 top = blank_face;
1122     floor = blank_face;
1123 root 1.29
1124 root 1.45 middle_obj = 0;
1125     top_obj = 0;
1126     floor_obj = 0;
1127 root 1.29
1128 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 root 1.29 {
1130     /* This could be made additive I guess (two lights better than
1131 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1132 root 1.29 * light bulbs do not illuminate twice as far as once since
1133 root 1.45 * it is a dissapation factor that is cubed.
1134 root 1.29 */
1135     if (tmp->glow_radius > light)
1136     light = tmp->glow_radius;
1137    
1138     /* This call is needed in order to update objects the player
1139     * is standing in that have animations (ie, grass, fire, etc).
1140     * However, it also causes the look window to be re-drawn
1141     * 3 times each time the player moves, because many of the
1142     * functions the move_player calls eventualy call this.
1143     *
1144     * Always put the player down for drawing.
1145     */
1146     if (!tmp->invisible)
1147     {
1148     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149     {
1150     top = tmp->face;
1151     top_obj = tmp;
1152     }
1153     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154     {
1155     /* If we got a floor, that means middle and top were below it,
1156     * so should not be visible, so we clear them.
1157     */
1158     middle = blank_face;
1159     top = blank_face;
1160     floor = tmp->face;
1161     floor_obj = tmp;
1162     }
1163     /* Flag anywhere have high priority */
1164     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165     {
1166     middle = tmp->face;
1167    
1168     middle_obj = tmp;
1169     anywhere = 1;
1170     }
1171     /* Find the highest visible face around. If equal
1172     * visibilities, we still want the one nearer to the
1173     * top
1174     */
1175     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176     {
1177     middle = tmp->face;
1178     middle_obj = tmp;
1179     }
1180     }
1181 root 1.45
1182 root 1.29 if (tmp == tmp->above)
1183     {
1184     LOG (llevError, "Error in structure of map\n");
1185     exit (-1);
1186     }
1187    
1188 root 1.45 move_slow |= tmp->move_slow;
1189 root 1.29 move_block |= tmp->move_block;
1190 root 1.45 move_on |= tmp->move_on;
1191     move_off |= tmp->move_off;
1192 root 1.29 move_allow |= tmp->move_allow;
1193    
1194 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1195     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1196     if (tmp->type == PLAYER) flags |= P_PLAYER;
1197     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200     }
1201 root 1.29
1202 root 1.46 this->light = light;
1203     this->flags_ = flags;
1204     this->move_block = move_block & ~move_allow;
1205     this->move_on = move_on;
1206     this->move_off = move_off;
1207     this->move_slow = move_slow;
1208 root 1.29
1209     /* At this point, we have a floor face (if there is a floor),
1210     * and the floor is set - we are not going to touch it at
1211     * this point.
1212     * middle contains the highest visibility face.
1213     * top contains a player/monster face, if there is one.
1214     *
1215     * We now need to fill in top.face and/or middle.face.
1216     */
1217    
1218     /* If the top face also happens to be high visibility, re-do our
1219     * middle face. This should not happen, as we already have the
1220     * else statement above so middle should not get set. OTOH, it
1221     * may be possible for the faces to match but be different objects.
1222     */
1223     if (top == middle)
1224     middle = blank_face;
1225    
1226     /* There are three posibilities at this point:
1227     * 1) top face is set, need middle to be set.
1228     * 2) middle is set, need to set top.
1229     * 3) neither middle or top is set - need to set both.
1230     */
1231    
1232     for (tmp = last; tmp; tmp = tmp->below)
1233     {
1234     /* Once we get to a floor, stop, since we already have a floor object */
1235     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236     break;
1237    
1238     /* If two top faces are already set, quit processing */
1239     if ((top != blank_face) && (middle != blank_face))
1240     break;
1241 root 1.10
1242 elmex 1.67 /* Only show visible faces */
1243     if (!tmp->invisible)
1244 root 1.29 {
1245     /* Fill in top if needed */
1246     if (top == blank_face)
1247     {
1248     top = tmp->face;
1249     top_obj = tmp;
1250     if (top == middle)
1251     middle = blank_face;
1252     }
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     if (tmp->face != top)
1263     {
1264     middle = tmp->face;
1265     middle_obj = tmp;
1266     break;
1267 root 1.10 }
1268     }
1269     }
1270 elmex 1.1 }
1271 root 1.45
1272 root 1.29 if (middle == floor)
1273     middle = blank_face;
1274 root 1.45
1275 root 1.29 if (top == middle)
1276     middle = blank_face;
1277 root 1.45
1278 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1279     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1280     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1281 elmex 1.1 }
1282    
1283 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1284     * the map. It also takes care of linking back the freshly found
1285 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1286 root 1.68 * the value of orig_map->tile_map[tile_num].
1287 elmex 1.1 */
1288 root 1.68 static inline maptile *
1289     find_and_link (maptile *orig_map, int tile_num)
1290 elmex 1.1 {
1291 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1292 root 1.60
1293 root 1.68 if (!mp)
1294 root 1.60 {
1295 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296    
1297     if (!mp)
1298     {
1299     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301     &orig_map->tile_path[tile_num], &orig_map->path);
1302     mp = new maptile (1, 1);
1303     mp->alloc ();
1304     mp->in_memory = MAP_IN_MEMORY;
1305     }
1306 root 1.60 }
1307 root 1.56
1308 root 1.29 int dest_tile = (tile_num + 2) % 4;
1309 elmex 1.1
1310 root 1.69 orig_map->tile_map [tile_num] = mp;
1311 elmex 1.1
1312 root 1.60 // optimisation: back-link map to origin map if euclidean
1313     //TODO: non-euclidean maps MUST GO
1314     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316 elmex 1.1
1317 root 1.56 return mp;
1318 elmex 1.1 }
1319    
1320 root 1.68 static inline void
1321     load_and_link (maptile *orig_map, int tile_num)
1322     {
1323     find_and_link (orig_map, tile_num)->load_sync ();
1324     }
1325    
1326 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1327     * map m. This function also takes into account any
1328     * tiling considerations, loading adjacant maps as needed.
1329     * This is the function should always be used when it
1330     * necessary to check for valid coordinates.
1331     * This function will recursively call itself for the
1332     * tiled maps.
1333     */
1334 root 1.29 int
1335 root 1.31 out_of_map (maptile *m, int x, int y)
1336 elmex 1.1 {
1337 root 1.29 /* If we get passed a null map, this is obviously the
1338     * case. This generally shouldn't happen, but if the
1339     * map loads fail below, it could happen.
1340     */
1341     if (!m)
1342     return 0;
1343 elmex 1.1
1344 root 1.29 if (x < 0)
1345     {
1346     if (!m->tile_path[3])
1347     return 1;
1348 root 1.46
1349 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 root 1.68 find_and_link (m, 3);
1351 root 1.46
1352 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 elmex 1.1 }
1354 root 1.46
1355 root 1.48 if (x >= m->width)
1356 root 1.29 {
1357     if (!m->tile_path[1])
1358     return 1;
1359 root 1.46
1360 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 root 1.68 find_and_link (m, 1);
1362 root 1.46
1363 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1364 elmex 1.1 }
1365 root 1.46
1366 root 1.29 if (y < 0)
1367     {
1368     if (!m->tile_path[0])
1369     return 1;
1370 root 1.46
1371 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 root 1.68 find_and_link (m, 0);
1373 root 1.46
1374 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 elmex 1.1 }
1376 root 1.46
1377 root 1.48 if (y >= m->height)
1378 root 1.29 {
1379     if (!m->tile_path[2])
1380     return 1;
1381 root 1.46
1382 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 root 1.68 find_and_link (m, 2);
1384 root 1.46
1385 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1386 elmex 1.1 }
1387    
1388 root 1.29 /* Simple case - coordinates are within this local
1389     * map.
1390     */
1391     return 0;
1392 elmex 1.1 }
1393    
1394     /* This is basically the same as out_of_map above, but
1395     * instead we return NULL if no map is valid (coordinates
1396     * out of bounds and no tiled map), otherwise it returns
1397     * the map as that the coordinates are really on, and
1398 pippijn 1.66 * updates x and y to be the localised coordinates.
1399 elmex 1.1 * Using this is more efficient of calling out_of_map
1400     * and then figuring out what the real map is
1401     */
1402 root 1.31 maptile *
1403 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1404 elmex 1.1 {
1405 root 1.68 if (x < 0)
1406 root 1.29 {
1407 root 1.68 if (!tile_path[3])
1408 root 1.46 return 0;
1409 root 1.56
1410 root 1.68 find_and_link (this, 3);
1411     x += tile_map[3]->width;
1412     return tile_map[3]->xy_find (x, y);
1413 elmex 1.1 }
1414 root 1.46
1415 root 1.68 if (x >= width)
1416 root 1.29 {
1417 root 1.68 if (!tile_path[1])
1418 root 1.46 return 0;
1419    
1420 root 1.68 find_and_link (this, 1);
1421     x -= width;
1422     return tile_map[1]->xy_find (x, y);
1423 elmex 1.1 }
1424 root 1.46
1425 root 1.68 if (y < 0)
1426 root 1.29 {
1427 root 1.68 if (!tile_path[0])
1428 root 1.46 return 0;
1429    
1430 root 1.68 find_and_link (this, 0);
1431     y += tile_map[0]->height;
1432     return tile_map[0]->xy_find (x, y);
1433 elmex 1.1 }
1434 root 1.46
1435 root 1.68 if (y >= height)
1436 root 1.29 {
1437 root 1.68 if (!tile_path[2])
1438 root 1.46 return 0;
1439    
1440 root 1.68 find_and_link (this, 2);
1441     y -= height;
1442     return tile_map[2]->xy_find (x, y);
1443 elmex 1.1 }
1444    
1445 root 1.29 /* Simple case - coordinates are within this local
1446     * map.
1447     */
1448 root 1.68 return this;
1449 elmex 1.1 }
1450    
1451     /**
1452     * Return whether map2 is adjacent to map1. If so, store the distance from
1453     * map1 to map2 in dx/dy.
1454     */
1455 root 1.29 static int
1456 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457 root 1.29 {
1458     if (!map1 || !map2)
1459     return 0;
1460    
1461 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462     //fix: compare paths instead (this is likely faster, too!)
1463 root 1.29 if (map1 == map2)
1464     {
1465     *dx = 0;
1466     *dy = 0;
1467     }
1468     else if (map1->tile_map[0] == map2)
1469     { /* up */
1470     *dx = 0;
1471 root 1.48 *dy = -map2->height;
1472 root 1.29 }
1473     else if (map1->tile_map[1] == map2)
1474     { /* right */
1475 root 1.48 *dx = map1->width;
1476 root 1.29 *dy = 0;
1477     }
1478     else if (map1->tile_map[2] == map2)
1479     { /* down */
1480     *dx = 0;
1481 root 1.48 *dy = map1->height;
1482 root 1.29 }
1483     else if (map1->tile_map[3] == map2)
1484     { /* left */
1485 root 1.48 *dx = -map2->width;
1486 root 1.29 *dy = 0;
1487     }
1488     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489     { /* up right */
1490 root 1.48 *dx = map1->tile_map[0]->width;
1491     *dy = -map1->tile_map[0]->height;
1492 root 1.29 }
1493     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1494     { /* up left */
1495 root 1.48 *dx = -map2->width;
1496     *dy = -map1->tile_map[0]->height;
1497 root 1.29 }
1498     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1499     { /* right up */
1500 root 1.48 *dx = map1->width;
1501     *dy = -map2->height;
1502 root 1.29 }
1503     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1504     { /* right down */
1505 root 1.48 *dx = map1->width;
1506     *dy = map1->tile_map[1]->height;
1507 root 1.29 }
1508     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509     { /* down right */
1510 root 1.48 *dx = map1->tile_map[2]->width;
1511     *dy = map1->height;
1512 root 1.29 }
1513     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1514     { /* down left */
1515 root 1.48 *dx = -map2->width;
1516     *dy = map1->height;
1517 root 1.29 }
1518     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519     { /* left up */
1520 root 1.48 *dx = -map1->tile_map[3]->width;
1521     *dy = -map2->height;
1522 root 1.29 }
1523     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524     { /* left down */
1525 root 1.48 *dx = -map1->tile_map[3]->width;
1526     *dy = map1->tile_map[3]->height;
1527 root 1.29 }
1528     else
1529 root 1.56 return 0;
1530 elmex 1.1
1531 root 1.29 return 1;
1532 elmex 1.1 }
1533    
1534 root 1.68 maptile *
1535     maptile::xy_load (sint16 &x, sint16 &y)
1536     {
1537     maptile *map = xy_find (x, y);
1538    
1539     if (map)
1540     map->load_sync ();
1541    
1542     return map;
1543     }
1544    
1545     maptile *
1546     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547     {
1548     return m->xy_load (*x, *y);
1549     }
1550    
1551 elmex 1.1 /* From map.c
1552     * This is used by get_player to determine where the other
1553     * creature is. get_rangevector takes into account map tiling,
1554     * so you just can not look the the map coordinates and get the
1555     * righte value. distance_x/y are distance away, which
1556     * can be negativbe. direction is the crossfire direction scheme
1557     * that the creature should head. part is the part of the
1558     * monster that is closest.
1559     *
1560     * get_rangevector looks at op1 and op2, and fills in the
1561     * structure for op1 to get to op2.
1562     * We already trust that the caller has verified that the
1563     * two objects are at least on adjacent maps. If not,
1564     * results are not likely to be what is desired.
1565     * if the objects are not on maps, results are also likely to
1566     * be unexpected
1567     *
1568     * currently, the only flag supported (0x1) is don't translate for
1569     * closest body part of 'op1'
1570     */
1571 root 1.29 void
1572     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573     {
1574     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575     {
1576     /* be conservative and fill in _some_ data */
1577     retval->distance = 100000;
1578     retval->distance_x = 32767;
1579     retval->distance_y = 32767;
1580     retval->direction = 0;
1581     retval->part = 0;
1582     }
1583     else
1584     {
1585     object *best;
1586    
1587     retval->distance_x += op2->x - op1->x;
1588     retval->distance_y += op2->y - op1->y;
1589    
1590     best = op1;
1591     /* If this is multipart, find the closest part now */
1592     if (!(flags & 0x1) && op1->more)
1593     {
1594     object *tmp;
1595     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596    
1597     /* we just take the offset of the piece to head to figure
1598     * distance instead of doing all that work above again
1599     * since the distance fields we set above are positive in the
1600     * same axis as is used for multipart objects, the simply arithmetic
1601     * below works.
1602     */
1603     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604     {
1605     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607     if (tmpi < best_distance)
1608     {
1609     best_distance = tmpi;
1610     best = tmp;
1611 elmex 1.1 }
1612     }
1613 root 1.75
1614 root 1.29 if (best != op1)
1615     {
1616     retval->distance_x += op1->x - best->x;
1617     retval->distance_y += op1->y - best->y;
1618 elmex 1.1 }
1619     }
1620 root 1.75
1621 root 1.29 retval->part = best;
1622 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 elmex 1.1 }
1625     }
1626    
1627     /* this is basically the same as get_rangevector above, but instead of
1628     * the first parameter being an object, it instead is the map
1629     * and x,y coordinates - this is used for path to player -
1630     * since the object is not infact moving but we are trying to traverse
1631     * the path, we need this.
1632     * flags has no meaning for this function at this time - I kept it in to
1633     * be more consistant with the above function and also in case they are needed
1634     * for something in the future. Also, since no object is pasted, the best
1635     * field of the rv_vector is set to NULL.
1636     */
1637    
1638 root 1.29 void
1639 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1640 root 1.29 {
1641     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642     {
1643     /* be conservative and fill in _some_ data */
1644     retval->distance = 100000;
1645     retval->distance_x = 32767;
1646     retval->distance_y = 32767;
1647     retval->direction = 0;
1648     retval->part = 0;
1649     }
1650     else
1651     {
1652     retval->distance_x += op2->x - x;
1653     retval->distance_y += op2->y - y;
1654    
1655     retval->part = NULL;
1656 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1657 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1658 elmex 1.1 }
1659     }
1660    
1661     /* Returns true of op1 and op2 are effectively on the same map
1662     * (as related to map tiling). Note that this looks for a path from
1663 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1664 elmex 1.1 * to op1, this will still return false.
1665     * Note we only look one map out to keep the processing simple
1666     * and efficient. This could probably be a macro.
1667     * MSW 2001-08-05
1668     */
1669 root 1.29 int
1670     on_same_map (const object *op1, const object *op2)
1671     {
1672     int dx, dy;
1673 elmex 1.1
1674 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1675 elmex 1.1 }
1676 root 1.52
1677     object *
1678     maptile::insert (object *op, int x, int y, object *originator, int flags)
1679     {
1680     if (!op->flag [FLAG_REMOVED])
1681     op->remove ();
1682    
1683     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684     }
1685