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Revision: 1.83
Committed: Thu Feb 1 19:15:38 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.82: +8 -12 lines
Log Message:
- improve error messages from object_thawer to incldue line numbers
- provide geenric parse error handler
- finish basic design of generic object loader
- implement generic regions loader
- use it to load regions:
  loader_region loader;
  if (!loader.load (filename))
    error;
- regions should now be the very first filetype that could be reloaded at runtime

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.76 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #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     * Returns true if the given object can't fit in the given spot.
235     * This is meant for multi space objects - for single space objecs,
236     * just calling get_map_blocked and checking that against movement type
237     * of object. This function goes through all the parts of the
238     * multipart object and makes sure they can be inserted.
239     *
240     * While this doesn't call out of map, the get_map_flags does.
241     *
242     * This function has been used to deprecate arch_out_of_map -
243     * this function also does that check, and since in most cases,
244     * a call to one would follow the other, doesn't make a lot of sense to
245     * have two seperate functions for this.
246     *
247     * This returns nonzero if this arch can not go on the space provided,
248     * 0 otherwise. the return value will contain the P_.. value
249     * so the caller can know why this object can't go on the map.
250     * Note that callers should not expect P_NEW_MAP to be set
251     * in return codes - since the object is multispace - if
252     * we did return values, what do you return if half the object
253     * is one map, half on another.
254     *
255     * Note this used to be arch_blocked, but with new movement
256     * code, we need to have actual object to check its move_type
257     * against the move_block values.
258     */
259 root 1.29 int
260 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261 root 1.29 {
262     archetype *tmp;
263     int flag;
264 root 1.31 maptile *m1;
265 root 1.29 sint16 sx, sy;
266 elmex 1.1
267 root 1.59 if (!ob)
268 root 1.29 {
269     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270     if (flag & P_OUT_OF_MAP)
271     return P_OUT_OF_MAP;
272 elmex 1.1
273 root 1.29 /* don't have object, so don't know what types would block */
274 root 1.47 return m1->at (sx, sy).move_block;
275 elmex 1.1 }
276    
277 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 root 1.29 {
279     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 elmex 1.1
281 root 1.29 if (flag & P_OUT_OF_MAP)
282     return P_OUT_OF_MAP;
283     if (flag & P_IS_ALIVE)
284     return P_IS_ALIVE;
285    
286 root 1.47 mapspace &ms = m1->at (sx, sy);
287    
288 root 1.29 /* find_first_free_spot() calls this function. However, often
289     * ob doesn't have any move type (when used to place exits)
290     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291     */
292 elmex 1.1
293 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 root 1.29 continue;
295 elmex 1.1
296 root 1.29 /* Note it is intentional that we check ob - the movement type of the
297     * head of the object should correspond for the entire object.
298     */
299 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
300 root 1.45 return P_NO_PASS;
301     }
302 elmex 1.1
303 root 1.29 return 0;
304 elmex 1.1 }
305    
306     /* When the map is loaded, load_object does not actually insert objects
307     * into inventory, but just links them. What this does is go through
308     * and insert them properly.
309     * The object 'container' is the object that contains the inventory.
310     * This is needed so that we can update the containers weight.
311     */
312 root 1.29 void
313     fix_container (object *container)
314 elmex 1.1 {
315 root 1.29 object *tmp = container->inv, *next;
316 elmex 1.1
317 root 1.56 container->inv = 0;
318     while (tmp)
319 root 1.29 {
320     next = tmp->below;
321     if (tmp->inv)
322     fix_container (tmp);
323 root 1.56
324     insert_ob_in_ob (tmp, container);
325 root 1.29 tmp = next;
326     }
327 root 1.56
328 root 1.29 /* sum_weight will go through and calculate what all the containers are
329     * carrying.
330     */
331     sum_weight (container);
332 elmex 1.1 }
333    
334 root 1.64 void
335     maptile::set_object_flag (int flag, int value)
336     {
337     if (!spaces)
338     return;
339    
340     for (mapspace *ms = spaces + size (); ms-- > spaces; )
341     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342     tmp->flag [flag] = value;
343     }
344    
345 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
346     * for objects whose arch says they are multipart yet according to the
347     * info we have, they only have the head (as would be expected when
348     * they are saved). We do have to look for the old maps that did save
349     * the more sections and not re-add sections for them.
350     */
351 root 1.56 void
352     maptile::link_multipart_objects ()
353 elmex 1.1 {
354 root 1.56 if (!spaces)
355     return;
356    
357     for (mapspace *ms = spaces + size (); ms-- > spaces; )
358     for (object *tmp = ms->bot; tmp; )
359     {
360     object *above = tmp->above;
361 root 1.29
362 root 1.56 /* already multipart - don't do anything more */
363     if (!tmp->head && !tmp->more)
364     {
365     /* If there is nothing more to this object, this for loop
366     * won't do anything.
367     */
368     archetype *at;
369     object *last, *op;
370     for (at = tmp->arch->more, last = tmp;
371     at;
372     at = at->more, last = op)
373     {
374     op = arch_to_object (at);
375 root 1.29
376 root 1.56 /* update x,y coordinates */
377     op->x += tmp->x;
378     op->y += tmp->y;
379     op->head = tmp;
380     op->map = this;
381     last->more = op;
382     op->name = tmp->name;
383     op->title = tmp->title;
384    
385     /* we could link all the parts onto tmp, and then just
386     * call insert_ob_in_map once, but the effect is the same,
387     * as insert_ob_in_map will call itself with each part, and
388     * the coding is simpler to just to it here with each part.
389     */
390     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391     }
392     }
393 root 1.29
394 root 1.56 tmp = above;
395     }
396 elmex 1.1 }
397 root 1.29
398 elmex 1.1 /*
399     * Loads (ands parses) the objects into a given map from the specified
400     * file pointer.
401     * mapflags is the same as we get with load_original_map
402     */
403 root 1.56 bool
404 root 1.72 maptile::_load_objects (object_thawer &thawer)
405 root 1.24 {
406     int unique;
407     object *op, *prev = NULL, *last_more = NULL, *otmp;
408 elmex 1.1
409 root 1.40 op = object::create ();
410 root 1.56 op->map = this; /* To handle buttons correctly */
411 elmex 1.1
412 root 1.56 while (int i = load_object (thawer, op, 0))
413 root 1.24 {
414     /* if the archetype for the object is null, means that we
415     * got an invalid object. Don't do anything with it - the game
416     * or editor will not be able to do anything with it either.
417     */
418     if (op->arch == NULL)
419     {
420 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
421 root 1.24 continue;
422 root 1.10 }
423    
424 root 1.24 switch (i)
425     {
426 root 1.41 case LL_NORMAL:
427 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428 root 1.41
429     if (op->inv)
430     sum_weight (op);
431    
432     prev = op, last_more = op;
433     break;
434    
435     case LL_MORE:
436 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
437 root 1.41 op->head = prev, last_more->more = op, last_more = op;
438     break;
439 root 1.10 }
440 root 1.24
441 root 1.40 op = object::create ();
442 root 1.56 op->map = this;
443 elmex 1.1 }
444 root 1.24
445 root 1.56 op->destroy ();
446    
447     #if 0
448     for (i = 0; i < width; i++)
449     for (j = 0; j < height; j++)
450     {
451     unique = 0;
452     /* check for unique items, or unique squares */
453     for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454     {
455     if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456     unique = 1;
457    
458     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460     }
461     }
462     #endif
463    
464     return true;
465     }
466    
467     void
468     maptile::activate ()
469     {
470     if (!spaces)
471     return;
472    
473     for (mapspace *ms = spaces + size (); ms-- > spaces; )
474     for (object *op = ms->bot; op; op = op->above)
475 root 1.61 op->activate_recursive ();
476 root 1.56 }
477    
478     void
479     maptile::deactivate ()
480     {
481     if (!spaces)
482     return;
483    
484     for (mapspace *ms = spaces + size (); ms-- > spaces; )
485     for (object *op = ms->bot; op; op = op->above)
486 root 1.61 op->deactivate_recursive ();
487 root 1.56 }
488    
489     bool
490 root 1.72 maptile::_save_objects (object_freezer &freezer, int flags)
491 root 1.56 {
492 root 1.65 static int cede_count = 0;
493    
494 root 1.56 if (flags & IO_HEADER)
495 root 1.72 _save_header (freezer);
496 root 1.56
497     if (!spaces)
498     return false;
499    
500     for (int i = 0; i < size (); ++i)
501 root 1.24 {
502 root 1.73 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 root 1.65 if (cede_count >= 500)
504     {
505     cede_count = 0;
506     coroapi::cede ();
507     }
508 root 1.73 #endif
509 root 1.65
510 root 1.56 int unique = 0;
511     for (object *op = spaces [i].bot; op; op = op->above)
512 root 1.24 {
513 root 1.65 // count per-object, but cede only when modification-safe
514     cede_count++;
515    
516 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517     unique = 1;
518    
519     if (!op->can_map_save ())
520     continue;
521    
522     if (unique || op->flag [FLAG_UNIQUE])
523 root 1.24 {
524 root 1.56 if (flags & IO_UNIQUES)
525     save_object (freezer, op, 1);
526 root 1.10 }
527 root 1.56 else if (flags & IO_OBJECTS)
528     save_object (freezer, op, 1);
529 root 1.10 }
530 elmex 1.1 }
531 root 1.24
532 root 1.56 return true;
533 elmex 1.1 }
534    
535 root 1.56 bool
536 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
537 root 1.29 {
538 root 1.56 object_thawer thawer (path);
539 elmex 1.1
540 root 1.56 if (!thawer)
541     return false;
542    
543     if (skip_header)
544     for (;;)
545 root 1.29 {
546 root 1.56 keyword kw = thawer.get_kv ();
547    
548     if (kw == KW_end)
549     break;
550    
551     thawer.skip_kv (kw);
552     }
553    
554 root 1.72 return _load_objects (thawer);
555 root 1.56 }
556 root 1.51
557 root 1.56 bool
558 root 1.72 maptile::_save_objects (const char *path, int flags)
559 root 1.56 {
560     object_freezer freezer;
561 root 1.29
562 root 1.72 if (!_save_objects (freezer, flags))
563 root 1.56 return false;
564 root 1.29
565 root 1.56 return freezer.save (path);
566 elmex 1.1 }
567    
568 root 1.34 maptile::maptile ()
569     {
570     in_memory = MAP_SWAPPED;
571 root 1.54
572 root 1.34 /* The maps used to pick up default x and y values from the
573     * map archetype. Mimic that behaviour.
574     */
575 root 1.53 width = 16;
576     height = 16;
577     reset_timeout = 0;
578     timeout = 300;
579     enter_x = 0;
580     enter_y = 0;
581 root 1.34 }
582    
583 root 1.56 maptile::maptile (int w, int h)
584 root 1.54 {
585 root 1.56 in_memory = MAP_SWAPPED;
586 root 1.54
587 root 1.56 width = w;
588     height = h;
589     reset_timeout = 0;
590     timeout = 300;
591     enter_x = 0;
592     enter_y = 0;
593 root 1.54
594 root 1.56 alloc ();
595 elmex 1.1 }
596    
597     /*
598 root 1.31 * Allocates the arrays contained in a maptile.
599 elmex 1.1 * This basically allocates the dynamic array of spaces for the
600     * map.
601     */
602 root 1.29 void
603 root 1.56 maptile::alloc ()
604 root 1.29 {
605 root 1.34 if (spaces)
606 root 1.56 return;
607 elmex 1.1
608 root 1.53 spaces = salloc0<mapspace> (size ());
609 elmex 1.1 }
610    
611     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
612     * corresponding to that string. Memory is allocated for this, it must be freed
613     * at a later date.
614     * Called by parse_map_headers below.
615     */
616 root 1.29 static shopitems *
617     parse_shop_string (const char *input_string)
618     {
619     char *shop_string, *p, *q, *next_semicolon, *next_colon;
620     shopitems *items = NULL;
621     int i = 0, number_of_entries = 0;
622     const typedata *current_type;
623    
624 root 1.43 shop_string = strdup (input_string);
625 root 1.29 p = shop_string;
626     /* first we'll count the entries, we'll need that for allocating the array shortly */
627     while (p)
628     {
629     p = strchr (p, ';');
630     number_of_entries++;
631     if (p)
632     p++;
633     }
634 root 1.54
635 root 1.29 p = shop_string;
636     strip_endline (p);
637     items = new shopitems[number_of_entries + 1];
638     for (i = 0; i < number_of_entries; i++)
639     {
640     if (!p)
641     {
642     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
643     break;
644     }
645 root 1.54
646 root 1.29 next_semicolon = strchr (p, ';');
647     next_colon = strchr (p, ':');
648     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
649     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
650     items[i].strength = atoi (strchr (p, ':') + 1);
651    
652     if (isdigit (*p) || *p == '*')
653     {
654     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
655     current_type = get_typedata (items[i].typenum);
656     if (current_type)
657     {
658     items[i].name = current_type->name;
659     items[i].name_pl = current_type->name_pl;
660     }
661     }
662     else
663     { /*we have a named type, let's figure out what it is */
664     q = strpbrk (p, ";:");
665     if (q)
666     *q = '\0';
667    
668     current_type = get_typedata_by_name (p);
669     if (current_type)
670     {
671     items[i].name = current_type->name;
672     items[i].typenum = current_type->number;
673     items[i].name_pl = current_type->name_pl;
674     }
675     else
676     { /* oh uh, something's wrong, let's free up this one, and try
677     * the next entry while we're at it, better print a warning
678     */
679     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680     }
681     }
682 root 1.54
683 root 1.29 items[i].index = number_of_entries;
684     if (next_semicolon)
685     p = ++next_semicolon;
686     else
687     p = NULL;
688 elmex 1.1 }
689 root 1.54
690 root 1.29 free (shop_string);
691     return items;
692 elmex 1.1 }
693    
694     /* opposite of parse string, this puts the string that was originally fed in to
695     * the map (or something equivilent) into output_string. */
696 root 1.29 static void
697 root 1.31 print_shop_string (maptile *m, char *output_string)
698 root 1.29 {
699     int i;
700     char tmp[MAX_BUF];
701    
702     strcpy (output_string, "");
703     for (i = 0; i < m->shopitems[0].index; i++)
704     {
705     if (m->shopitems[i].typenum)
706     {
707     if (m->shopitems[i].strength)
708 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
709 root 1.29 else
710     sprintf (tmp, "%s;", m->shopitems[i].name);
711 root 1.10 }
712 root 1.29 else
713     {
714     if (m->shopitems[i].strength)
715 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
716 root 1.29 else
717     sprintf (tmp, "*");
718     }
719 root 1.54
720 root 1.29 strcat (output_string, tmp);
721 elmex 1.1 }
722     }
723    
724     /* This loads the header information of the map. The header
725     * contains things like difficulty, size, timeout, etc.
726     * this used to be stored in the map object, but with the
727     * addition of tiling, fields beyond that easily named in an
728     * object structure were needed, so it just made sense to
729     * put all the stuff in the map object so that names actually make
730     * sense.
731     * This could be done in lex (like the object loader), but I think
732     * currently, there are few enough fields this is not a big deal.
733     * MSW 2001-07-01
734     */
735 root 1.56 bool
736 root 1.72 maptile::_load_header (object_thawer &thawer)
737 elmex 1.1 {
738 root 1.56 for (;;)
739 root 1.29 {
740 root 1.56 keyword kw = thawer.get_kv ();
741 root 1.36
742 root 1.56 switch (kw)
743 root 1.29 {
744 root 1.56 case KW_msg:
745     thawer.get_ml (KW_endmsg, msg);
746     break;
747 root 1.22
748 root 1.56 case KW_lore: // CF+ extension
749     thawer.get_ml (KW_endlore, maplore);
750     break;
751 root 1.10
752 root 1.56 case KW_maplore:
753     thawer.get_ml (KW_endmaplore, maplore);
754     break;
755 root 1.10
756 root 1.56 case KW_arch:
757     if (strcmp (thawer.get_str (), "map"))
758     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
759     break;
760 root 1.29
761 root 1.56 case KW_oid:
762     thawer.get (this, thawer.get_sint32 ());
763     break;
764 root 1.29
765 root 1.56 case KW_file_format_version: break; // nop
766 root 1.29
767 root 1.56 case KW_name: thawer.get (name); break;
768     case KW_attach: thawer.get (attach); break;
769     case KW_reset_time: thawer.get (reset_time); break;
770     case KW_shopgreed: thawer.get (shopgreed); break;
771     case KW_shopmin: thawer.get (shopmin); break;
772     case KW_shopmax: thawer.get (shopmax); break;
773     case KW_shoprace: thawer.get (shoprace); break;
774     case KW_outdoor: thawer.get (outdoor); break;
775     case KW_temp: thawer.get (temp); break;
776     case KW_pressure: thawer.get (pressure); break;
777     case KW_humid: thawer.get (humid); break;
778     case KW_windspeed: thawer.get (windspeed); break;
779     case KW_winddir: thawer.get (winddir); break;
780     case KW_sky: thawer.get (sky); break;
781    
782     case KW_per_player: thawer.get (per_player); break;
783     case KW_per_party: thawer.get (per_party); break;
784    
785 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787    
788     // old names new names
789     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
790     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
791     case KW_x: case KW_width: thawer.get (width); break;
792     case KW_y: case KW_height: thawer.get (height); break;
793     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
794     case KW_value: case KW_swap_time: thawer.get (timeout); break;
795     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
796     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
797     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
798    
799     case KW_tile_path_1: thawer.get (tile_path [0]); break;
800     case KW_tile_path_2: thawer.get (tile_path [1]); break;
801     case KW_tile_path_3: thawer.get (tile_path [2]); break;
802     case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 root 1.83
804     case KW_end:
805     return true;
806    
807     default:
808     if (!thawer.parse_error (kw, "map", 0))
809     return false;
810     break;
811 root 1.10 }
812 elmex 1.1 }
813 root 1.41
814 root 1.56 abort ();
815 elmex 1.1 }
816    
817 root 1.56 bool
818 root 1.72 maptile::_load_header (const char *path)
819 root 1.29 {
820 root 1.56 object_thawer thawer (path);
821 root 1.9
822 root 1.29 if (!thawer)
823 root 1.56 return false;
824 elmex 1.1
825 root 1.72 return _load_header (thawer);
826 root 1.56 }
827 elmex 1.1
828 root 1.56 /******************************************************************************
829     * This is the start of unique map handling code
830     *****************************************************************************/
831 root 1.29
832 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
833     void
834     maptile::clear_unique_items ()
835 root 1.29 {
836 root 1.56 for (int i = 0; i < size (); ++i)
837 root 1.29 {
838 root 1.56 int unique = 0;
839     for (object *op = spaces [i].bot; op; )
840     {
841     object *above = op->above;
842 elmex 1.1
843 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844     unique = 1;
845 root 1.14
846 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847     {
848     op->destroy_inv (false);
849     op->destroy ();
850     }
851 elmex 1.1
852 root 1.56 op = above;
853     }
854 root 1.29 }
855 elmex 1.1 }
856    
857 root 1.56 bool
858 root 1.72 maptile::_save_header (object_freezer &freezer)
859 root 1.29 {
860 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
861     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
862 elmex 1.1
863 root 1.56 MAP_OUT2 (arch, "map");
864 elmex 1.1
865 root 1.56 if (name) MAP_OUT (name);
866     MAP_OUT (swap_time);
867     MAP_OUT (reset_time);
868     MAP_OUT (reset_timeout);
869     MAP_OUT (fixed_resettime);
870     MAP_OUT (difficulty);
871 root 1.9
872 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
873 root 1.29
874 root 1.56 if (shopitems)
875 root 1.29 {
876 root 1.56 char shop[MAX_BUF];
877     print_shop_string (this, shop);
878     MAP_OUT2 (shopitems, shop);
879 elmex 1.1 }
880    
881 root 1.56 MAP_OUT (shopgreed);
882     MAP_OUT (shopmin);
883     MAP_OUT (shopmax);
884     if (shoprace) MAP_OUT (shoprace);
885     MAP_OUT (darkness);
886     MAP_OUT (width);
887     MAP_OUT (height);
888     MAP_OUT (enter_x);
889     MAP_OUT (enter_y);
890 root 1.14
891 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
892     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
893 elmex 1.1
894 root 1.56 MAP_OUT (outdoor);
895     MAP_OUT (temp);
896     MAP_OUT (pressure);
897     MAP_OUT (humid);
898     MAP_OUT (windspeed);
899     MAP_OUT (winddir);
900     MAP_OUT (sky);
901 elmex 1.1
902 root 1.56 MAP_OUT (per_player);
903     MAP_OUT (per_party);
904 elmex 1.1
905 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
906     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
907     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
908     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
909 root 1.40
910 root 1.63 freezer.put (this);
911 root 1.61 freezer.put (KW_end);
912 root 1.40
913 root 1.56 return true;
914 elmex 1.1 }
915    
916 root 1.56 bool
917 root 1.72 maptile::_save_header (const char *path)
918 root 1.29 {
919 root 1.17 object_freezer freezer;
920 root 1.10
921 root 1.72 if (!_save_header (freezer))
922 root 1.56 return false;
923 elmex 1.1
924 root 1.56 return freezer.save (path);
925 elmex 1.1 }
926    
927     /*
928     * Remove and free all objects in the given map.
929     */
930 root 1.29 void
931 root 1.56 maptile::clear ()
932 root 1.29 {
933 root 1.81 sfree (regions, size ()), regions = 0;
934     free (regionmap), regionmap = 0;
935 root 1.29
936 root 1.81 if (spaces)
937     {
938     for (mapspace *ms = spaces + size (); ms-- > spaces; )
939     while (object *op = ms->bot)
940     {
941     if (op->head)
942     op = op->head;
943 root 1.56
944 root 1.81 op->destroy_inv (false);
945     op->destroy ();
946     }
947 root 1.29
948 root 1.81 sfree (spaces, size ()), spaces = 0;
949     }
950 root 1.29
951 root 1.56 if (buttons)
952     free_objectlinkpt (buttons), buttons = 0;
953 elmex 1.1 }
954    
955 root 1.29 void
956 root 1.56 maptile::clear_header ()
957 root 1.29 {
958 root 1.56 name = 0;
959     msg = 0;
960     maplore = 0;
961     shoprace = 0;
962     delete [] shopitems, shopitems = 0;
963 root 1.42
964 root 1.47 for (int i = 0; i < 4; i++)
965 root 1.56 tile_path [i] = 0;
966 root 1.47 }
967 root 1.42
968 root 1.47 maptile::~maptile ()
969     {
970 root 1.53 assert (destroyed ());
971 elmex 1.1 }
972    
973 root 1.29 void
974 root 1.56 maptile::clear_links_to (maptile *m)
975 root 1.29 {
976     /* We need to look through all the maps and see if any maps
977     * are pointing at this one for tiling information. Since
978 root 1.47 * tiling can be asymetric, we just can not look to see which
979 root 1.29 * maps this map tiles with and clears those.
980     */
981 root 1.56 for (int i = 0; i < 4; i++)
982     if (tile_map[i] == m)
983     tile_map[i] = 0;
984 root 1.47 }
985 elmex 1.1
986 root 1.47 void
987 root 1.56 maptile::do_destroy ()
988 root 1.47 {
989 root 1.56 attachable::do_destroy ();
990    
991     clear ();
992 elmex 1.1 }
993    
994     /*
995 root 1.56 * Updates every button on the map (by calling update_button() for them).
996 elmex 1.1 */
997 root 1.56 void
998     maptile::update_buttons ()
999 root 1.29 {
1000 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1001     for (objectlink *ol = obp->link; ol; ol = ol->next)
1002     {
1003     if (!ol->ob)
1004     {
1005     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1006     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1007     continue;
1008     }
1009 elmex 1.1
1010 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011     {
1012     update_button (ol->ob);
1013     break;
1014     }
1015     }
1016 elmex 1.1 }
1017    
1018     /*
1019     * This routine is supposed to find out the difficulty of the map.
1020     * difficulty does not have a lot to do with character level,
1021     * but does have a lot to do with treasure on the map.
1022     *
1023     * Difficulty can now be set by the map creature. If the value stored
1024     * in the map is zero, then use this routine. Maps should really
1025     * have a difficulty set than using this function - human calculation
1026     * is much better than this functions guesswork.
1027     */
1028 root 1.29 int
1029 root 1.56 maptile::estimate_difficulty () const
1030 root 1.29 {
1031 elmex 1.1 long monster_cnt = 0;
1032     double avgexp = 0;
1033     sint64 total_exp = 0;
1034    
1035 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1036     for (object *op = ms->bot; op; op = op->above)
1037     {
1038     if (QUERY_FLAG (op, FLAG_MONSTER))
1039     {
1040     total_exp += op->stats.exp;
1041     monster_cnt++;
1042     }
1043 elmex 1.1
1044 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045     {
1046     total_exp += op->stats.exp;
1047 elmex 1.1
1048 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049     total_exp += at->clone.stats.exp * 8;
1050 elmex 1.1
1051 root 1.56 monster_cnt++;
1052     }
1053     }
1054 elmex 1.1
1055     avgexp = (double) total_exp / monster_cnt;
1056    
1057 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1058     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1059     return i;
1060 elmex 1.1
1061     return 1;
1062     }
1063    
1064     /* change_map_light() - used to change map light level (darkness)
1065     * up or down. Returns true if successful. It should now be
1066     * possible to change a value by more than 1.
1067     * Move this from los.c to map.c since this is more related
1068     * to maps than los.
1069     * postive values make it darker, negative make it brighter
1070     */
1071 root 1.29 int
1072 root 1.56 maptile::change_map_light (int change)
1073 root 1.29 {
1074 root 1.56 int new_level = darkness + change;
1075 root 1.29
1076     /* Nothing to do */
1077 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1078     return 0;
1079 elmex 1.1
1080 root 1.29 /* inform all players on the map */
1081     if (change > 0)
1082 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 root 1.29 else
1084 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 root 1.29
1086 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1087 root 1.29 * we need to be extra careful about negative values.
1088     * In general, the checks below are only needed if change
1089     * is not +/-1
1090     */
1091     if (new_level < 0)
1092 root 1.56 darkness = 0;
1093 root 1.29 else if (new_level >= MAX_DARKNESS)
1094 root 1.56 darkness = MAX_DARKNESS;
1095 root 1.29 else
1096 root 1.56 darkness = new_level;
1097 elmex 1.1
1098 root 1.29 /* All clients need to get re-updated for the change */
1099 root 1.56 update_all_map_los (this);
1100 root 1.29 return 1;
1101 elmex 1.1 }
1102    
1103     /*
1104     * This function updates various attributes about a specific space
1105     * on the map (what it looks like, whether it blocks magic,
1106     * has a living creatures, prevents people from passing
1107     * through, etc)
1108     */
1109 root 1.29 void
1110 root 1.46 mapspace::update_ ()
1111 root 1.29 {
1112 root 1.45 object *tmp, *last = 0;
1113 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 root 1.78 facetile *top, *floor, *middle;
1115 root 1.29 object *top_obj, *floor_obj, *middle_obj;
1116     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117    
1118     middle = blank_face;
1119 root 1.45 top = blank_face;
1120     floor = blank_face;
1121 root 1.29
1122 root 1.45 middle_obj = 0;
1123     top_obj = 0;
1124     floor_obj = 0;
1125 root 1.29
1126 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 root 1.29 {
1128     /* This could be made additive I guess (two lights better than
1129 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1130 root 1.29 * light bulbs do not illuminate twice as far as once since
1131 root 1.45 * it is a dissapation factor that is cubed.
1132 root 1.29 */
1133     if (tmp->glow_radius > light)
1134     light = tmp->glow_radius;
1135    
1136     /* This call is needed in order to update objects the player
1137     * is standing in that have animations (ie, grass, fire, etc).
1138     * However, it also causes the look window to be re-drawn
1139     * 3 times each time the player moves, because many of the
1140     * functions the move_player calls eventualy call this.
1141     *
1142     * Always put the player down for drawing.
1143     */
1144     if (!tmp->invisible)
1145     {
1146     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147     {
1148     top = tmp->face;
1149     top_obj = tmp;
1150     }
1151     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152     {
1153     /* If we got a floor, that means middle and top were below it,
1154     * so should not be visible, so we clear them.
1155     */
1156     middle = blank_face;
1157     top = blank_face;
1158     floor = tmp->face;
1159     floor_obj = tmp;
1160     }
1161     /* Flag anywhere have high priority */
1162     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163     {
1164     middle = tmp->face;
1165    
1166     middle_obj = tmp;
1167     anywhere = 1;
1168     }
1169     /* Find the highest visible face around. If equal
1170     * visibilities, we still want the one nearer to the
1171     * top
1172     */
1173     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174     {
1175     middle = tmp->face;
1176     middle_obj = tmp;
1177     }
1178     }
1179 root 1.45
1180 root 1.29 if (tmp == tmp->above)
1181     {
1182     LOG (llevError, "Error in structure of map\n");
1183     exit (-1);
1184     }
1185    
1186 root 1.45 move_slow |= tmp->move_slow;
1187 root 1.29 move_block |= tmp->move_block;
1188 root 1.45 move_on |= tmp->move_on;
1189     move_off |= tmp->move_off;
1190 root 1.29 move_allow |= tmp->move_allow;
1191    
1192 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1193     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1194     if (tmp->type == PLAYER) flags |= P_PLAYER;
1195     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198     }
1199 root 1.29
1200 root 1.46 this->light = light;
1201     this->flags_ = flags;
1202     this->move_block = move_block & ~move_allow;
1203     this->move_on = move_on;
1204     this->move_off = move_off;
1205     this->move_slow = move_slow;
1206 root 1.29
1207     /* At this point, we have a floor face (if there is a floor),
1208     * and the floor is set - we are not going to touch it at
1209     * this point.
1210     * middle contains the highest visibility face.
1211     * top contains a player/monster face, if there is one.
1212     *
1213     * We now need to fill in top.face and/or middle.face.
1214     */
1215    
1216     /* If the top face also happens to be high visibility, re-do our
1217     * middle face. This should not happen, as we already have the
1218     * else statement above so middle should not get set. OTOH, it
1219     * may be possible for the faces to match but be different objects.
1220     */
1221     if (top == middle)
1222     middle = blank_face;
1223    
1224     /* There are three posibilities at this point:
1225     * 1) top face is set, need middle to be set.
1226     * 2) middle is set, need to set top.
1227     * 3) neither middle or top is set - need to set both.
1228     */
1229    
1230     for (tmp = last; tmp; tmp = tmp->below)
1231     {
1232     /* Once we get to a floor, stop, since we already have a floor object */
1233     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234     break;
1235    
1236     /* If two top faces are already set, quit processing */
1237     if ((top != blank_face) && (middle != blank_face))
1238     break;
1239 root 1.10
1240 elmex 1.67 /* Only show visible faces */
1241     if (!tmp->invisible)
1242 root 1.29 {
1243     /* Fill in top if needed */
1244     if (top == blank_face)
1245     {
1246     top = tmp->face;
1247     top_obj = tmp;
1248     if (top == middle)
1249     middle = blank_face;
1250     }
1251     else
1252     {
1253     /* top is already set - we should only get here if
1254     * middle is not set
1255     *
1256     * Set the middle face and break out, since there is nothing
1257     * more to fill in. We don't check visiblity here, since
1258     *
1259     */
1260     if (tmp->face != top)
1261     {
1262     middle = tmp->face;
1263     middle_obj = tmp;
1264     break;
1265 root 1.10 }
1266     }
1267     }
1268 elmex 1.1 }
1269 root 1.45
1270 root 1.29 if (middle == floor)
1271     middle = blank_face;
1272 root 1.45
1273 root 1.29 if (top == middle)
1274     middle = blank_face;
1275 root 1.45
1276 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1277     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1278     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1279 elmex 1.1 }
1280    
1281 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1282     * the map. It also takes care of linking back the freshly found
1283 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1284 root 1.68 * the value of orig_map->tile_map[tile_num].
1285 elmex 1.1 */
1286 root 1.68 static inline maptile *
1287     find_and_link (maptile *orig_map, int tile_num)
1288 elmex 1.1 {
1289 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1290 root 1.60
1291 root 1.68 if (!mp)
1292 root 1.60 {
1293 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294    
1295     if (!mp)
1296     {
1297     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299     &orig_map->tile_path[tile_num], &orig_map->path);
1300     mp = new maptile (1, 1);
1301     mp->alloc ();
1302     mp->in_memory = MAP_IN_MEMORY;
1303     }
1304 root 1.60 }
1305 root 1.56
1306 root 1.29 int dest_tile = (tile_num + 2) % 4;
1307 elmex 1.1
1308 root 1.69 orig_map->tile_map [tile_num] = mp;
1309 elmex 1.1
1310 root 1.60 // optimisation: back-link map to origin map if euclidean
1311     //TODO: non-euclidean maps MUST GO
1312     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314 elmex 1.1
1315 root 1.56 return mp;
1316 elmex 1.1 }
1317    
1318 root 1.68 static inline void
1319     load_and_link (maptile *orig_map, int tile_num)
1320     {
1321     find_and_link (orig_map, tile_num)->load_sync ();
1322     }
1323    
1324 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1325     * map m. This function also takes into account any
1326     * tiling considerations, loading adjacant maps as needed.
1327     * This is the function should always be used when it
1328     * necessary to check for valid coordinates.
1329     * This function will recursively call itself for the
1330     * tiled maps.
1331     */
1332 root 1.29 int
1333 root 1.31 out_of_map (maptile *m, int x, int y)
1334 elmex 1.1 {
1335 root 1.29 /* If we get passed a null map, this is obviously the
1336     * case. This generally shouldn't happen, but if the
1337     * map loads fail below, it could happen.
1338     */
1339     if (!m)
1340     return 0;
1341 elmex 1.1
1342 root 1.29 if (x < 0)
1343     {
1344     if (!m->tile_path[3])
1345     return 1;
1346 root 1.46
1347 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 root 1.68 find_and_link (m, 3);
1349 root 1.46
1350 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 elmex 1.1 }
1352 root 1.46
1353 root 1.48 if (x >= m->width)
1354 root 1.29 {
1355     if (!m->tile_path[1])
1356     return 1;
1357 root 1.46
1358 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 root 1.68 find_and_link (m, 1);
1360 root 1.46
1361 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1362 elmex 1.1 }
1363 root 1.46
1364 root 1.29 if (y < 0)
1365     {
1366     if (!m->tile_path[0])
1367     return 1;
1368 root 1.46
1369 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 root 1.68 find_and_link (m, 0);
1371 root 1.46
1372 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 elmex 1.1 }
1374 root 1.46
1375 root 1.48 if (y >= m->height)
1376 root 1.29 {
1377     if (!m->tile_path[2])
1378     return 1;
1379 root 1.46
1380 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 root 1.68 find_and_link (m, 2);
1382 root 1.46
1383 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1384 elmex 1.1 }
1385    
1386 root 1.29 /* Simple case - coordinates are within this local
1387     * map.
1388     */
1389     return 0;
1390 elmex 1.1 }
1391    
1392     /* This is basically the same as out_of_map above, but
1393     * instead we return NULL if no map is valid (coordinates
1394     * out of bounds and no tiled map), otherwise it returns
1395     * the map as that the coordinates are really on, and
1396 pippijn 1.66 * updates x and y to be the localised coordinates.
1397 elmex 1.1 * Using this is more efficient of calling out_of_map
1398     * and then figuring out what the real map is
1399     */
1400 root 1.31 maptile *
1401 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1402 elmex 1.1 {
1403 root 1.68 if (x < 0)
1404 root 1.29 {
1405 root 1.68 if (!tile_path[3])
1406 root 1.46 return 0;
1407 root 1.56
1408 root 1.68 find_and_link (this, 3);
1409     x += tile_map[3]->width;
1410     return tile_map[3]->xy_find (x, y);
1411 elmex 1.1 }
1412 root 1.46
1413 root 1.68 if (x >= width)
1414 root 1.29 {
1415 root 1.68 if (!tile_path[1])
1416 root 1.46 return 0;
1417    
1418 root 1.68 find_and_link (this, 1);
1419     x -= width;
1420     return tile_map[1]->xy_find (x, y);
1421 elmex 1.1 }
1422 root 1.46
1423 root 1.68 if (y < 0)
1424 root 1.29 {
1425 root 1.68 if (!tile_path[0])
1426 root 1.46 return 0;
1427    
1428 root 1.68 find_and_link (this, 0);
1429     y += tile_map[0]->height;
1430     return tile_map[0]->xy_find (x, y);
1431 elmex 1.1 }
1432 root 1.46
1433 root 1.68 if (y >= height)
1434 root 1.29 {
1435 root 1.68 if (!tile_path[2])
1436 root 1.46 return 0;
1437    
1438 root 1.68 find_and_link (this, 2);
1439     y -= height;
1440     return tile_map[2]->xy_find (x, y);
1441 elmex 1.1 }
1442    
1443 root 1.29 /* Simple case - coordinates are within this local
1444     * map.
1445     */
1446 root 1.68 return this;
1447 elmex 1.1 }
1448    
1449     /**
1450     * Return whether map2 is adjacent to map1. If so, store the distance from
1451     * map1 to map2 in dx/dy.
1452     */
1453 root 1.82 int
1454 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455 root 1.29 {
1456     if (!map1 || !map2)
1457     return 0;
1458    
1459 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1460     //fix: compare paths instead (this is likely faster, too!)
1461 root 1.29 if (map1 == map2)
1462     {
1463     *dx = 0;
1464     *dy = 0;
1465     }
1466     else if (map1->tile_map[0] == map2)
1467     { /* up */
1468     *dx = 0;
1469 root 1.48 *dy = -map2->height;
1470 root 1.29 }
1471     else if (map1->tile_map[1] == map2)
1472     { /* right */
1473 root 1.48 *dx = map1->width;
1474 root 1.29 *dy = 0;
1475     }
1476     else if (map1->tile_map[2] == map2)
1477     { /* down */
1478     *dx = 0;
1479 root 1.48 *dy = map1->height;
1480 root 1.29 }
1481     else if (map1->tile_map[3] == map2)
1482     { /* left */
1483 root 1.48 *dx = -map2->width;
1484 root 1.29 *dy = 0;
1485     }
1486     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1487     { /* up right */
1488 root 1.48 *dx = map1->tile_map[0]->width;
1489     *dy = -map1->tile_map[0]->height;
1490 root 1.29 }
1491     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1492     { /* up left */
1493 root 1.48 *dx = -map2->width;
1494     *dy = -map1->tile_map[0]->height;
1495 root 1.29 }
1496     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1497     { /* right up */
1498 root 1.48 *dx = map1->width;
1499     *dy = -map2->height;
1500 root 1.29 }
1501     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1502     { /* right down */
1503 root 1.48 *dx = map1->width;
1504     *dy = map1->tile_map[1]->height;
1505 root 1.29 }
1506     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1507     { /* down right */
1508 root 1.48 *dx = map1->tile_map[2]->width;
1509     *dy = map1->height;
1510 root 1.29 }
1511     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1512     { /* down left */
1513 root 1.48 *dx = -map2->width;
1514     *dy = map1->height;
1515 root 1.29 }
1516     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1517     { /* left up */
1518 root 1.48 *dx = -map1->tile_map[3]->width;
1519     *dy = -map2->height;
1520 root 1.29 }
1521     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1522     { /* left down */
1523 root 1.48 *dx = -map1->tile_map[3]->width;
1524     *dy = map1->tile_map[3]->height;
1525 root 1.29 }
1526     else
1527 root 1.56 return 0;
1528 elmex 1.1
1529 root 1.29 return 1;
1530 elmex 1.1 }
1531    
1532 root 1.68 maptile *
1533     maptile::xy_load (sint16 &x, sint16 &y)
1534     {
1535     maptile *map = xy_find (x, y);
1536    
1537     if (map)
1538     map->load_sync ();
1539    
1540     return map;
1541     }
1542    
1543     maptile *
1544     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1545     {
1546     return m->xy_load (*x, *y);
1547     }
1548    
1549 elmex 1.1 /* From map.c
1550     * This is used by get_player to determine where the other
1551     * creature is. get_rangevector takes into account map tiling,
1552     * so you just can not look the the map coordinates and get the
1553     * righte value. distance_x/y are distance away, which
1554 root 1.79 * can be negative. direction is the crossfire direction scheme
1555 elmex 1.1 * that the creature should head. part is the part of the
1556     * monster that is closest.
1557     *
1558     * get_rangevector looks at op1 and op2, and fills in the
1559     * structure for op1 to get to op2.
1560     * We already trust that the caller has verified that the
1561     * two objects are at least on adjacent maps. If not,
1562     * results are not likely to be what is desired.
1563     * if the objects are not on maps, results are also likely to
1564     * be unexpected
1565     *
1566     * currently, the only flag supported (0x1) is don't translate for
1567     * closest body part of 'op1'
1568     */
1569 root 1.29 void
1570     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571     {
1572     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573     {
1574     /* be conservative and fill in _some_ data */
1575     retval->distance = 100000;
1576     retval->distance_x = 32767;
1577     retval->distance_y = 32767;
1578     retval->direction = 0;
1579     retval->part = 0;
1580     }
1581     else
1582     {
1583     object *best;
1584    
1585     retval->distance_x += op2->x - op1->x;
1586     retval->distance_y += op2->y - op1->y;
1587    
1588     best = op1;
1589     /* If this is multipart, find the closest part now */
1590     if (!(flags & 0x1) && op1->more)
1591     {
1592     object *tmp;
1593     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594    
1595     /* we just take the offset of the piece to head to figure
1596     * distance instead of doing all that work above again
1597     * since the distance fields we set above are positive in the
1598     * same axis as is used for multipart objects, the simply arithmetic
1599     * below works.
1600     */
1601     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1602     {
1603     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605     if (tmpi < best_distance)
1606     {
1607     best_distance = tmpi;
1608     best = tmp;
1609 elmex 1.1 }
1610     }
1611 root 1.75
1612 root 1.29 if (best != op1)
1613     {
1614     retval->distance_x += op1->x - best->x;
1615     retval->distance_y += op1->y - best->y;
1616 elmex 1.1 }
1617     }
1618 root 1.75
1619 root 1.29 retval->part = best;
1620 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1621 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 elmex 1.1 }
1623     }
1624    
1625     /* this is basically the same as get_rangevector above, but instead of
1626     * the first parameter being an object, it instead is the map
1627     * and x,y coordinates - this is used for path to player -
1628     * since the object is not infact moving but we are trying to traverse
1629     * the path, we need this.
1630     * flags has no meaning for this function at this time - I kept it in to
1631     * be more consistant with the above function and also in case they are needed
1632     * for something in the future. Also, since no object is pasted, the best
1633     * field of the rv_vector is set to NULL.
1634     */
1635 root 1.29 void
1636 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1637 root 1.29 {
1638     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1639     {
1640     /* be conservative and fill in _some_ data */
1641     retval->distance = 100000;
1642     retval->distance_x = 32767;
1643     retval->distance_y = 32767;
1644     retval->direction = 0;
1645     retval->part = 0;
1646     }
1647     else
1648     {
1649     retval->distance_x += op2->x - x;
1650     retval->distance_y += op2->y - y;
1651    
1652     retval->part = NULL;
1653 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1654 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1655 elmex 1.1 }
1656     }
1657    
1658     /* Returns true of op1 and op2 are effectively on the same map
1659     * (as related to map tiling). Note that this looks for a path from
1660 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1661 elmex 1.1 * to op1, this will still return false.
1662     * Note we only look one map out to keep the processing simple
1663     * and efficient. This could probably be a macro.
1664     * MSW 2001-08-05
1665     */
1666 root 1.29 int
1667     on_same_map (const object *op1, const object *op2)
1668     {
1669     int dx, dy;
1670 elmex 1.1
1671 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1672 elmex 1.1 }
1673 root 1.52
1674     object *
1675     maptile::insert (object *op, int x, int y, object *originator, int flags)
1676     {
1677     if (!op->flag [FLAG_REMOVED])
1678     op->remove ();
1679    
1680     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1681     }
1682    
1683 root 1.81 region *
1684     maptile::region (int x, int y) const
1685     {
1686     if (regions
1687     && regionmap
1688     && !OUT_OF_REAL_MAP (this, x, y))
1689     if (struct region *reg = regionmap [regions [y * width + x]])
1690     return reg;
1691    
1692     if (default_region)
1693     return default_region;
1694    
1695     return ::region::default_region ();
1696     }
1697