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Revision: 1.87
Committed: Thu Feb 15 21:07:48 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.86: +3 -5 lines
Log Message:
- use a simpler, less fancy loader base design (basically a one-line-lookahead
  top-down parser).

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.76 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25 root 1.85 #include <unistd.h>
26    
27     #include "global.h"
28     #include "funcpoint.h"
29 elmex 1.1
30 root 1.85 #include "loader.h"
31 elmex 1.1
32     #include "path.h"
33    
34     /*
35     * This makes a path absolute outside the world of Crossfire.
36     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37     * and returns the pointer to a static array containing the result.
38     * it really should be called create_mapname
39     */
40 root 1.29 const char *
41     create_pathname (const char *name)
42     {
43 root 1.62 static char buf[8192];
44     snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45     return buf;
46 elmex 1.1 }
47    
48     /*
49     * This function checks if a file with the given path exists.
50     * -1 is returned if it fails, otherwise the mode of the file
51     * is returned.
52     * It tries out all the compression suffixes listed in the uncomp[] array.
53     *
54     * If prepend_dir is set, then we call create_pathname (which prepends
55     * libdir & mapdir). Otherwise, we assume the name given is fully
56     * complete.
57     * Only the editor actually cares about the writablity of this -
58     * the rest of the code only cares that the file is readable.
59     * when the editor goes away, the call to stat should probably be
60     * replaced by an access instead (similar to the windows one, but
61     * that seems to be missing the prepend_dir processing
62     */
63 root 1.29 int
64     check_path (const char *name, int prepend_dir)
65 elmex 1.1 {
66 root 1.29 char buf[MAX_BUF];
67    
68     char *endbuf;
69     struct stat statbuf;
70     int mode = 0;
71 elmex 1.1
72 root 1.29 if (prepend_dir)
73 root 1.84 assign (buf, create_pathname (name));
74 root 1.29 else
75 root 1.84 assign (buf, name);
76 elmex 1.1
77 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
78     * this method should be equivalant and is clearer.
79     * Can not use strcat because we need to cycle through
80     * all the names.
81     */
82     endbuf = buf + strlen (buf);
83    
84     if (stat (buf, &statbuf))
85     return -1;
86     if (!S_ISREG (statbuf.st_mode))
87     return (-1);
88    
89     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91     mode |= 4;
92    
93     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95     mode |= 2;
96 elmex 1.1
97 root 1.29 return (mode);
98 elmex 1.1 }
99    
100     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
101     * one function that just returns a P_.. value (see map.h)
102     * it will also do map translation for tiled maps, returning
103     * new values into newmap, nx, and ny. Any and all of those
104     * values can be null, in which case if a new map is needed (returned
105     * by a P_NEW_MAP value, another call to get_map_from_coord
106     * is needed. The case of not passing values is if we're just
107     * checking for the existence of something on those spaces, but
108     * don't expect to insert/remove anything from those spaces.
109     */
110 root 1.29 int
111 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
112 elmex 1.1 {
113 root 1.56 sint16 newx = x;
114     sint16 newy = y;
115 root 1.46
116 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
117 root 1.46
118     if (!mp)
119     return P_OUT_OF_MAP;
120    
121     if (newmap) *newmap = mp;
122     if (nx) *nx = newx;
123     if (ny) *ny = newy;
124 elmex 1.3
125 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126 elmex 1.1 }
127    
128     /*
129     * Returns true if the given coordinate is blocked except by the
130     * object passed is not blocking. This is used with
131     * multipart monsters - if we want to see if a 2x2 monster
132     * can move 1 space to the left, we don't want its own area
133     * to block it from moving there.
134     * Returns TRUE if the space is blocked by something other than the
135     * monster.
136     * m, x, y are the target map/coordinates - needed for map tiling.
137     * the coordinates & map passed in should have been updated for tiling
138     * by the caller.
139     */
140 root 1.29 int
141 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
142 root 1.29 {
143     object *tmp;
144     int mflags, blocked;
145    
146     /* Make sure the coordinates are valid - they should be, as caller should
147     * have already checked this.
148     */
149     if (OUT_OF_REAL_MAP (m, sx, sy))
150     {
151     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152     return 1;
153 elmex 1.1 }
154    
155 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
156     * directly.
157     */
158 root 1.46 mflags = m->at (sx, sy).flags ();
159 root 1.29
160     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
161    
162     /* If space is currently not blocked by anything, no need to
163     * go further. Not true for players - all sorts of special
164     * things we need to do for players.
165     */
166     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167     return 0;
168    
169     /* if there isn't anytyhing alive on this space, and this space isn't
170     * otherwise blocked, we can return now. Only if there is a living
171     * creature do we need to investigate if it is part of this creature
172     * or another. Likewise, only if something is blocking us do we
173     * need to investigate if there is a special circumstance that would
174     * let the player through (inventory checkers for example)
175     */
176     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177     return 0;
178    
179     if (ob->head != NULL)
180     ob = ob->head;
181    
182     /* We basically go through the stack of objects, and if there is
183     * some other object that has NO_PASS or FLAG_ALIVE set, return
184     * true. If we get through the entire stack, that must mean
185     * ob is blocking it, so return 0.
186     */
187 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 root 1.29 {
189    
190     /* This must be before the checks below. Code for inventory checkers. */
191     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192     {
193     /* If last_sp is set, the player/monster needs an object,
194     * so we check for it. If they don't have it, they can't
195     * pass through this space.
196     */
197     if (tmp->last_sp)
198     {
199     if (check_inv_recursive (ob, tmp) == NULL)
200     return 1;
201     else
202     continue;
203     }
204     else
205     {
206     /* In this case, the player must not have the object -
207     * if they do, they can't pass through.
208     */
209     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210     return 1;
211     else
212     continue;
213     }
214     } /* if check_inv */
215     else
216     {
217     /* Broke apart a big nasty if into several here to make
218     * this more readable. first check - if the space blocks
219     * movement, can't move here.
220     * second - if a monster, can't move there, unles it is a
221     * hidden dm
222     */
223     if (OB_MOVE_BLOCK (ob, tmp))
224     return 1;
225     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227     return 1;
228 root 1.10 }
229 elmex 1.1
230     }
231 root 1.29 return 0;
232 elmex 1.1 }
233    
234     /*
235     * Returns true if the given object can't fit in the given spot.
236     * This is meant for multi space objects - for single space objecs,
237     * just calling get_map_blocked and checking that against movement type
238     * of object. This function goes through all the parts of the
239     * multipart object and makes sure they can be inserted.
240     *
241     * While this doesn't call out of map, the get_map_flags does.
242     *
243     * This function has been used to deprecate arch_out_of_map -
244     * this function also does that check, and since in most cases,
245     * a call to one would follow the other, doesn't make a lot of sense to
246     * have two seperate functions for this.
247     *
248     * This returns nonzero if this arch can not go on the space provided,
249     * 0 otherwise. the return value will contain the P_.. value
250     * so the caller can know why this object can't go on the map.
251     * Note that callers should not expect P_NEW_MAP to be set
252     * in return codes - since the object is multispace - if
253     * we did return values, what do you return if half the object
254     * is one map, half on another.
255     *
256     * Note this used to be arch_blocked, but with new movement
257     * code, we need to have actual object to check its move_type
258     * against the move_block values.
259     */
260 root 1.29 int
261 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 root 1.29 {
263     archetype *tmp;
264     int flag;
265 root 1.31 maptile *m1;
266 root 1.29 sint16 sx, sy;
267 elmex 1.1
268 root 1.59 if (!ob)
269 root 1.29 {
270     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271     if (flag & P_OUT_OF_MAP)
272     return P_OUT_OF_MAP;
273 elmex 1.1
274 root 1.29 /* don't have object, so don't know what types would block */
275 root 1.47 return m1->at (sx, sy).move_block;
276 elmex 1.1 }
277    
278 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 root 1.29 {
280     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 elmex 1.1
282 root 1.29 if (flag & P_OUT_OF_MAP)
283     return P_OUT_OF_MAP;
284     if (flag & P_IS_ALIVE)
285     return P_IS_ALIVE;
286    
287 root 1.47 mapspace &ms = m1->at (sx, sy);
288    
289 root 1.29 /* find_first_free_spot() calls this function. However, often
290     * ob doesn't have any move type (when used to place exits)
291     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292     */
293 elmex 1.1
294 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 root 1.29 continue;
296 elmex 1.1
297 root 1.29 /* Note it is intentional that we check ob - the movement type of the
298     * head of the object should correspond for the entire object.
299     */
300 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 root 1.45 return P_NO_PASS;
302     }
303 elmex 1.1
304 root 1.29 return 0;
305 elmex 1.1 }
306    
307     /* When the map is loaded, load_object does not actually insert objects
308     * into inventory, but just links them. What this does is go through
309     * and insert them properly.
310     * The object 'container' is the object that contains the inventory.
311     * This is needed so that we can update the containers weight.
312     */
313 root 1.29 void
314     fix_container (object *container)
315 elmex 1.1 {
316 root 1.29 object *tmp = container->inv, *next;
317 elmex 1.1
318 root 1.56 container->inv = 0;
319     while (tmp)
320 root 1.29 {
321     next = tmp->below;
322     if (tmp->inv)
323     fix_container (tmp);
324 root 1.56
325     insert_ob_in_ob (tmp, container);
326 root 1.29 tmp = next;
327     }
328 root 1.56
329 root 1.29 /* sum_weight will go through and calculate what all the containers are
330     * carrying.
331     */
332     sum_weight (container);
333 elmex 1.1 }
334    
335 root 1.64 void
336     maptile::set_object_flag (int flag, int value)
337     {
338     if (!spaces)
339     return;
340    
341     for (mapspace *ms = spaces + size (); ms-- > spaces; )
342     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343     tmp->flag [flag] = value;
344     }
345    
346 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
347     * for objects whose arch says they are multipart yet according to the
348     * info we have, they only have the head (as would be expected when
349     * 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 1.87 if (thawer.kw == KW_end)
548 root 1.56 break;
549    
550 root 1.87 thawer.skip_kv ();
551 root 1.56 }
552    
553 root 1.72 return _load_objects (thawer);
554 root 1.56 }
555 root 1.51
556 root 1.56 bool
557 root 1.72 maptile::_save_objects (const char *path, int flags)
558 root 1.56 {
559     object_freezer freezer;
560 root 1.29
561 root 1.72 if (!_save_objects (freezer, flags))
562 root 1.56 return false;
563 root 1.29
564 root 1.56 return freezer.save (path);
565 elmex 1.1 }
566    
567 root 1.34 maptile::maptile ()
568     {
569     in_memory = MAP_SWAPPED;
570 root 1.54
571 root 1.34 /* The maps used to pick up default x and y values from the
572 root 1.85 * map archetype. Mimic that behaviour.
573 root 1.34 */
574 root 1.85 width = 16;
575     height = 16;
576     timeout = 300;
577     max_nrof = 1000; // 1000 items of anything
578     max_volume = 2000000; // 2m³
579 root 1.34 }
580    
581 root 1.56 maptile::maptile (int w, int h)
582 root 1.54 {
583 root 1.56 in_memory = MAP_SWAPPED;
584 root 1.54
585 root 1.56 width = w;
586     height = h;
587     reset_timeout = 0;
588     timeout = 300;
589     enter_x = 0;
590     enter_y = 0;
591 root 1.54
592 root 1.56 alloc ();
593 elmex 1.1 }
594    
595     /*
596 root 1.31 * Allocates the arrays contained in a maptile.
597 elmex 1.1 * This basically allocates the dynamic array of spaces for the
598     * map.
599     */
600 root 1.29 void
601 root 1.56 maptile::alloc ()
602 root 1.29 {
603 root 1.34 if (spaces)
604 root 1.56 return;
605 elmex 1.1
606 root 1.53 spaces = salloc0<mapspace> (size ());
607 elmex 1.1 }
608    
609     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
610     * corresponding to that string. Memory is allocated for this, it must be freed
611     * at a later date.
612     * Called by parse_map_headers below.
613     */
614 root 1.29 static shopitems *
615     parse_shop_string (const char *input_string)
616     {
617     char *shop_string, *p, *q, *next_semicolon, *next_colon;
618     shopitems *items = NULL;
619     int i = 0, number_of_entries = 0;
620     const typedata *current_type;
621    
622 root 1.43 shop_string = strdup (input_string);
623 root 1.29 p = shop_string;
624     /* first we'll count the entries, we'll need that for allocating the array shortly */
625     while (p)
626     {
627     p = strchr (p, ';');
628     number_of_entries++;
629     if (p)
630     p++;
631     }
632 root 1.54
633 root 1.29 p = shop_string;
634     strip_endline (p);
635     items = new shopitems[number_of_entries + 1];
636     for (i = 0; i < number_of_entries; i++)
637     {
638     if (!p)
639     {
640     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
641     break;
642     }
643 root 1.54
644 root 1.29 next_semicolon = strchr (p, ';');
645     next_colon = strchr (p, ':');
646     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
647     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
648     items[i].strength = atoi (strchr (p, ':') + 1);
649    
650     if (isdigit (*p) || *p == '*')
651     {
652     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
653     current_type = get_typedata (items[i].typenum);
654     if (current_type)
655     {
656     items[i].name = current_type->name;
657     items[i].name_pl = current_type->name_pl;
658     }
659     }
660     else
661     { /*we have a named type, let's figure out what it is */
662     q = strpbrk (p, ";:");
663     if (q)
664     *q = '\0';
665    
666     current_type = get_typedata_by_name (p);
667     if (current_type)
668     {
669     items[i].name = current_type->name;
670     items[i].typenum = current_type->number;
671     items[i].name_pl = current_type->name_pl;
672     }
673     else
674     { /* oh uh, something's wrong, let's free up this one, and try
675     * the next entry while we're at it, better print a warning
676     */
677     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678     }
679     }
680 root 1.54
681 root 1.29 items[i].index = number_of_entries;
682     if (next_semicolon)
683     p = ++next_semicolon;
684     else
685     p = NULL;
686 elmex 1.1 }
687 root 1.54
688 root 1.29 free (shop_string);
689     return items;
690 elmex 1.1 }
691    
692     /* opposite of parse string, this puts the string that was originally fed in to
693     * the map (or something equivilent) into output_string. */
694 root 1.29 static void
695 root 1.31 print_shop_string (maptile *m, char *output_string)
696 root 1.29 {
697     int i;
698     char tmp[MAX_BUF];
699    
700     strcpy (output_string, "");
701     for (i = 0; i < m->shopitems[0].index; i++)
702     {
703     if (m->shopitems[i].typenum)
704     {
705     if (m->shopitems[i].strength)
706 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
707 root 1.29 else
708     sprintf (tmp, "%s;", m->shopitems[i].name);
709 root 1.10 }
710 root 1.29 else
711     {
712     if (m->shopitems[i].strength)
713 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
714 root 1.29 else
715     sprintf (tmp, "*");
716     }
717 root 1.54
718 root 1.29 strcat (output_string, tmp);
719 elmex 1.1 }
720     }
721    
722     /* This loads the header information of the map. The header
723     * contains things like difficulty, size, timeout, etc.
724     * this used to be stored in the map object, but with the
725     * addition of tiling, fields beyond that easily named in an
726     * object structure were needed, so it just made sense to
727     * put all the stuff in the map object so that names actually make
728     * sense.
729     * This could be done in lex (like the object loader), but I think
730     * currently, there are few enough fields this is not a big deal.
731     * MSW 2001-07-01
732     */
733 root 1.56 bool
734 root 1.72 maptile::_load_header (object_thawer &thawer)
735 elmex 1.1 {
736 root 1.56 for (;;)
737 root 1.29 {
738 root 1.56 keyword kw = thawer.get_kv ();
739 root 1.36
740 root 1.56 switch (kw)
741 root 1.29 {
742 root 1.56 case KW_msg:
743     thawer.get_ml (KW_endmsg, msg);
744     break;
745 root 1.22
746 root 1.56 case KW_lore: // CF+ extension
747     thawer.get_ml (KW_endlore, maplore);
748     break;
749 root 1.10
750 root 1.56 case KW_maplore:
751     thawer.get_ml (KW_endmaplore, maplore);
752     break;
753 root 1.10
754 root 1.56 case KW_arch:
755     if (strcmp (thawer.get_str (), "map"))
756     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
757     break;
758 root 1.29
759 root 1.56 case KW_oid:
760     thawer.get (this, thawer.get_sint32 ());
761     break;
762 root 1.29
763 root 1.56 case KW_file_format_version: break; // nop
764 root 1.29
765 root 1.56 case KW_name: thawer.get (name); break;
766     case KW_attach: thawer.get (attach); break;
767     case KW_reset_time: thawer.get (reset_time); break;
768     case KW_shopgreed: thawer.get (shopgreed); break;
769     case KW_shopmin: thawer.get (shopmin); break;
770     case KW_shopmax: thawer.get (shopmax); break;
771     case KW_shoprace: thawer.get (shoprace); break;
772     case KW_outdoor: thawer.get (outdoor); break;
773     case KW_temp: thawer.get (temp); break;
774     case KW_pressure: thawer.get (pressure); break;
775     case KW_humid: thawer.get (humid); break;
776     case KW_windspeed: thawer.get (windspeed); break;
777     case KW_winddir: thawer.get (winddir); break;
778     case KW_sky: thawer.get (sky); break;
779    
780     case KW_per_player: thawer.get (per_player); break;
781     case KW_per_party: thawer.get (per_party); break;
782    
783 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785    
786     // old names new names
787     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
789     case KW_x: case KW_width: thawer.get (width); break;
790     case KW_y: case KW_height: thawer.get (height); break;
791     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
792     case KW_value: case KW_swap_time: thawer.get (timeout); break;
793     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
794     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
795     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
796    
797     case KW_tile_path_1: thawer.get (tile_path [0]); break;
798     case KW_tile_path_2: thawer.get (tile_path [1]); break;
799     case KW_tile_path_3: thawer.get (tile_path [2]); break;
800     case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 root 1.83
802     case KW_end:
803     return true;
804    
805     default:
806 root 1.87 if (!thawer.parse_error ("map", 0))
807 root 1.83 return false;
808     break;
809 root 1.10 }
810 elmex 1.1 }
811 root 1.41
812 root 1.56 abort ();
813 elmex 1.1 }
814    
815 root 1.56 bool
816 root 1.72 maptile::_load_header (const char *path)
817 root 1.29 {
818 root 1.56 object_thawer thawer (path);
819 root 1.9
820 root 1.29 if (!thawer)
821 root 1.56 return false;
822 elmex 1.1
823 root 1.72 return _load_header (thawer);
824 root 1.56 }
825 elmex 1.1
826 root 1.56 /******************************************************************************
827     * This is the start of unique map handling code
828     *****************************************************************************/
829 root 1.29
830 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
831     void
832     maptile::clear_unique_items ()
833 root 1.29 {
834 root 1.56 for (int i = 0; i < size (); ++i)
835 root 1.29 {
836 root 1.56 int unique = 0;
837     for (object *op = spaces [i].bot; op; )
838     {
839     object *above = op->above;
840 elmex 1.1
841 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
842     unique = 1;
843 root 1.14
844 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845     {
846     op->destroy_inv (false);
847     op->destroy ();
848     }
849 elmex 1.1
850 root 1.56 op = above;
851     }
852 root 1.29 }
853 elmex 1.1 }
854    
855 root 1.56 bool
856 root 1.72 maptile::_save_header (object_freezer &freezer)
857 root 1.29 {
858 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
859     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
860 elmex 1.1
861 root 1.56 MAP_OUT2 (arch, "map");
862 elmex 1.1
863 root 1.56 if (name) MAP_OUT (name);
864     MAP_OUT (swap_time);
865     MAP_OUT (reset_time);
866     MAP_OUT (reset_timeout);
867     MAP_OUT (fixed_resettime);
868     MAP_OUT (difficulty);
869 root 1.9
870 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
871 root 1.29
872 root 1.56 if (shopitems)
873 root 1.29 {
874 root 1.56 char shop[MAX_BUF];
875     print_shop_string (this, shop);
876     MAP_OUT2 (shopitems, shop);
877 elmex 1.1 }
878    
879 root 1.56 MAP_OUT (shopgreed);
880     MAP_OUT (shopmin);
881     MAP_OUT (shopmax);
882     if (shoprace) MAP_OUT (shoprace);
883     MAP_OUT (darkness);
884     MAP_OUT (width);
885     MAP_OUT (height);
886     MAP_OUT (enter_x);
887     MAP_OUT (enter_y);
888 root 1.14
889 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
890     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
891 elmex 1.1
892 root 1.56 MAP_OUT (outdoor);
893     MAP_OUT (temp);
894     MAP_OUT (pressure);
895     MAP_OUT (humid);
896     MAP_OUT (windspeed);
897     MAP_OUT (winddir);
898     MAP_OUT (sky);
899 elmex 1.1
900 root 1.56 MAP_OUT (per_player);
901     MAP_OUT (per_party);
902 elmex 1.1
903 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
904     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
905     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
906     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
907 root 1.40
908 root 1.63 freezer.put (this);
909 root 1.61 freezer.put (KW_end);
910 root 1.40
911 root 1.56 return true;
912 elmex 1.1 }
913    
914 root 1.56 bool
915 root 1.72 maptile::_save_header (const char *path)
916 root 1.29 {
917 root 1.17 object_freezer freezer;
918 root 1.10
919 root 1.72 if (!_save_header (freezer))
920 root 1.56 return false;
921 elmex 1.1
922 root 1.56 return freezer.save (path);
923 elmex 1.1 }
924    
925     /*
926     * Remove and free all objects in the given map.
927     */
928 root 1.29 void
929 root 1.56 maptile::clear ()
930 root 1.29 {
931 root 1.81 sfree (regions, size ()), regions = 0;
932     free (regionmap), regionmap = 0;
933 root 1.29
934 root 1.81 if (spaces)
935     {
936     for (mapspace *ms = spaces + size (); ms-- > spaces; )
937     while (object *op = ms->bot)
938     {
939     if (op->head)
940     op = op->head;
941 root 1.56
942 root 1.81 op->destroy_inv (false);
943     op->destroy ();
944     }
945 root 1.29
946 root 1.81 sfree (spaces, size ()), spaces = 0;
947     }
948 root 1.29
949 root 1.56 if (buttons)
950     free_objectlinkpt (buttons), buttons = 0;
951 elmex 1.1 }
952    
953 root 1.29 void
954 root 1.56 maptile::clear_header ()
955 root 1.29 {
956 root 1.56 name = 0;
957     msg = 0;
958     maplore = 0;
959     shoprace = 0;
960     delete [] shopitems, shopitems = 0;
961 root 1.42
962 root 1.47 for (int i = 0; i < 4; i++)
963 root 1.56 tile_path [i] = 0;
964 root 1.47 }
965 root 1.42
966 root 1.47 maptile::~maptile ()
967     {
968 root 1.53 assert (destroyed ());
969 elmex 1.1 }
970    
971 root 1.29 void
972 root 1.56 maptile::clear_links_to (maptile *m)
973 root 1.29 {
974     /* We need to look through all the maps and see if any maps
975     * are pointing at this one for tiling information. Since
976 root 1.47 * tiling can be asymetric, we just can not look to see which
977 root 1.29 * maps this map tiles with and clears those.
978     */
979 root 1.56 for (int i = 0; i < 4; i++)
980     if (tile_map[i] == m)
981     tile_map[i] = 0;
982 root 1.47 }
983 elmex 1.1
984 root 1.47 void
985 root 1.56 maptile::do_destroy ()
986 root 1.47 {
987 root 1.56 attachable::do_destroy ();
988    
989     clear ();
990 elmex 1.1 }
991    
992     /*
993 root 1.56 * Updates every button on the map (by calling update_button() for them).
994 elmex 1.1 */
995 root 1.56 void
996     maptile::update_buttons ()
997 root 1.29 {
998 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
999     for (objectlink *ol = obp->link; ol; ol = ol->next)
1000     {
1001     if (!ol->ob)
1002     {
1003     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1004     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1005     continue;
1006     }
1007 elmex 1.1
1008 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1009     {
1010     update_button (ol->ob);
1011     break;
1012     }
1013     }
1014 elmex 1.1 }
1015    
1016     /*
1017     * This routine is supposed to find out the difficulty of the map.
1018     * difficulty does not have a lot to do with character level,
1019     * but does have a lot to do with treasure on the map.
1020     *
1021     * Difficulty can now be set by the map creature. If the value stored
1022     * in the map is zero, then use this routine. Maps should really
1023     * have a difficulty set than using this function - human calculation
1024     * is much better than this functions guesswork.
1025     */
1026 root 1.29 int
1027 root 1.56 maptile::estimate_difficulty () const
1028 root 1.29 {
1029 elmex 1.1 long monster_cnt = 0;
1030     double avgexp = 0;
1031     sint64 total_exp = 0;
1032    
1033 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1034     for (object *op = ms->bot; op; op = op->above)
1035     {
1036     if (QUERY_FLAG (op, FLAG_MONSTER))
1037     {
1038     total_exp += op->stats.exp;
1039     monster_cnt++;
1040     }
1041 elmex 1.1
1042 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043     {
1044     total_exp += op->stats.exp;
1045 elmex 1.1
1046 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1047     total_exp += at->clone.stats.exp * 8;
1048 elmex 1.1
1049 root 1.56 monster_cnt++;
1050     }
1051     }
1052 elmex 1.1
1053     avgexp = (double) total_exp / monster_cnt;
1054    
1055 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1056     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1057     return i;
1058 elmex 1.1
1059     return 1;
1060     }
1061    
1062     /* change_map_light() - used to change map light level (darkness)
1063     * up or down. Returns true if successful. It should now be
1064     * possible to change a value by more than 1.
1065     * Move this from los.c to map.c since this is more related
1066     * to maps than los.
1067     * postive values make it darker, negative make it brighter
1068     */
1069 root 1.29 int
1070 root 1.56 maptile::change_map_light (int change)
1071 root 1.29 {
1072 root 1.56 int new_level = darkness + change;
1073 root 1.29
1074     /* Nothing to do */
1075 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1076     return 0;
1077 elmex 1.1
1078 root 1.29 /* inform all players on the map */
1079     if (change > 0)
1080 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1081 root 1.29 else
1082 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1083 root 1.29
1084 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1085 root 1.29 * we need to be extra careful about negative values.
1086     * In general, the checks below are only needed if change
1087     * is not +/-1
1088     */
1089     if (new_level < 0)
1090 root 1.56 darkness = 0;
1091 root 1.29 else if (new_level >= MAX_DARKNESS)
1092 root 1.56 darkness = MAX_DARKNESS;
1093 root 1.29 else
1094 root 1.56 darkness = new_level;
1095 elmex 1.1
1096 root 1.29 /* All clients need to get re-updated for the change */
1097 root 1.56 update_all_map_los (this);
1098 root 1.29 return 1;
1099 elmex 1.1 }
1100    
1101     /*
1102     * This function updates various attributes about a specific space
1103     * on the map (what it looks like, whether it blocks magic,
1104     * has a living creatures, prevents people from passing
1105     * through, etc)
1106     */
1107 root 1.29 void
1108 root 1.46 mapspace::update_ ()
1109 root 1.29 {
1110 root 1.45 object *tmp, *last = 0;
1111 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1112 root 1.78 facetile *top, *floor, *middle;
1113 root 1.29 object *top_obj, *floor_obj, *middle_obj;
1114     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115    
1116     middle = blank_face;
1117 root 1.45 top = blank_face;
1118     floor = blank_face;
1119 root 1.29
1120 root 1.45 middle_obj = 0;
1121     top_obj = 0;
1122     floor_obj = 0;
1123 root 1.29
1124 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 root 1.29 {
1126     /* This could be made additive I guess (two lights better than
1127 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1128 root 1.29 * light bulbs do not illuminate twice as far as once since
1129 root 1.45 * it is a dissapation factor that is cubed.
1130 root 1.29 */
1131     if (tmp->glow_radius > light)
1132     light = tmp->glow_radius;
1133    
1134     /* This call is needed in order to update objects the player
1135     * is standing in that have animations (ie, grass, fire, etc).
1136     * However, it also causes the look window to be re-drawn
1137     * 3 times each time the player moves, because many of the
1138     * functions the move_player calls eventualy call this.
1139     *
1140     * Always put the player down for drawing.
1141     */
1142     if (!tmp->invisible)
1143     {
1144     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145     {
1146     top = tmp->face;
1147     top_obj = tmp;
1148     }
1149     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150     {
1151     /* If we got a floor, that means middle and top were below it,
1152     * so should not be visible, so we clear them.
1153     */
1154     middle = blank_face;
1155     top = blank_face;
1156     floor = tmp->face;
1157     floor_obj = tmp;
1158     }
1159     /* Flag anywhere have high priority */
1160     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161     {
1162     middle = tmp->face;
1163    
1164     middle_obj = tmp;
1165     anywhere = 1;
1166     }
1167     /* Find the highest visible face around. If equal
1168     * visibilities, we still want the one nearer to the
1169     * top
1170     */
1171     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1172     {
1173     middle = tmp->face;
1174     middle_obj = tmp;
1175     }
1176     }
1177 root 1.45
1178 root 1.29 if (tmp == tmp->above)
1179     {
1180     LOG (llevError, "Error in structure of map\n");
1181     exit (-1);
1182     }
1183    
1184 root 1.45 move_slow |= tmp->move_slow;
1185 root 1.29 move_block |= tmp->move_block;
1186 root 1.45 move_on |= tmp->move_on;
1187     move_off |= tmp->move_off;
1188 root 1.29 move_allow |= tmp->move_allow;
1189    
1190 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1191     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1192     if (tmp->type == PLAYER) flags |= P_PLAYER;
1193     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1194     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1195     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1196     }
1197 root 1.29
1198 root 1.46 this->light = light;
1199     this->flags_ = flags;
1200     this->move_block = move_block & ~move_allow;
1201     this->move_on = move_on;
1202     this->move_off = move_off;
1203     this->move_slow = move_slow;
1204 root 1.29
1205     /* At this point, we have a floor face (if there is a floor),
1206     * and the floor is set - we are not going to touch it at
1207     * this point.
1208     * middle contains the highest visibility face.
1209     * top contains a player/monster face, if there is one.
1210     *
1211     * We now need to fill in top.face and/or middle.face.
1212     */
1213    
1214     /* If the top face also happens to be high visibility, re-do our
1215     * middle face. This should not happen, as we already have the
1216     * else statement above so middle should not get set. OTOH, it
1217     * may be possible for the faces to match but be different objects.
1218     */
1219     if (top == middle)
1220     middle = blank_face;
1221    
1222     /* There are three posibilities at this point:
1223     * 1) top face is set, need middle to be set.
1224     * 2) middle is set, need to set top.
1225     * 3) neither middle or top is set - need to set both.
1226     */
1227    
1228     for (tmp = last; tmp; tmp = tmp->below)
1229     {
1230     /* Once we get to a floor, stop, since we already have a floor object */
1231     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232     break;
1233    
1234     /* If two top faces are already set, quit processing */
1235     if ((top != blank_face) && (middle != blank_face))
1236     break;
1237 root 1.10
1238 elmex 1.67 /* Only show visible faces */
1239     if (!tmp->invisible)
1240 root 1.29 {
1241     /* Fill in top if needed */
1242     if (top == blank_face)
1243     {
1244     top = tmp->face;
1245     top_obj = tmp;
1246     if (top == middle)
1247     middle = blank_face;
1248     }
1249     else
1250     {
1251     /* top is already set - we should only get here if
1252     * middle is not set
1253     *
1254     * Set the middle face and break out, since there is nothing
1255     * more to fill in. We don't check visiblity here, since
1256     *
1257     */
1258     if (tmp->face != top)
1259     {
1260     middle = tmp->face;
1261     middle_obj = tmp;
1262     break;
1263 root 1.10 }
1264     }
1265     }
1266 elmex 1.1 }
1267 root 1.45
1268 root 1.29 if (middle == floor)
1269     middle = blank_face;
1270 root 1.45
1271 root 1.29 if (top == middle)
1272     middle = blank_face;
1273 root 1.45
1274 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1275     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1276     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1277 elmex 1.1 }
1278    
1279 root 1.85 uint64
1280     mapspace::volume () const
1281     {
1282     uint64 vol = 0;
1283    
1284     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1285     vol += op->volume ();
1286    
1287     return vol;
1288     }
1289    
1290 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1291     * the map. It also takes care of linking back the freshly found
1292 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1293 root 1.68 * the value of orig_map->tile_map[tile_num].
1294 elmex 1.1 */
1295 root 1.68 static inline maptile *
1296     find_and_link (maptile *orig_map, int tile_num)
1297 elmex 1.1 {
1298 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1299 root 1.60
1300 root 1.68 if (!mp)
1301 root 1.60 {
1302 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1303    
1304     if (!mp)
1305     {
1306     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1307     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1308     &orig_map->tile_path[tile_num], &orig_map->path);
1309     mp = new maptile (1, 1);
1310     mp->alloc ();
1311     mp->in_memory = MAP_IN_MEMORY;
1312     }
1313 root 1.60 }
1314 root 1.56
1315 root 1.29 int dest_tile = (tile_num + 2) % 4;
1316 elmex 1.1
1317 root 1.69 orig_map->tile_map [tile_num] = mp;
1318 elmex 1.1
1319 root 1.60 // optimisation: back-link map to origin map if euclidean
1320     //TODO: non-euclidean maps MUST GO
1321     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1322 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1323 elmex 1.1
1324 root 1.56 return mp;
1325 elmex 1.1 }
1326    
1327 root 1.68 static inline void
1328     load_and_link (maptile *orig_map, int tile_num)
1329     {
1330     find_and_link (orig_map, tile_num)->load_sync ();
1331     }
1332    
1333 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1334     * map m. This function also takes into account any
1335     * tiling considerations, loading adjacant maps as needed.
1336     * This is the function should always be used when it
1337     * necessary to check for valid coordinates.
1338     * This function will recursively call itself for the
1339     * tiled maps.
1340     */
1341 root 1.29 int
1342 root 1.31 out_of_map (maptile *m, int x, int y)
1343 elmex 1.1 {
1344 root 1.29 /* If we get passed a null map, this is obviously the
1345     * case. This generally shouldn't happen, but if the
1346     * map loads fail below, it could happen.
1347     */
1348     if (!m)
1349     return 0;
1350 elmex 1.1
1351 root 1.29 if (x < 0)
1352     {
1353     if (!m->tile_path[3])
1354     return 1;
1355 root 1.46
1356 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1357 root 1.68 find_and_link (m, 3);
1358 root 1.46
1359 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1360 elmex 1.1 }
1361 root 1.46
1362 root 1.48 if (x >= m->width)
1363 root 1.29 {
1364     if (!m->tile_path[1])
1365     return 1;
1366 root 1.46
1367 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1368 root 1.68 find_and_link (m, 1);
1369 root 1.46
1370 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1371 elmex 1.1 }
1372 root 1.46
1373 root 1.29 if (y < 0)
1374     {
1375     if (!m->tile_path[0])
1376     return 1;
1377 root 1.46
1378 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1379 root 1.68 find_and_link (m, 0);
1380 root 1.46
1381 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1382 elmex 1.1 }
1383 root 1.46
1384 root 1.48 if (y >= m->height)
1385 root 1.29 {
1386     if (!m->tile_path[2])
1387     return 1;
1388 root 1.46
1389 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1390 root 1.68 find_and_link (m, 2);
1391 root 1.46
1392 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1393 elmex 1.1 }
1394    
1395 root 1.29 /* Simple case - coordinates are within this local
1396     * map.
1397     */
1398     return 0;
1399 elmex 1.1 }
1400    
1401     /* This is basically the same as out_of_map above, but
1402     * instead we return NULL if no map is valid (coordinates
1403     * out of bounds and no tiled map), otherwise it returns
1404     * the map as that the coordinates are really on, and
1405 pippijn 1.66 * updates x and y to be the localised coordinates.
1406 elmex 1.1 * Using this is more efficient of calling out_of_map
1407     * and then figuring out what the real map is
1408     */
1409 root 1.31 maptile *
1410 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1411 elmex 1.1 {
1412 root 1.68 if (x < 0)
1413 root 1.29 {
1414 root 1.68 if (!tile_path[3])
1415 root 1.46 return 0;
1416 root 1.56
1417 root 1.68 find_and_link (this, 3);
1418     x += tile_map[3]->width;
1419     return tile_map[3]->xy_find (x, y);
1420 elmex 1.1 }
1421 root 1.46
1422 root 1.68 if (x >= width)
1423 root 1.29 {
1424 root 1.68 if (!tile_path[1])
1425 root 1.46 return 0;
1426    
1427 root 1.68 find_and_link (this, 1);
1428     x -= width;
1429     return tile_map[1]->xy_find (x, y);
1430 elmex 1.1 }
1431 root 1.46
1432 root 1.68 if (y < 0)
1433 root 1.29 {
1434 root 1.68 if (!tile_path[0])
1435 root 1.46 return 0;
1436    
1437 root 1.68 find_and_link (this, 0);
1438     y += tile_map[0]->height;
1439     return tile_map[0]->xy_find (x, y);
1440 elmex 1.1 }
1441 root 1.46
1442 root 1.68 if (y >= height)
1443 root 1.29 {
1444 root 1.68 if (!tile_path[2])
1445 root 1.46 return 0;
1446    
1447 root 1.68 find_and_link (this, 2);
1448     y -= height;
1449     return tile_map[2]->xy_find (x, y);
1450 elmex 1.1 }
1451    
1452 root 1.29 /* Simple case - coordinates are within this local
1453     * map.
1454     */
1455 root 1.68 return this;
1456 elmex 1.1 }
1457    
1458     /**
1459     * Return whether map2 is adjacent to map1. If so, store the distance from
1460     * map1 to map2 in dx/dy.
1461     */
1462 root 1.82 int
1463 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1464 root 1.29 {
1465     if (!map1 || !map2)
1466     return 0;
1467    
1468 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1469     //fix: compare paths instead (this is likely faster, too!)
1470 root 1.29 if (map1 == map2)
1471     {
1472     *dx = 0;
1473     *dy = 0;
1474     }
1475     else if (map1->tile_map[0] == map2)
1476     { /* up */
1477     *dx = 0;
1478 root 1.48 *dy = -map2->height;
1479 root 1.29 }
1480     else if (map1->tile_map[1] == map2)
1481     { /* right */
1482 root 1.48 *dx = map1->width;
1483 root 1.29 *dy = 0;
1484     }
1485     else if (map1->tile_map[2] == map2)
1486     { /* down */
1487     *dx = 0;
1488 root 1.48 *dy = map1->height;
1489 root 1.29 }
1490     else if (map1->tile_map[3] == map2)
1491     { /* left */
1492 root 1.48 *dx = -map2->width;
1493 root 1.29 *dy = 0;
1494     }
1495     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1496     { /* up right */
1497 root 1.48 *dx = map1->tile_map[0]->width;
1498     *dy = -map1->tile_map[0]->height;
1499 root 1.29 }
1500     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1501     { /* up left */
1502 root 1.48 *dx = -map2->width;
1503     *dy = -map1->tile_map[0]->height;
1504 root 1.29 }
1505     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1506     { /* right up */
1507 root 1.48 *dx = map1->width;
1508     *dy = -map2->height;
1509 root 1.29 }
1510     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1511     { /* right down */
1512 root 1.48 *dx = map1->width;
1513     *dy = map1->tile_map[1]->height;
1514 root 1.29 }
1515     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1516     { /* down right */
1517 root 1.48 *dx = map1->tile_map[2]->width;
1518     *dy = map1->height;
1519 root 1.29 }
1520     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1521     { /* down left */
1522 root 1.48 *dx = -map2->width;
1523     *dy = map1->height;
1524 root 1.29 }
1525     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1526     { /* left up */
1527 root 1.48 *dx = -map1->tile_map[3]->width;
1528     *dy = -map2->height;
1529 root 1.29 }
1530     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1531     { /* left down */
1532 root 1.48 *dx = -map1->tile_map[3]->width;
1533     *dy = map1->tile_map[3]->height;
1534 root 1.29 }
1535     else
1536 root 1.56 return 0;
1537 elmex 1.1
1538 root 1.29 return 1;
1539 elmex 1.1 }
1540    
1541 root 1.68 maptile *
1542     maptile::xy_load (sint16 &x, sint16 &y)
1543     {
1544     maptile *map = xy_find (x, y);
1545    
1546     if (map)
1547     map->load_sync ();
1548    
1549     return map;
1550     }
1551    
1552     maptile *
1553     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1554     {
1555     return m->xy_load (*x, *y);
1556     }
1557    
1558 elmex 1.1 /* From map.c
1559     * This is used by get_player to determine where the other
1560     * creature is. get_rangevector takes into account map tiling,
1561     * so you just can not look the the map coordinates and get the
1562     * righte value. distance_x/y are distance away, which
1563 root 1.79 * can be negative. direction is the crossfire direction scheme
1564 elmex 1.1 * that the creature should head. part is the part of the
1565     * monster that is closest.
1566     *
1567     * get_rangevector looks at op1 and op2, and fills in the
1568     * structure for op1 to get to op2.
1569     * We already trust that the caller has verified that the
1570     * two objects are at least on adjacent maps. If not,
1571     * results are not likely to be what is desired.
1572     * if the objects are not on maps, results are also likely to
1573     * be unexpected
1574     *
1575     * currently, the only flag supported (0x1) is don't translate for
1576     * closest body part of 'op1'
1577     */
1578 root 1.29 void
1579     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1580     {
1581     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1582     {
1583     /* be conservative and fill in _some_ data */
1584 root 1.86 retval->distance = 10000;
1585     retval->distance_x = 10000;
1586     retval->distance_y = 10000;
1587 root 1.29 retval->direction = 0;
1588     retval->part = 0;
1589     }
1590     else
1591     {
1592     object *best;
1593    
1594     retval->distance_x += op2->x - op1->x;
1595     retval->distance_y += op2->y - op1->y;
1596    
1597     best = op1;
1598     /* If this is multipart, find the closest part now */
1599     if (!(flags & 0x1) && op1->more)
1600     {
1601     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1602    
1603     /* we just take the offset of the piece to head to figure
1604     * distance instead of doing all that work above again
1605     * since the distance fields we set above are positive in the
1606     * same axis as is used for multipart objects, the simply arithmetic
1607     * below works.
1608     */
1609 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1610 root 1.29 {
1611     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1612     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1613     if (tmpi < best_distance)
1614     {
1615     best_distance = tmpi;
1616     best = tmp;
1617 elmex 1.1 }
1618     }
1619 root 1.75
1620 root 1.29 if (best != op1)
1621     {
1622     retval->distance_x += op1->x - best->x;
1623     retval->distance_y += op1->y - best->y;
1624 elmex 1.1 }
1625     }
1626 root 1.75
1627 root 1.29 retval->part = best;
1628 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1629 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1630 elmex 1.1 }
1631     }
1632    
1633     /* this is basically the same as get_rangevector above, but instead of
1634     * the first parameter being an object, it instead is the map
1635     * and x,y coordinates - this is used for path to player -
1636     * since the object is not infact moving but we are trying to traverse
1637     * the path, we need this.
1638     * flags has no meaning for this function at this time - I kept it in to
1639     * be more consistant with the above function and also in case they are needed
1640     * for something in the future. Also, since no object is pasted, the best
1641     * field of the rv_vector is set to NULL.
1642     */
1643 root 1.29 void
1644 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1645 root 1.29 {
1646     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1647     {
1648     /* be conservative and fill in _some_ data */
1649     retval->distance = 100000;
1650     retval->distance_x = 32767;
1651     retval->distance_y = 32767;
1652     retval->direction = 0;
1653     retval->part = 0;
1654     }
1655     else
1656     {
1657     retval->distance_x += op2->x - x;
1658     retval->distance_y += op2->y - y;
1659    
1660     retval->part = NULL;
1661 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1662 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1663 elmex 1.1 }
1664     }
1665    
1666     /* Returns true of op1 and op2 are effectively on the same map
1667     * (as related to map tiling). Note that this looks for a path from
1668 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1669 elmex 1.1 * to op1, this will still return false.
1670     * Note we only look one map out to keep the processing simple
1671     * and efficient. This could probably be a macro.
1672     * MSW 2001-08-05
1673     */
1674 root 1.29 int
1675     on_same_map (const object *op1, const object *op2)
1676     {
1677     int dx, dy;
1678 elmex 1.1
1679 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1680 elmex 1.1 }
1681 root 1.52
1682     object *
1683     maptile::insert (object *op, int x, int y, object *originator, int flags)
1684     {
1685     if (!op->flag [FLAG_REMOVED])
1686     op->remove ();
1687    
1688     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1689     }
1690    
1691 root 1.81 region *
1692     maptile::region (int x, int y) const
1693     {
1694     if (regions
1695     && regionmap
1696     && !OUT_OF_REAL_MAP (this, x, y))
1697     if (struct region *reg = regionmap [regions [y * width + x]])
1698     return reg;
1699    
1700     if (default_region)
1701     return default_region;
1702    
1703     return ::region::default_region ();
1704     }
1705    
1706 root 1.85