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Revision: 1.88
Committed: Fri Feb 16 19:43:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.87: +31 -59 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

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     */
403 root 1.56 bool
404 root 1.88 maptile::_load_objects (object_thawer &f)
405 root 1.24 {
406 root 1.88 for (;;)
407     {
408     coroapi::cede_every (1000); // cede once in a while
409 elmex 1.1
410 root 1.88 switch (f.kw)
411 root 1.24 {
412 root 1.88 case KW_arch:
413     if (object *op = object::read (f))
414     {
415     if (op->inv)
416     sum_weight (op);
417 root 1.10
418 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
419     }
420 root 1.41
421 root 1.88 continue;
422 root 1.41
423 root 1.88 case KW_EOF:
424     return true;
425 root 1.41
426 root 1.88 default:
427     if (!f.parse_error ("map file"))
428     return false;
429 root 1.41 break;
430 root 1.10 }
431 root 1.24
432 root 1.88 f.next ();
433 elmex 1.1 }
434 root 1.24
435 root 1.56 return true;
436     }
437    
438     void
439     maptile::activate ()
440     {
441     if (!spaces)
442     return;
443    
444     for (mapspace *ms = spaces + size (); ms-- > spaces; )
445     for (object *op = ms->bot; op; op = op->above)
446 root 1.61 op->activate_recursive ();
447 root 1.56 }
448    
449     void
450     maptile::deactivate ()
451     {
452     if (!spaces)
453     return;
454    
455     for (mapspace *ms = spaces + size (); ms-- > spaces; )
456     for (object *op = ms->bot; op; op = op->above)
457 root 1.61 op->deactivate_recursive ();
458 root 1.56 }
459    
460     bool
461 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
462 root 1.56 {
463 root 1.65 static int cede_count = 0;
464    
465 root 1.56 if (flags & IO_HEADER)
466 root 1.88 _save_header (f);
467 root 1.56
468     if (!spaces)
469     return false;
470    
471     for (int i = 0; i < size (); ++i)
472 root 1.24 {
473 root 1.73 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 root 1.65 if (cede_count >= 500)
475     {
476     cede_count = 0;
477     coroapi::cede ();
478     }
479 root 1.73 #endif
480 root 1.65
481 root 1.56 int unique = 0;
482     for (object *op = spaces [i].bot; op; op = op->above)
483 root 1.24 {
484 root 1.65 // count per-object, but cede only when modification-safe
485     cede_count++;
486    
487 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488     unique = 1;
489    
490     if (!op->can_map_save ())
491     continue;
492    
493     if (unique || op->flag [FLAG_UNIQUE])
494 root 1.24 {
495 root 1.56 if (flags & IO_UNIQUES)
496 root 1.88 op->write (f);
497 root 1.10 }
498 root 1.56 else if (flags & IO_OBJECTS)
499 root 1.88 op->write (f);
500 root 1.10 }
501 elmex 1.1 }
502 root 1.24
503 root 1.56 return true;
504 elmex 1.1 }
505    
506 root 1.56 bool
507 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
508 root 1.29 {
509 root 1.88 object_thawer f (path);
510 elmex 1.1
511 root 1.88 if (!f)
512 root 1.56 return false;
513    
514 root 1.88 f.next ();
515    
516 root 1.56 if (skip_header)
517     for (;;)
518 root 1.29 {
519 root 1.88 keyword kw = f.kw;
520     f.skip ();
521     if (kw == KW_end)
522 root 1.56 break;
523     }
524    
525 root 1.88 return _load_objects (f);
526 root 1.56 }
527 root 1.51
528 root 1.56 bool
529 root 1.72 maptile::_save_objects (const char *path, int flags)
530 root 1.56 {
531     object_freezer freezer;
532 root 1.29
533 root 1.72 if (!_save_objects (freezer, flags))
534 root 1.56 return false;
535 root 1.29
536 root 1.56 return freezer.save (path);
537 elmex 1.1 }
538    
539 root 1.34 maptile::maptile ()
540     {
541     in_memory = MAP_SWAPPED;
542 root 1.54
543 root 1.34 /* The maps used to pick up default x and y values from the
544 root 1.85 * map archetype. Mimic that behaviour.
545 root 1.34 */
546 root 1.85 width = 16;
547     height = 16;
548     timeout = 300;
549     max_nrof = 1000; // 1000 items of anything
550     max_volume = 2000000; // 2m³
551 root 1.34 }
552    
553 root 1.56 maptile::maptile (int w, int h)
554 root 1.54 {
555 root 1.56 in_memory = MAP_SWAPPED;
556 root 1.54
557 root 1.56 width = w;
558     height = h;
559     reset_timeout = 0;
560     timeout = 300;
561     enter_x = 0;
562     enter_y = 0;
563 root 1.54
564 root 1.56 alloc ();
565 elmex 1.1 }
566    
567     /*
568 root 1.31 * Allocates the arrays contained in a maptile.
569 elmex 1.1 * This basically allocates the dynamic array of spaces for the
570     * map.
571     */
572 root 1.29 void
573 root 1.56 maptile::alloc ()
574 root 1.29 {
575 root 1.34 if (spaces)
576 root 1.56 return;
577 elmex 1.1
578 root 1.53 spaces = salloc0<mapspace> (size ());
579 elmex 1.1 }
580    
581     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
582     * corresponding to that string. Memory is allocated for this, it must be freed
583     * at a later date.
584     * Called by parse_map_headers below.
585     */
586 root 1.29 static shopitems *
587     parse_shop_string (const char *input_string)
588     {
589     char *shop_string, *p, *q, *next_semicolon, *next_colon;
590     shopitems *items = NULL;
591     int i = 0, number_of_entries = 0;
592     const typedata *current_type;
593    
594 root 1.43 shop_string = strdup (input_string);
595 root 1.29 p = shop_string;
596     /* first we'll count the entries, we'll need that for allocating the array shortly */
597     while (p)
598     {
599     p = strchr (p, ';');
600     number_of_entries++;
601     if (p)
602     p++;
603     }
604 root 1.54
605 root 1.29 p = shop_string;
606     strip_endline (p);
607     items = new shopitems[number_of_entries + 1];
608     for (i = 0; i < number_of_entries; i++)
609     {
610     if (!p)
611     {
612     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
613     break;
614     }
615 root 1.54
616 root 1.29 next_semicolon = strchr (p, ';');
617     next_colon = strchr (p, ':');
618     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
619     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
620     items[i].strength = atoi (strchr (p, ':') + 1);
621    
622     if (isdigit (*p) || *p == '*')
623     {
624     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
625     current_type = get_typedata (items[i].typenum);
626     if (current_type)
627     {
628     items[i].name = current_type->name;
629     items[i].name_pl = current_type->name_pl;
630     }
631     }
632     else
633     { /*we have a named type, let's figure out what it is */
634     q = strpbrk (p, ";:");
635     if (q)
636     *q = '\0';
637    
638     current_type = get_typedata_by_name (p);
639     if (current_type)
640     {
641     items[i].name = current_type->name;
642     items[i].typenum = current_type->number;
643     items[i].name_pl = current_type->name_pl;
644     }
645     else
646     { /* oh uh, something's wrong, let's free up this one, and try
647     * the next entry while we're at it, better print a warning
648     */
649     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
650     }
651     }
652 root 1.54
653 root 1.29 items[i].index = number_of_entries;
654     if (next_semicolon)
655     p = ++next_semicolon;
656     else
657     p = NULL;
658 elmex 1.1 }
659 root 1.54
660 root 1.29 free (shop_string);
661     return items;
662 elmex 1.1 }
663    
664     /* opposite of parse string, this puts the string that was originally fed in to
665     * the map (or something equivilent) into output_string. */
666 root 1.29 static void
667 root 1.31 print_shop_string (maptile *m, char *output_string)
668 root 1.29 {
669     int i;
670     char tmp[MAX_BUF];
671    
672     strcpy (output_string, "");
673     for (i = 0; i < m->shopitems[0].index; i++)
674     {
675     if (m->shopitems[i].typenum)
676     {
677     if (m->shopitems[i].strength)
678 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
679 root 1.29 else
680     sprintf (tmp, "%s;", m->shopitems[i].name);
681 root 1.10 }
682 root 1.29 else
683     {
684     if (m->shopitems[i].strength)
685 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
686 root 1.29 else
687     sprintf (tmp, "*");
688     }
689 root 1.54
690 root 1.29 strcat (output_string, tmp);
691 elmex 1.1 }
692     }
693    
694     /* This loads the header information of the map. The header
695     * contains things like difficulty, size, timeout, etc.
696     * this used to be stored in the map object, but with the
697     * addition of tiling, fields beyond that easily named in an
698     * object structure were needed, so it just made sense to
699     * put all the stuff in the map object so that names actually make
700     * sense.
701     * This could be done in lex (like the object loader), but I think
702     * currently, there are few enough fields this is not a big deal.
703     * MSW 2001-07-01
704     */
705 root 1.56 bool
706 root 1.72 maptile::_load_header (object_thawer &thawer)
707 elmex 1.1 {
708 root 1.56 for (;;)
709 root 1.29 {
710 root 1.56 keyword kw = thawer.get_kv ();
711 root 1.36
712 root 1.56 switch (kw)
713 root 1.29 {
714 root 1.56 case KW_msg:
715     thawer.get_ml (KW_endmsg, msg);
716     break;
717 root 1.22
718 root 1.56 case KW_lore: // CF+ extension
719     thawer.get_ml (KW_endlore, maplore);
720     break;
721 root 1.10
722 root 1.56 case KW_maplore:
723     thawer.get_ml (KW_endmaplore, maplore);
724     break;
725 root 1.10
726 root 1.56 case KW_arch:
727     if (strcmp (thawer.get_str (), "map"))
728     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
729     break;
730 root 1.29
731 root 1.56 case KW_oid:
732     thawer.get (this, thawer.get_sint32 ());
733     break;
734 root 1.29
735 root 1.56 case KW_file_format_version: break; // nop
736 root 1.29
737 root 1.56 case KW_name: thawer.get (name); break;
738     case KW_attach: thawer.get (attach); break;
739     case KW_reset_time: thawer.get (reset_time); break;
740     case KW_shopgreed: thawer.get (shopgreed); break;
741     case KW_shopmin: thawer.get (shopmin); break;
742     case KW_shopmax: thawer.get (shopmax); break;
743     case KW_shoprace: thawer.get (shoprace); break;
744     case KW_outdoor: thawer.get (outdoor); break;
745     case KW_temp: thawer.get (temp); break;
746     case KW_pressure: thawer.get (pressure); break;
747     case KW_humid: thawer.get (humid); break;
748     case KW_windspeed: thawer.get (windspeed); break;
749     case KW_winddir: thawer.get (winddir); break;
750     case KW_sky: thawer.get (sky); break;
751    
752     case KW_per_player: thawer.get (per_player); break;
753     case KW_per_party: thawer.get (per_party); break;
754    
755 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757    
758     // old names new names
759     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
760     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
761     case KW_x: case KW_width: thawer.get (width); break;
762     case KW_y: case KW_height: thawer.get (height); break;
763     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
764     case KW_value: case KW_swap_time: thawer.get (timeout); break;
765     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
766     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
767     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
768    
769     case KW_tile_path_1: thawer.get (tile_path [0]); break;
770     case KW_tile_path_2: thawer.get (tile_path [1]); break;
771     case KW_tile_path_3: thawer.get (tile_path [2]); break;
772     case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 root 1.83
774     case KW_end:
775     return true;
776    
777     default:
778 root 1.87 if (!thawer.parse_error ("map", 0))
779 root 1.83 return false;
780     break;
781 root 1.10 }
782 elmex 1.1 }
783 root 1.41
784 root 1.56 abort ();
785 elmex 1.1 }
786    
787 root 1.56 bool
788 root 1.72 maptile::_load_header (const char *path)
789 root 1.29 {
790 root 1.56 object_thawer thawer (path);
791 root 1.9
792 root 1.29 if (!thawer)
793 root 1.56 return false;
794 elmex 1.1
795 root 1.72 return _load_header (thawer);
796 root 1.56 }
797 elmex 1.1
798 root 1.56 /******************************************************************************
799     * This is the start of unique map handling code
800     *****************************************************************************/
801 root 1.29
802 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
803     void
804     maptile::clear_unique_items ()
805 root 1.29 {
806 root 1.56 for (int i = 0; i < size (); ++i)
807 root 1.29 {
808 root 1.56 int unique = 0;
809     for (object *op = spaces [i].bot; op; )
810     {
811     object *above = op->above;
812 elmex 1.1
813 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814     unique = 1;
815 root 1.14
816 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817     {
818     op->destroy_inv (false);
819     op->destroy ();
820     }
821 elmex 1.1
822 root 1.56 op = above;
823     }
824 root 1.29 }
825 elmex 1.1 }
826    
827 root 1.56 bool
828 root 1.72 maptile::_save_header (object_freezer &freezer)
829 root 1.29 {
830 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
831     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
832 elmex 1.1
833 root 1.56 MAP_OUT2 (arch, "map");
834 elmex 1.1
835 root 1.56 if (name) MAP_OUT (name);
836     MAP_OUT (swap_time);
837     MAP_OUT (reset_time);
838     MAP_OUT (reset_timeout);
839     MAP_OUT (fixed_resettime);
840     MAP_OUT (difficulty);
841 root 1.9
842 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
843 root 1.29
844 root 1.56 if (shopitems)
845 root 1.29 {
846 root 1.56 char shop[MAX_BUF];
847     print_shop_string (this, shop);
848     MAP_OUT2 (shopitems, shop);
849 elmex 1.1 }
850    
851 root 1.56 MAP_OUT (shopgreed);
852     MAP_OUT (shopmin);
853     MAP_OUT (shopmax);
854     if (shoprace) MAP_OUT (shoprace);
855     MAP_OUT (darkness);
856     MAP_OUT (width);
857     MAP_OUT (height);
858     MAP_OUT (enter_x);
859     MAP_OUT (enter_y);
860 root 1.14
861 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
862     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
863 elmex 1.1
864 root 1.56 MAP_OUT (outdoor);
865     MAP_OUT (temp);
866     MAP_OUT (pressure);
867     MAP_OUT (humid);
868     MAP_OUT (windspeed);
869     MAP_OUT (winddir);
870     MAP_OUT (sky);
871 elmex 1.1
872 root 1.56 MAP_OUT (per_player);
873     MAP_OUT (per_party);
874 elmex 1.1
875 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
876     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
877     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
878     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
879 root 1.40
880 root 1.63 freezer.put (this);
881 root 1.61 freezer.put (KW_end);
882 root 1.40
883 root 1.56 return true;
884 elmex 1.1 }
885    
886 root 1.56 bool
887 root 1.72 maptile::_save_header (const char *path)
888 root 1.29 {
889 root 1.17 object_freezer freezer;
890 root 1.10
891 root 1.72 if (!_save_header (freezer))
892 root 1.56 return false;
893 elmex 1.1
894 root 1.56 return freezer.save (path);
895 elmex 1.1 }
896    
897     /*
898     * Remove and free all objects in the given map.
899     */
900 root 1.29 void
901 root 1.56 maptile::clear ()
902 root 1.29 {
903 root 1.81 sfree (regions, size ()), regions = 0;
904     free (regionmap), regionmap = 0;
905 root 1.29
906 root 1.81 if (spaces)
907     {
908     for (mapspace *ms = spaces + size (); ms-- > spaces; )
909     while (object *op = ms->bot)
910     {
911     if (op->head)
912     op = op->head;
913 root 1.56
914 root 1.81 op->destroy_inv (false);
915     op->destroy ();
916     }
917 root 1.29
918 root 1.81 sfree (spaces, size ()), spaces = 0;
919     }
920 root 1.29
921 root 1.56 if (buttons)
922     free_objectlinkpt (buttons), buttons = 0;
923 elmex 1.1 }
924    
925 root 1.29 void
926 root 1.56 maptile::clear_header ()
927 root 1.29 {
928 root 1.56 name = 0;
929     msg = 0;
930     maplore = 0;
931     shoprace = 0;
932     delete [] shopitems, shopitems = 0;
933 root 1.42
934 root 1.47 for (int i = 0; i < 4; i++)
935 root 1.56 tile_path [i] = 0;
936 root 1.47 }
937 root 1.42
938 root 1.47 maptile::~maptile ()
939     {
940 root 1.53 assert (destroyed ());
941 elmex 1.1 }
942    
943 root 1.29 void
944 root 1.56 maptile::clear_links_to (maptile *m)
945 root 1.29 {
946     /* We need to look through all the maps and see if any maps
947     * are pointing at this one for tiling information. Since
948 root 1.47 * tiling can be asymetric, we just can not look to see which
949 root 1.29 * maps this map tiles with and clears those.
950     */
951 root 1.56 for (int i = 0; i < 4; i++)
952     if (tile_map[i] == m)
953     tile_map[i] = 0;
954 root 1.47 }
955 elmex 1.1
956 root 1.47 void
957 root 1.56 maptile::do_destroy ()
958 root 1.47 {
959 root 1.56 attachable::do_destroy ();
960    
961     clear ();
962 elmex 1.1 }
963    
964     /*
965 root 1.56 * Updates every button on the map (by calling update_button() for them).
966 elmex 1.1 */
967 root 1.56 void
968     maptile::update_buttons ()
969 root 1.29 {
970 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
971     for (objectlink *ol = obp->link; ol; ol = ol->next)
972     {
973     if (!ol->ob)
974     {
975     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
976     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
977     continue;
978     }
979 elmex 1.1
980 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981     {
982     update_button (ol->ob);
983     break;
984     }
985     }
986 elmex 1.1 }
987    
988     /*
989     * This routine is supposed to find out the difficulty of the map.
990     * difficulty does not have a lot to do with character level,
991     * but does have a lot to do with treasure on the map.
992     *
993     * Difficulty can now be set by the map creature. If the value stored
994     * in the map is zero, then use this routine. Maps should really
995     * have a difficulty set than using this function - human calculation
996     * is much better than this functions guesswork.
997     */
998 root 1.29 int
999 root 1.56 maptile::estimate_difficulty () const
1000 root 1.29 {
1001 elmex 1.1 long monster_cnt = 0;
1002     double avgexp = 0;
1003     sint64 total_exp = 0;
1004    
1005 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1006     for (object *op = ms->bot; op; op = op->above)
1007     {
1008     if (QUERY_FLAG (op, FLAG_MONSTER))
1009     {
1010     total_exp += op->stats.exp;
1011     monster_cnt++;
1012     }
1013 elmex 1.1
1014 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015     {
1016     total_exp += op->stats.exp;
1017 elmex 1.1
1018 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1019     total_exp += at->clone.stats.exp * 8;
1020 elmex 1.1
1021 root 1.56 monster_cnt++;
1022     }
1023     }
1024 elmex 1.1
1025     avgexp = (double) total_exp / monster_cnt;
1026    
1027 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1028     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1029     return i;
1030 elmex 1.1
1031     return 1;
1032     }
1033    
1034     /* change_map_light() - used to change map light level (darkness)
1035     * up or down. Returns true if successful. It should now be
1036     * possible to change a value by more than 1.
1037     * Move this from los.c to map.c since this is more related
1038     * to maps than los.
1039     * postive values make it darker, negative make it brighter
1040     */
1041 root 1.29 int
1042 root 1.56 maptile::change_map_light (int change)
1043 root 1.29 {
1044 root 1.56 int new_level = darkness + change;
1045 root 1.29
1046     /* Nothing to do */
1047 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1048     return 0;
1049 elmex 1.1
1050 root 1.29 /* inform all players on the map */
1051     if (change > 0)
1052 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 root 1.29 else
1054 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055 root 1.29
1056 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1057 root 1.29 * we need to be extra careful about negative values.
1058     * In general, the checks below are only needed if change
1059     * is not +/-1
1060     */
1061     if (new_level < 0)
1062 root 1.56 darkness = 0;
1063 root 1.29 else if (new_level >= MAX_DARKNESS)
1064 root 1.56 darkness = MAX_DARKNESS;
1065 root 1.29 else
1066 root 1.56 darkness = new_level;
1067 elmex 1.1
1068 root 1.29 /* All clients need to get re-updated for the change */
1069 root 1.56 update_all_map_los (this);
1070 root 1.29 return 1;
1071 elmex 1.1 }
1072    
1073     /*
1074     * This function updates various attributes about a specific space
1075     * on the map (what it looks like, whether it blocks magic,
1076     * has a living creatures, prevents people from passing
1077     * through, etc)
1078     */
1079 root 1.29 void
1080 root 1.46 mapspace::update_ ()
1081 root 1.29 {
1082 root 1.45 object *tmp, *last = 0;
1083 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 root 1.78 facetile *top, *floor, *middle;
1085 root 1.29 object *top_obj, *floor_obj, *middle_obj;
1086     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087    
1088     middle = blank_face;
1089 root 1.45 top = blank_face;
1090     floor = blank_face;
1091 root 1.29
1092 root 1.45 middle_obj = 0;
1093     top_obj = 0;
1094     floor_obj = 0;
1095 root 1.29
1096 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 root 1.29 {
1098     /* This could be made additive I guess (two lights better than
1099 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1100 root 1.29 * light bulbs do not illuminate twice as far as once since
1101 root 1.45 * it is a dissapation factor that is cubed.
1102 root 1.29 */
1103     if (tmp->glow_radius > light)
1104     light = tmp->glow_radius;
1105    
1106     /* This call is needed in order to update objects the player
1107     * is standing in that have animations (ie, grass, fire, etc).
1108     * However, it also causes the look window to be re-drawn
1109     * 3 times each time the player moves, because many of the
1110     * functions the move_player calls eventualy call this.
1111     *
1112     * Always put the player down for drawing.
1113     */
1114     if (!tmp->invisible)
1115     {
1116     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117     {
1118     top = tmp->face;
1119     top_obj = tmp;
1120     }
1121     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122     {
1123     /* If we got a floor, that means middle and top were below it,
1124     * so should not be visible, so we clear them.
1125     */
1126     middle = blank_face;
1127     top = blank_face;
1128     floor = tmp->face;
1129     floor_obj = tmp;
1130     }
1131     /* Flag anywhere have high priority */
1132     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133     {
1134     middle = tmp->face;
1135    
1136     middle_obj = tmp;
1137     anywhere = 1;
1138     }
1139     /* Find the highest visible face around. If equal
1140     * visibilities, we still want the one nearer to the
1141     * top
1142     */
1143     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1144     {
1145     middle = tmp->face;
1146     middle_obj = tmp;
1147     }
1148     }
1149 root 1.45
1150 root 1.29 if (tmp == tmp->above)
1151     {
1152     LOG (llevError, "Error in structure of map\n");
1153     exit (-1);
1154     }
1155    
1156 root 1.45 move_slow |= tmp->move_slow;
1157 root 1.29 move_block |= tmp->move_block;
1158 root 1.45 move_on |= tmp->move_on;
1159     move_off |= tmp->move_off;
1160 root 1.29 move_allow |= tmp->move_allow;
1161    
1162 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1163     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1164     if (tmp->type == PLAYER) flags |= P_PLAYER;
1165     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1166     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1167     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1168     }
1169 root 1.29
1170 root 1.46 this->light = light;
1171     this->flags_ = flags;
1172     this->move_block = move_block & ~move_allow;
1173     this->move_on = move_on;
1174     this->move_off = move_off;
1175     this->move_slow = move_slow;
1176 root 1.29
1177     /* At this point, we have a floor face (if there is a floor),
1178     * and the floor is set - we are not going to touch it at
1179     * this point.
1180     * middle contains the highest visibility face.
1181     * top contains a player/monster face, if there is one.
1182     *
1183     * We now need to fill in top.face and/or middle.face.
1184     */
1185    
1186     /* If the top face also happens to be high visibility, re-do our
1187     * middle face. This should not happen, as we already have the
1188     * else statement above so middle should not get set. OTOH, it
1189     * may be possible for the faces to match but be different objects.
1190     */
1191     if (top == middle)
1192     middle = blank_face;
1193    
1194     /* There are three posibilities at this point:
1195     * 1) top face is set, need middle to be set.
1196     * 2) middle is set, need to set top.
1197     * 3) neither middle or top is set - need to set both.
1198     */
1199    
1200     for (tmp = last; tmp; tmp = tmp->below)
1201     {
1202     /* Once we get to a floor, stop, since we already have a floor object */
1203     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204     break;
1205    
1206     /* If two top faces are already set, quit processing */
1207     if ((top != blank_face) && (middle != blank_face))
1208     break;
1209 root 1.10
1210 elmex 1.67 /* Only show visible faces */
1211     if (!tmp->invisible)
1212 root 1.29 {
1213     /* Fill in top if needed */
1214     if (top == blank_face)
1215     {
1216     top = tmp->face;
1217     top_obj = tmp;
1218     if (top == middle)
1219     middle = blank_face;
1220     }
1221     else
1222     {
1223     /* top is already set - we should only get here if
1224     * middle is not set
1225     *
1226     * Set the middle face and break out, since there is nothing
1227     * more to fill in. We don't check visiblity here, since
1228     *
1229     */
1230     if (tmp->face != top)
1231     {
1232     middle = tmp->face;
1233     middle_obj = tmp;
1234     break;
1235 root 1.10 }
1236     }
1237     }
1238 elmex 1.1 }
1239 root 1.45
1240 root 1.29 if (middle == floor)
1241     middle = blank_face;
1242 root 1.45
1243 root 1.29 if (top == middle)
1244     middle = blank_face;
1245 root 1.45
1246 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1247     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1248     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1249 elmex 1.1 }
1250    
1251 root 1.85 uint64
1252     mapspace::volume () const
1253     {
1254     uint64 vol = 0;
1255    
1256     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1257     vol += op->volume ();
1258    
1259     return vol;
1260     }
1261    
1262 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1263     * the map. It also takes care of linking back the freshly found
1264 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1265 root 1.68 * the value of orig_map->tile_map[tile_num].
1266 elmex 1.1 */
1267 root 1.68 static inline maptile *
1268     find_and_link (maptile *orig_map, int tile_num)
1269 elmex 1.1 {
1270 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1271 root 1.60
1272 root 1.68 if (!mp)
1273 root 1.60 {
1274 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275    
1276     if (!mp)
1277     {
1278     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280     &orig_map->tile_path[tile_num], &orig_map->path);
1281     mp = new maptile (1, 1);
1282     mp->alloc ();
1283     mp->in_memory = MAP_IN_MEMORY;
1284     }
1285 root 1.60 }
1286 root 1.56
1287 root 1.29 int dest_tile = (tile_num + 2) % 4;
1288 elmex 1.1
1289 root 1.69 orig_map->tile_map [tile_num] = mp;
1290 elmex 1.1
1291 root 1.60 // optimisation: back-link map to origin map if euclidean
1292     //TODO: non-euclidean maps MUST GO
1293     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295 elmex 1.1
1296 root 1.56 return mp;
1297 elmex 1.1 }
1298    
1299 root 1.68 static inline void
1300     load_and_link (maptile *orig_map, int tile_num)
1301     {
1302     find_and_link (orig_map, tile_num)->load_sync ();
1303     }
1304    
1305 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1306     * map m. This function also takes into account any
1307     * tiling considerations, loading adjacant maps as needed.
1308     * This is the function should always be used when it
1309     * necessary to check for valid coordinates.
1310     * This function will recursively call itself for the
1311     * tiled maps.
1312     */
1313 root 1.29 int
1314 root 1.31 out_of_map (maptile *m, int x, int y)
1315 elmex 1.1 {
1316 root 1.29 /* If we get passed a null map, this is obviously the
1317     * case. This generally shouldn't happen, but if the
1318     * map loads fail below, it could happen.
1319     */
1320     if (!m)
1321     return 0;
1322 elmex 1.1
1323 root 1.29 if (x < 0)
1324     {
1325     if (!m->tile_path[3])
1326     return 1;
1327 root 1.46
1328 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 root 1.68 find_and_link (m, 3);
1330 root 1.46
1331 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 elmex 1.1 }
1333 root 1.46
1334 root 1.48 if (x >= m->width)
1335 root 1.29 {
1336     if (!m->tile_path[1])
1337     return 1;
1338 root 1.46
1339 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 root 1.68 find_and_link (m, 1);
1341 root 1.46
1342 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1343 elmex 1.1 }
1344 root 1.46
1345 root 1.29 if (y < 0)
1346     {
1347     if (!m->tile_path[0])
1348     return 1;
1349 root 1.46
1350 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 root 1.68 find_and_link (m, 0);
1352 root 1.46
1353 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 elmex 1.1 }
1355 root 1.46
1356 root 1.48 if (y >= m->height)
1357 root 1.29 {
1358     if (!m->tile_path[2])
1359     return 1;
1360 root 1.46
1361 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 root 1.68 find_and_link (m, 2);
1363 root 1.46
1364 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1365 elmex 1.1 }
1366    
1367 root 1.29 /* Simple case - coordinates are within this local
1368     * map.
1369     */
1370     return 0;
1371 elmex 1.1 }
1372    
1373     /* This is basically the same as out_of_map above, but
1374     * instead we return NULL if no map is valid (coordinates
1375     * out of bounds and no tiled map), otherwise it returns
1376     * the map as that the coordinates are really on, and
1377 pippijn 1.66 * updates x and y to be the localised coordinates.
1378 elmex 1.1 * Using this is more efficient of calling out_of_map
1379     * and then figuring out what the real map is
1380     */
1381 root 1.31 maptile *
1382 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1383 elmex 1.1 {
1384 root 1.68 if (x < 0)
1385 root 1.29 {
1386 root 1.68 if (!tile_path[3])
1387 root 1.46 return 0;
1388 root 1.56
1389 root 1.68 find_and_link (this, 3);
1390     x += tile_map[3]->width;
1391     return tile_map[3]->xy_find (x, y);
1392 elmex 1.1 }
1393 root 1.46
1394 root 1.68 if (x >= width)
1395 root 1.29 {
1396 root 1.68 if (!tile_path[1])
1397 root 1.46 return 0;
1398    
1399 root 1.68 find_and_link (this, 1);
1400     x -= width;
1401     return tile_map[1]->xy_find (x, y);
1402 elmex 1.1 }
1403 root 1.46
1404 root 1.68 if (y < 0)
1405 root 1.29 {
1406 root 1.68 if (!tile_path[0])
1407 root 1.46 return 0;
1408    
1409 root 1.68 find_and_link (this, 0);
1410     y += tile_map[0]->height;
1411     return tile_map[0]->xy_find (x, y);
1412 elmex 1.1 }
1413 root 1.46
1414 root 1.68 if (y >= height)
1415 root 1.29 {
1416 root 1.68 if (!tile_path[2])
1417 root 1.46 return 0;
1418    
1419 root 1.68 find_and_link (this, 2);
1420     y -= height;
1421     return tile_map[2]->xy_find (x, y);
1422 elmex 1.1 }
1423    
1424 root 1.29 /* Simple case - coordinates are within this local
1425     * map.
1426     */
1427 root 1.68 return this;
1428 elmex 1.1 }
1429    
1430     /**
1431     * Return whether map2 is adjacent to map1. If so, store the distance from
1432     * map1 to map2 in dx/dy.
1433     */
1434 root 1.82 int
1435 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436 root 1.29 {
1437     if (!map1 || !map2)
1438     return 0;
1439    
1440 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1441     //fix: compare paths instead (this is likely faster, too!)
1442 root 1.29 if (map1 == map2)
1443     {
1444     *dx = 0;
1445     *dy = 0;
1446     }
1447     else if (map1->tile_map[0] == map2)
1448     { /* up */
1449     *dx = 0;
1450 root 1.48 *dy = -map2->height;
1451 root 1.29 }
1452     else if (map1->tile_map[1] == map2)
1453     { /* right */
1454 root 1.48 *dx = map1->width;
1455 root 1.29 *dy = 0;
1456     }
1457     else if (map1->tile_map[2] == map2)
1458     { /* down */
1459     *dx = 0;
1460 root 1.48 *dy = map1->height;
1461 root 1.29 }
1462     else if (map1->tile_map[3] == map2)
1463     { /* left */
1464 root 1.48 *dx = -map2->width;
1465 root 1.29 *dy = 0;
1466     }
1467     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1468     { /* up right */
1469 root 1.48 *dx = map1->tile_map[0]->width;
1470     *dy = -map1->tile_map[0]->height;
1471 root 1.29 }
1472     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1473     { /* up left */
1474 root 1.48 *dx = -map2->width;
1475     *dy = -map1->tile_map[0]->height;
1476 root 1.29 }
1477     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1478     { /* right up */
1479 root 1.48 *dx = map1->width;
1480     *dy = -map2->height;
1481 root 1.29 }
1482     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1483     { /* right down */
1484 root 1.48 *dx = map1->width;
1485     *dy = map1->tile_map[1]->height;
1486 root 1.29 }
1487     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1488     { /* down right */
1489 root 1.48 *dx = map1->tile_map[2]->width;
1490     *dy = map1->height;
1491 root 1.29 }
1492     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1493     { /* down left */
1494 root 1.48 *dx = -map2->width;
1495     *dy = map1->height;
1496 root 1.29 }
1497     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1498     { /* left up */
1499 root 1.48 *dx = -map1->tile_map[3]->width;
1500     *dy = -map2->height;
1501 root 1.29 }
1502     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1503     { /* left down */
1504 root 1.48 *dx = -map1->tile_map[3]->width;
1505     *dy = map1->tile_map[3]->height;
1506 root 1.29 }
1507     else
1508 root 1.56 return 0;
1509 elmex 1.1
1510 root 1.29 return 1;
1511 elmex 1.1 }
1512    
1513 root 1.68 maptile *
1514     maptile::xy_load (sint16 &x, sint16 &y)
1515     {
1516     maptile *map = xy_find (x, y);
1517    
1518     if (map)
1519     map->load_sync ();
1520    
1521     return map;
1522     }
1523    
1524     maptile *
1525     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1526     {
1527     return m->xy_load (*x, *y);
1528     }
1529    
1530 elmex 1.1 /* From map.c
1531     * This is used by get_player to determine where the other
1532     * creature is. get_rangevector takes into account map tiling,
1533     * so you just can not look the the map coordinates and get the
1534     * righte value. distance_x/y are distance away, which
1535 root 1.79 * can be negative. direction is the crossfire direction scheme
1536 elmex 1.1 * that the creature should head. part is the part of the
1537     * monster that is closest.
1538     *
1539     * get_rangevector looks at op1 and op2, and fills in the
1540     * structure for op1 to get to op2.
1541     * We already trust that the caller has verified that the
1542     * two objects are at least on adjacent maps. If not,
1543     * results are not likely to be what is desired.
1544     * if the objects are not on maps, results are also likely to
1545     * be unexpected
1546     *
1547     * currently, the only flag supported (0x1) is don't translate for
1548     * closest body part of 'op1'
1549     */
1550 root 1.29 void
1551     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552     {
1553     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554     {
1555     /* be conservative and fill in _some_ data */
1556 root 1.86 retval->distance = 10000;
1557     retval->distance_x = 10000;
1558     retval->distance_y = 10000;
1559 root 1.29 retval->direction = 0;
1560     retval->part = 0;
1561     }
1562     else
1563     {
1564     object *best;
1565    
1566     retval->distance_x += op2->x - op1->x;
1567     retval->distance_y += op2->y - op1->y;
1568    
1569     best = op1;
1570     /* If this is multipart, find the closest part now */
1571     if (!(flags & 0x1) && op1->more)
1572     {
1573     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1574    
1575     /* we just take the offset of the piece to head to figure
1576     * distance instead of doing all that work above again
1577     * since the distance fields we set above are positive in the
1578     * same axis as is used for multipart objects, the simply arithmetic
1579     * below works.
1580     */
1581 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1582 root 1.29 {
1583     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1584     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1585     if (tmpi < best_distance)
1586     {
1587     best_distance = tmpi;
1588     best = tmp;
1589 elmex 1.1 }
1590     }
1591 root 1.75
1592 root 1.29 if (best != op1)
1593     {
1594     retval->distance_x += op1->x - best->x;
1595     retval->distance_y += op1->y - best->y;
1596 elmex 1.1 }
1597     }
1598 root 1.75
1599 root 1.29 retval->part = best;
1600 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1601 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1602 elmex 1.1 }
1603     }
1604    
1605     /* this is basically the same as get_rangevector above, but instead of
1606     * the first parameter being an object, it instead is the map
1607     * and x,y coordinates - this is used for path to player -
1608     * since the object is not infact moving but we are trying to traverse
1609     * the path, we need this.
1610     * flags has no meaning for this function at this time - I kept it in to
1611     * be more consistant with the above function and also in case they are needed
1612     * for something in the future. Also, since no object is pasted, the best
1613     * field of the rv_vector is set to NULL.
1614     */
1615 root 1.29 void
1616 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617 root 1.29 {
1618     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619     {
1620     /* be conservative and fill in _some_ data */
1621     retval->distance = 100000;
1622     retval->distance_x = 32767;
1623     retval->distance_y = 32767;
1624     retval->direction = 0;
1625     retval->part = 0;
1626     }
1627     else
1628     {
1629     retval->distance_x += op2->x - x;
1630     retval->distance_y += op2->y - y;
1631    
1632     retval->part = NULL;
1633 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 elmex 1.1 }
1636     }
1637    
1638     /* Returns true of op1 and op2 are effectively on the same map
1639     * (as related to map tiling). Note that this looks for a path from
1640 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1641 elmex 1.1 * to op1, this will still return false.
1642     * Note we only look one map out to keep the processing simple
1643     * and efficient. This could probably be a macro.
1644     * MSW 2001-08-05
1645     */
1646 root 1.29 int
1647     on_same_map (const object *op1, const object *op2)
1648     {
1649     int dx, dy;
1650 elmex 1.1
1651 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1652 elmex 1.1 }
1653 root 1.52
1654     object *
1655     maptile::insert (object *op, int x, int y, object *originator, int flags)
1656     {
1657     if (!op->flag [FLAG_REMOVED])
1658     op->remove ();
1659    
1660     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661     }
1662    
1663 root 1.81 region *
1664     maptile::region (int x, int y) const
1665     {
1666     if (regions
1667     && regionmap
1668     && !OUT_OF_REAL_MAP (this, x, y))
1669     if (struct region *reg = regionmap [regions [y * width + x]])
1670     return reg;
1671    
1672     if (default_region)
1673     return default_region;
1674    
1675     return ::region::default_region ();
1676     }
1677    
1678 root 1.85