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Revision: 1.95
Committed: Thu Mar 15 13:19:37 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.94: +3 -3 lines
Log Message:
thinko, had to crash

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 root 1.89 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 root 1.56 {
361     /* already multipart - don't do anything more */
362     if (!tmp->head && !tmp->more)
363     {
364     /* If there is nothing more to this object, this for loop
365     * won't do anything.
366     */
367     archetype *at;
368     object *last, *op;
369     for (at = tmp->arch->more, last = tmp;
370     at;
371     at = at->more, last = op)
372     {
373     op = arch_to_object (at);
374 root 1.29
375 root 1.56 /* update x,y coordinates */
376     op->x += tmp->x;
377     op->y += tmp->y;
378     op->head = tmp;
379     op->map = this;
380     last->more = op;
381     op->name = tmp->name;
382     op->title = tmp->title;
383    
384     /* we could link all the parts onto tmp, and then just
385     * call insert_ob_in_map once, but the effect is the same,
386     * as insert_ob_in_map will call itself with each part, and
387     * the coding is simpler to just to it here with each part.
388     */
389     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
390     }
391     }
392     }
393 elmex 1.1 }
394 root 1.29
395 elmex 1.1 /*
396     * Loads (ands parses) the objects into a given map from the specified
397     * file pointer.
398     */
399 root 1.56 bool
400 root 1.88 maptile::_load_objects (object_thawer &f)
401 root 1.24 {
402 root 1.88 for (;;)
403     {
404     coroapi::cede_every (1000); // cede once in a while
405 elmex 1.1
406 root 1.88 switch (f.kw)
407 root 1.24 {
408 root 1.88 case KW_arch:
409 root 1.90 if (object *op = object::read (f, this))
410 root 1.88 {
411     if (op->inv)
412     sum_weight (op);
413 root 1.10
414 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415     }
416 root 1.41
417 root 1.88 continue;
418 root 1.41
419 root 1.88 case KW_EOF:
420     return true;
421 root 1.41
422 root 1.88 default:
423     if (!f.parse_error ("map file"))
424     return false;
425 root 1.41 break;
426 root 1.10 }
427 root 1.24
428 root 1.88 f.next ();
429 elmex 1.1 }
430 root 1.24
431 root 1.56 return true;
432     }
433    
434     void
435     maptile::activate ()
436     {
437     if (!spaces)
438     return;
439    
440     for (mapspace *ms = spaces + size (); ms-- > spaces; )
441     for (object *op = ms->bot; op; op = op->above)
442 root 1.61 op->activate_recursive ();
443 root 1.56 }
444    
445     void
446     maptile::deactivate ()
447     {
448     if (!spaces)
449     return;
450    
451     for (mapspace *ms = spaces + size (); ms-- > spaces; )
452     for (object *op = ms->bot; op; op = op->above)
453 root 1.61 op->deactivate_recursive ();
454 root 1.56 }
455    
456     bool
457 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
458 root 1.56 {
459 root 1.65 static int cede_count = 0;
460    
461 root 1.56 if (flags & IO_HEADER)
462 root 1.88 _save_header (f);
463 root 1.56
464     if (!spaces)
465     return false;
466    
467     for (int i = 0; i < size (); ++i)
468 root 1.24 {
469 root 1.73 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 root 1.65 if (cede_count >= 500)
471     {
472     cede_count = 0;
473     coroapi::cede ();
474     }
475 root 1.73 #endif
476 root 1.65
477 root 1.56 int unique = 0;
478     for (object *op = spaces [i].bot; op; op = op->above)
479 root 1.24 {
480 root 1.65 // count per-object, but cede only when modification-safe
481     cede_count++;
482    
483 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
484     unique = 1;
485    
486     if (!op->can_map_save ())
487     continue;
488    
489     if (unique || op->flag [FLAG_UNIQUE])
490 root 1.24 {
491 root 1.56 if (flags & IO_UNIQUES)
492 root 1.88 op->write (f);
493 root 1.10 }
494 root 1.56 else if (flags & IO_OBJECTS)
495 root 1.88 op->write (f);
496 root 1.10 }
497 elmex 1.1 }
498 root 1.24
499 root 1.56 return true;
500 elmex 1.1 }
501    
502 root 1.56 bool
503 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
504 root 1.29 {
505 root 1.88 object_thawer f (path);
506 elmex 1.1
507 root 1.88 if (!f)
508 root 1.56 return false;
509    
510 root 1.88 f.next ();
511    
512 root 1.56 if (skip_header)
513     for (;;)
514 root 1.29 {
515 root 1.88 keyword kw = f.kw;
516     f.skip ();
517     if (kw == KW_end)
518 root 1.56 break;
519     }
520    
521 root 1.88 return _load_objects (f);
522 root 1.56 }
523 root 1.51
524 root 1.56 bool
525 root 1.72 maptile::_save_objects (const char *path, int flags)
526 root 1.56 {
527     object_freezer freezer;
528 root 1.29
529 root 1.72 if (!_save_objects (freezer, flags))
530 root 1.56 return false;
531 root 1.29
532 root 1.56 return freezer.save (path);
533 elmex 1.1 }
534    
535 root 1.34 maptile::maptile ()
536     {
537     in_memory = MAP_SWAPPED;
538 root 1.54
539 root 1.34 /* The maps used to pick up default x and y values from the
540 root 1.85 * map archetype. Mimic that behaviour.
541 root 1.34 */
542 root 1.85 width = 16;
543     height = 16;
544     timeout = 300;
545     max_nrof = 1000; // 1000 items of anything
546     max_volume = 2000000; // 2m³
547 root 1.34 }
548    
549 root 1.56 maptile::maptile (int w, int h)
550 root 1.54 {
551 root 1.56 in_memory = MAP_SWAPPED;
552 root 1.54
553 root 1.56 width = w;
554     height = h;
555     reset_timeout = 0;
556     timeout = 300;
557     enter_x = 0;
558     enter_y = 0;
559 root 1.54
560 root 1.56 alloc ();
561 elmex 1.1 }
562    
563     /*
564 root 1.31 * Allocates the arrays contained in a maptile.
565 elmex 1.1 * This basically allocates the dynamic array of spaces for the
566     * map.
567     */
568 root 1.29 void
569 root 1.56 maptile::alloc ()
570 root 1.29 {
571 root 1.34 if (spaces)
572 root 1.56 return;
573 elmex 1.1
574 root 1.53 spaces = salloc0<mapspace> (size ());
575 elmex 1.1 }
576    
577     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
578     * corresponding to that string. Memory is allocated for this, it must be freed
579     * at a later date.
580     * Called by parse_map_headers below.
581     */
582 root 1.29 static shopitems *
583     parse_shop_string (const char *input_string)
584     {
585     char *shop_string, *p, *q, *next_semicolon, *next_colon;
586     shopitems *items = NULL;
587     int i = 0, number_of_entries = 0;
588     const typedata *current_type;
589    
590 root 1.43 shop_string = strdup (input_string);
591 root 1.29 p = shop_string;
592     /* first we'll count the entries, we'll need that for allocating the array shortly */
593     while (p)
594     {
595     p = strchr (p, ';');
596     number_of_entries++;
597     if (p)
598     p++;
599     }
600 root 1.54
601 root 1.29 p = shop_string;
602     strip_endline (p);
603     items = new shopitems[number_of_entries + 1];
604     for (i = 0; i < number_of_entries; i++)
605     {
606     if (!p)
607     {
608     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
609     break;
610     }
611 root 1.54
612 root 1.29 next_semicolon = strchr (p, ';');
613     next_colon = strchr (p, ':');
614     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
615     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
616     items[i].strength = atoi (strchr (p, ':') + 1);
617    
618     if (isdigit (*p) || *p == '*')
619     {
620     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
621     current_type = get_typedata (items[i].typenum);
622     if (current_type)
623     {
624     items[i].name = current_type->name;
625     items[i].name_pl = current_type->name_pl;
626     }
627     }
628     else
629     { /*we have a named type, let's figure out what it is */
630     q = strpbrk (p, ";:");
631     if (q)
632     *q = '\0';
633    
634     current_type = get_typedata_by_name (p);
635     if (current_type)
636     {
637     items[i].name = current_type->name;
638     items[i].typenum = current_type->number;
639     items[i].name_pl = current_type->name_pl;
640     }
641     else
642     { /* oh uh, something's wrong, let's free up this one, and try
643     * the next entry while we're at it, better print a warning
644     */
645     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
646     }
647     }
648 root 1.54
649 root 1.29 items[i].index = number_of_entries;
650     if (next_semicolon)
651     p = ++next_semicolon;
652     else
653     p = NULL;
654 elmex 1.1 }
655 root 1.54
656 root 1.29 free (shop_string);
657     return items;
658 elmex 1.1 }
659    
660     /* opposite of parse string, this puts the string that was originally fed in to
661     * the map (or something equivilent) into output_string. */
662 root 1.29 static void
663 root 1.31 print_shop_string (maptile *m, char *output_string)
664 root 1.29 {
665     int i;
666     char tmp[MAX_BUF];
667    
668     strcpy (output_string, "");
669     for (i = 0; i < m->shopitems[0].index; i++)
670     {
671     if (m->shopitems[i].typenum)
672     {
673     if (m->shopitems[i].strength)
674 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
675 root 1.29 else
676     sprintf (tmp, "%s;", m->shopitems[i].name);
677 root 1.10 }
678 root 1.29 else
679     {
680     if (m->shopitems[i].strength)
681 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
682 root 1.29 else
683     sprintf (tmp, "*");
684     }
685 root 1.54
686 root 1.29 strcat (output_string, tmp);
687 elmex 1.1 }
688     }
689    
690     /* This loads the header information of the map. The header
691     * contains things like difficulty, size, timeout, etc.
692     * this used to be stored in the map object, but with the
693     * addition of tiling, fields beyond that easily named in an
694     * object structure were needed, so it just made sense to
695     * put all the stuff in the map object so that names actually make
696     * sense.
697     * This could be done in lex (like the object loader), but I think
698     * currently, there are few enough fields this is not a big deal.
699     * MSW 2001-07-01
700     */
701 root 1.56 bool
702 root 1.72 maptile::_load_header (object_thawer &thawer)
703 elmex 1.1 {
704 root 1.56 for (;;)
705 root 1.29 {
706 root 1.56 keyword kw = thawer.get_kv ();
707 root 1.36
708 root 1.56 switch (kw)
709 root 1.29 {
710 root 1.56 case KW_msg:
711     thawer.get_ml (KW_endmsg, msg);
712     break;
713 root 1.22
714 root 1.56 case KW_lore: // CF+ extension
715     thawer.get_ml (KW_endlore, maplore);
716     break;
717 root 1.10
718 root 1.56 case KW_maplore:
719     thawer.get_ml (KW_endmaplore, maplore);
720     break;
721 root 1.10
722 root 1.56 case KW_arch:
723     if (strcmp (thawer.get_str (), "map"))
724     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
725     break;
726 root 1.29
727 root 1.56 case KW_oid:
728     thawer.get (this, thawer.get_sint32 ());
729     break;
730 root 1.29
731 root 1.56 case KW_file_format_version: break; // nop
732 root 1.29
733 root 1.56 case KW_name: thawer.get (name); break;
734     case KW_attach: thawer.get (attach); break;
735     case KW_reset_time: thawer.get (reset_time); break;
736     case KW_shopgreed: thawer.get (shopgreed); break;
737     case KW_shopmin: thawer.get (shopmin); break;
738     case KW_shopmax: thawer.get (shopmax); break;
739     case KW_shoprace: thawer.get (shoprace); break;
740     case KW_outdoor: thawer.get (outdoor); break;
741     case KW_temp: thawer.get (temp); break;
742     case KW_pressure: thawer.get (pressure); break;
743     case KW_humid: thawer.get (humid); break;
744     case KW_windspeed: thawer.get (windspeed); break;
745     case KW_winddir: thawer.get (winddir); break;
746     case KW_sky: thawer.get (sky); break;
747    
748     case KW_per_player: thawer.get (per_player); break;
749     case KW_per_party: thawer.get (per_party); break;
750    
751 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753    
754     // old names new names
755     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
756     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
757     case KW_x: case KW_width: thawer.get (width); break;
758     case KW_y: case KW_height: thawer.get (height); break;
759     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
760     case KW_value: case KW_swap_time: thawer.get (timeout); break;
761     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
762     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
763     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
764    
765     case KW_tile_path_1: thawer.get (tile_path [0]); break;
766     case KW_tile_path_2: thawer.get (tile_path [1]); break;
767     case KW_tile_path_3: thawer.get (tile_path [2]); break;
768     case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 root 1.83
770     case KW_end:
771     return true;
772    
773     default:
774 root 1.87 if (!thawer.parse_error ("map", 0))
775 root 1.83 return false;
776     break;
777 root 1.10 }
778 elmex 1.1 }
779 root 1.41
780 root 1.56 abort ();
781 elmex 1.1 }
782    
783 root 1.56 bool
784 root 1.72 maptile::_load_header (const char *path)
785 root 1.29 {
786 root 1.56 object_thawer thawer (path);
787 root 1.9
788 root 1.29 if (!thawer)
789 root 1.56 return false;
790 elmex 1.1
791 root 1.72 return _load_header (thawer);
792 root 1.56 }
793 elmex 1.1
794 root 1.56 /******************************************************************************
795     * This is the start of unique map handling code
796     *****************************************************************************/
797 root 1.29
798 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
799     void
800     maptile::clear_unique_items ()
801 root 1.29 {
802 root 1.56 for (int i = 0; i < size (); ++i)
803 root 1.29 {
804 root 1.56 int unique = 0;
805     for (object *op = spaces [i].bot; op; )
806     {
807     object *above = op->above;
808 elmex 1.1
809 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810     unique = 1;
811 root 1.14
812 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813     {
814     op->destroy_inv (false);
815     op->destroy ();
816     }
817 elmex 1.1
818 root 1.56 op = above;
819     }
820 root 1.29 }
821 elmex 1.1 }
822    
823 root 1.56 bool
824 root 1.72 maptile::_save_header (object_freezer &freezer)
825 root 1.29 {
826 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
827     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
828 elmex 1.1
829 root 1.56 MAP_OUT2 (arch, "map");
830 elmex 1.1
831 root 1.56 if (name) MAP_OUT (name);
832     MAP_OUT (swap_time);
833     MAP_OUT (reset_time);
834     MAP_OUT (reset_timeout);
835     MAP_OUT (fixed_resettime);
836     MAP_OUT (difficulty);
837 root 1.9
838 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
839 root 1.29
840 root 1.56 if (shopitems)
841 root 1.29 {
842 root 1.56 char shop[MAX_BUF];
843     print_shop_string (this, shop);
844     MAP_OUT2 (shopitems, shop);
845 elmex 1.1 }
846    
847 root 1.56 MAP_OUT (shopgreed);
848     MAP_OUT (shopmin);
849     MAP_OUT (shopmax);
850     if (shoprace) MAP_OUT (shoprace);
851     MAP_OUT (darkness);
852     MAP_OUT (width);
853     MAP_OUT (height);
854     MAP_OUT (enter_x);
855     MAP_OUT (enter_y);
856 root 1.14
857 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
858     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
859 elmex 1.1
860 root 1.56 MAP_OUT (outdoor);
861     MAP_OUT (temp);
862     MAP_OUT (pressure);
863     MAP_OUT (humid);
864     MAP_OUT (windspeed);
865     MAP_OUT (winddir);
866     MAP_OUT (sky);
867 elmex 1.1
868 root 1.56 MAP_OUT (per_player);
869     MAP_OUT (per_party);
870 elmex 1.1
871 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
872     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
873     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
874     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
875 root 1.40
876 root 1.63 freezer.put (this);
877 root 1.61 freezer.put (KW_end);
878 root 1.40
879 root 1.56 return true;
880 elmex 1.1 }
881    
882 root 1.56 bool
883 root 1.72 maptile::_save_header (const char *path)
884 root 1.29 {
885 root 1.17 object_freezer freezer;
886 root 1.10
887 root 1.72 if (!_save_header (freezer))
888 root 1.56 return false;
889 elmex 1.1
890 root 1.56 return freezer.save (path);
891 elmex 1.1 }
892    
893     /*
894     * Remove and free all objects in the given map.
895     */
896 root 1.29 void
897 root 1.56 maptile::clear ()
898 root 1.29 {
899 root 1.81 sfree (regions, size ()), regions = 0;
900     free (regionmap), regionmap = 0;
901 root 1.29
902 root 1.81 if (spaces)
903     {
904     for (mapspace *ms = spaces + size (); ms-- > spaces; )
905     while (object *op = ms->bot)
906     {
907     if (op->head)
908     op = op->head;
909 root 1.56
910 root 1.81 op->destroy_inv (false);
911     op->destroy ();
912     }
913 root 1.29
914 root 1.81 sfree (spaces, size ()), spaces = 0;
915     }
916 root 1.29
917 root 1.56 if (buttons)
918     free_objectlinkpt (buttons), buttons = 0;
919 elmex 1.1 }
920    
921 root 1.29 void
922 root 1.56 maptile::clear_header ()
923 root 1.29 {
924 root 1.56 name = 0;
925     msg = 0;
926     maplore = 0;
927     shoprace = 0;
928     delete [] shopitems, shopitems = 0;
929 root 1.42
930 root 1.47 for (int i = 0; i < 4; i++)
931 root 1.56 tile_path [i] = 0;
932 root 1.47 }
933 root 1.42
934 root 1.47 maptile::~maptile ()
935     {
936 root 1.53 assert (destroyed ());
937 elmex 1.1 }
938    
939 root 1.29 void
940 root 1.56 maptile::clear_links_to (maptile *m)
941 root 1.29 {
942     /* We need to look through all the maps and see if any maps
943     * are pointing at this one for tiling information. Since
944 root 1.47 * tiling can be asymetric, we just can not look to see which
945 root 1.29 * maps this map tiles with and clears those.
946     */
947 root 1.56 for (int i = 0; i < 4; i++)
948     if (tile_map[i] == m)
949     tile_map[i] = 0;
950 root 1.47 }
951 elmex 1.1
952 root 1.47 void
953 root 1.56 maptile::do_destroy ()
954 root 1.47 {
955 root 1.56 attachable::do_destroy ();
956    
957     clear ();
958 elmex 1.1 }
959    
960     /*
961 root 1.56 * Updates every button on the map (by calling update_button() for them).
962 elmex 1.1 */
963 root 1.56 void
964     maptile::update_buttons ()
965 root 1.29 {
966 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
967     for (objectlink *ol = obp->link; ol; ol = ol->next)
968     {
969     if (!ol->ob)
970     {
971     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
972     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
973     continue;
974     }
975 elmex 1.1
976 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977     {
978     update_button (ol->ob);
979     break;
980     }
981     }
982 elmex 1.1 }
983    
984     /*
985     * This routine is supposed to find out the difficulty of the map.
986     * difficulty does not have a lot to do with character level,
987     * but does have a lot to do with treasure on the map.
988     *
989     * Difficulty can now be set by the map creature. If the value stored
990     * in the map is zero, then use this routine. Maps should really
991     * have a difficulty set than using this function - human calculation
992     * is much better than this functions guesswork.
993     */
994 root 1.29 int
995 root 1.56 maptile::estimate_difficulty () const
996 root 1.29 {
997 elmex 1.1 long monster_cnt = 0;
998     double avgexp = 0;
999     sint64 total_exp = 0;
1000    
1001 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1002     for (object *op = ms->bot; op; op = op->above)
1003     {
1004     if (QUERY_FLAG (op, FLAG_MONSTER))
1005     {
1006     total_exp += op->stats.exp;
1007     monster_cnt++;
1008     }
1009 elmex 1.1
1010 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011     {
1012     total_exp += op->stats.exp;
1013 elmex 1.1
1014 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1015     total_exp += at->clone.stats.exp * 8;
1016 elmex 1.1
1017 root 1.56 monster_cnt++;
1018     }
1019     }
1020 elmex 1.1
1021     avgexp = (double) total_exp / monster_cnt;
1022    
1023 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1024     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1025     return i;
1026 elmex 1.1
1027     return 1;
1028     }
1029    
1030     /* change_map_light() - used to change map light level (darkness)
1031     * up or down. Returns true if successful. It should now be
1032     * possible to change a value by more than 1.
1033     * Move this from los.c to map.c since this is more related
1034     * to maps than los.
1035     * postive values make it darker, negative make it brighter
1036     */
1037 root 1.29 int
1038 root 1.56 maptile::change_map_light (int change)
1039 root 1.29 {
1040 root 1.56 int new_level = darkness + change;
1041 root 1.29
1042     /* Nothing to do */
1043 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1044     return 0;
1045 elmex 1.1
1046 root 1.29 /* inform all players on the map */
1047     if (change > 0)
1048 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 root 1.29 else
1050 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 root 1.29
1052 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1053 root 1.29 * we need to be extra careful about negative values.
1054     * In general, the checks below are only needed if change
1055     * is not +/-1
1056     */
1057     if (new_level < 0)
1058 root 1.56 darkness = 0;
1059 root 1.29 else if (new_level >= MAX_DARKNESS)
1060 root 1.56 darkness = MAX_DARKNESS;
1061 root 1.29 else
1062 root 1.56 darkness = new_level;
1063 elmex 1.1
1064 root 1.29 /* All clients need to get re-updated for the change */
1065 root 1.56 update_all_map_los (this);
1066 root 1.29 return 1;
1067 elmex 1.1 }
1068    
1069     /*
1070     * This function updates various attributes about a specific space
1071     * on the map (what it looks like, whether it blocks magic,
1072     * has a living creatures, prevents people from passing
1073     * through, etc)
1074     */
1075 root 1.29 void
1076 root 1.46 mapspace::update_ ()
1077 root 1.29 {
1078 root 1.45 object *tmp, *last = 0;
1079 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1080 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1081    
1082 root 1.94 //object *middle = 0;
1083     //object *top = 0;
1084     //object *floor = 0;
1085     // this seems to generate better code than using locals, above
1086 root 1.95 object *&top = faces_obj[0] = 0;
1087     object *&middle = faces_obj[1] = 0;
1088     object *&floor = faces_obj[2] = 0;
1089 root 1.29
1090 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1091 root 1.29 {
1092     /* This could be made additive I guess (two lights better than
1093 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1094 root 1.29 * light bulbs do not illuminate twice as far as once since
1095 root 1.45 * it is a dissapation factor that is cubed.
1096 root 1.29 */
1097     if (tmp->glow_radius > light)
1098     light = tmp->glow_radius;
1099    
1100     /* This call is needed in order to update objects the player
1101     * is standing in that have animations (ie, grass, fire, etc).
1102     * However, it also causes the look window to be re-drawn
1103     * 3 times each time the player moves, because many of the
1104     * functions the move_player calls eventualy call this.
1105     *
1106     * Always put the player down for drawing.
1107     */
1108     if (!tmp->invisible)
1109     {
1110     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1111 root 1.94 top = tmp;
1112 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1113     {
1114     /* If we got a floor, that means middle and top were below it,
1115     * so should not be visible, so we clear them.
1116     */
1117 root 1.94 middle = 0;
1118     top = 0;
1119     floor = tmp;
1120 root 1.29 }
1121     /* Flag anywhere have high priority */
1122     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1123     {
1124 root 1.94 middle = tmp;
1125 root 1.29 anywhere = 1;
1126     }
1127     /* Find the highest visible face around. If equal
1128     * visibilities, we still want the one nearer to the
1129     * top
1130     */
1131 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1132     middle = tmp;
1133 root 1.29 }
1134 root 1.45
1135 root 1.29 if (tmp == tmp->above)
1136     {
1137     LOG (llevError, "Error in structure of map\n");
1138     exit (-1);
1139     }
1140    
1141 root 1.45 move_slow |= tmp->move_slow;
1142 root 1.29 move_block |= tmp->move_block;
1143 root 1.45 move_on |= tmp->move_on;
1144     move_off |= tmp->move_off;
1145 root 1.29 move_allow |= tmp->move_allow;
1146    
1147 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1148     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1149     if (tmp->type == PLAYER) flags |= P_PLAYER;
1150     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1151     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1152     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1153     }
1154 root 1.29
1155 root 1.46 this->light = light;
1156     this->flags_ = flags;
1157     this->move_block = move_block & ~move_allow;
1158     this->move_on = move_on;
1159     this->move_off = move_off;
1160     this->move_slow = move_slow;
1161 root 1.29
1162     /* At this point, we have a floor face (if there is a floor),
1163     * and the floor is set - we are not going to touch it at
1164     * this point.
1165     * middle contains the highest visibility face.
1166     * top contains a player/monster face, if there is one.
1167     *
1168     * We now need to fill in top.face and/or middle.face.
1169     */
1170    
1171     /* If the top face also happens to be high visibility, re-do our
1172     * middle face. This should not happen, as we already have the
1173     * else statement above so middle should not get set. OTOH, it
1174     * may be possible for the faces to match but be different objects.
1175     */
1176     if (top == middle)
1177 root 1.94 middle = 0;
1178 root 1.29
1179     /* There are three posibilities at this point:
1180     * 1) top face is set, need middle to be set.
1181     * 2) middle is set, need to set top.
1182     * 3) neither middle or top is set - need to set both.
1183     */
1184    
1185     for (tmp = last; tmp; tmp = tmp->below)
1186     {
1187     /* Once we get to a floor, stop, since we already have a floor object */
1188     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1189     break;
1190    
1191     /* If two top faces are already set, quit processing */
1192 root 1.94 if (top && middle)
1193 root 1.29 break;
1194 root 1.10
1195 elmex 1.67 /* Only show visible faces */
1196     if (!tmp->invisible)
1197 root 1.29 {
1198     /* Fill in top if needed */
1199 root 1.94 if (!top)
1200 root 1.29 {
1201 root 1.94 top = tmp;
1202 root 1.29 if (top == middle)
1203 root 1.94 middle = 0;
1204 root 1.29 }
1205     else
1206     {
1207     /* top is already set - we should only get here if
1208     * middle is not set
1209     *
1210     * Set the middle face and break out, since there is nothing
1211     * more to fill in. We don't check visiblity here, since
1212     *
1213     */
1214 root 1.94 if (tmp != top)
1215 root 1.29 {
1216 root 1.94 middle = tmp;
1217 root 1.29 break;
1218 root 1.10 }
1219     }
1220     }
1221 elmex 1.1 }
1222 root 1.45
1223 root 1.29 if (middle == floor)
1224 root 1.94 middle = 0;
1225 root 1.45
1226 root 1.29 if (top == middle)
1227 root 1.94 middle = 0;
1228 root 1.45
1229 root 1.94 #if 0
1230     faces_obj [0] = top;
1231     faces_obj [1] = middle;
1232     faces_obj [2] = floor;
1233     #endif
1234 elmex 1.1 }
1235    
1236 root 1.85 uint64
1237     mapspace::volume () const
1238     {
1239     uint64 vol = 0;
1240    
1241     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1242     vol += op->volume ();
1243    
1244     return vol;
1245     }
1246    
1247 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1248     * the map. It also takes care of linking back the freshly found
1249 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1250 root 1.68 * the value of orig_map->tile_map[tile_num].
1251 elmex 1.1 */
1252 root 1.68 static inline maptile *
1253     find_and_link (maptile *orig_map, int tile_num)
1254 elmex 1.1 {
1255 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1256 root 1.60
1257 root 1.68 if (!mp)
1258 root 1.60 {
1259 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260    
1261     if (!mp)
1262     {
1263     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265     &orig_map->tile_path[tile_num], &orig_map->path);
1266     mp = new maptile (1, 1);
1267     mp->alloc ();
1268     mp->in_memory = MAP_IN_MEMORY;
1269     }
1270 root 1.60 }
1271 root 1.56
1272 root 1.29 int dest_tile = (tile_num + 2) % 4;
1273 elmex 1.1
1274 root 1.69 orig_map->tile_map [tile_num] = mp;
1275 elmex 1.1
1276 root 1.60 // optimisation: back-link map to origin map if euclidean
1277     //TODO: non-euclidean maps MUST GO
1278     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1279 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1280 elmex 1.1
1281 root 1.56 return mp;
1282 elmex 1.1 }
1283    
1284 root 1.68 static inline void
1285     load_and_link (maptile *orig_map, int tile_num)
1286     {
1287     find_and_link (orig_map, tile_num)->load_sync ();
1288     }
1289    
1290 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1291     * map m. This function also takes into account any
1292     * tiling considerations, loading adjacant maps as needed.
1293     * This is the function should always be used when it
1294     * necessary to check for valid coordinates.
1295     * This function will recursively call itself for the
1296     * tiled maps.
1297     */
1298 root 1.29 int
1299 root 1.31 out_of_map (maptile *m, int x, int y)
1300 elmex 1.1 {
1301 root 1.29 /* If we get passed a null map, this is obviously the
1302     * case. This generally shouldn't happen, but if the
1303     * map loads fail below, it could happen.
1304     */
1305     if (!m)
1306     return 0;
1307 elmex 1.1
1308 root 1.29 if (x < 0)
1309     {
1310     if (!m->tile_path[3])
1311     return 1;
1312 root 1.46
1313 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1314 root 1.68 find_and_link (m, 3);
1315 root 1.46
1316 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1317 elmex 1.1 }
1318 root 1.46
1319 root 1.48 if (x >= m->width)
1320 root 1.29 {
1321     if (!m->tile_path[1])
1322     return 1;
1323 root 1.46
1324 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1325 root 1.68 find_and_link (m, 1);
1326 root 1.46
1327 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1328 elmex 1.1 }
1329 root 1.46
1330 root 1.29 if (y < 0)
1331     {
1332     if (!m->tile_path[0])
1333     return 1;
1334 root 1.46
1335 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1336 root 1.68 find_and_link (m, 0);
1337 root 1.46
1338 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1339 elmex 1.1 }
1340 root 1.46
1341 root 1.48 if (y >= m->height)
1342 root 1.29 {
1343     if (!m->tile_path[2])
1344     return 1;
1345 root 1.46
1346 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1347 root 1.68 find_and_link (m, 2);
1348 root 1.46
1349 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1350 elmex 1.1 }
1351    
1352 root 1.29 /* Simple case - coordinates are within this local
1353     * map.
1354     */
1355     return 0;
1356 elmex 1.1 }
1357    
1358     /* This is basically the same as out_of_map above, but
1359     * instead we return NULL if no map is valid (coordinates
1360     * out of bounds and no tiled map), otherwise it returns
1361     * the map as that the coordinates are really on, and
1362 pippijn 1.66 * updates x and y to be the localised coordinates.
1363 elmex 1.1 * Using this is more efficient of calling out_of_map
1364     * and then figuring out what the real map is
1365     */
1366 root 1.31 maptile *
1367 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1368 elmex 1.1 {
1369 root 1.68 if (x < 0)
1370 root 1.29 {
1371 root 1.68 if (!tile_path[3])
1372 root 1.46 return 0;
1373 root 1.56
1374 root 1.68 find_and_link (this, 3);
1375     x += tile_map[3]->width;
1376     return tile_map[3]->xy_find (x, y);
1377 elmex 1.1 }
1378 root 1.46
1379 root 1.68 if (x >= width)
1380 root 1.29 {
1381 root 1.68 if (!tile_path[1])
1382 root 1.46 return 0;
1383    
1384 root 1.68 find_and_link (this, 1);
1385     x -= width;
1386     return tile_map[1]->xy_find (x, y);
1387 elmex 1.1 }
1388 root 1.46
1389 root 1.68 if (y < 0)
1390 root 1.29 {
1391 root 1.68 if (!tile_path[0])
1392 root 1.46 return 0;
1393    
1394 root 1.68 find_and_link (this, 0);
1395     y += tile_map[0]->height;
1396     return tile_map[0]->xy_find (x, y);
1397 elmex 1.1 }
1398 root 1.46
1399 root 1.68 if (y >= height)
1400 root 1.29 {
1401 root 1.68 if (!tile_path[2])
1402 root 1.46 return 0;
1403    
1404 root 1.68 find_and_link (this, 2);
1405     y -= height;
1406     return tile_map[2]->xy_find (x, y);
1407 elmex 1.1 }
1408    
1409 root 1.29 /* Simple case - coordinates are within this local
1410     * map.
1411     */
1412 root 1.68 return this;
1413 elmex 1.1 }
1414    
1415     /**
1416     * Return whether map2 is adjacent to map1. If so, store the distance from
1417     * map1 to map2 in dx/dy.
1418     */
1419 root 1.82 int
1420 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1421 root 1.29 {
1422     if (!map1 || !map2)
1423     return 0;
1424    
1425 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1426     //fix: compare paths instead (this is likely faster, too!)
1427 root 1.29 if (map1 == map2)
1428     {
1429     *dx = 0;
1430     *dy = 0;
1431     }
1432     else if (map1->tile_map[0] == map2)
1433     { /* up */
1434     *dx = 0;
1435 root 1.48 *dy = -map2->height;
1436 root 1.29 }
1437     else if (map1->tile_map[1] == map2)
1438     { /* right */
1439 root 1.48 *dx = map1->width;
1440 root 1.29 *dy = 0;
1441     }
1442     else if (map1->tile_map[2] == map2)
1443     { /* down */
1444     *dx = 0;
1445 root 1.48 *dy = map1->height;
1446 root 1.29 }
1447     else if (map1->tile_map[3] == map2)
1448     { /* left */
1449 root 1.48 *dx = -map2->width;
1450 root 1.29 *dy = 0;
1451     }
1452     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1453     { /* up right */
1454 root 1.48 *dx = map1->tile_map[0]->width;
1455     *dy = -map1->tile_map[0]->height;
1456 root 1.29 }
1457     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1458     { /* up left */
1459 root 1.48 *dx = -map2->width;
1460     *dy = -map1->tile_map[0]->height;
1461 root 1.29 }
1462     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1463     { /* right up */
1464 root 1.48 *dx = map1->width;
1465     *dy = -map2->height;
1466 root 1.29 }
1467     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1468     { /* right down */
1469 root 1.48 *dx = map1->width;
1470     *dy = map1->tile_map[1]->height;
1471 root 1.29 }
1472     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1473     { /* down right */
1474 root 1.48 *dx = map1->tile_map[2]->width;
1475     *dy = map1->height;
1476 root 1.29 }
1477     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1478     { /* down left */
1479 root 1.48 *dx = -map2->width;
1480     *dy = map1->height;
1481 root 1.29 }
1482     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1483     { /* left up */
1484 root 1.48 *dx = -map1->tile_map[3]->width;
1485     *dy = -map2->height;
1486 root 1.29 }
1487     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1488     { /* left down */
1489 root 1.48 *dx = -map1->tile_map[3]->width;
1490     *dy = map1->tile_map[3]->height;
1491 root 1.29 }
1492     else
1493 root 1.56 return 0;
1494 elmex 1.1
1495 root 1.29 return 1;
1496 elmex 1.1 }
1497    
1498 root 1.68 maptile *
1499     maptile::xy_load (sint16 &x, sint16 &y)
1500     {
1501     maptile *map = xy_find (x, y);
1502    
1503     if (map)
1504     map->load_sync ();
1505    
1506     return map;
1507     }
1508    
1509     maptile *
1510     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1511     {
1512     return m->xy_load (*x, *y);
1513     }
1514    
1515 elmex 1.1 /* From map.c
1516     * This is used by get_player to determine where the other
1517     * creature is. get_rangevector takes into account map tiling,
1518     * so you just can not look the the map coordinates and get the
1519     * righte value. distance_x/y are distance away, which
1520 root 1.79 * can be negative. direction is the crossfire direction scheme
1521 elmex 1.1 * that the creature should head. part is the part of the
1522     * monster that is closest.
1523     *
1524     * get_rangevector looks at op1 and op2, and fills in the
1525     * structure for op1 to get to op2.
1526     * We already trust that the caller has verified that the
1527     * two objects are at least on adjacent maps. If not,
1528     * results are not likely to be what is desired.
1529     * if the objects are not on maps, results are also likely to
1530     * be unexpected
1531     *
1532     * currently, the only flag supported (0x1) is don't translate for
1533     * closest body part of 'op1'
1534     */
1535 root 1.29 void
1536     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1537     {
1538     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1539     {
1540     /* be conservative and fill in _some_ data */
1541 root 1.86 retval->distance = 10000;
1542     retval->distance_x = 10000;
1543     retval->distance_y = 10000;
1544 root 1.29 retval->direction = 0;
1545     retval->part = 0;
1546     }
1547     else
1548     {
1549     object *best;
1550    
1551     retval->distance_x += op2->x - op1->x;
1552     retval->distance_y += op2->y - op1->y;
1553    
1554     best = op1;
1555     /* If this is multipart, find the closest part now */
1556     if (!(flags & 0x1) && op1->more)
1557     {
1558     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1559    
1560     /* we just take the offset of the piece to head to figure
1561     * distance instead of doing all that work above again
1562     * since the distance fields we set above are positive in the
1563     * same axis as is used for multipart objects, the simply arithmetic
1564     * below works.
1565     */
1566 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1567 root 1.29 {
1568     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1569     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1570     if (tmpi < best_distance)
1571     {
1572     best_distance = tmpi;
1573     best = tmp;
1574 elmex 1.1 }
1575     }
1576 root 1.75
1577 root 1.29 if (best != op1)
1578     {
1579     retval->distance_x += op1->x - best->x;
1580     retval->distance_y += op1->y - best->y;
1581 elmex 1.1 }
1582     }
1583 root 1.75
1584 root 1.29 retval->part = best;
1585 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1587 elmex 1.1 }
1588     }
1589    
1590     /* this is basically the same as get_rangevector above, but instead of
1591     * the first parameter being an object, it instead is the map
1592     * and x,y coordinates - this is used for path to player -
1593     * since the object is not infact moving but we are trying to traverse
1594     * the path, we need this.
1595     * flags has no meaning for this function at this time - I kept it in to
1596     * be more consistant with the above function and also in case they are needed
1597     * for something in the future. Also, since no object is pasted, the best
1598     * field of the rv_vector is set to NULL.
1599     */
1600 root 1.29 void
1601 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1602 root 1.29 {
1603     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1604     {
1605     /* be conservative and fill in _some_ data */
1606     retval->distance = 100000;
1607     retval->distance_x = 32767;
1608     retval->distance_y = 32767;
1609     retval->direction = 0;
1610     retval->part = 0;
1611     }
1612     else
1613     {
1614     retval->distance_x += op2->x - x;
1615     retval->distance_y += op2->y - y;
1616    
1617     retval->part = NULL;
1618 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1619 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 elmex 1.1 }
1621     }
1622    
1623     /* Returns true of op1 and op2 are effectively on the same map
1624     * (as related to map tiling). Note that this looks for a path from
1625 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1626 elmex 1.1 * to op1, this will still return false.
1627     * Note we only look one map out to keep the processing simple
1628     * and efficient. This could probably be a macro.
1629     * MSW 2001-08-05
1630     */
1631 root 1.29 int
1632     on_same_map (const object *op1, const object *op2)
1633     {
1634     int dx, dy;
1635 elmex 1.1
1636 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1637 elmex 1.1 }
1638 root 1.52
1639     object *
1640     maptile::insert (object *op, int x, int y, object *originator, int flags)
1641     {
1642     if (!op->flag [FLAG_REMOVED])
1643     op->remove ();
1644    
1645     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1646     }
1647    
1648 root 1.81 region *
1649     maptile::region (int x, int y) const
1650     {
1651     if (regions
1652     && regionmap
1653     && !OUT_OF_REAL_MAP (this, x, y))
1654     if (struct region *reg = regionmap [regions [y * width + x]])
1655     return reg;
1656    
1657     if (default_region)
1658     return default_region;
1659    
1660     return ::region::default_region ();
1661     }
1662    
1663 root 1.91 /* picks a random object from a style map.
1664     * Redone by MSW so it should be faster and not use static
1665     * variables to generate tables.
1666     */
1667     object *
1668     maptile::pick_random_object () const
1669     {
1670     /* while returning a null object will result in a crash, that
1671     * is actually preferable to an infinite loop. That is because
1672     * most servers will automatically restart in case of crash.
1673     * Change the logic on getting the random space - shouldn't make
1674     * any difference, but this seems clearer to me.
1675     */
1676     for (int i = 1000; --i;)
1677     {
1678     object *pick = at (rndm (width), rndm (height)).bot;
1679    
1680     // do not prefer big monsters just because they are big.
1681 root 1.92 if (pick && pick->head_ () == pick)
1682 root 1.91 return pick->head_ ();
1683     }
1684    
1685     // instead of crashing in the unlikely(?) case, try to return *something*
1686     return get_archetype ("blocked");
1687     }
1688 root 1.85