ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.96
Committed: Thu Mar 15 14:23:02 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +0 -2 lines
Log Message:
- remove many TODO items that in fatc have been fixed already without
  looking at the TODO.
- remove unpaid items on playerdeath unconditionally.
- reenabled cede-while-saving.

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