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Revision: 1.100
Committed: Tue Apr 17 10:06:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.99: +3 -3 lines
Log Message:
cede less often in background tasks while still reducing jittering

File Contents

# Content
1 /*
2 * 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
25 #include <unistd.h>
26
27 #include "global.h"
28 #include "funcpoint.h"
29
30 #include "loader.h"
31
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 const char *
41 create_pathname (const char *name)
42 {
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46 }
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 int
64 check_path (const char *name, int prepend_dir)
65 {
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* 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
97 return (mode);
98 }
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 int
111 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
112 {
113 sint16 newx = x;
114 sint16 newy = y;
115
116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
117
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
125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126 }
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 int
141 blocked_link (object *ob, maptile *m, int sx, int sy)
142 {
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 }
154
155 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159
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 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 {
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 }
229
230 }
231 return 0;
232 }
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 int
261 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 {
263 archetype *tmp;
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
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
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 }
277
278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281
282 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 mapspace &ms = m1->at (sx, sy);
288
289 /* 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
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
296
297 /* 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 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 return P_NO_PASS;
302 }
303
304 return 0;
305 }
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 void
314 fix_container (object *container)
315 {
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333 }
334
335 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 /* 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).
350 */
351 void
352 maptile::link_multipart_objects ()
353 {
354 if (!spaces)
355 return;
356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 {
360 /* already multipart - don't do anything more */
361 if (!tmp->head && !tmp->more)
362 {
363 /* If there is nothing more to this object, this for loop
364 * won't do anything.
365 */
366 archetype *at;
367 object *last, *op;
368 for (at = tmp->arch->more, last = tmp;
369 at;
370 at = at->more, last = op)
371 {
372 op = arch_to_object (at);
373
374 /* update x,y coordinates */
375 op->x += tmp->x;
376 op->y += tmp->y;
377 op->head = tmp;
378 op->map = this;
379 last->more = op;
380 op->name = tmp->name;
381 op->title = tmp->title;
382
383 /* we could link all the parts onto tmp, and then just
384 * call insert_ob_in_map once, but the effect is the same,
385 * as insert_ob_in_map will call itself with each part, and
386 * the coding is simpler to just to it here with each part.
387 */
388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
389 }
390 }
391 }
392 }
393
394 /*
395 * Loads (ands parses) the objects into a given map from the specified
396 * file pointer.
397 */
398 bool
399 maptile::_load_objects (object_thawer &f)
400 {
401 for (;;)
402 {
403 coroapi::cede_to_tick_every (100); // cede once in a while
404
405 switch (f.kw)
406 {
407 case KW_arch:
408 if (object *op = object::read (f, this))
409 {
410 if (op->inv)
411 sum_weight (op);
412
413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
415
416 continue;
417
418 case KW_EOF:
419 return true;
420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
424 break;
425 }
426
427 f.next ();
428 }
429
430 return true;
431 }
432
433 void
434 maptile::activate ()
435 {
436 if (!spaces)
437 return;
438
439 for (mapspace *ms = spaces + size (); ms-- > spaces; )
440 for (object *op = ms->bot; op; op = op->above)
441 op->activate_recursive ();
442 }
443
444 void
445 maptile::deactivate ()
446 {
447 if (!spaces)
448 return;
449
450 for (mapspace *ms = spaces + size (); ms-- > spaces; )
451 for (object *op = ms->bot; op; op = op->above)
452 op->deactivate_recursive ();
453 }
454
455 bool
456 maptile::_save_objects (object_freezer &f, int flags)
457 {
458 coroapi::cede_to_tick ();
459
460 if (flags & IO_HEADER)
461 _save_header (f);
462
463 if (!spaces)
464 return false;
465
466 for (int i = 0; i < size (); ++i)
467 {
468 int unique = 0;
469 for (object *op = spaces [i].bot; op; op = op->above)
470 {
471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
472 unique = 1;
473
474 if (!op->can_map_save ())
475 continue;
476
477 if (unique || op->flag [FLAG_UNIQUE])
478 {
479 if (flags & IO_UNIQUES)
480 op->write (f);
481 }
482 else if (flags & IO_OBJECTS)
483 op->write (f);
484 }
485 }
486
487 coroapi::cede_to_tick ();
488
489 return true;
490 }
491
492 bool
493 maptile::_load_objects (const char *path, bool skip_header)
494 {
495 object_thawer f (path);
496
497 if (!f)
498 return false;
499
500 f.next ();
501
502 if (skip_header)
503 for (;;)
504 {
505 keyword kw = f.kw;
506 f.skip ();
507 if (kw == KW_end)
508 break;
509 }
510
511 return _load_objects (f);
512 }
513
514 bool
515 maptile::_save_objects (const char *path, int flags)
516 {
517 object_freezer freezer;
518
519 if (!_save_objects (freezer, flags))
520 return false;
521
522 return freezer.save (path);
523 }
524
525 maptile::maptile ()
526 {
527 in_memory = MAP_SWAPPED;
528
529 /* The maps used to pick up default x and y values from the
530 * map archetype. Mimic that behaviour.
531 */
532 width = 16;
533 height = 16;
534 timeout = 300;
535 max_nrof = 1000; // 1000 items of anything
536 max_volume = 2000000; // 2m³
537 }
538
539 maptile::maptile (int w, int h)
540 {
541 in_memory = MAP_SWAPPED;
542
543 width = w;
544 height = h;
545 reset_timeout = 0;
546 timeout = 300;
547 enter_x = 0;
548 enter_y = 0;
549
550 alloc ();
551 }
552
553 /*
554 * Allocates the arrays contained in a maptile.
555 * This basically allocates the dynamic array of spaces for the
556 * map.
557 */
558 void
559 maptile::alloc ()
560 {
561 if (spaces)
562 return;
563
564 spaces = salloc0<mapspace> (size ());
565 }
566
567 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
568 * corresponding to that string. Memory is allocated for this, it must be freed
569 * at a later date.
570 * Called by parse_map_headers below.
571 */
572 static shopitems *
573 parse_shop_string (const char *input_string)
574 {
575 char *shop_string, *p, *q, *next_semicolon, *next_colon;
576 shopitems *items = NULL;
577 int i = 0, number_of_entries = 0;
578 const typedata *current_type;
579
580 shop_string = strdup (input_string);
581 p = shop_string;
582 /* first we'll count the entries, we'll need that for allocating the array shortly */
583 while (p)
584 {
585 p = strchr (p, ';');
586 number_of_entries++;
587 if (p)
588 p++;
589 }
590
591 p = shop_string;
592 strip_endline (p);
593 items = new shopitems[number_of_entries + 1];
594 for (i = 0; i < number_of_entries; i++)
595 {
596 if (!p)
597 {
598 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
599 break;
600 }
601
602 next_semicolon = strchr (p, ';');
603 next_colon = strchr (p, ':');
604 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
605 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
606 items[i].strength = atoi (strchr (p, ':') + 1);
607
608 if (isdigit (*p) || *p == '*')
609 {
610 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
611 current_type = get_typedata (items[i].typenum);
612 if (current_type)
613 {
614 items[i].name = current_type->name;
615 items[i].name_pl = current_type->name_pl;
616 }
617 }
618 else
619 { /*we have a named type, let's figure out what it is */
620 q = strpbrk (p, ";:");
621 if (q)
622 *q = '\0';
623
624 current_type = get_typedata_by_name (p);
625 if (current_type)
626 {
627 items[i].name = current_type->name;
628 items[i].typenum = current_type->number;
629 items[i].name_pl = current_type->name_pl;
630 }
631 else
632 { /* oh uh, something's wrong, let's free up this one, and try
633 * the next entry while we're at it, better print a warning
634 */
635 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
636 }
637 }
638
639 items[i].index = number_of_entries;
640 if (next_semicolon)
641 p = ++next_semicolon;
642 else
643 p = NULL;
644 }
645
646 free (shop_string);
647 return items;
648 }
649
650 /* opposite of parse string, this puts the string that was originally fed in to
651 * the map (or something equivilent) into output_string. */
652 static void
653 print_shop_string (maptile *m, char *output_string)
654 {
655 int i;
656 char tmp[MAX_BUF];
657
658 strcpy (output_string, "");
659 for (i = 0; i < m->shopitems[0].index; i++)
660 {
661 if (m->shopitems[i].typenum)
662 {
663 if (m->shopitems[i].strength)
664 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
665 else
666 sprintf (tmp, "%s;", m->shopitems[i].name);
667 }
668 else
669 {
670 if (m->shopitems[i].strength)
671 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
672 else
673 sprintf (tmp, "*");
674 }
675
676 strcat (output_string, tmp);
677 }
678 }
679
680 /* This loads the header information of the map. The header
681 * contains things like difficulty, size, timeout, etc.
682 * this used to be stored in the map object, but with the
683 * addition of tiling, fields beyond that easily named in an
684 * object structure were needed, so it just made sense to
685 * put all the stuff in the map object so that names actually make
686 * sense.
687 * This could be done in lex (like the object loader), but I think
688 * currently, there are few enough fields this is not a big deal.
689 * MSW 2001-07-01
690 */
691 bool
692 maptile::_load_header (object_thawer &thawer)
693 {
694 for (;;)
695 {
696 keyword kw = thawer.get_kv ();
697
698 switch (kw)
699 {
700 case KW_msg:
701 thawer.get_ml (KW_endmsg, msg);
702 break;
703
704 case KW_lore: // CF+ extension
705 thawer.get_ml (KW_endlore, maplore);
706 break;
707
708 case KW_maplore:
709 thawer.get_ml (KW_endmaplore, maplore);
710 break;
711
712 case KW_arch:
713 if (strcmp (thawer.get_str (), "map"))
714 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
715 break;
716
717 case KW_oid:
718 thawer.get (this, thawer.get_sint32 ());
719 break;
720
721 case KW_file_format_version: break; // nop
722
723 case KW_name: thawer.get (name); break;
724 case KW_attach: thawer.get (attach); break;
725 case KW_reset_time: thawer.get (reset_time); break;
726 case KW_shopgreed: thawer.get (shopgreed); break;
727 case KW_shopmin: thawer.get (shopmin); break;
728 case KW_shopmax: thawer.get (shopmax); break;
729 case KW_shoprace: thawer.get (shoprace); break;
730 case KW_outdoor: thawer.get (outdoor); break;
731 case KW_temp: thawer.get (temp); break;
732 case KW_pressure: thawer.get (pressure); break;
733 case KW_humid: thawer.get (humid); break;
734 case KW_windspeed: thawer.get (windspeed); break;
735 case KW_winddir: thawer.get (winddir); break;
736 case KW_sky: thawer.get (sky); break;
737
738 case KW_per_player: thawer.get (per_player); break;
739 case KW_per_party: thawer.get (per_party); break;
740
741 case KW_region: default_region = region::find (thawer.get_str ()); break;
742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
743
744 // old names new names
745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
747 case KW_x: case KW_width: thawer.get (width); break;
748 case KW_y: case KW_height: thawer.get (height); break;
749 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
750 case KW_value: case KW_swap_time: thawer.get (timeout); break;
751 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
752 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
753 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
754
755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
759
760 case KW_end:
761 return true;
762
763 default:
764 if (!thawer.parse_error ("map", 0))
765 return false;
766 break;
767 }
768 }
769
770 abort ();
771 }
772
773 bool
774 maptile::_load_header (const char *path)
775 {
776 object_thawer thawer (path);
777
778 if (!thawer)
779 return false;
780
781 return _load_header (thawer);
782 }
783
784 /******************************************************************************
785 * This is the start of unique map handling code
786 *****************************************************************************/
787
788 /* This goes through the maptile and removed any unique items on the map. */
789 void
790 maptile::clear_unique_items ()
791 {
792 for (int i = 0; i < size (); ++i)
793 {
794 int unique = 0;
795 for (object *op = spaces [i].bot; op; )
796 {
797 object *above = op->above;
798
799 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
800 unique = 1;
801
802 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
803 {
804 op->destroy_inv (false);
805 op->destroy ();
806 }
807
808 op = above;
809 }
810 }
811 }
812
813 bool
814 maptile::_save_header (object_freezer &freezer)
815 {
816 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
817 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
818
819 MAP_OUT2 (arch, "map");
820
821 if (name) MAP_OUT (name);
822 MAP_OUT (swap_time);
823 MAP_OUT (reset_time);
824 MAP_OUT (reset_timeout);
825 MAP_OUT (fixed_resettime);
826 MAP_OUT (difficulty);
827
828 if (default_region) MAP_OUT2 (region, default_region->name);
829
830 if (shopitems)
831 {
832 char shop[MAX_BUF];
833 print_shop_string (this, shop);
834 MAP_OUT2 (shopitems, shop);
835 }
836
837 MAP_OUT (shopgreed);
838 MAP_OUT (shopmin);
839 MAP_OUT (shopmax);
840 if (shoprace) MAP_OUT (shoprace);
841 MAP_OUT (darkness);
842 MAP_OUT (width);
843 MAP_OUT (height);
844 MAP_OUT (enter_x);
845 MAP_OUT (enter_y);
846
847 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
848 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
849
850 MAP_OUT (outdoor);
851 MAP_OUT (temp);
852 MAP_OUT (pressure);
853 MAP_OUT (humid);
854 MAP_OUT (windspeed);
855 MAP_OUT (winddir);
856 MAP_OUT (sky);
857
858 MAP_OUT (per_player);
859 MAP_OUT (per_party);
860
861 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
862 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
863 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
864 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
865
866 freezer.put (this);
867 freezer.put (KW_end);
868
869 return true;
870 }
871
872 bool
873 maptile::_save_header (const char *path)
874 {
875 object_freezer freezer;
876
877 if (!_save_header (freezer))
878 return false;
879
880 return freezer.save (path);
881 }
882
883 /*
884 * Remove and free all objects in the given map.
885 */
886 void
887 maptile::clear ()
888 {
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
892 if (spaces)
893 {
894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
895 while (object *op = ms->bot)
896 {
897 if (op->head)
898 op = op->head;
899
900 op->destroy_inv (false);
901 op->destroy ();
902 }
903
904 sfree (spaces, size ()), spaces = 0;
905 }
906
907 if (buttons)
908 free_objectlinkpt (buttons), buttons = 0;
909 }
910
911 void
912 maptile::clear_header ()
913 {
914 name = 0;
915 msg = 0;
916 maplore = 0;
917 shoprace = 0;
918 delete [] shopitems, shopitems = 0;
919
920 for (int i = 0; i < 4; i++)
921 tile_path [i] = 0;
922 }
923
924 maptile::~maptile ()
925 {
926 assert (destroyed ());
927 }
928
929 void
930 maptile::clear_links_to (maptile *m)
931 {
932 /* We need to look through all the maps and see if any maps
933 * are pointing at this one for tiling information. Since
934 * tiling can be asymetric, we just can not look to see which
935 * maps this map tiles with and clears those.
936 */
937 for (int i = 0; i < 4; i++)
938 if (tile_map[i] == m)
939 tile_map[i] = 0;
940 }
941
942 void
943 maptile::do_destroy ()
944 {
945 attachable::do_destroy ();
946
947 clear ();
948 }
949
950 /*
951 * Updates every button on the map (by calling update_button() for them).
952 */
953 void
954 maptile::update_buttons ()
955 {
956 for (oblinkpt *obp = buttons; obp; obp = obp->next)
957 for (objectlink *ol = obp->link; ol; ol = ol->next)
958 {
959 if (!ol->ob)
960 {
961 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
962 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
963 continue;
964 }
965
966 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
967 {
968 update_button (ol->ob);
969 break;
970 }
971 }
972 }
973
974 /*
975 * This routine is supposed to find out the difficulty of the map.
976 * difficulty does not have a lot to do with character level,
977 * but does have a lot to do with treasure on the map.
978 *
979 * Difficulty can now be set by the map creature. If the value stored
980 * in the map is zero, then use this routine. Maps should really
981 * have a difficulty set than using this function - human calculation
982 * is much better than this functions guesswork.
983 */
984 int
985 maptile::estimate_difficulty () const
986 {
987 long monster_cnt = 0;
988 double avgexp = 0;
989 sint64 total_exp = 0;
990
991 for (mapspace *ms = spaces + size (); ms-- > spaces; )
992 for (object *op = ms->bot; op; op = op->above)
993 {
994 if (QUERY_FLAG (op, FLAG_MONSTER))
995 {
996 total_exp += op->stats.exp;
997 monster_cnt++;
998 }
999
1000 if (QUERY_FLAG (op, FLAG_GENERATOR))
1001 {
1002 total_exp += op->stats.exp;
1003
1004 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1005 total_exp += at->clone.stats.exp * 8;
1006
1007 monster_cnt++;
1008 }
1009 }
1010
1011 avgexp = (double) total_exp / monster_cnt;
1012
1013 for (int i = 1; i <= settings.max_level; i++)
1014 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1015 return i;
1016
1017 return 1;
1018 }
1019
1020 /* change_map_light() - used to change map light level (darkness)
1021 * up or down. Returns true if successful. It should now be
1022 * possible to change a value by more than 1.
1023 * Move this from los.c to map.c since this is more related
1024 * to maps than los.
1025 * postive values make it darker, negative make it brighter
1026 */
1027 int
1028 maptile::change_map_light (int change)
1029 {
1030 int new_level = darkness + change;
1031
1032 /* Nothing to do */
1033 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1034 return 0;
1035
1036 /* inform all players on the map */
1037 if (change > 0)
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1039 else
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1041
1042 /* Do extra checking. since darkness is a unsigned value,
1043 * we need to be extra careful about negative values.
1044 * In general, the checks below are only needed if change
1045 * is not +/-1
1046 */
1047 if (new_level < 0)
1048 darkness = 0;
1049 else if (new_level >= MAX_DARKNESS)
1050 darkness = MAX_DARKNESS;
1051 else
1052 darkness = new_level;
1053
1054 /* All clients need to get re-updated for the change */
1055 update_all_map_los (this);
1056 return 1;
1057 }
1058
1059 /*
1060 * This function updates various attributes about a specific space
1061 * on the map (what it looks like, whether it blocks magic,
1062 * has a living creatures, prevents people from passing
1063 * through, etc)
1064 */
1065 void
1066 mapspace::update_ ()
1067 {
1068 object *tmp, *last = 0;
1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1071
1072 //object *middle = 0;
1073 //object *top = 0;
1074 //object *floor = 0;
1075 // this seems to generate better code than using locals, above
1076 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0;
1079
1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 {
1082 /* This could be made additive I guess (two lights better than
1083 * one). But if so, it shouldn't be a simple additive - 2
1084 * light bulbs do not illuminate twice as far as once since
1085 * it is a dissapation factor that is cubed.
1086 */
1087 if (tmp->glow_radius > light)
1088 light = tmp->glow_radius;
1089
1090 /* This call is needed in order to update objects the player
1091 * is standing in that have animations (ie, grass, fire, etc).
1092 * However, it also causes the look window to be re-drawn
1093 * 3 times each time the player moves, because many of the
1094 * functions the move_player calls eventualy call this.
1095 *
1096 * Always put the player down for drawing.
1097 */
1098 if (!tmp->invisible)
1099 {
1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1101 top = tmp;
1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1103 {
1104 /* If we got a floor, that means middle and top were below it,
1105 * so should not be visible, so we clear them.
1106 */
1107 middle = 0;
1108 top = 0;
1109 floor = tmp;
1110 }
1111 /* Flag anywhere have high priority */
1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1113 {
1114 middle = tmp;
1115 anywhere = 1;
1116 }
1117 /* Find the highest visible face around. If equal
1118 * visibilities, we still want the one nearer to the
1119 * top
1120 */
1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122 middle = tmp;
1123 }
1124
1125 if (tmp == tmp->above)
1126 {
1127 LOG (llevError, "Error in structure of map\n");
1128 exit (-1);
1129 }
1130
1131 move_slow |= tmp->move_slow;
1132 move_block |= tmp->move_block;
1133 move_on |= tmp->move_on;
1134 move_off |= tmp->move_off;
1135 move_allow |= tmp->move_allow;
1136
1137 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1138 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1139 if (tmp->type == PLAYER) flags |= P_PLAYER;
1140 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1141 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1142 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1143 }
1144
1145 this->light = light;
1146 this->flags_ = flags;
1147 this->move_block = move_block & ~move_allow;
1148 this->move_on = move_on;
1149 this->move_off = move_off;
1150 this->move_slow = move_slow;
1151
1152 /* At this point, we have a floor face (if there is a floor),
1153 * and the floor is set - we are not going to touch it at
1154 * this point.
1155 * middle contains the highest visibility face.
1156 * top contains a player/monster face, if there is one.
1157 *
1158 * We now need to fill in top.face and/or middle.face.
1159 */
1160
1161 /* If the top face also happens to be high visibility, re-do our
1162 * middle face. This should not happen, as we already have the
1163 * else statement above so middle should not get set. OTOH, it
1164 * may be possible for the faces to match but be different objects.
1165 */
1166 if (top == middle)
1167 middle = 0;
1168
1169 /* There are three posibilities at this point:
1170 * 1) top face is set, need middle to be set.
1171 * 2) middle is set, need to set top.
1172 * 3) neither middle or top is set - need to set both.
1173 */
1174
1175 for (tmp = last; tmp; tmp = tmp->below)
1176 {
1177 /* Once we get to a floor, stop, since we already have a floor object */
1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1179 break;
1180
1181 /* If two top faces are already set, quit processing */
1182 if (top && middle)
1183 break;
1184
1185 /* Only show visible faces */
1186 if (!tmp->invisible)
1187 {
1188 /* Fill in top if needed */
1189 if (!top)
1190 {
1191 top = tmp;
1192 if (top == middle)
1193 middle = 0;
1194 }
1195 else
1196 {
1197 /* top is already set - we should only get here if
1198 * middle is not set
1199 *
1200 * Set the middle face and break out, since there is nothing
1201 * more to fill in. We don't check visiblity here, since
1202 *
1203 */
1204 if (tmp != top)
1205 {
1206 middle = tmp;
1207 break;
1208 }
1209 }
1210 }
1211 }
1212
1213 if (middle == floor)
1214 middle = 0;
1215
1216 if (top == middle)
1217 middle = 0;
1218
1219 #if 0
1220 faces_obj [0] = top;
1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223 #endif
1224 }
1225
1226 uint64
1227 mapspace::volume () const
1228 {
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1235 }
1236
1237 /* this updates the orig_map->tile_map[tile_num] value after finding
1238 * the map. It also takes care of linking back the freshly found
1239 * maps tile_map values if it tiles back to this one. It returns
1240 * the value of orig_map->tile_map[tile_num].
1241 */
1242 static inline maptile *
1243 find_and_link (maptile *orig_map, int tile_num)
1244 {
1245 maptile *mp = orig_map->tile_map [tile_num];
1246
1247 if (!mp)
1248 {
1249 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1250
1251 if (!mp)
1252 {
1253 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1254 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1255 &orig_map->tile_path[tile_num], &orig_map->path);
1256 mp = new maptile (1, 1);
1257 mp->alloc ();
1258 mp->in_memory = MAP_IN_MEMORY;
1259 }
1260 }
1261
1262 int dest_tile = (tile_num + 2) % 4;
1263
1264 orig_map->tile_map [tile_num] = mp;
1265
1266 // optimisation: back-link map to origin map if euclidean
1267 //TODO: non-euclidean maps MUST GO
1268 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1269 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1270
1271 return mp;
1272 }
1273
1274 static inline void
1275 load_and_link (maptile *orig_map, int tile_num)
1276 {
1277 find_and_link (orig_map, tile_num)->load_sync ();
1278 }
1279
1280 /* this returns TRUE if the coordinates (x,y) are out of
1281 * map m. This function also takes into account any
1282 * tiling considerations, loading adjacant maps as needed.
1283 * This is the function should always be used when it
1284 * necessary to check for valid coordinates.
1285 * This function will recursively call itself for the
1286 * tiled maps.
1287 */
1288 int
1289 out_of_map (maptile *m, int x, int y)
1290 {
1291 /* If we get passed a null map, this is obviously the
1292 * case. This generally shouldn't happen, but if the
1293 * map loads fail below, it could happen.
1294 */
1295 if (!m)
1296 return 0;
1297
1298 if (x < 0)
1299 {
1300 if (!m->tile_path[3])
1301 return 1;
1302
1303 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1304 find_and_link (m, 3);
1305
1306 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1307 }
1308
1309 if (x >= m->width)
1310 {
1311 if (!m->tile_path[1])
1312 return 1;
1313
1314 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1315 find_and_link (m, 1);
1316
1317 return out_of_map (m->tile_map[1], x - m->width, y);
1318 }
1319
1320 if (y < 0)
1321 {
1322 if (!m->tile_path[0])
1323 return 1;
1324
1325 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1326 find_and_link (m, 0);
1327
1328 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1329 }
1330
1331 if (y >= m->height)
1332 {
1333 if (!m->tile_path[2])
1334 return 1;
1335
1336 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1337 find_and_link (m, 2);
1338
1339 return out_of_map (m->tile_map[2], x, y - m->height);
1340 }
1341
1342 /* Simple case - coordinates are within this local
1343 * map.
1344 */
1345 return 0;
1346 }
1347
1348 /* This is basically the same as out_of_map above, but
1349 * instead we return NULL if no map is valid (coordinates
1350 * out of bounds and no tiled map), otherwise it returns
1351 * the map as that the coordinates are really on, and
1352 * updates x and y to be the localised coordinates.
1353 * Using this is more efficient of calling out_of_map
1354 * and then figuring out what the real map is
1355 */
1356 maptile *
1357 maptile::xy_find (sint16 &x, sint16 &y)
1358 {
1359 if (x < 0)
1360 {
1361 if (!tile_path[3])
1362 return 0;
1363
1364 find_and_link (this, 3);
1365 x += tile_map[3]->width;
1366 return tile_map[3]->xy_find (x, y);
1367 }
1368
1369 if (x >= width)
1370 {
1371 if (!tile_path[1])
1372 return 0;
1373
1374 find_and_link (this, 1);
1375 x -= width;
1376 return tile_map[1]->xy_find (x, y);
1377 }
1378
1379 if (y < 0)
1380 {
1381 if (!tile_path[0])
1382 return 0;
1383
1384 find_and_link (this, 0);
1385 y += tile_map[0]->height;
1386 return tile_map[0]->xy_find (x, y);
1387 }
1388
1389 if (y >= height)
1390 {
1391 if (!tile_path[2])
1392 return 0;
1393
1394 find_and_link (this, 2);
1395 y -= height;
1396 return tile_map[2]->xy_find (x, y);
1397 }
1398
1399 /* Simple case - coordinates are within this local
1400 * map.
1401 */
1402 return this;
1403 }
1404
1405 /**
1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1407 * map1 to map2 in dx/dy.
1408 */
1409 int
1410 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1411 {
1412 if (!map1 || !map2)
1413 return 0;
1414
1415 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1416 //fix: compare paths instead (this is likely faster, too!)
1417 if (map1 == map2)
1418 {
1419 *dx = 0;
1420 *dy = 0;
1421 }
1422 else if (map1->tile_map[0] == map2)
1423 { /* up */
1424 *dx = 0;
1425 *dy = -map2->height;
1426 }
1427 else if (map1->tile_map[1] == map2)
1428 { /* right */
1429 *dx = map1->width;
1430 *dy = 0;
1431 }
1432 else if (map1->tile_map[2] == map2)
1433 { /* down */
1434 *dx = 0;
1435 *dy = map1->height;
1436 }
1437 else if (map1->tile_map[3] == map2)
1438 { /* left */
1439 *dx = -map2->width;
1440 *dy = 0;
1441 }
1442 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1443 { /* up right */
1444 *dx = map1->tile_map[0]->width;
1445 *dy = -map1->tile_map[0]->height;
1446 }
1447 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1448 { /* up left */
1449 *dx = -map2->width;
1450 *dy = -map1->tile_map[0]->height;
1451 }
1452 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1453 { /* right up */
1454 *dx = map1->width;
1455 *dy = -map2->height;
1456 }
1457 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1458 { /* right down */
1459 *dx = map1->width;
1460 *dy = map1->tile_map[1]->height;
1461 }
1462 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1463 { /* down right */
1464 *dx = map1->tile_map[2]->width;
1465 *dy = map1->height;
1466 }
1467 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1468 { /* down left */
1469 *dx = -map2->width;
1470 *dy = map1->height;
1471 }
1472 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1473 { /* left up */
1474 *dx = -map1->tile_map[3]->width;
1475 *dy = -map2->height;
1476 }
1477 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1478 { /* left down */
1479 *dx = -map1->tile_map[3]->width;
1480 *dy = map1->tile_map[3]->height;
1481 }
1482 else
1483 return 0;
1484
1485 return 1;
1486 }
1487
1488 maptile *
1489 maptile::xy_load (sint16 &x, sint16 &y)
1490 {
1491 maptile *map = xy_find (x, y);
1492
1493 if (map)
1494 map->load_sync ();
1495
1496 return map;
1497 }
1498
1499 maptile *
1500 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1501 {
1502 return m->xy_load (*x, *y);
1503 }
1504
1505 /* From map.c
1506 * This is used by get_player to determine where the other
1507 * creature is. get_rangevector takes into account map tiling,
1508 * so you just can not look the the map coordinates and get the
1509 * righte value. distance_x/y are distance away, which
1510 * can be negative. direction is the crossfire direction scheme
1511 * that the creature should head. part is the part of the
1512 * monster that is closest.
1513 *
1514 * get_rangevector looks at op1 and op2, and fills in the
1515 * structure for op1 to get to op2.
1516 * We already trust that the caller has verified that the
1517 * two objects are at least on adjacent maps. If not,
1518 * results are not likely to be what is desired.
1519 * if the objects are not on maps, results are also likely to
1520 * be unexpected
1521 *
1522 * currently, the only flag supported (0x1) is don't translate for
1523 * closest body part of 'op1'
1524 */
1525 void
1526 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1527 {
1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1529 {
1530 /* be conservative and fill in _some_ data */
1531 retval->distance = 10000;
1532 retval->distance_x = 10000;
1533 retval->distance_y = 10000;
1534 retval->direction = 0;
1535 retval->part = 0;
1536 }
1537 else
1538 {
1539 object *best;
1540
1541 retval->distance_x += op2->x - op1->x;
1542 retval->distance_y += op2->y - op1->y;
1543
1544 best = op1;
1545 /* If this is multipart, find the closest part now */
1546 if (!(flags & 0x1) && op1->more)
1547 {
1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1549
1550 /* we just take the offset of the piece to head to figure
1551 * distance instead of doing all that work above again
1552 * since the distance fields we set above are positive in the
1553 * same axis as is used for multipart objects, the simply arithmetic
1554 * below works.
1555 */
1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1557 {
1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1560 if (tmpi < best_distance)
1561 {
1562 best_distance = tmpi;
1563 best = tmp;
1564 }
1565 }
1566
1567 if (best != op1)
1568 {
1569 retval->distance_x += op1->x - best->x;
1570 retval->distance_y += op1->y - best->y;
1571 }
1572 }
1573
1574 retval->part = best;
1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1577 }
1578 }
1579
1580 /* this is basically the same as get_rangevector above, but instead of
1581 * the first parameter being an object, it instead is the map
1582 * and x,y coordinates - this is used for path to player -
1583 * since the object is not infact moving but we are trying to traverse
1584 * the path, we need this.
1585 * flags has no meaning for this function at this time - I kept it in to
1586 * be more consistant with the above function and also in case they are needed
1587 * for something in the future. Also, since no object is pasted, the best
1588 * field of the rv_vector is set to NULL.
1589 */
1590 void
1591 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1592 {
1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1594 {
1595 /* be conservative and fill in _some_ data */
1596 retval->distance = 100000;
1597 retval->distance_x = 32767;
1598 retval->distance_y = 32767;
1599 retval->direction = 0;
1600 retval->part = 0;
1601 }
1602 else
1603 {
1604 retval->distance_x += op2->x - x;
1605 retval->distance_y += op2->y - y;
1606
1607 retval->part = NULL;
1608 retval->distance = idistance (retval->distance_x, retval->distance_y);
1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1610 }
1611 }
1612
1613 /* Returns true of op1 and op2 are effectively on the same map
1614 * (as related to map tiling). Note that this looks for a path from
1615 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1616 * to op1, this will still return false.
1617 * Note we only look one map out to keep the processing simple
1618 * and efficient. This could probably be a macro.
1619 * MSW 2001-08-05
1620 */
1621 int
1622 on_same_map (const object *op1, const object *op2)
1623 {
1624 int dx, dy;
1625
1626 return adjacent_map (op1->map, op2->map, &dx, &dy);
1627 }
1628
1629 object *
1630 maptile::insert (object *op, int x, int y, object *originator, int flags)
1631 {
1632 if (!op->flag [FLAG_REMOVED])
1633 op->remove ();
1634
1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1636 }
1637
1638 region *
1639 maptile::region (int x, int y) const
1640 {
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651 }
1652
1653 /* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657 object *
1658 maptile::pick_random_object () const
1659 {
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677 }
1678