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/cvs/deliantra/server/common/map.C
Revision: 1.101
Committed: Sat Apr 21 16:56:28 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +15 -39 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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