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Revision: 1.109
Committed: Thu Jun 7 19:12:22 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +70 -0 lines
Log Message:
- new map header boolean "no_reset 1" to deny reset.
- allow reset of per-player maps, effectviely implementing
  player-private dungeons.
- re-enabled reset-on-load feature again.
- remove fail-safe mechanism that prevented per-player maps from
  being reset. keep your fingers crossed.
- fixed two bugs in archetype finding (archname vs. object name).
- singularities no longer crash the server but will log a backtrace
  now as they are really are fatal.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 ob = ob->head_ ();
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224
225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
230 return 1;
231 }
232
233 }
234 return 0;
235 }
236
237 /*
238 * Returns true if the given object can't fit in the given spot.
239 * This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the
242 * multipart object and makes sure they can be inserted.
243 *
244 * While this doesn't call out of map, the get_map_flags does.
245 *
246 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases,
248 * a call to one would follow the other, doesn't make a lot of sense to
249 * have two seperate functions for this.
250 *
251 * This returns nonzero if this arch can not go on the space provided,
252 * 0 otherwise. the return value will contain the P_.. value
253 * so the caller can know why this object can't go on the map.
254 * Note that callers should not expect P_NEW_MAP to be set
255 * in return codes - since the object is multispace - if
256 * we did return values, what do you return if half the object
257 * is one map, half on another.
258 *
259 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type
261 * against the move_block values.
262 */
263 int
264 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
265 {
266 archetype *tmp;
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 }
280
281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
282 {
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284
285 if (flag & P_OUT_OF_MAP)
286 return P_OUT_OF_MAP;
287 if (flag & P_IS_ALIVE)
288 return P_IS_ALIVE;
289
290 mapspace &ms = m1->at (sx, sy);
291
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
298 continue;
299
300 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object.
302 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
304 return P_NO_PASS;
305 }
306
307 return 0;
308 }
309
310 /* When the map is loaded, load_object does not actually insert objects
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316 void
317 fix_container (object *container)
318 {
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336 }
337
338 void
339 maptile::set_object_flag (int flag, int value)
340 {
341 if (!spaces)
342 return;
343
344 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value;
347 }
348
349 /* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when
352 * they are saved).
353 */
354 void
355 maptile::link_multipart_objects ()
356 {
357 if (!spaces)
358 return;
359
360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above)
362 {
363 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 op->remove ();
367 op->expand_tail ();
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
369 }
370 }
371 }
372
373 /*
374 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer.
376 */
377 bool
378 maptile::_load_objects (object_thawer &f)
379 {
380 for (;;)
381 {
382 coroapi::cede_to_tick_every (100); // cede once in a while
383
384 switch (f.kw)
385 {
386 case KW_arch:
387 if (object *op = object::read (f, this))
388 {
389 if (op->inv)
390 sum_weight (op);
391
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
394
395 continue;
396
397 case KW_EOF:
398 return true;
399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
403 break;
404 }
405
406 f.next ();
407 }
408
409 return true;
410 }
411
412 void
413 maptile::activate ()
414 {
415 active = true;
416
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive ();
421 }
422
423 void
424 maptile::deactivate ()
425 {
426 active = false;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive ();
432 }
433
434 bool
435 maptile::_save_objects (object_freezer &f, int flags)
436 {
437 coroapi::cede_to_tick ();
438
439 if (flags & IO_HEADER)
440 _save_header (f);
441
442 if (!spaces)
443 return false;
444
445 for (int i = 0; i < size (); ++i)
446 {
447 int unique = 0;
448 for (object *op = spaces [i].bot; op; op = op->above)
449 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
451 unique = 1;
452
453 if (!op->can_map_save ())
454 continue;
455
456 if (unique || op->flag [FLAG_UNIQUE])
457 {
458 if (flags & IO_UNIQUES)
459 op->write (f);
460 }
461 else if (flags & IO_OBJECTS)
462 op->write (f);
463 }
464 }
465
466 coroapi::cede_to_tick ();
467
468 return true;
469 }
470
471 bool
472 maptile::_load_objects (const char *path, bool skip_header)
473 {
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491 }
492
493 bool
494 maptile::_save_objects (const char *path, int flags)
495 {
496 object_freezer freezer;
497
498 if (!_save_objects (freezer, flags))
499 return false;
500
501 return freezer.save (path);
502 }
503
504 maptile::maptile ()
505 {
506 in_memory = MAP_SWAPPED;
507
508 /* The maps used to pick up default x and y values from the
509 * map archetype. Mimic that behaviour.
510 */
511 width = 16;
512 height = 16;
513 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything
515 max_volume = 2000000; // 2m³
516 }
517
518 maptile::maptile (int w, int h)
519 {
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0;
527 enter_y = 0;
528
529 alloc ();
530 }
531
532 /*
533 * Allocates the arrays contained in a maptile.
534 * This basically allocates the dynamic array of spaces for the
535 * map.
536 */
537 void
538 maptile::alloc ()
539 {
540 if (spaces)
541 return;
542
543 spaces = salloc0<mapspace> (size ());
544 }
545
546 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
547 * corresponding to that string. Memory is allocated for this, it must be freed
548 * at a later date.
549 * Called by parse_map_headers below.
550 */
551 static shopitems *
552 parse_shop_string (const char *input_string)
553 {
554 char *shop_string, *p, *q, *next_semicolon, *next_colon;
555 shopitems *items = NULL;
556 int i = 0, number_of_entries = 0;
557 const typedata *current_type;
558
559 shop_string = strdup (input_string);
560 p = shop_string;
561 /* first we'll count the entries, we'll need that for allocating the array shortly */
562 while (p)
563 {
564 p = strchr (p, ';');
565 number_of_entries++;
566 if (p)
567 p++;
568 }
569
570 p = shop_string;
571 strip_endline (p);
572 items = new shopitems[number_of_entries + 1];
573 for (i = 0; i < number_of_entries; i++)
574 {
575 if (!p)
576 {
577 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
578 break;
579 }
580
581 next_semicolon = strchr (p, ';');
582 next_colon = strchr (p, ':');
583 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
584 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
585 items[i].strength = atoi (strchr (p, ':') + 1);
586
587 if (isdigit (*p) || *p == '*')
588 {
589 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
590 current_type = get_typedata (items[i].typenum);
591 if (current_type)
592 {
593 items[i].name = current_type->name;
594 items[i].name_pl = current_type->name_pl;
595 }
596 }
597 else
598 { /*we have a named type, let's figure out what it is */
599 q = strpbrk (p, ";:");
600 if (q)
601 *q = '\0';
602
603 current_type = get_typedata_by_name (p);
604 if (current_type)
605 {
606 items[i].name = current_type->name;
607 items[i].typenum = current_type->number;
608 items[i].name_pl = current_type->name_pl;
609 }
610 else
611 { /* oh uh, something's wrong, let's free up this one, and try
612 * the next entry while we're at it, better print a warning
613 */
614 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
615 }
616 }
617
618 items[i].index = number_of_entries;
619 if (next_semicolon)
620 p = ++next_semicolon;
621 else
622 p = NULL;
623 }
624
625 free (shop_string);
626 return items;
627 }
628
629 /* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */
631 static void
632 print_shop_string (maptile *m, char *output_string)
633 {
634 int i;
635 char tmp[MAX_BUF];
636
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++)
639 {
640 if (m->shopitems[i].typenum)
641 {
642 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
644 else
645 sprintf (tmp, "%s;", m->shopitems[i].name);
646 }
647 else
648 {
649 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
651 else
652 sprintf (tmp, "*");
653 }
654
655 strcat (output_string, tmp);
656 }
657 }
658
659 /* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the
662 * addition of tiling, fields beyond that easily named in an
663 * object structure were needed, so it just made sense to
664 * put all the stuff in the map object so that names actually make
665 * sense.
666 * This could be done in lex (like the object loader), but I think
667 * currently, there are few enough fields this is not a big deal.
668 * MSW 2001-07-01
669 */
670 bool
671 maptile::_load_header (object_thawer &thawer)
672 {
673 for (;;)
674 {
675 thawer.next ();
676
677 switch (thawer.kw)
678 {
679 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg);
681 break;
682
683 case KW_lore: // CF+ extension
684 thawer.get_ml (KW_endlore, maplore);
685 break;
686
687 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore);
689 break;
690
691 case KW_arch:
692 if (strcmp (thawer.get_str (), "map"))
693 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
694 break;
695
696 case KW_oid:
697 thawer.get (this, thawer.get_sint32 ());
698 break;
699
700 case KW_file_format_version: break; // nop
701
702 case KW_name: thawer.get (name); break;
703 case KW_attach: thawer.get (attach); break;
704 case KW_reset_time: thawer.get (reset_time); break;
705 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716
717 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break;
720
721 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723
724 // old names new names
725 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
727 case KW_x: case KW_width: thawer.get (width); break;
728 case KW_y: case KW_height: thawer.get (height); break;
729 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
730 case KW_value: case KW_swap_time: thawer.get (timeout); break;
731 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
732 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
733 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
734
735 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739
740 case KW_end:
741 return true;
742
743 default:
744 if (!thawer.parse_error ("map", 0))
745 return false;
746 break;
747 }
748 }
749
750 abort ();
751 }
752
753 bool
754 maptile::_load_header (const char *path)
755 {
756 object_thawer thawer (path);
757
758 if (!thawer)
759 return false;
760
761 return _load_header (thawer);
762 }
763
764 /******************************************************************************
765 * This is the start of unique map handling code
766 *****************************************************************************/
767
768 /* This goes through the maptile and removed any unique items on the map. */
769 void
770 maptile::clear_unique_items ()
771 {
772 for (int i = 0; i < size (); ++i)
773 {
774 int unique = 0;
775 for (object *op = spaces [i].bot; op; )
776 {
777 object *above = op->above;
778
779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
780 unique = 1;
781
782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
783 {
784 op->destroy_inv (false);
785 op->destroy ();
786 }
787
788 op = above;
789 }
790 }
791 }
792
793 bool
794 maptile::_save_header (object_freezer &freezer)
795 {
796 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
797 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
798
799 MAP_OUT2 (arch, "map");
800
801 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time);
803 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset);
807 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name);
810
811 if (shopitems)
812 {
813 char shop[MAX_BUF];
814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
816 }
817
818 MAP_OUT (shopgreed);
819 MAP_OUT (shopmin);
820 MAP_OUT (shopmax);
821 if (shoprace) MAP_OUT (shoprace);
822 MAP_OUT (darkness);
823 MAP_OUT (width);
824 MAP_OUT (height);
825 MAP_OUT (enter_x);
826 MAP_OUT (enter_y);
827
828 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
829 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
830
831 MAP_OUT (outdoor);
832 MAP_OUT (temp);
833 MAP_OUT (pressure);
834 MAP_OUT (humid);
835 MAP_OUT (windspeed);
836 MAP_OUT (winddir);
837 MAP_OUT (sky);
838
839 MAP_OUT (per_player);
840 MAP_OUT (per_party);
841
842 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
843 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
844 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
845 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
846
847 freezer.put (this);
848 freezer.put (KW_end);
849
850 return true;
851 }
852
853 bool
854 maptile::_save_header (const char *path)
855 {
856 object_freezer freezer;
857
858 if (!_save_header (freezer))
859 return false;
860
861 return freezer.save (path);
862 }
863
864 /*
865 * Remove and free all objects in the given map.
866 */
867 void
868 maptile::clear ()
869 {
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
873 if (spaces)
874 {
875 for (mapspace *ms = spaces + size (); ms-- > spaces; )
876 while (object *op = ms->bot)
877 {
878 op = op->head_ ();
879 op->destroy_inv (false);
880 op->destroy ();
881 }
882
883 sfree (spaces, size ()), spaces = 0;
884 }
885
886 if (buttons)
887 free_objectlinkpt (buttons), buttons = 0;
888 }
889
890 void
891 maptile::clear_header ()
892 {
893 name = 0;
894 msg = 0;
895 maplore = 0;
896 shoprace = 0;
897 delete [] shopitems, shopitems = 0;
898
899 for (int i = 0; i < 4; i++)
900 tile_path [i] = 0;
901 }
902
903 maptile::~maptile ()
904 {
905 assert (destroyed ());
906 }
907
908 void
909 maptile::clear_links_to (maptile *m)
910 {
911 /* We need to look through all the maps and see if any maps
912 * are pointing at this one for tiling information. Since
913 * tiling can be asymetric, we just can not look to see which
914 * maps this map tiles with and clears those.
915 */
916 for (int i = 0; i < 4; i++)
917 if (tile_map[i] == m)
918 tile_map[i] = 0;
919 }
920
921 void
922 maptile::do_destroy ()
923 {
924 attachable::do_destroy ();
925
926 clear ();
927 }
928
929 /* decay and destroy perishable items in a map */
930 void
931 maptile::do_decay_objects ()
932 {
933 if (!spaces)
934 return;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above)
938 {
939 above = op->above;
940
941 bool destroy = 0;
942
943 // do not decay anything above unique floor tiles (yet :)
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break;
946
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ())
954 ; // do not decay
955 else if (op->is_weapon ())
956 {
957 op->stats.dam--;
958 if (op->stats.dam < 0)
959 destroy = 1;
960 }
961 else if (op->is_armor ())
962 {
963 op->stats.ac--;
964 if (op->stats.ac < 0)
965 destroy = 1;
966 }
967 else if (op->type == FOOD)
968 {
969 op->stats.food -= rndm (5, 20);
970 if (op->stats.food < 0)
971 destroy = 1;
972 }
973 else
974 {
975 int mat = op->materials;
976
977 if (mat & M_PAPER
978 || mat & M_LEATHER
979 || mat & M_WOOD
980 || mat & M_ORGANIC
981 || mat & M_CLOTH
982 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32))
988 destroy = 1;
989 }
990
991 /* adjust overall chance below */
992 if (destroy && rndm (0, 1))
993 op->destroy ();
994 }
995 }
996
997 /*
998 * Updates every button on the map (by calling update_button() for them).
999 */
1000 void
1001 maptile::update_buttons ()
1002 {
1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1005 {
1006 if (!ol->ob)
1007 {
1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1010 continue;
1011 }
1012
1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1014 {
1015 update_button (ol->ob);
1016 break;
1017 }
1018 }
1019 }
1020
1021 /*
1022 * This routine is supposed to find out the difficulty of the map.
1023 * difficulty does not have a lot to do with character level,
1024 * but does have a lot to do with treasure on the map.
1025 *
1026 * Difficulty can now be set by the map creature. If the value stored
1027 * in the map is zero, then use this routine. Maps should really
1028 * have a difficulty set than using this function - human calculation
1029 * is much better than this functions guesswork.
1030 */
1031 int
1032 maptile::estimate_difficulty () const
1033 {
1034 long monster_cnt = 0;
1035 double avgexp = 0;
1036 sint64 total_exp = 0;
1037
1038 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1039 for (object *op = ms->bot; op; op = op->above)
1040 {
1041 if (QUERY_FLAG (op, FLAG_MONSTER))
1042 {
1043 total_exp += op->stats.exp;
1044 monster_cnt++;
1045 }
1046
1047 if (QUERY_FLAG (op, FLAG_GENERATOR))
1048 {
1049 total_exp += op->stats.exp;
1050
1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1052 total_exp += at->stats.exp * 8;
1053
1054 monster_cnt++;
1055 }
1056 }
1057
1058 avgexp = (double) total_exp / monster_cnt;
1059
1060 for (int i = 1; i <= settings.max_level; i++)
1061 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1062 return i;
1063
1064 return 1;
1065 }
1066
1067 /* change_map_light() - used to change map light level (darkness)
1068 * up or down. Returns true if successful. It should now be
1069 * possible to change a value by more than 1.
1070 * Move this from los.c to map.c since this is more related
1071 * to maps than los.
1072 * postive values make it darker, negative make it brighter
1073 */
1074 int
1075 maptile::change_map_light (int change)
1076 {
1077 int new_level = darkness + change;
1078
1079 /* Nothing to do */
1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1081 return 0;
1082
1083 /* inform all players on the map */
1084 if (change > 0)
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1086 else
1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1088
1089 /* Do extra checking. since darkness is a unsigned value,
1090 * we need to be extra careful about negative values.
1091 * In general, the checks below are only needed if change
1092 * is not +/-1
1093 */
1094 if (new_level < 0)
1095 darkness = 0;
1096 else if (new_level >= MAX_DARKNESS)
1097 darkness = MAX_DARKNESS;
1098 else
1099 darkness = new_level;
1100
1101 /* All clients need to get re-updated for the change */
1102 update_all_map_los (this);
1103 return 1;
1104 }
1105
1106 /*
1107 * This function updates various attributes about a specific space
1108 * on the map (what it looks like, whether it blocks magic,
1109 * has a living creatures, prevents people from passing
1110 * through, etc)
1111 */
1112 void
1113 mapspace::update_ ()
1114 {
1115 object *tmp, *last = 0;
1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1118
1119 //object *middle = 0;
1120 //object *top = 0;
1121 //object *floor = 0;
1122 // this seems to generate better code than using locals, above
1123 object *&top = faces_obj[0] = 0;
1124 object *&middle = faces_obj[1] = 0;
1125 object *&floor = faces_obj[2] = 0;
1126
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 {
1129 /* This could be made additive I guess (two lights better than
1130 * one). But if so, it shouldn't be a simple additive - 2
1131 * light bulbs do not illuminate twice as far as once since
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius;
1136
1137 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the
1141 * functions the move_player calls eventualy call this.
1142 *
1143 * Always put the player down for drawing.
1144 */
1145 if (!tmp->invisible)
1146 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1148 top = tmp;
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 {
1151 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them.
1153 */
1154 middle = 0;
1155 top = 0;
1156 floor = tmp;
1157 }
1158 /* Flag anywhere have high priority */
1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1160 {
1161 middle = tmp;
1162 anywhere = 1;
1163 }
1164 /* Find the highest visible face around. If equal
1165 * visibilities, we still want the one nearer to the
1166 * top
1167 */
1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1169 middle = tmp;
1170 }
1171
1172 if (tmp == tmp->above)
1173 {
1174 LOG (llevError, "Error in structure of map\n");
1175 exit (-1);
1176 }
1177
1178 move_slow |= tmp->move_slow;
1179 move_block |= tmp->move_block;
1180 move_on |= tmp->move_on;
1181 move_off |= tmp->move_off;
1182 move_allow |= tmp->move_allow;
1183
1184 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1185 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1186 if (tmp->type == PLAYER) flags |= P_PLAYER;
1187 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1188 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1189 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1190 }
1191
1192 this->light = light;
1193 this->flags_ = flags;
1194 this->move_block = move_block & ~move_allow;
1195 this->move_on = move_on;
1196 this->move_off = move_off;
1197 this->move_slow = move_slow;
1198
1199 /* At this point, we have a floor face (if there is a floor),
1200 * and the floor is set - we are not going to touch it at
1201 * this point.
1202 * middle contains the highest visibility face.
1203 * top contains a player/monster face, if there is one.
1204 *
1205 * We now need to fill in top.face and/or middle.face.
1206 */
1207
1208 /* If the top face also happens to be high visibility, re-do our
1209 * middle face. This should not happen, as we already have the
1210 * else statement above so middle should not get set. OTOH, it
1211 * may be possible for the faces to match but be different objects.
1212 */
1213 if (top == middle)
1214 middle = 0;
1215
1216 /* There are three posibilities at this point:
1217 * 1) top face is set, need middle to be set.
1218 * 2) middle is set, need to set top.
1219 * 3) neither middle or top is set - need to set both.
1220 */
1221
1222 for (tmp = last; tmp; tmp = tmp->below)
1223 {
1224 /* Once we get to a floor, stop, since we already have a floor object */
1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1226 break;
1227
1228 /* If two top faces are already set, quit processing */
1229 if (top && middle)
1230 break;
1231
1232 /* Only show visible faces */
1233 if (!tmp->invisible)
1234 {
1235 /* Fill in top if needed */
1236 if (!top)
1237 {
1238 top = tmp;
1239 if (top == middle)
1240 middle = 0;
1241 }
1242 else
1243 {
1244 /* top is already set - we should only get here if
1245 * middle is not set
1246 *
1247 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since
1249 *
1250 */
1251 if (tmp != top)
1252 {
1253 middle = tmp;
1254 break;
1255 }
1256 }
1257 }
1258 }
1259
1260 if (middle == floor)
1261 middle = 0;
1262
1263 if (top == middle)
1264 middle = 0;
1265
1266 #if 0
1267 faces_obj [0] = top;
1268 faces_obj [1] = middle;
1269 faces_obj [2] = floor;
1270 #endif
1271 }
1272
1273 uint64
1274 mapspace::volume () const
1275 {
1276 uint64 vol = 0;
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282 }
1283
1284 /* this updates the orig_map->tile_map[tile_num] value after finding
1285 * the map. It also takes care of linking back the freshly found
1286 * maps tile_map values if it tiles back to this one. It returns
1287 * the value of orig_map->tile_map[tile_num].
1288 */
1289 static inline maptile *
1290 find_and_link (maptile *orig_map, int tile_num)
1291 {
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 }
1308
1309 int dest_tile = (tile_num + 2) % 4;
1310
1311 orig_map->tile_map [tile_num] = mp;
1312
1313 // optimisation: back-link map to origin map if euclidean
1314 //TODO: non-euclidean maps MUST GO
1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1317
1318 return mp;
1319 }
1320
1321 static inline void
1322 load_and_link (maptile *orig_map, int tile_num)
1323 {
1324 find_and_link (orig_map, tile_num)->load_sync ();
1325 }
1326
1327 /* this returns TRUE if the coordinates (x,y) are out of
1328 * map m. This function also takes into account any
1329 * tiling considerations, loading adjacant maps as needed.
1330 * This is the function should always be used when it
1331 * necessary to check for valid coordinates.
1332 * This function will recursively call itself for the
1333 * tiled maps.
1334 */
1335 int
1336 out_of_map (maptile *m, int x, int y)
1337 {
1338 /* If we get passed a null map, this is obviously the
1339 * case. This generally shouldn't happen, but if the
1340 * map loads fail below, it could happen.
1341 */
1342 if (!m)
1343 return 0;
1344
1345 if (x < 0)
1346 {
1347 if (!m->tile_path[3])
1348 return 1;
1349
1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 3);
1352
1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1354 }
1355
1356 if (x >= m->width)
1357 {
1358 if (!m->tile_path[1])
1359 return 1;
1360
1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 1);
1363
1364 return out_of_map (m->tile_map[1], x - m->width, y);
1365 }
1366
1367 if (y < 0)
1368 {
1369 if (!m->tile_path[0])
1370 return 1;
1371
1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 0);
1374
1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1376 }
1377
1378 if (y >= m->height)
1379 {
1380 if (!m->tile_path[2])
1381 return 1;
1382
1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 2);
1385
1386 return out_of_map (m->tile_map[2], x, y - m->height);
1387 }
1388
1389 /* Simple case - coordinates are within this local
1390 * map.
1391 */
1392 return 0;
1393 }
1394
1395 /* This is basically the same as out_of_map above, but
1396 * instead we return NULL if no map is valid (coordinates
1397 * out of bounds and no tiled map), otherwise it returns
1398 * the map as that the coordinates are really on, and
1399 * updates x and y to be the localised coordinates.
1400 * Using this is more efficient of calling out_of_map
1401 * and then figuring out what the real map is
1402 */
1403 maptile *
1404 maptile::xy_find (sint16 &x, sint16 &y)
1405 {
1406 if (x < 0)
1407 {
1408 if (!tile_path[3])
1409 return 0;
1410
1411 find_and_link (this, 3);
1412 x += tile_map[3]->width;
1413 return tile_map[3]->xy_find (x, y);
1414 }
1415
1416 if (x >= width)
1417 {
1418 if (!tile_path[1])
1419 return 0;
1420
1421 find_and_link (this, 1);
1422 x -= width;
1423 return tile_map[1]->xy_find (x, y);
1424 }
1425
1426 if (y < 0)
1427 {
1428 if (!tile_path[0])
1429 return 0;
1430
1431 find_and_link (this, 0);
1432 y += tile_map[0]->height;
1433 return tile_map[0]->xy_find (x, y);
1434 }
1435
1436 if (y >= height)
1437 {
1438 if (!tile_path[2])
1439 return 0;
1440
1441 find_and_link (this, 2);
1442 y -= height;
1443 return tile_map[2]->xy_find (x, y);
1444 }
1445
1446 /* Simple case - coordinates are within this local
1447 * map.
1448 */
1449 return this;
1450 }
1451
1452 /**
1453 * Return whether map2 is adjacent to map1. If so, store the distance from
1454 * map1 to map2 in dx/dy.
1455 */
1456 int
1457 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1458 {
1459 if (!map1 || !map2)
1460 return 0;
1461
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!)
1464 if (map1 == map2)
1465 {
1466 *dx = 0;
1467 *dy = 0;
1468 }
1469 else if (map1->tile_map[0] == map2)
1470 { /* up */
1471 *dx = 0;
1472 *dy = -map2->height;
1473 }
1474 else if (map1->tile_map[1] == map2)
1475 { /* right */
1476 *dx = map1->width;
1477 *dy = 0;
1478 }
1479 else if (map1->tile_map[2] == map2)
1480 { /* down */
1481 *dx = 0;
1482 *dy = map1->height;
1483 }
1484 else if (map1->tile_map[3] == map2)
1485 { /* left */
1486 *dx = -map2->width;
1487 *dy = 0;
1488 }
1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1490 { /* up right */
1491 *dx = map1->tile_map[0]->width;
1492 *dy = -map1->tile_map[0]->height;
1493 }
1494 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1495 { /* up left */
1496 *dx = -map2->width;
1497 *dy = -map1->tile_map[0]->height;
1498 }
1499 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1500 { /* right up */
1501 *dx = map1->width;
1502 *dy = -map2->height;
1503 }
1504 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1505 { /* right down */
1506 *dx = map1->width;
1507 *dy = map1->tile_map[1]->height;
1508 }
1509 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1510 { /* down right */
1511 *dx = map1->tile_map[2]->width;
1512 *dy = map1->height;
1513 }
1514 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1515 { /* down left */
1516 *dx = -map2->width;
1517 *dy = map1->height;
1518 }
1519 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1520 { /* left up */
1521 *dx = -map1->tile_map[3]->width;
1522 *dy = -map2->height;
1523 }
1524 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1525 { /* left down */
1526 *dx = -map1->tile_map[3]->width;
1527 *dy = map1->tile_map[3]->height;
1528 }
1529 else
1530 return 0;
1531
1532 return 1;
1533 }
1534
1535 maptile *
1536 maptile::xy_load (sint16 &x, sint16 &y)
1537 {
1538 maptile *map = xy_find (x, y);
1539
1540 if (map)
1541 map->load_sync ();
1542
1543 return map;
1544 }
1545
1546 maptile *
1547 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1548 {
1549 return m->xy_load (*x, *y);
1550 }
1551
1552 /* From map.c
1553 * This is used by get_player to determine where the other
1554 * creature is. get_rangevector takes into account map tiling,
1555 * so you just can not look the the map coordinates and get the
1556 * righte value. distance_x/y are distance away, which
1557 * can be negative. direction is the crossfire direction scheme
1558 * that the creature should head. part is the part of the
1559 * monster that is closest.
1560 *
1561 * get_rangevector looks at op1 and op2, and fills in the
1562 * structure for op1 to get to op2.
1563 * We already trust that the caller has verified that the
1564 * two objects are at least on adjacent maps. If not,
1565 * results are not likely to be what is desired.
1566 * if the objects are not on maps, results are also likely to
1567 * be unexpected
1568 *
1569 * currently, the only flag supported (0x1) is don't translate for
1570 * closest body part of 'op1'
1571 */
1572 void
1573 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1574 {
1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1576 {
1577 /* be conservative and fill in _some_ data */
1578 retval->distance = 10000;
1579 retval->distance_x = 10000;
1580 retval->distance_y = 10000;
1581 retval->direction = 0;
1582 retval->part = 0;
1583 }
1584 else
1585 {
1586 object *best;
1587
1588 retval->distance_x += op2->x - op1->x;
1589 retval->distance_y += op2->y - op1->y;
1590
1591 best = op1;
1592 /* If this is multipart, find the closest part now */
1593 if (!(flags & 0x1) && op1->more)
1594 {
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596
1597 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works.
1602 */
1603 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance)
1608 {
1609 best_distance = tmpi;
1610 best = tmp;
1611 }
1612 }
1613
1614 if (best != op1)
1615 {
1616 retval->distance_x += op1->x - best->x;
1617 retval->distance_y += op1->y - best->y;
1618 }
1619 }
1620
1621 retval->part = best;
1622 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 }
1625 }
1626
1627 /* this is basically the same as get_rangevector above, but instead of
1628 * the first parameter being an object, it instead is the map
1629 * and x,y coordinates - this is used for path to player -
1630 * since the object is not infact moving but we are trying to traverse
1631 * the path, we need this.
1632 * flags has no meaning for this function at this time - I kept it in to
1633 * be more consistant with the above function and also in case they are needed
1634 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL.
1636 */
1637 void
1638 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1639 {
1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 {
1642 /* be conservative and fill in _some_ data */
1643 retval->distance = 100000;
1644 retval->distance_x = 32767;
1645 retval->distance_y = 32767;
1646 retval->direction = 0;
1647 retval->part = 0;
1648 }
1649 else
1650 {
1651 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y;
1653
1654 retval->part = NULL;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1657 }
1658 }
1659
1660 /* Returns true of op1 and op2 are effectively on the same map
1661 * (as related to map tiling). Note that this looks for a path from
1662 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1663 * to op1, this will still return false.
1664 * Note we only look one map out to keep the processing simple
1665 * and efficient. This could probably be a macro.
1666 * MSW 2001-08-05
1667 */
1668 int
1669 on_same_map (const object *op1, const object *op2)
1670 {
1671 int dx, dy;
1672
1673 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674 }
1675
1676 object *
1677 maptile::insert (object *op, int x, int y, object *originator, int flags)
1678 {
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683 }
1684
1685 region *
1686 maptile::region (int x, int y) const
1687 {
1688 if (regions
1689 && regionmap
1690 && !OUT_OF_REAL_MAP (this, x, y))
1691 if (struct region *reg = regionmap [regions [y * width + x]])
1692 return reg;
1693
1694 if (default_region)
1695 return default_region;
1696
1697 return ::region::default_region ();
1698 }
1699
1700 /* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */
1704 object *
1705 maptile::pick_random_object () const
1706 {
1707 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me.
1712 */
1713 for (int i = 1000; --i;)
1714 {
1715 object *pick = at (rndm (width), rndm (height)).bot;
1716
1717 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick)
1719 return pick->head_ ();
1720 }
1721
1722 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked");
1724 }
1725