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/cvs/deliantra/server/common/map.C
Revision: 1.111
Committed: Thu Jul 12 18:28:09 2007 UTC (16 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.110: +22 -10 lines
Log Message:
fixed multipart problem where multipart objects were placed in a wrong/bad
order on the map after they were extended.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <unistd.h>
25
26 #include "global.h"
27 #include "funcpoint.h"
28
29 #include "loader.h"
30
31 #include "path.h"
32
33 /*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39 const char *
40 create_pathname (const char *name)
41 {
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45 }
46
47 /*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62 int
63 check_path (const char *name, int prepend_dir)
64 {
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97 }
98
99 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those
103 * values can be null, in which case if a new map is needed (returned
104 * by a P_NEW_MAP value, another call to get_map_from_coord
105 * is needed. The case of not passing values is if we're just
106 * checking for the existence of something on those spaces, but
107 * don't expect to insert/remove anything from those spaces.
108 */
109 int
110 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
111 {
112 sint16 newx = x;
113 sint16 newy = y;
114
115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
116
117 if (!mp)
118 return P_OUT_OF_MAP;
119
120 if (newmap) *newmap = mp;
121 if (nx) *nx = newx;
122 if (ny) *ny = newy;
123
124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
125 }
126
127 /*
128 * Returns true if the given coordinate is blocked except by the
129 * object passed is not blocking. This is used with
130 * multipart monsters - if we want to see if a 2x2 monster
131 * can move 1 space to the left, we don't want its own area
132 * to block it from moving there.
133 * Returns TRUE if the space is blocked by something other than the
134 * monster.
135 * m, x, y are the target map/coordinates - needed for map tiling.
136 * the coordinates & map passed in should have been updated for tiling
137 * by the caller.
138 */
139 int
140 blocked_link (object *ob, maptile *m, int sx, int sy)
141 {
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this.
147 */
148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1;
152 }
153
154 /* Save some cycles - instead of calling get_map_flags(), just get the value
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
160
161 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special
163 * things we need to do for players.
164 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 ob = ob->head_ ();
179
180 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0.
184 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
187
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
191 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 {
197 if (check_inv_recursive (ob, tmp) == NULL)
198 return 1;
199 else
200 continue;
201 }
202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks
217 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223
224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
229 return 1;
230 }
231
232 }
233 return 0;
234 }
235
236 /*
237 * Returns true if the given object can't fit in the given spot.
238 * This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the
241 * multipart object and makes sure they can be inserted.
242 *
243 * While this doesn't call out of map, the get_map_flags does.
244 *
245 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases,
247 * a call to one would follow the other, doesn't make a lot of sense to
248 * have two seperate functions for this.
249 *
250 * This returns nonzero if this arch can not go on the space provided,
251 * 0 otherwise. the return value will contain the P_.. value
252 * so the caller can know why this object can't go on the map.
253 * Note that callers should not expect P_NEW_MAP to be set
254 * in return codes - since the object is multispace - if
255 * we did return values, what do you return if half the object
256 * is one map, half on another.
257 *
258 * Note this used to be arch_blocked, but with new movement
259 * code, we need to have actual object to check its move_type
260 * against the move_block values.
261 */
262 int
263 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
264 {
265 archetype *tmp;
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 }
279
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
281 {
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283
284 if (flag & P_OUT_OF_MAP)
285 return P_OUT_OF_MAP;
286 if (flag & P_IS_ALIVE)
287 return P_IS_ALIVE;
288
289 mapspace &ms = m1->at (sx, sy);
290
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
294 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
297 continue;
298
299 /* Note it is intentional that we check ob - the movement type of the
300 * head of the object should correspond for the entire object.
301 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
303 return P_NO_PASS;
304 }
305
306 return 0;
307 }
308
309 /* When the map is loaded, load_object does not actually insert objects
310 * into inventory, but just links them. What this does is go through
311 * and insert them properly.
312 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight.
314 */
315 void
316 fix_container (object *container)
317 {
318 object *tmp = container->inv, *next;
319
320 container->inv = 0;
321 while (tmp)
322 {
323 next = tmp->below;
324 if (tmp->inv)
325 fix_container (tmp);
326
327 insert_ob_in_ob (tmp, container);
328 tmp = next;
329 }
330
331 /* sum_weight will go through and calculate what all the containers are
332 * carrying.
333 */
334 sum_weight (container);
335 }
336
337 void
338 maptile::set_object_flag (int flag, int value)
339 {
340 if (!spaces)
341 return;
342
343 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value;
346 }
347
348 /* link_multipart_objects go through all the objects on the map looking
349 * for objects whose arch says they are multipart yet according to the
350 * info we have, they only have the head (as would be expected when
351 * they are saved).
352 */
353 void
354 maptile::link_multipart_objects ()
355 {
356 if (!spaces)
357 return;
358
359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
360 {
361 object *op = ms->bot;
362 while (op)
363 {
364 /* already multipart - don't do anything more */
365 if (op->head_ () == op && !op->more && op->arch->more)
366 {
367 op->remove ();
368 op->expand_tail ();
369
370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
377 }
378 else
379 op = op->above;
380 }
381 }
382 }
383
384 /*
385 * Loads (ands parses) the objects into a given map from the specified
386 * file pointer.
387 */
388 bool
389 maptile::_load_objects (object_thawer &f)
390 {
391 for (;;)
392 {
393 coroapi::cede_to_tick_every (100); // cede once in a while
394
395 switch (f.kw)
396 {
397 case KW_arch:
398 if (object *op = object::read (f, this))
399 {
400 if (op->inv)
401 sum_weight (op);
402
403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
405
406 continue;
407
408 case KW_EOF:
409 return true;
410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
414 break;
415 }
416
417 f.next ();
418 }
419
420 return true;
421 }
422
423 void
424 maptile::activate ()
425 {
426 active = true;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive ();
432 }
433
434 void
435 maptile::deactivate ()
436 {
437 active = false;
438
439 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive ();
443 }
444
445 bool
446 maptile::_save_objects (object_freezer &f, int flags)
447 {
448 coroapi::cede_to_tick ();
449
450 if (flags & IO_HEADER)
451 _save_header (f);
452
453 if (!spaces)
454 return false;
455
456 for (int i = 0; i < size (); ++i)
457 {
458 int unique = 0;
459 for (object *op = spaces [i].bot; op; op = op->above)
460 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
462 unique = 1;
463
464 if (!op->can_map_save ())
465 continue;
466
467 if (unique || op->flag [FLAG_UNIQUE])
468 {
469 if (flags & IO_UNIQUES)
470 op->write (f);
471 }
472 else if (flags & IO_OBJECTS)
473 op->write (f);
474 }
475 }
476
477 coroapi::cede_to_tick ();
478
479 return true;
480 }
481
482 bool
483 maptile::_load_objects (const char *path, bool skip_header)
484 {
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
494 {
495 keyword kw = f.kw;
496 f.skip ();
497 if (kw == KW_end)
498 break;
499 }
500
501 return _load_objects (f);
502 }
503
504 bool
505 maptile::_save_objects (const char *path, int flags)
506 {
507 object_freezer freezer;
508
509 if (!_save_objects (freezer, flags))
510 return false;
511
512 return freezer.save (path);
513 }
514
515 maptile::maptile ()
516 {
517 in_memory = MAP_SWAPPED;
518
519 /* The maps used to pick up default x and y values from the
520 * map archetype. Mimic that behaviour.
521 */
522 width = 16;
523 height = 16;
524 timeout = 300;
525 max_nrof = 1000; // 1000 items of anything
526 max_volume = 2000000; // 2m³
527 }
528
529 maptile::maptile (int w, int h)
530 {
531 in_memory = MAP_SWAPPED;
532
533 width = w;
534 height = h;
535 reset_timeout = 0;
536 timeout = 300;
537 enter_x = 0;
538 enter_y = 0;
539
540 alloc ();
541 }
542
543 /*
544 * Allocates the arrays contained in a maptile.
545 * This basically allocates the dynamic array of spaces for the
546 * map.
547 */
548 void
549 maptile::alloc ()
550 {
551 if (spaces)
552 return;
553
554 spaces = salloc0<mapspace> (size ());
555 }
556
557 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
558 * corresponding to that string. Memory is allocated for this, it must be freed
559 * at a later date.
560 * Called by parse_map_headers below.
561 */
562 static shopitems *
563 parse_shop_string (const char *input_string)
564 {
565 char *shop_string, *p, *q, *next_semicolon, *next_colon;
566 shopitems *items = NULL;
567 int i = 0, number_of_entries = 0;
568 const typedata *current_type;
569
570 shop_string = strdup (input_string);
571 p = shop_string;
572 /* first we'll count the entries, we'll need that for allocating the array shortly */
573 while (p)
574 {
575 p = strchr (p, ';');
576 number_of_entries++;
577 if (p)
578 p++;
579 }
580
581 p = shop_string;
582 strip_endline (p);
583 items = new shopitems[number_of_entries + 1];
584 for (i = 0; i < number_of_entries; i++)
585 {
586 if (!p)
587 {
588 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
589 break;
590 }
591
592 next_semicolon = strchr (p, ';');
593 next_colon = strchr (p, ':');
594 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
595 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
596 items[i].strength = atoi (strchr (p, ':') + 1);
597
598 if (isdigit (*p) || *p == '*')
599 {
600 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
601 current_type = get_typedata (items[i].typenum);
602 if (current_type)
603 {
604 items[i].name = current_type->name;
605 items[i].name_pl = current_type->name_pl;
606 }
607 }
608 else
609 { /*we have a named type, let's figure out what it is */
610 q = strpbrk (p, ";:");
611 if (q)
612 *q = '\0';
613
614 current_type = get_typedata_by_name (p);
615 if (current_type)
616 {
617 items[i].name = current_type->name;
618 items[i].typenum = current_type->number;
619 items[i].name_pl = current_type->name_pl;
620 }
621 else
622 { /* oh uh, something's wrong, let's free up this one, and try
623 * the next entry while we're at it, better print a warning
624 */
625 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
626 }
627 }
628
629 items[i].index = number_of_entries;
630 if (next_semicolon)
631 p = ++next_semicolon;
632 else
633 p = NULL;
634 }
635
636 free (shop_string);
637 return items;
638 }
639
640 /* opposite of parse string, this puts the string that was originally fed in to
641 * the map (or something equivilent) into output_string. */
642 static void
643 print_shop_string (maptile *m, char *output_string)
644 {
645 int i;
646 char tmp[MAX_BUF];
647
648 strcpy (output_string, "");
649 for (i = 0; i < m->shopitems[0].index; i++)
650 {
651 if (m->shopitems[i].typenum)
652 {
653 if (m->shopitems[i].strength)
654 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
655 else
656 sprintf (tmp, "%s;", m->shopitems[i].name);
657 }
658 else
659 {
660 if (m->shopitems[i].strength)
661 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
662 else
663 sprintf (tmp, "*");
664 }
665
666 strcat (output_string, tmp);
667 }
668 }
669
670 /* This loads the header information of the map. The header
671 * contains things like difficulty, size, timeout, etc.
672 * this used to be stored in the map object, but with the
673 * addition of tiling, fields beyond that easily named in an
674 * object structure were needed, so it just made sense to
675 * put all the stuff in the map object so that names actually make
676 * sense.
677 * This could be done in lex (like the object loader), but I think
678 * currently, there are few enough fields this is not a big deal.
679 * MSW 2001-07-01
680 */
681 bool
682 maptile::_load_header (object_thawer &thawer)
683 {
684 for (;;)
685 {
686 thawer.next ();
687
688 switch (thawer.kw)
689 {
690 case KW_msg:
691 thawer.get_ml (KW_endmsg, msg);
692 break;
693
694 case KW_lore: // CF+ extension
695 thawer.get_ml (KW_endlore, maplore);
696 break;
697
698 case KW_maplore:
699 thawer.get_ml (KW_endmaplore, maplore);
700 break;
701
702 case KW_arch:
703 if (strcmp (thawer.get_str (), "map"))
704 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
705 break;
706
707 case KW_oid:
708 thawer.get (this, thawer.get_sint32 ());
709 break;
710
711 case KW_file_format_version: break; // nop
712
713 case KW_name: thawer.get (name); break;
714 case KW_attach: thawer.get (attach); break;
715 case KW_reset_time: thawer.get (reset_time); break;
716 case KW_shopgreed: thawer.get (shopgreed); break;
717 case KW_shopmin: thawer.get (shopmin); break;
718 case KW_shopmax: thawer.get (shopmax); break;
719 case KW_shoprace: thawer.get (shoprace); break;
720 case KW_outdoor: thawer.get (outdoor); break;
721 case KW_temp: thawer.get (temp); break;
722 case KW_pressure: thawer.get (pressure); break;
723 case KW_humid: thawer.get (humid); break;
724 case KW_windspeed: thawer.get (windspeed); break;
725 case KW_winddir: thawer.get (winddir); break;
726 case KW_sky: thawer.get (sky); break;
727
728 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
731
732 case KW_region: default_region = region::find (thawer.get_str ()); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734
735 // old names new names
736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
738 case KW_x: case KW_width: thawer.get (width); break;
739 case KW_y: case KW_height: thawer.get (height); break;
740 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
741 case KW_value: case KW_swap_time: thawer.get (timeout); break;
742 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
743 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
744 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
745
746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750
751 case KW_end:
752 return true;
753
754 default:
755 if (!thawer.parse_error ("map", 0))
756 return false;
757 break;
758 }
759 }
760
761 abort ();
762 }
763
764 bool
765 maptile::_load_header (const char *path)
766 {
767 object_thawer thawer (path);
768
769 if (!thawer)
770 return false;
771
772 return _load_header (thawer);
773 }
774
775 /******************************************************************************
776 * This is the start of unique map handling code
777 *****************************************************************************/
778
779 /* This goes through the maptile and removed any unique items on the map. */
780 void
781 maptile::clear_unique_items ()
782 {
783 for (int i = 0; i < size (); ++i)
784 {
785 int unique = 0;
786 for (object *op = spaces [i].bot; op; )
787 {
788 object *above = op->above;
789
790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
791 unique = 1;
792
793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
794 {
795 op->destroy_inv (false);
796 op->destroy ();
797 }
798
799 op = above;
800 }
801 }
802 }
803
804 bool
805 maptile::_save_header (object_freezer &freezer)
806 {
807 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
808 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
809
810 MAP_OUT2 (arch, "map");
811
812 if (name) MAP_OUT (name);
813 MAP_OUT (swap_time);
814 MAP_OUT (reset_time);
815 MAP_OUT (reset_timeout);
816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
818 MAP_OUT (difficulty);
819
820 if (default_region) MAP_OUT2 (region, default_region->name);
821
822 if (shopitems)
823 {
824 char shop[MAX_BUF];
825 print_shop_string (this, shop);
826 MAP_OUT2 (shopitems, shop);
827 }
828
829 MAP_OUT (shopgreed);
830 MAP_OUT (shopmin);
831 MAP_OUT (shopmax);
832 if (shoprace) MAP_OUT (shoprace);
833 MAP_OUT (darkness);
834 MAP_OUT (width);
835 MAP_OUT (height);
836 MAP_OUT (enter_x);
837 MAP_OUT (enter_y);
838
839 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
840 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
841
842 MAP_OUT (outdoor);
843 MAP_OUT (temp);
844 MAP_OUT (pressure);
845 MAP_OUT (humid);
846 MAP_OUT (windspeed);
847 MAP_OUT (winddir);
848 MAP_OUT (sky);
849
850 MAP_OUT (per_player);
851 MAP_OUT (per_party);
852
853 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
854 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
855 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
856 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
857
858 freezer.put (this);
859 freezer.put (KW_end);
860
861 return true;
862 }
863
864 bool
865 maptile::_save_header (const char *path)
866 {
867 object_freezer freezer;
868
869 if (!_save_header (freezer))
870 return false;
871
872 return freezer.save (path);
873 }
874
875 /*
876 * Remove and free all objects in the given map.
877 */
878 void
879 maptile::clear ()
880 {
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
884 if (spaces)
885 {
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 while (object *op = ms->bot)
888 {
889 op = op->head_ ();
890 op->destroy_inv (false);
891 op->destroy ();
892 }
893
894 sfree (spaces, size ()), spaces = 0;
895 }
896
897 if (buttons)
898 free_objectlinkpt (buttons), buttons = 0;
899 }
900
901 void
902 maptile::clear_header ()
903 {
904 name = 0;
905 msg = 0;
906 maplore = 0;
907 shoprace = 0;
908 delete [] shopitems, shopitems = 0;
909
910 for (int i = 0; i < 4; i++)
911 tile_path [i] = 0;
912 }
913
914 maptile::~maptile ()
915 {
916 assert (destroyed ());
917 }
918
919 void
920 maptile::clear_links_to (maptile *m)
921 {
922 /* We need to look through all the maps and see if any maps
923 * are pointing at this one for tiling information. Since
924 * tiling can be asymetric, we just can not look to see which
925 * maps this map tiles with and clears those.
926 */
927 for (int i = 0; i < 4; i++)
928 if (tile_map[i] == m)
929 tile_map[i] = 0;
930 }
931
932 void
933 maptile::do_destroy ()
934 {
935 attachable::do_destroy ();
936
937 clear ();
938 }
939
940 /* decay and destroy perishable items in a map */
941 void
942 maptile::do_decay_objects ()
943 {
944 if (!spaces)
945 return;
946
947 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above)
949 {
950 above = op->above;
951
952 bool destroy = 0;
953
954 // do not decay anything above unique floor tiles (yet :)
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956 break;
957
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ())
965 ; // do not decay
966 else if (op->is_weapon ())
967 {
968 op->stats.dam--;
969 if (op->stats.dam < 0)
970 destroy = 1;
971 }
972 else if (op->is_armor ())
973 {
974 op->stats.ac--;
975 if (op->stats.ac < 0)
976 destroy = 1;
977 }
978 else if (op->type == FOOD)
979 {
980 op->stats.food -= rndm (5, 20);
981 if (op->stats.food < 0)
982 destroy = 1;
983 }
984 else
985 {
986 int mat = op->materials;
987
988 if (mat & M_PAPER
989 || mat & M_LEATHER
990 || mat & M_WOOD
991 || mat & M_ORGANIC
992 || mat & M_CLOTH
993 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32))
999 destroy = 1;
1000 }
1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1004 op->destroy ();
1005 }
1006 }
1007
1008 /*
1009 * Updates every button on the map (by calling update_button() for them).
1010 */
1011 void
1012 maptile::update_buttons ()
1013 {
1014 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1015 for (objectlink *ol = obp->link; ol; ol = ol->next)
1016 {
1017 if (!ol->ob)
1018 {
1019 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1020 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1021 continue;
1022 }
1023
1024 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1025 {
1026 update_button (ol->ob);
1027 break;
1028 }
1029 }
1030 }
1031
1032 /*
1033 * This routine is supposed to find out the difficulty of the map.
1034 * difficulty does not have a lot to do with character level,
1035 * but does have a lot to do with treasure on the map.
1036 *
1037 * Difficulty can now be set by the map creature. If the value stored
1038 * in the map is zero, then use this routine. Maps should really
1039 * have a difficulty set than using this function - human calculation
1040 * is much better than this functions guesswork.
1041 */
1042 int
1043 maptile::estimate_difficulty () const
1044 {
1045 long monster_cnt = 0;
1046 double avgexp = 0;
1047 sint64 total_exp = 0;
1048
1049 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1050 for (object *op = ms->bot; op; op = op->above)
1051 {
1052 if (QUERY_FLAG (op, FLAG_MONSTER))
1053 {
1054 total_exp += op->stats.exp;
1055 monster_cnt++;
1056 }
1057
1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1059 {
1060 total_exp += op->stats.exp;
1061
1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1063 total_exp += at->stats.exp * 8;
1064
1065 monster_cnt++;
1066 }
1067 }
1068
1069 avgexp = (double) total_exp / monster_cnt;
1070
1071 for (int i = 1; i <= settings.max_level; i++)
1072 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1073 return i;
1074
1075 return 1;
1076 }
1077
1078 /* change_map_light() - used to change map light level (darkness)
1079 * up or down. Returns true if successful. It should now be
1080 * possible to change a value by more than 1.
1081 * Move this from los.c to map.c since this is more related
1082 * to maps than los.
1083 * postive values make it darker, negative make it brighter
1084 */
1085 int
1086 maptile::change_map_light (int change)
1087 {
1088 int new_level = darkness + change;
1089
1090 /* Nothing to do */
1091 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1092 return 0;
1093
1094 /* inform all players on the map */
1095 if (change > 0)
1096 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1097 else
1098 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1099
1100 /* Do extra checking. since darkness is a unsigned value,
1101 * we need to be extra careful about negative values.
1102 * In general, the checks below are only needed if change
1103 * is not +/-1
1104 */
1105 if (new_level < 0)
1106 darkness = 0;
1107 else if (new_level >= MAX_DARKNESS)
1108 darkness = MAX_DARKNESS;
1109 else
1110 darkness = new_level;
1111
1112 /* All clients need to get re-updated for the change */
1113 update_all_map_los (this);
1114 return 1;
1115 }
1116
1117 /*
1118 * This function updates various attributes about a specific space
1119 * on the map (what it looks like, whether it blocks magic,
1120 * has a living creatures, prevents people from passing
1121 * through, etc)
1122 */
1123 void
1124 mapspace::update_ ()
1125 {
1126 object *tmp, *last = 0;
1127 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1129
1130 //object *middle = 0;
1131 //object *top = 0;
1132 //object *floor = 0;
1133 // this seems to generate better code than using locals, above
1134 object *&top = faces_obj[0] = 0;
1135 object *&middle = faces_obj[1] = 0;
1136 object *&floor = faces_obj[2] = 0;
1137
1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1139 {
1140 /* This could be made additive I guess (two lights better than
1141 * one). But if so, it shouldn't be a simple additive - 2
1142 * light bulbs do not illuminate twice as far as once since
1143 * it is a dissapation factor that is cubed.
1144 */
1145 if (tmp->glow_radius > light)
1146 light = tmp->glow_radius;
1147
1148 /* This call is needed in order to update objects the player
1149 * is standing in that have animations (ie, grass, fire, etc).
1150 * However, it also causes the look window to be re-drawn
1151 * 3 times each time the player moves, because many of the
1152 * functions the move_player calls eventualy call this.
1153 *
1154 * Always put the player down for drawing.
1155 */
1156 if (!tmp->invisible)
1157 {
1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1159 top = tmp;
1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161 {
1162 /* If we got a floor, that means middle and top were below it,
1163 * so should not be visible, so we clear them.
1164 */
1165 middle = 0;
1166 top = 0;
1167 floor = tmp;
1168 }
1169 /* Flag anywhere have high priority */
1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1171 {
1172 middle = tmp;
1173 anywhere = 1;
1174 }
1175 /* Find the highest visible face around. If equal
1176 * visibilities, we still want the one nearer to the
1177 * top
1178 */
1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1180 middle = tmp;
1181 }
1182
1183 if (tmp == tmp->above)
1184 {
1185 LOG (llevError, "Error in structure of map\n");
1186 exit (-1);
1187 }
1188
1189 move_slow |= tmp->move_slow;
1190 move_block |= tmp->move_block;
1191 move_on |= tmp->move_on;
1192 move_off |= tmp->move_off;
1193 move_allow |= tmp->move_allow;
1194
1195 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1196 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1197 if (tmp->type == PLAYER) flags |= P_PLAYER;
1198 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1199 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1200 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1201 }
1202
1203 this->light = light;
1204 this->flags_ = flags;
1205 this->move_block = move_block & ~move_allow;
1206 this->move_on = move_on;
1207 this->move_off = move_off;
1208 this->move_slow = move_slow;
1209
1210 /* At this point, we have a floor face (if there is a floor),
1211 * and the floor is set - we are not going to touch it at
1212 * this point.
1213 * middle contains the highest visibility face.
1214 * top contains a player/monster face, if there is one.
1215 *
1216 * We now need to fill in top.face and/or middle.face.
1217 */
1218
1219 /* If the top face also happens to be high visibility, re-do our
1220 * middle face. This should not happen, as we already have the
1221 * else statement above so middle should not get set. OTOH, it
1222 * may be possible for the faces to match but be different objects.
1223 */
1224 if (top == middle)
1225 middle = 0;
1226
1227 /* There are three posibilities at this point:
1228 * 1) top face is set, need middle to be set.
1229 * 2) middle is set, need to set top.
1230 * 3) neither middle or top is set - need to set both.
1231 */
1232
1233 for (tmp = last; tmp; tmp = tmp->below)
1234 {
1235 /* Once we get to a floor, stop, since we already have a floor object */
1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1237 break;
1238
1239 /* If two top faces are already set, quit processing */
1240 if (top && middle)
1241 break;
1242
1243 /* Only show visible faces */
1244 if (!tmp->invisible)
1245 {
1246 /* Fill in top if needed */
1247 if (!top)
1248 {
1249 top = tmp;
1250 if (top == middle)
1251 middle = 0;
1252 }
1253 else
1254 {
1255 /* top is already set - we should only get here if
1256 * middle is not set
1257 *
1258 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since
1260 *
1261 */
1262 if (tmp != top)
1263 {
1264 middle = tmp;
1265 break;
1266 }
1267 }
1268 }
1269 }
1270
1271 if (middle == floor)
1272 middle = 0;
1273
1274 if (top == middle)
1275 middle = 0;
1276
1277 #if 0
1278 faces_obj [0] = top;
1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281 #endif
1282 }
1283
1284 uint64
1285 mapspace::volume () const
1286 {
1287 uint64 vol = 0;
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1293 }
1294
1295 /* this updates the orig_map->tile_map[tile_num] value after finding
1296 * the map. It also takes care of linking back the freshly found
1297 * maps tile_map values if it tiles back to this one. It returns
1298 * the value of orig_map->tile_map[tile_num].
1299 */
1300 static inline maptile *
1301 find_and_link (maptile *orig_map, int tile_num)
1302 {
1303 maptile *mp = orig_map->tile_map [tile_num];
1304
1305 if (!mp)
1306 {
1307 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1308
1309 if (!mp)
1310 {
1311 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1312 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1313 &orig_map->tile_path[tile_num], &orig_map->path);
1314 mp = new maptile (1, 1);
1315 mp->alloc ();
1316 mp->in_memory = MAP_IN_MEMORY;
1317 }
1318 }
1319
1320 int dest_tile = (tile_num + 2) % 4;
1321
1322 orig_map->tile_map [tile_num] = mp;
1323
1324 // optimisation: back-link map to origin map if euclidean
1325 //TODO: non-euclidean maps MUST GO
1326 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1327 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1328
1329 return mp;
1330 }
1331
1332 static inline void
1333 load_and_link (maptile *orig_map, int tile_num)
1334 {
1335 find_and_link (orig_map, tile_num)->load_sync ();
1336 }
1337
1338 /* this returns TRUE if the coordinates (x,y) are out of
1339 * map m. This function also takes into account any
1340 * tiling considerations, loading adjacant maps as needed.
1341 * This is the function should always be used when it
1342 * necessary to check for valid coordinates.
1343 * This function will recursively call itself for the
1344 * tiled maps.
1345 */
1346 int
1347 out_of_map (maptile *m, int x, int y)
1348 {
1349 /* If we get passed a null map, this is obviously the
1350 * case. This generally shouldn't happen, but if the
1351 * map loads fail below, it could happen.
1352 */
1353 if (!m)
1354 return 0;
1355
1356 if (x < 0)
1357 {
1358 if (!m->tile_path[3])
1359 return 1;
1360
1361 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 3);
1363
1364 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1365 }
1366
1367 if (x >= m->width)
1368 {
1369 if (!m->tile_path[1])
1370 return 1;
1371
1372 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 1);
1374
1375 return out_of_map (m->tile_map[1], x - m->width, y);
1376 }
1377
1378 if (y < 0)
1379 {
1380 if (!m->tile_path[0])
1381 return 1;
1382
1383 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 0);
1385
1386 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1387 }
1388
1389 if (y >= m->height)
1390 {
1391 if (!m->tile_path[2])
1392 return 1;
1393
1394 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1395 find_and_link (m, 2);
1396
1397 return out_of_map (m->tile_map[2], x, y - m->height);
1398 }
1399
1400 /* Simple case - coordinates are within this local
1401 * map.
1402 */
1403 return 0;
1404 }
1405
1406 /* This is basically the same as out_of_map above, but
1407 * instead we return NULL if no map is valid (coordinates
1408 * out of bounds and no tiled map), otherwise it returns
1409 * the map as that the coordinates are really on, and
1410 * updates x and y to be the localised coordinates.
1411 * Using this is more efficient of calling out_of_map
1412 * and then figuring out what the real map is
1413 */
1414 maptile *
1415 maptile::xy_find (sint16 &x, sint16 &y)
1416 {
1417 if (x < 0)
1418 {
1419 if (!tile_path[3])
1420 return 0;
1421
1422 find_and_link (this, 3);
1423 x += tile_map[3]->width;
1424 return tile_map[3]->xy_find (x, y);
1425 }
1426
1427 if (x >= width)
1428 {
1429 if (!tile_path[1])
1430 return 0;
1431
1432 find_and_link (this, 1);
1433 x -= width;
1434 return tile_map[1]->xy_find (x, y);
1435 }
1436
1437 if (y < 0)
1438 {
1439 if (!tile_path[0])
1440 return 0;
1441
1442 find_and_link (this, 0);
1443 y += tile_map[0]->height;
1444 return tile_map[0]->xy_find (x, y);
1445 }
1446
1447 if (y >= height)
1448 {
1449 if (!tile_path[2])
1450 return 0;
1451
1452 find_and_link (this, 2);
1453 y -= height;
1454 return tile_map[2]->xy_find (x, y);
1455 }
1456
1457 /* Simple case - coordinates are within this local
1458 * map.
1459 */
1460 return this;
1461 }
1462
1463 /**
1464 * Return whether map2 is adjacent to map1. If so, store the distance from
1465 * map1 to map2 in dx/dy.
1466 */
1467 int
1468 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1469 {
1470 if (!map1 || !map2)
1471 return 0;
1472
1473 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1474 //fix: compare paths instead (this is likely faster, too!)
1475 if (map1 == map2)
1476 {
1477 *dx = 0;
1478 *dy = 0;
1479 }
1480 else if (map1->tile_map[0] == map2)
1481 { /* up */
1482 *dx = 0;
1483 *dy = -map2->height;
1484 }
1485 else if (map1->tile_map[1] == map2)
1486 { /* right */
1487 *dx = map1->width;
1488 *dy = 0;
1489 }
1490 else if (map1->tile_map[2] == map2)
1491 { /* down */
1492 *dx = 0;
1493 *dy = map1->height;
1494 }
1495 else if (map1->tile_map[3] == map2)
1496 { /* left */
1497 *dx = -map2->width;
1498 *dy = 0;
1499 }
1500 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1501 { /* up right */
1502 *dx = map1->tile_map[0]->width;
1503 *dy = -map1->tile_map[0]->height;
1504 }
1505 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1506 { /* up left */
1507 *dx = -map2->width;
1508 *dy = -map1->tile_map[0]->height;
1509 }
1510 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1511 { /* right up */
1512 *dx = map1->width;
1513 *dy = -map2->height;
1514 }
1515 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1516 { /* right down */
1517 *dx = map1->width;
1518 *dy = map1->tile_map[1]->height;
1519 }
1520 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1521 { /* down right */
1522 *dx = map1->tile_map[2]->width;
1523 *dy = map1->height;
1524 }
1525 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1526 { /* down left */
1527 *dx = -map2->width;
1528 *dy = map1->height;
1529 }
1530 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1531 { /* left up */
1532 *dx = -map1->tile_map[3]->width;
1533 *dy = -map2->height;
1534 }
1535 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1536 { /* left down */
1537 *dx = -map1->tile_map[3]->width;
1538 *dy = map1->tile_map[3]->height;
1539 }
1540 else
1541 return 0;
1542
1543 return 1;
1544 }
1545
1546 maptile *
1547 maptile::xy_load (sint16 &x, sint16 &y)
1548 {
1549 maptile *map = xy_find (x, y);
1550
1551 if (map)
1552 map->load_sync ();
1553
1554 return map;
1555 }
1556
1557 maptile *
1558 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1559 {
1560 return m->xy_load (*x, *y);
1561 }
1562
1563 /* From map.c
1564 * This is used by get_player to determine where the other
1565 * creature is. get_rangevector takes into account map tiling,
1566 * so you just can not look the the map coordinates and get the
1567 * righte value. distance_x/y are distance away, which
1568 * can be negative. direction is the crossfire direction scheme
1569 * that the creature should head. part is the part of the
1570 * monster that is closest.
1571 *
1572 * get_rangevector looks at op1 and op2, and fills in the
1573 * structure for op1 to get to op2.
1574 * We already trust that the caller has verified that the
1575 * two objects are at least on adjacent maps. If not,
1576 * results are not likely to be what is desired.
1577 * if the objects are not on maps, results are also likely to
1578 * be unexpected
1579 *
1580 * currently, the only flag supported (0x1) is don't translate for
1581 * closest body part of 'op1'
1582 */
1583 void
1584 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1585 {
1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1587 {
1588 /* be conservative and fill in _some_ data */
1589 retval->distance = 10000;
1590 retval->distance_x = 10000;
1591 retval->distance_y = 10000;
1592 retval->direction = 0;
1593 retval->part = 0;
1594 }
1595 else
1596 {
1597 object *best;
1598
1599 retval->distance_x += op2->x - op1->x;
1600 retval->distance_y += op2->y - op1->y;
1601
1602 best = op1;
1603 /* If this is multipart, find the closest part now */
1604 if (!(flags & 0x1) && op1->more)
1605 {
1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1607
1608 /* we just take the offset of the piece to head to figure
1609 * distance instead of doing all that work above again
1610 * since the distance fields we set above are positive in the
1611 * same axis as is used for multipart objects, the simply arithmetic
1612 * below works.
1613 */
1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1615 {
1616 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1618 if (tmpi < best_distance)
1619 {
1620 best_distance = tmpi;
1621 best = tmp;
1622 }
1623 }
1624
1625 if (best != op1)
1626 {
1627 retval->distance_x += op1->x - best->x;
1628 retval->distance_y += op1->y - best->y;
1629 }
1630 }
1631
1632 retval->part = best;
1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 }
1636 }
1637
1638 /* this is basically the same as get_rangevector above, but instead of
1639 * the first parameter being an object, it instead is the map
1640 * and x,y coordinates - this is used for path to player -
1641 * since the object is not infact moving but we are trying to traverse
1642 * the path, we need this.
1643 * flags has no meaning for this function at this time - I kept it in to
1644 * be more consistant with the above function and also in case they are needed
1645 * for something in the future. Also, since no object is pasted, the best
1646 * field of the rv_vector is set to NULL.
1647 */
1648 void
1649 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1650 {
1651 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1652 {
1653 /* be conservative and fill in _some_ data */
1654 retval->distance = 100000;
1655 retval->distance_x = 32767;
1656 retval->distance_y = 32767;
1657 retval->direction = 0;
1658 retval->part = 0;
1659 }
1660 else
1661 {
1662 retval->distance_x += op2->x - x;
1663 retval->distance_y += op2->y - y;
1664
1665 retval->part = NULL;
1666 retval->distance = idistance (retval->distance_x, retval->distance_y);
1667 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1668 }
1669 }
1670
1671 /* Returns true of op1 and op2 are effectively on the same map
1672 * (as related to map tiling). Note that this looks for a path from
1673 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1674 * to op1, this will still return false.
1675 * Note we only look one map out to keep the processing simple
1676 * and efficient. This could probably be a macro.
1677 * MSW 2001-08-05
1678 */
1679 int
1680 on_same_map (const object *op1, const object *op2)
1681 {
1682 int dx, dy;
1683
1684 return adjacent_map (op1->map, op2->map, &dx, &dy);
1685 }
1686
1687 object *
1688 maptile::insert (object *op, int x, int y, object *originator, int flags)
1689 {
1690 if (!op->flag [FLAG_REMOVED])
1691 op->remove ();
1692
1693 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1694 }
1695
1696 region *
1697 maptile::region (int x, int y) const
1698 {
1699 if (regions
1700 && regionmap
1701 && !OUT_OF_REAL_MAP (this, x, y))
1702 if (struct region *reg = regionmap [regions [y * width + x]])
1703 return reg;
1704
1705 if (default_region)
1706 return default_region;
1707
1708 return ::region::default_region ();
1709 }
1710
1711 /* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */
1715 object *
1716 maptile::pick_random_object () const
1717 {
1718 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me.
1723 */
1724 for (int i = 1000; --i;)
1725 {
1726 object *pick = at (rndm (width), rndm (height)).bot;
1727
1728 // do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick)
1730 return pick->head_ ();
1731 }
1732
1733 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked");
1735 }
1736