ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.112
Committed: Thu Jul 12 18:48:20 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +4 -0 lines
Log Message:
map custom key support, do not send resource faces as images

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_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
755 case KW_end:
756 return true;
757
758 default:
759 if (!thawer.parse_error ("map", 0))
760 return false;
761 break;
762 }
763 }
764
765 abort ();
766 }
767
768 bool
769 maptile::_load_header (const char *path)
770 {
771 object_thawer thawer (path);
772
773 if (!thawer)
774 return false;
775
776 return _load_header (thawer);
777 }
778
779 /******************************************************************************
780 * This is the start of unique map handling code
781 *****************************************************************************/
782
783 /* This goes through the maptile and removed any unique items on the map. */
784 void
785 maptile::clear_unique_items ()
786 {
787 for (int i = 0; i < size (); ++i)
788 {
789 int unique = 0;
790 for (object *op = spaces [i].bot; op; )
791 {
792 object *above = op->above;
793
794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
795 unique = 1;
796
797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
798 {
799 op->destroy_inv (false);
800 op->destroy ();
801 }
802
803 op = above;
804 }
805 }
806 }
807
808 bool
809 maptile::_save_header (object_freezer &freezer)
810 {
811 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
812 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
813
814 MAP_OUT2 (arch, "map");
815
816 if (name) MAP_OUT (name);
817 MAP_OUT (swap_time);
818 MAP_OUT (reset_time);
819 MAP_OUT (reset_timeout);
820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
822 MAP_OUT (difficulty);
823
824 if (default_region) MAP_OUT2 (region, default_region->name);
825
826 if (shopitems)
827 {
828 char shop[MAX_BUF];
829 print_shop_string (this, shop);
830 MAP_OUT2 (shopitems, shop);
831 }
832
833 MAP_OUT (shopgreed);
834 MAP_OUT (shopmin);
835 MAP_OUT (shopmax);
836 if (shoprace) MAP_OUT (shoprace);
837 MAP_OUT (darkness);
838 MAP_OUT (width);
839 MAP_OUT (height);
840 MAP_OUT (enter_x);
841 MAP_OUT (enter_y);
842
843 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
844 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
845
846 MAP_OUT (outdoor);
847 MAP_OUT (temp);
848 MAP_OUT (pressure);
849 MAP_OUT (humid);
850 MAP_OUT (windspeed);
851 MAP_OUT (winddir);
852 MAP_OUT (sky);
853
854 MAP_OUT (per_player);
855 MAP_OUT (per_party);
856
857 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
858 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
859 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
860 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
861
862 freezer.put (this);
863 freezer.put (KW_end);
864
865 return true;
866 }
867
868 bool
869 maptile::_save_header (const char *path)
870 {
871 object_freezer freezer;
872
873 if (!_save_header (freezer))
874 return false;
875
876 return freezer.save (path);
877 }
878
879 /*
880 * Remove and free all objects in the given map.
881 */
882 void
883 maptile::clear ()
884 {
885 sfree (regions, size ()), regions = 0;
886 free (regionmap), regionmap = 0;
887
888 if (spaces)
889 {
890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
891 while (object *op = ms->bot)
892 {
893 op = op->head_ ();
894 op->destroy_inv (false);
895 op->destroy ();
896 }
897
898 sfree (spaces, size ()), spaces = 0;
899 }
900
901 if (buttons)
902 free_objectlinkpt (buttons), buttons = 0;
903 }
904
905 void
906 maptile::clear_header ()
907 {
908 name = 0;
909 msg = 0;
910 maplore = 0;
911 shoprace = 0;
912 delete [] shopitems, shopitems = 0;
913
914 for (int i = 0; i < 4; i++)
915 tile_path [i] = 0;
916 }
917
918 maptile::~maptile ()
919 {
920 assert (destroyed ());
921 }
922
923 void
924 maptile::clear_links_to (maptile *m)
925 {
926 /* We need to look through all the maps and see if any maps
927 * are pointing at this one for tiling information. Since
928 * tiling can be asymetric, we just can not look to see which
929 * maps this map tiles with and clears those.
930 */
931 for (int i = 0; i < 4; i++)
932 if (tile_map[i] == m)
933 tile_map[i] = 0;
934 }
935
936 void
937 maptile::do_destroy ()
938 {
939 attachable::do_destroy ();
940
941 clear ();
942 }
943
944 /* decay and destroy perishable items in a map */
945 void
946 maptile::do_decay_objects ()
947 {
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
1010 }
1011
1012 /*
1013 * Updates every button on the map (by calling update_button() for them).
1014 */
1015 void
1016 maptile::update_buttons ()
1017 {
1018 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1019 for (objectlink *ol = obp->link; ol; ol = ol->next)
1020 {
1021 if (!ol->ob)
1022 {
1023 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1024 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1025 continue;
1026 }
1027
1028 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1029 {
1030 update_button (ol->ob);
1031 break;
1032 }
1033 }
1034 }
1035
1036 /*
1037 * This routine is supposed to find out the difficulty of the map.
1038 * difficulty does not have a lot to do with character level,
1039 * but does have a lot to do with treasure on the map.
1040 *
1041 * Difficulty can now be set by the map creature. If the value stored
1042 * in the map is zero, then use this routine. Maps should really
1043 * have a difficulty set than using this function - human calculation
1044 * is much better than this functions guesswork.
1045 */
1046 int
1047 maptile::estimate_difficulty () const
1048 {
1049 long monster_cnt = 0;
1050 double avgexp = 0;
1051 sint64 total_exp = 0;
1052
1053 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1054 for (object *op = ms->bot; op; op = op->above)
1055 {
1056 if (QUERY_FLAG (op, FLAG_MONSTER))
1057 {
1058 total_exp += op->stats.exp;
1059 monster_cnt++;
1060 }
1061
1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
1063 {
1064 total_exp += op->stats.exp;
1065
1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1067 total_exp += at->stats.exp * 8;
1068
1069 monster_cnt++;
1070 }
1071 }
1072
1073 avgexp = (double) total_exp / monster_cnt;
1074
1075 for (int i = 1; i <= settings.max_level; i++)
1076 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1077 return i;
1078
1079 return 1;
1080 }
1081
1082 /* change_map_light() - used to change map light level (darkness)
1083 * up or down. Returns true if successful. It should now be
1084 * possible to change a value by more than 1.
1085 * Move this from los.c to map.c since this is more related
1086 * to maps than los.
1087 * postive values make it darker, negative make it brighter
1088 */
1089 int
1090 maptile::change_map_light (int change)
1091 {
1092 int new_level = darkness + change;
1093
1094 /* Nothing to do */
1095 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1096 return 0;
1097
1098 /* inform all players on the map */
1099 if (change > 0)
1100 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1101 else
1102 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1103
1104 /* Do extra checking. since darkness is a unsigned value,
1105 * we need to be extra careful about negative values.
1106 * In general, the checks below are only needed if change
1107 * is not +/-1
1108 */
1109 if (new_level < 0)
1110 darkness = 0;
1111 else if (new_level >= MAX_DARKNESS)
1112 darkness = MAX_DARKNESS;
1113 else
1114 darkness = new_level;
1115
1116 /* All clients need to get re-updated for the change */
1117 update_all_map_los (this);
1118 return 1;
1119 }
1120
1121 /*
1122 * This function updates various attributes about a specific space
1123 * on the map (what it looks like, whether it blocks magic,
1124 * has a living creatures, prevents people from passing
1125 * through, etc)
1126 */
1127 void
1128 mapspace::update_ ()
1129 {
1130 object *tmp, *last = 0;
1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1133
1134 //object *middle = 0;
1135 //object *top = 0;
1136 //object *floor = 0;
1137 // this seems to generate better code than using locals, above
1138 object *&top = faces_obj[0] = 0;
1139 object *&middle = faces_obj[1] = 0;
1140 object *&floor = faces_obj[2] = 0;
1141
1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1143 {
1144 /* This could be made additive I guess (two lights better than
1145 * one). But if so, it shouldn't be a simple additive - 2
1146 * light bulbs do not illuminate twice as far as once since
1147 * it is a dissapation factor that is cubed.
1148 */
1149 if (tmp->glow_radius > light)
1150 light = tmp->glow_radius;
1151
1152 /* This call is needed in order to update objects the player
1153 * is standing in that have animations (ie, grass, fire, etc).
1154 * However, it also causes the look window to be re-drawn
1155 * 3 times each time the player moves, because many of the
1156 * functions the move_player calls eventualy call this.
1157 *
1158 * Always put the player down for drawing.
1159 */
1160 if (!tmp->invisible)
1161 {
1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1163 top = tmp;
1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1165 {
1166 /* If we got a floor, that means middle and top were below it,
1167 * so should not be visible, so we clear them.
1168 */
1169 middle = 0;
1170 top = 0;
1171 floor = tmp;
1172 }
1173 /* Flag anywhere have high priority */
1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1175 {
1176 middle = tmp;
1177 anywhere = 1;
1178 }
1179 /* Find the highest visible face around. If equal
1180 * visibilities, we still want the one nearer to the
1181 * top
1182 */
1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1184 middle = tmp;
1185 }
1186
1187 if (tmp == tmp->above)
1188 {
1189 LOG (llevError, "Error in structure of map\n");
1190 exit (-1);
1191 }
1192
1193 move_slow |= tmp->move_slow;
1194 move_block |= tmp->move_block;
1195 move_on |= tmp->move_on;
1196 move_off |= tmp->move_off;
1197 move_allow |= tmp->move_allow;
1198
1199 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1200 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1201 if (tmp->type == PLAYER) flags |= P_PLAYER;
1202 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1203 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1204 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1205 }
1206
1207 this->light = light;
1208 this->flags_ = flags;
1209 this->move_block = move_block & ~move_allow;
1210 this->move_on = move_on;
1211 this->move_off = move_off;
1212 this->move_slow = move_slow;
1213
1214 /* At this point, we have a floor face (if there is a floor),
1215 * and the floor is set - we are not going to touch it at
1216 * this point.
1217 * middle contains the highest visibility face.
1218 * top contains a player/monster face, if there is one.
1219 *
1220 * We now need to fill in top.face and/or middle.face.
1221 */
1222
1223 /* If the top face also happens to be high visibility, re-do our
1224 * middle face. This should not happen, as we already have the
1225 * else statement above so middle should not get set. OTOH, it
1226 * may be possible for the faces to match but be different objects.
1227 */
1228 if (top == middle)
1229 middle = 0;
1230
1231 /* There are three posibilities at this point:
1232 * 1) top face is set, need middle to be set.
1233 * 2) middle is set, need to set top.
1234 * 3) neither middle or top is set - need to set both.
1235 */
1236
1237 for (tmp = last; tmp; tmp = tmp->below)
1238 {
1239 /* Once we get to a floor, stop, since we already have a floor object */
1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1241 break;
1242
1243 /* If two top faces are already set, quit processing */
1244 if (top && middle)
1245 break;
1246
1247 /* Only show visible faces */
1248 if (!tmp->invisible)
1249 {
1250 /* Fill in top if needed */
1251 if (!top)
1252 {
1253 top = tmp;
1254 if (top == middle)
1255 middle = 0;
1256 }
1257 else
1258 {
1259 /* top is already set - we should only get here if
1260 * middle is not set
1261 *
1262 * Set the middle face and break out, since there is nothing
1263 * more to fill in. We don't check visiblity here, since
1264 *
1265 */
1266 if (tmp != top)
1267 {
1268 middle = tmp;
1269 break;
1270 }
1271 }
1272 }
1273 }
1274
1275 if (middle == floor)
1276 middle = 0;
1277
1278 if (top == middle)
1279 middle = 0;
1280
1281 #if 0
1282 faces_obj [0] = top;
1283 faces_obj [1] = middle;
1284 faces_obj [2] = floor;
1285 #endif
1286 }
1287
1288 uint64
1289 mapspace::volume () const
1290 {
1291 uint64 vol = 0;
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1297 }
1298
1299 /* this updates the orig_map->tile_map[tile_num] value after finding
1300 * the map. It also takes care of linking back the freshly found
1301 * maps tile_map values if it tiles back to this one. It returns
1302 * the value of orig_map->tile_map[tile_num].
1303 */
1304 static inline maptile *
1305 find_and_link (maptile *orig_map, int tile_num)
1306 {
1307 maptile *mp = orig_map->tile_map [tile_num];
1308
1309 if (!mp)
1310 {
1311 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1312
1313 if (!mp)
1314 {
1315 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1316 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1317 &orig_map->tile_path[tile_num], &orig_map->path);
1318 mp = new maptile (1, 1);
1319 mp->alloc ();
1320 mp->in_memory = MAP_IN_MEMORY;
1321 }
1322 }
1323
1324 int dest_tile = (tile_num + 2) % 4;
1325
1326 orig_map->tile_map [tile_num] = mp;
1327
1328 // optimisation: back-link map to origin map if euclidean
1329 //TODO: non-euclidean maps MUST GO
1330 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1331 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1332
1333 return mp;
1334 }
1335
1336 static inline void
1337 load_and_link (maptile *orig_map, int tile_num)
1338 {
1339 find_and_link (orig_map, tile_num)->load_sync ();
1340 }
1341
1342 /* this returns TRUE if the coordinates (x,y) are out of
1343 * map m. This function also takes into account any
1344 * tiling considerations, loading adjacant maps as needed.
1345 * This is the function should always be used when it
1346 * necessary to check for valid coordinates.
1347 * This function will recursively call itself for the
1348 * tiled maps.
1349 */
1350 int
1351 out_of_map (maptile *m, int x, int y)
1352 {
1353 /* If we get passed a null map, this is obviously the
1354 * case. This generally shouldn't happen, but if the
1355 * map loads fail below, it could happen.
1356 */
1357 if (!m)
1358 return 0;
1359
1360 if (x < 0)
1361 {
1362 if (!m->tile_path[3])
1363 return 1;
1364
1365 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1366 find_and_link (m, 3);
1367
1368 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1369 }
1370
1371 if (x >= m->width)
1372 {
1373 if (!m->tile_path[1])
1374 return 1;
1375
1376 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1377 find_and_link (m, 1);
1378
1379 return out_of_map (m->tile_map[1], x - m->width, y);
1380 }
1381
1382 if (y < 0)
1383 {
1384 if (!m->tile_path[0])
1385 return 1;
1386
1387 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1388 find_and_link (m, 0);
1389
1390 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1391 }
1392
1393 if (y >= m->height)
1394 {
1395 if (!m->tile_path[2])
1396 return 1;
1397
1398 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1399 find_and_link (m, 2);
1400
1401 return out_of_map (m->tile_map[2], x, y - m->height);
1402 }
1403
1404 /* Simple case - coordinates are within this local
1405 * map.
1406 */
1407 return 0;
1408 }
1409
1410 /* This is basically the same as out_of_map above, but
1411 * instead we return NULL if no map is valid (coordinates
1412 * out of bounds and no tiled map), otherwise it returns
1413 * the map as that the coordinates are really on, and
1414 * updates x and y to be the localised coordinates.
1415 * Using this is more efficient of calling out_of_map
1416 * and then figuring out what the real map is
1417 */
1418 maptile *
1419 maptile::xy_find (sint16 &x, sint16 &y)
1420 {
1421 if (x < 0)
1422 {
1423 if (!tile_path[3])
1424 return 0;
1425
1426 find_and_link (this, 3);
1427 x += tile_map[3]->width;
1428 return tile_map[3]->xy_find (x, y);
1429 }
1430
1431 if (x >= width)
1432 {
1433 if (!tile_path[1])
1434 return 0;
1435
1436 find_and_link (this, 1);
1437 x -= width;
1438 return tile_map[1]->xy_find (x, y);
1439 }
1440
1441 if (y < 0)
1442 {
1443 if (!tile_path[0])
1444 return 0;
1445
1446 find_and_link (this, 0);
1447 y += tile_map[0]->height;
1448 return tile_map[0]->xy_find (x, y);
1449 }
1450
1451 if (y >= height)
1452 {
1453 if (!tile_path[2])
1454 return 0;
1455
1456 find_and_link (this, 2);
1457 y -= height;
1458 return tile_map[2]->xy_find (x, y);
1459 }
1460
1461 /* Simple case - coordinates are within this local
1462 * map.
1463 */
1464 return this;
1465 }
1466
1467 /**
1468 * Return whether map2 is adjacent to map1. If so, store the distance from
1469 * map1 to map2 in dx/dy.
1470 */
1471 int
1472 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1473 {
1474 if (!map1 || !map2)
1475 return 0;
1476
1477 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1478 //fix: compare paths instead (this is likely faster, too!)
1479 if (map1 == map2)
1480 {
1481 *dx = 0;
1482 *dy = 0;
1483 }
1484 else if (map1->tile_map[0] == map2)
1485 { /* up */
1486 *dx = 0;
1487 *dy = -map2->height;
1488 }
1489 else if (map1->tile_map[1] == map2)
1490 { /* right */
1491 *dx = map1->width;
1492 *dy = 0;
1493 }
1494 else if (map1->tile_map[2] == map2)
1495 { /* down */
1496 *dx = 0;
1497 *dy = map1->height;
1498 }
1499 else if (map1->tile_map[3] == map2)
1500 { /* left */
1501 *dx = -map2->width;
1502 *dy = 0;
1503 }
1504 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1505 { /* up right */
1506 *dx = map1->tile_map[0]->width;
1507 *dy = -map1->tile_map[0]->height;
1508 }
1509 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1510 { /* up left */
1511 *dx = -map2->width;
1512 *dy = -map1->tile_map[0]->height;
1513 }
1514 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1515 { /* right up */
1516 *dx = map1->width;
1517 *dy = -map2->height;
1518 }
1519 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1520 { /* right down */
1521 *dx = map1->width;
1522 *dy = map1->tile_map[1]->height;
1523 }
1524 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1525 { /* down right */
1526 *dx = map1->tile_map[2]->width;
1527 *dy = map1->height;
1528 }
1529 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1530 { /* down left */
1531 *dx = -map2->width;
1532 *dy = map1->height;
1533 }
1534 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1535 { /* left up */
1536 *dx = -map1->tile_map[3]->width;
1537 *dy = -map2->height;
1538 }
1539 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1540 { /* left down */
1541 *dx = -map1->tile_map[3]->width;
1542 *dy = map1->tile_map[3]->height;
1543 }
1544 else
1545 return 0;
1546
1547 return 1;
1548 }
1549
1550 maptile *
1551 maptile::xy_load (sint16 &x, sint16 &y)
1552 {
1553 maptile *map = xy_find (x, y);
1554
1555 if (map)
1556 map->load_sync ();
1557
1558 return map;
1559 }
1560
1561 maptile *
1562 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1563 {
1564 return m->xy_load (*x, *y);
1565 }
1566
1567 /* From map.c
1568 * This is used by get_player to determine where the other
1569 * creature is. get_rangevector takes into account map tiling,
1570 * so you just can not look the the map coordinates and get the
1571 * righte value. distance_x/y are distance away, which
1572 * can be negative. direction is the crossfire direction scheme
1573 * that the creature should head. part is the part of the
1574 * monster that is closest.
1575 *
1576 * get_rangevector looks at op1 and op2, and fills in the
1577 * structure for op1 to get to op2.
1578 * We already trust that the caller has verified that the
1579 * two objects are at least on adjacent maps. If not,
1580 * results are not likely to be what is desired.
1581 * if the objects are not on maps, results are also likely to
1582 * be unexpected
1583 *
1584 * currently, the only flag supported (0x1) is don't translate for
1585 * closest body part of 'op1'
1586 */
1587 void
1588 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1589 {
1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1591 {
1592 /* be conservative and fill in _some_ data */
1593 retval->distance = 10000;
1594 retval->distance_x = 10000;
1595 retval->distance_y = 10000;
1596 retval->direction = 0;
1597 retval->part = 0;
1598 }
1599 else
1600 {
1601 object *best;
1602
1603 retval->distance_x += op2->x - op1->x;
1604 retval->distance_y += op2->y - op1->y;
1605
1606 best = op1;
1607 /* If this is multipart, find the closest part now */
1608 if (!(flags & 0x1) && op1->more)
1609 {
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611
1612 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works.
1617 */
1618 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622 if (tmpi < best_distance)
1623 {
1624 best_distance = tmpi;
1625 best = tmp;
1626 }
1627 }
1628
1629 if (best != op1)
1630 {
1631 retval->distance_x += op1->x - best->x;
1632 retval->distance_y += op1->y - best->y;
1633 }
1634 }
1635
1636 retval->part = best;
1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1639 }
1640 }
1641
1642 /* this is basically the same as get_rangevector above, but instead of
1643 * the first parameter being an object, it instead is the map
1644 * and x,y coordinates - this is used for path to player -
1645 * since the object is not infact moving but we are trying to traverse
1646 * the path, we need this.
1647 * flags has no meaning for this function at this time - I kept it in to
1648 * be more consistant with the above function and also in case they are needed
1649 * for something in the future. Also, since no object is pasted, the best
1650 * field of the rv_vector is set to NULL.
1651 */
1652 void
1653 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1654 {
1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1656 {
1657 /* be conservative and fill in _some_ data */
1658 retval->distance = 100000;
1659 retval->distance_x = 32767;
1660 retval->distance_y = 32767;
1661 retval->direction = 0;
1662 retval->part = 0;
1663 }
1664 else
1665 {
1666 retval->distance_x += op2->x - x;
1667 retval->distance_y += op2->y - y;
1668
1669 retval->part = NULL;
1670 retval->distance = idistance (retval->distance_x, retval->distance_y);
1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1672 }
1673 }
1674
1675 /* Returns true of op1 and op2 are effectively on the same map
1676 * (as related to map tiling). Note that this looks for a path from
1677 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1678 * to op1, this will still return false.
1679 * Note we only look one map out to keep the processing simple
1680 * and efficient. This could probably be a macro.
1681 * MSW 2001-08-05
1682 */
1683 int
1684 on_same_map (const object *op1, const object *op2)
1685 {
1686 int dx, dy;
1687
1688 return adjacent_map (op1->map, op2->map, &dx, &dy);
1689 }
1690
1691 object *
1692 maptile::insert (object *op, int x, int y, object *originator, int flags)
1693 {
1694 if (!op->flag [FLAG_REMOVED])
1695 op->remove ();
1696
1697 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1698 }
1699
1700 region *
1701 maptile::region (int x, int y) const
1702 {
1703 if (regions
1704 && regionmap
1705 && !OUT_OF_REAL_MAP (this, x, y))
1706 if (struct region *reg = regionmap [regions [y * width + x]])
1707 return reg;
1708
1709 if (default_region)
1710 return default_region;
1711
1712 return ::region::default_region ();
1713 }
1714
1715 /* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */
1719 object *
1720 maptile::pick_random_object () const
1721 {
1722 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me.
1727 */
1728 for (int i = 1000; --i;)
1729 {
1730 object *pick = at (rndm (width), rndm (height)).bot;
1731
1732 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick)
1734 return pick->head_ ();
1735 }
1736
1737 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked");
1739 }
1740