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/cvs/deliantra/server/common/map.C
Revision: 1.94
Committed: Mon Mar 12 01:13:10 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +28 -39 lines
Log Message:
- remove faces form each mapspace, as they were stored and calculated
  *solely* for magicmap. sic.
- as update_ is a major bottleneck, this will certainly help load, too.
- semantics have changed: objects with blank faces are now transfered,
  but i assume this is rare (and might give a nice hint about invisible stuff :)

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <unistd.h>
26
27 #include "global.h"
28 #include "funcpoint.h"
29
30 #include "loader.h"
31
32 #include "path.h"
33
34 /*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40 const char *
41 create_pathname (const char *name)
42 {
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46 }
47
48 /*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63 int
64 check_path (const char *name, int prepend_dir)
65 {
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98 }
99
100 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those
104 * values can be null, in which case if a new map is needed (returned
105 * by a P_NEW_MAP value, another call to get_map_from_coord
106 * is needed. The case of not passing values is if we're just
107 * checking for the existence of something on those spaces, but
108 * don't expect to insert/remove anything from those spaces.
109 */
110 int
111 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
112 {
113 sint16 newx = x;
114 sint16 newy = y;
115
116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
117
118 if (!mp)
119 return P_OUT_OF_MAP;
120
121 if (newmap) *newmap = mp;
122 if (nx) *nx = newx;
123 if (ny) *ny = newy;
124
125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126 }
127
128 /*
129 * Returns true if the given coordinate is blocked except by the
130 * object passed is not blocking. This is used with
131 * multipart monsters - if we want to see if a 2x2 monster
132 * can move 1 space to the left, we don't want its own area
133 * to block it from moving there.
134 * Returns TRUE if the space is blocked by something other than the
135 * monster.
136 * m, x, y are the target map/coordinates - needed for map tiling.
137 * the coordinates & map passed in should have been updated for tiling
138 * by the caller.
139 */
140 int
141 blocked_link (object *ob, maptile *m, int sx, int sy)
142 {
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this.
148 */
149 if (OUT_OF_REAL_MAP (m, sx, sy))
150 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1;
153 }
154
155 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
161
162 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special
164 * things we need to do for players.
165 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0;
168
169 /* if there isn't anytyhing alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example)
175 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0;
178
179 if (ob->head != NULL)
180 ob = ob->head;
181
182 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0.
186 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 {
189
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 {
193 /* If last_sp is set, the player/monster needs an object,
194 * so we check for it. If they don't have it, they can't
195 * pass through this space.
196 */
197 if (tmp->last_sp)
198 {
199 if (check_inv_recursive (ob, tmp) == NULL)
200 return 1;
201 else
202 continue;
203 }
204 else
205 {
206 /* In this case, the player must not have the object -
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else
216 {
217 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks
219 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a
221 * hidden dm
222 */
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1;
228 }
229
230 }
231 return 0;
232 }
233
234 /*
235 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the
239 * multipart object and makes sure they can be inserted.
240 *
241 * While this doesn't call out of map, the get_map_flags does.
242 *
243 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases,
245 * a call to one would follow the other, doesn't make a lot of sense to
246 * have two seperate functions for this.
247 *
248 * This returns nonzero if this arch can not go on the space provided,
249 * 0 otherwise. the return value will contain the P_.. value
250 * so the caller can know why this object can't go on the map.
251 * Note that callers should not expect P_NEW_MAP to be set
252 * in return codes - since the object is multispace - if
253 * we did return values, what do you return if half the object
254 * is one map, half on another.
255 *
256 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type
258 * against the move_block values.
259 */
260 int
261 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 {
263 archetype *tmp;
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 }
277
278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281
282 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
286
287 mapspace &ms = m1->at (sx, sy);
288
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
296
297 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object.
299 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 return P_NO_PASS;
302 }
303
304 return 0;
305 }
306
307 /* When the map is loaded, load_object does not actually insert objects
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313 void
314 fix_container (object *container)
315 {
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333 }
334
335 void
336 maptile::set_object_flag (int flag, int value)
337 {
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344 }
345
346 /* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save
350 * the more sections and not re-add sections for them.
351 */
352 void
353 maptile::link_multipart_objects ()
354 {
355 if (!spaces)
356 return;
357
358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 {
361 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 {
373 op = arch_to_object (at);
374
375 /* update x,y coordinates */
376 op->x += tmp->x;
377 op->y += tmp->y;
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
390 }
391 }
392 }
393 }
394
395 /*
396 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer.
398 */
399 bool
400 maptile::_load_objects (object_thawer &f)
401 {
402 for (;;)
403 {
404 coroapi::cede_every (1000); // cede once in a while
405
406 switch (f.kw)
407 {
408 case KW_arch:
409 if (object *op = object::read (f, this))
410 {
411 if (op->inv)
412 sum_weight (op);
413
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
416
417 continue;
418
419 case KW_EOF:
420 return true;
421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
425 break;
426 }
427
428 f.next ();
429 }
430
431 return true;
432 }
433
434 void
435 maptile::activate ()
436 {
437 if (!spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive ();
443 }
444
445 void
446 maptile::deactivate ()
447 {
448 if (!spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive ();
454 }
455
456 bool
457 maptile::_save_objects (object_freezer &f, int flags)
458 {
459 static int cede_count = 0;
460
461 if (flags & IO_HEADER)
462 _save_header (f);
463
464 if (!spaces)
465 return false;
466
467 for (int i = 0; i < size (); ++i)
468 {
469 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475 #endif
476
477 int unique = 0;
478 for (object *op = spaces [i].bot; op; op = op->above)
479 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
484 unique = 1;
485
486 if (!op->can_map_save ())
487 continue;
488
489 if (unique || op->flag [FLAG_UNIQUE])
490 {
491 if (flags & IO_UNIQUES)
492 op->write (f);
493 }
494 else if (flags & IO_OBJECTS)
495 op->write (f);
496 }
497 }
498
499 return true;
500 }
501
502 bool
503 maptile::_load_objects (const char *path, bool skip_header)
504 {
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522 }
523
524 bool
525 maptile::_save_objects (const char *path, int flags)
526 {
527 object_freezer freezer;
528
529 if (!_save_objects (freezer, flags))
530 return false;
531
532 return freezer.save (path);
533 }
534
535 maptile::maptile ()
536 {
537 in_memory = MAP_SWAPPED;
538
539 /* The maps used to pick up default x and y values from the
540 * map archetype. Mimic that behaviour.
541 */
542 width = 16;
543 height = 16;
544 timeout = 300;
545 max_nrof = 1000; // 1000 items of anything
546 max_volume = 2000000; // 2m³
547 }
548
549 maptile::maptile (int w, int h)
550 {
551 in_memory = MAP_SWAPPED;
552
553 width = w;
554 height = h;
555 reset_timeout = 0;
556 timeout = 300;
557 enter_x = 0;
558 enter_y = 0;
559
560 alloc ();
561 }
562
563 /*
564 * Allocates the arrays contained in a maptile.
565 * This basically allocates the dynamic array of spaces for the
566 * map.
567 */
568 void
569 maptile::alloc ()
570 {
571 if (spaces)
572 return;
573
574 spaces = salloc0<mapspace> (size ());
575 }
576
577 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
578 * corresponding to that string. Memory is allocated for this, it must be freed
579 * at a later date.
580 * Called by parse_map_headers below.
581 */
582 static shopitems *
583 parse_shop_string (const char *input_string)
584 {
585 char *shop_string, *p, *q, *next_semicolon, *next_colon;
586 shopitems *items = NULL;
587 int i = 0, number_of_entries = 0;
588 const typedata *current_type;
589
590 shop_string = strdup (input_string);
591 p = shop_string;
592 /* first we'll count the entries, we'll need that for allocating the array shortly */
593 while (p)
594 {
595 p = strchr (p, ';');
596 number_of_entries++;
597 if (p)
598 p++;
599 }
600
601 p = shop_string;
602 strip_endline (p);
603 items = new shopitems[number_of_entries + 1];
604 for (i = 0; i < number_of_entries; i++)
605 {
606 if (!p)
607 {
608 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
609 break;
610 }
611
612 next_semicolon = strchr (p, ';');
613 next_colon = strchr (p, ':');
614 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
615 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
616 items[i].strength = atoi (strchr (p, ':') + 1);
617
618 if (isdigit (*p) || *p == '*')
619 {
620 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
621 current_type = get_typedata (items[i].typenum);
622 if (current_type)
623 {
624 items[i].name = current_type->name;
625 items[i].name_pl = current_type->name_pl;
626 }
627 }
628 else
629 { /*we have a named type, let's figure out what it is */
630 q = strpbrk (p, ";:");
631 if (q)
632 *q = '\0';
633
634 current_type = get_typedata_by_name (p);
635 if (current_type)
636 {
637 items[i].name = current_type->name;
638 items[i].typenum = current_type->number;
639 items[i].name_pl = current_type->name_pl;
640 }
641 else
642 { /* oh uh, something's wrong, let's free up this one, and try
643 * the next entry while we're at it, better print a warning
644 */
645 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
646 }
647 }
648
649 items[i].index = number_of_entries;
650 if (next_semicolon)
651 p = ++next_semicolon;
652 else
653 p = NULL;
654 }
655
656 free (shop_string);
657 return items;
658 }
659
660 /* opposite of parse string, this puts the string that was originally fed in to
661 * the map (or something equivilent) into output_string. */
662 static void
663 print_shop_string (maptile *m, char *output_string)
664 {
665 int i;
666 char tmp[MAX_BUF];
667
668 strcpy (output_string, "");
669 for (i = 0; i < m->shopitems[0].index; i++)
670 {
671 if (m->shopitems[i].typenum)
672 {
673 if (m->shopitems[i].strength)
674 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
675 else
676 sprintf (tmp, "%s;", m->shopitems[i].name);
677 }
678 else
679 {
680 if (m->shopitems[i].strength)
681 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
682 else
683 sprintf (tmp, "*");
684 }
685
686 strcat (output_string, tmp);
687 }
688 }
689
690 /* This loads the header information of the map. The header
691 * contains things like difficulty, size, timeout, etc.
692 * this used to be stored in the map object, but with the
693 * addition of tiling, fields beyond that easily named in an
694 * object structure were needed, so it just made sense to
695 * put all the stuff in the map object so that names actually make
696 * sense.
697 * This could be done in lex (like the object loader), but I think
698 * currently, there are few enough fields this is not a big deal.
699 * MSW 2001-07-01
700 */
701 bool
702 maptile::_load_header (object_thawer &thawer)
703 {
704 for (;;)
705 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw)
709 {
710 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg);
712 break;
713
714 case KW_lore: // CF+ extension
715 thawer.get_ml (KW_endlore, maplore);
716 break;
717
718 case KW_maplore:
719 thawer.get_ml (KW_endmaplore, maplore);
720 break;
721
722 case KW_arch:
723 if (strcmp (thawer.get_str (), "map"))
724 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
725 break;
726
727 case KW_oid:
728 thawer.get (this, thawer.get_sint32 ());
729 break;
730
731 case KW_file_format_version: break; // nop
732
733 case KW_name: thawer.get (name); break;
734 case KW_attach: thawer.get (attach); break;
735 case KW_reset_time: thawer.get (reset_time); break;
736 case KW_shopgreed: thawer.get (shopgreed); break;
737 case KW_shopmin: thawer.get (shopmin); break;
738 case KW_shopmax: thawer.get (shopmax); break;
739 case KW_shoprace: thawer.get (shoprace); break;
740 case KW_outdoor: thawer.get (outdoor); break;
741 case KW_temp: thawer.get (temp); break;
742 case KW_pressure: thawer.get (pressure); break;
743 case KW_humid: thawer.get (humid); break;
744 case KW_windspeed: thawer.get (windspeed); break;
745 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break;
747
748 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break;
750
751 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753
754 // old names new names
755 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
756 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
757 case KW_x: case KW_width: thawer.get (width); break;
758 case KW_y: case KW_height: thawer.get (height); break;
759 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
760 case KW_value: case KW_swap_time: thawer.get (timeout); break;
761 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
762 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
763 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
764
765 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769
770 case KW_end:
771 return true;
772
773 default:
774 if (!thawer.parse_error ("map", 0))
775 return false;
776 break;
777 }
778 }
779
780 abort ();
781 }
782
783 bool
784 maptile::_load_header (const char *path)
785 {
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792 }
793
794 /******************************************************************************
795 * This is the start of unique map handling code
796 *****************************************************************************/
797
798 /* This goes through the maptile and removed any unique items on the map. */
799 void
800 maptile::clear_unique_items ()
801 {
802 for (int i = 0; i < size (); ++i)
803 {
804 int unique = 0;
805 for (object *op = spaces [i].bot; op; )
806 {
807 object *above = op->above;
808
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1;
811
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy ();
816 }
817
818 op = above;
819 }
820 }
821 }
822
823 bool
824 maptile::_save_header (object_freezer &freezer)
825 {
826 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
827 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
828
829 MAP_OUT2 (arch, "map");
830
831 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time);
833 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime);
836 MAP_OUT (difficulty);
837
838 if (default_region) MAP_OUT2 (region, default_region->name);
839
840 if (shopitems)
841 {
842 char shop[MAX_BUF];
843 print_shop_string (this, shop);
844 MAP_OUT2 (shopitems, shop);
845 }
846
847 MAP_OUT (shopgreed);
848 MAP_OUT (shopmin);
849 MAP_OUT (shopmax);
850 if (shoprace) MAP_OUT (shoprace);
851 MAP_OUT (darkness);
852 MAP_OUT (width);
853 MAP_OUT (height);
854 MAP_OUT (enter_x);
855 MAP_OUT (enter_y);
856
857 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
858 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
859
860 MAP_OUT (outdoor);
861 MAP_OUT (temp);
862 MAP_OUT (pressure);
863 MAP_OUT (humid);
864 MAP_OUT (windspeed);
865 MAP_OUT (winddir);
866 MAP_OUT (sky);
867
868 MAP_OUT (per_player);
869 MAP_OUT (per_party);
870
871 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
872 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
873 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
874 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
875
876 freezer.put (this);
877 freezer.put (KW_end);
878
879 return true;
880 }
881
882 bool
883 maptile::_save_header (const char *path)
884 {
885 object_freezer freezer;
886
887 if (!_save_header (freezer))
888 return false;
889
890 return freezer.save (path);
891 }
892
893 /*
894 * Remove and free all objects in the given map.
895 */
896 void
897 maptile::clear ()
898 {
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces)
903 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot)
906 {
907 if (op->head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 op->destroy ();
912 }
913
914 sfree (spaces, size ()), spaces = 0;
915 }
916
917 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0;
919 }
920
921 void
922 maptile::clear_header ()
923 {
924 name = 0;
925 msg = 0;
926 maplore = 0;
927 shoprace = 0;
928 delete [] shopitems, shopitems = 0;
929
930 for (int i = 0; i < 4; i++)
931 tile_path [i] = 0;
932 }
933
934 maptile::~maptile ()
935 {
936 assert (destroyed ());
937 }
938
939 void
940 maptile::clear_links_to (maptile *m)
941 {
942 /* We need to look through all the maps and see if any maps
943 * are pointing at this one for tiling information. Since
944 * tiling can be asymetric, we just can not look to see which
945 * maps this map tiles with and clears those.
946 */
947 for (int i = 0; i < 4; i++)
948 if (tile_map[i] == m)
949 tile_map[i] = 0;
950 }
951
952 void
953 maptile::do_destroy ()
954 {
955 attachable::do_destroy ();
956
957 clear ();
958 }
959
960 /*
961 * Updates every button on the map (by calling update_button() for them).
962 */
963 void
964 maptile::update_buttons ()
965 {
966 for (oblinkpt *obp = buttons; obp; obp = obp->next)
967 for (objectlink *ol = obp->link; ol; ol = ol->next)
968 {
969 if (!ol->ob)
970 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
973 continue;
974 }
975
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 {
978 update_button (ol->ob);
979 break;
980 }
981 }
982 }
983
984 /*
985 * This routine is supposed to find out the difficulty of the map.
986 * difficulty does not have a lot to do with character level,
987 * but does have a lot to do with treasure on the map.
988 *
989 * Difficulty can now be set by the map creature. If the value stored
990 * in the map is zero, then use this routine. Maps should really
991 * have a difficulty set than using this function - human calculation
992 * is much better than this functions guesswork.
993 */
994 int
995 maptile::estimate_difficulty () const
996 {
997 long monster_cnt = 0;
998 double avgexp = 0;
999 sint64 total_exp = 0;
1000
1001 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1002 for (object *op = ms->bot; op; op = op->above)
1003 {
1004 if (QUERY_FLAG (op, FLAG_MONSTER))
1005 {
1006 total_exp += op->stats.exp;
1007 monster_cnt++;
1008 }
1009
1010 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 {
1012 total_exp += op->stats.exp;
1013
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1015 total_exp += at->clone.stats.exp * 8;
1016
1017 monster_cnt++;
1018 }
1019 }
1020
1021 avgexp = (double) total_exp / monster_cnt;
1022
1023 for (int i = 1; i <= settings.max_level; i++)
1024 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1025 return i;
1026
1027 return 1;
1028 }
1029
1030 /* change_map_light() - used to change map light level (darkness)
1031 * up or down. Returns true if successful. It should now be
1032 * possible to change a value by more than 1.
1033 * Move this from los.c to map.c since this is more related
1034 * to maps than los.
1035 * postive values make it darker, negative make it brighter
1036 */
1037 int
1038 maptile::change_map_light (int change)
1039 {
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1044 return 0;
1045
1046 /* inform all players on the map */
1047 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051
1052 /* Do extra checking. since darkness is a unsigned value,
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063
1064 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this);
1066 return 1;
1067 }
1068
1069 /*
1070 * This function updates various attributes about a specific space
1071 * on the map (what it looks like, whether it blocks magic,
1072 * has a living creatures, prevents people from passing
1073 * through, etc)
1074 */
1075 void
1076 mapspace::update_ ()
1077 {
1078 object *tmp, *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1080 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1081
1082 //object *middle = 0;
1083 //object *top = 0;
1084 //object *floor = 0;
1085 // this seems to generate better code than using locals, above
1086 object *&top = faces_obj[0];
1087 object *&middle = faces_obj[1];
1088 object *&floor = faces_obj[2];
1089
1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1091 {
1092 /* This could be made additive I guess (two lights better than
1093 * one). But if so, it shouldn't be a simple additive - 2
1094 * light bulbs do not illuminate twice as far as once since
1095 * it is a dissapation factor that is cubed.
1096 */
1097 if (tmp->glow_radius > light)
1098 light = tmp->glow_radius;
1099
1100 /* This call is needed in order to update objects the player
1101 * is standing in that have animations (ie, grass, fire, etc).
1102 * However, it also causes the look window to be re-drawn
1103 * 3 times each time the player moves, because many of the
1104 * functions the move_player calls eventualy call this.
1105 *
1106 * Always put the player down for drawing.
1107 */
1108 if (!tmp->invisible)
1109 {
1110 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1111 top = tmp;
1112 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1113 {
1114 /* If we got a floor, that means middle and top were below it,
1115 * so should not be visible, so we clear them.
1116 */
1117 middle = 0;
1118 top = 0;
1119 floor = tmp;
1120 }
1121 /* Flag anywhere have high priority */
1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1123 {
1124 middle = tmp;
1125 anywhere = 1;
1126 }
1127 /* Find the highest visible face around. If equal
1128 * visibilities, we still want the one nearer to the
1129 * top
1130 */
1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1132 middle = tmp;
1133 }
1134
1135 if (tmp == tmp->above)
1136 {
1137 LOG (llevError, "Error in structure of map\n");
1138 exit (-1);
1139 }
1140
1141 move_slow |= tmp->move_slow;
1142 move_block |= tmp->move_block;
1143 move_on |= tmp->move_on;
1144 move_off |= tmp->move_off;
1145 move_allow |= tmp->move_allow;
1146
1147 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1148 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1149 if (tmp->type == PLAYER) flags |= P_PLAYER;
1150 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1151 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1152 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1153 }
1154
1155 this->light = light;
1156 this->flags_ = flags;
1157 this->move_block = move_block & ~move_allow;
1158 this->move_on = move_on;
1159 this->move_off = move_off;
1160 this->move_slow = move_slow;
1161
1162 /* At this point, we have a floor face (if there is a floor),
1163 * and the floor is set - we are not going to touch it at
1164 * this point.
1165 * middle contains the highest visibility face.
1166 * top contains a player/monster face, if there is one.
1167 *
1168 * We now need to fill in top.face and/or middle.face.
1169 */
1170
1171 /* If the top face also happens to be high visibility, re-do our
1172 * middle face. This should not happen, as we already have the
1173 * else statement above so middle should not get set. OTOH, it
1174 * may be possible for the faces to match but be different objects.
1175 */
1176 if (top == middle)
1177 middle = 0;
1178
1179 /* There are three posibilities at this point:
1180 * 1) top face is set, need middle to be set.
1181 * 2) middle is set, need to set top.
1182 * 3) neither middle or top is set - need to set both.
1183 */
1184
1185 for (tmp = last; tmp; tmp = tmp->below)
1186 {
1187 /* Once we get to a floor, stop, since we already have a floor object */
1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1189 break;
1190
1191 /* If two top faces are already set, quit processing */
1192 if (top && middle)
1193 break;
1194
1195 /* Only show visible faces */
1196 if (!tmp->invisible)
1197 {
1198 /* Fill in top if needed */
1199 if (!top)
1200 {
1201 top = tmp;
1202 if (top == middle)
1203 middle = 0;
1204 }
1205 else
1206 {
1207 /* top is already set - we should only get here if
1208 * middle is not set
1209 *
1210 * Set the middle face and break out, since there is nothing
1211 * more to fill in. We don't check visiblity here, since
1212 *
1213 */
1214 if (tmp != top)
1215 {
1216 middle = tmp;
1217 break;
1218 }
1219 }
1220 }
1221 }
1222
1223 if (middle == floor)
1224 middle = 0;
1225
1226 if (top == middle)
1227 middle = 0;
1228
1229 #if 0
1230 faces_obj [0] = top;
1231 faces_obj [1] = middle;
1232 faces_obj [2] = floor;
1233 #endif
1234 }
1235
1236 uint64
1237 mapspace::volume () const
1238 {
1239 uint64 vol = 0;
1240
1241 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1242 vol += op->volume ();
1243
1244 return vol;
1245 }
1246
1247 /* this updates the orig_map->tile_map[tile_num] value after finding
1248 * the map. It also takes care of linking back the freshly found
1249 * maps tile_map values if it tiles back to this one. It returns
1250 * the value of orig_map->tile_map[tile_num].
1251 */
1252 static inline maptile *
1253 find_and_link (maptile *orig_map, int tile_num)
1254 {
1255 maptile *mp = orig_map->tile_map [tile_num];
1256
1257 if (!mp)
1258 {
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260
1261 if (!mp)
1262 {
1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265 &orig_map->tile_path[tile_num], &orig_map->path);
1266 mp = new maptile (1, 1);
1267 mp->alloc ();
1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1270 }
1271
1272 int dest_tile = (tile_num + 2) % 4;
1273
1274 orig_map->tile_map [tile_num] = mp;
1275
1276 // optimisation: back-link map to origin map if euclidean
1277 //TODO: non-euclidean maps MUST GO
1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1280
1281 return mp;
1282 }
1283
1284 static inline void
1285 load_and_link (maptile *orig_map, int tile_num)
1286 {
1287 find_and_link (orig_map, tile_num)->load_sync ();
1288 }
1289
1290 /* this returns TRUE if the coordinates (x,y) are out of
1291 * map m. This function also takes into account any
1292 * tiling considerations, loading adjacant maps as needed.
1293 * This is the function should always be used when it
1294 * necessary to check for valid coordinates.
1295 * This function will recursively call itself for the
1296 * tiled maps.
1297 */
1298 int
1299 out_of_map (maptile *m, int x, int y)
1300 {
1301 /* If we get passed a null map, this is obviously the
1302 * case. This generally shouldn't happen, but if the
1303 * map loads fail below, it could happen.
1304 */
1305 if (!m)
1306 return 0;
1307
1308 if (x < 0)
1309 {
1310 if (!m->tile_path[3])
1311 return 1;
1312
1313 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 3);
1315
1316 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1317 }
1318
1319 if (x >= m->width)
1320 {
1321 if (!m->tile_path[1])
1322 return 1;
1323
1324 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 1);
1326
1327 return out_of_map (m->tile_map[1], x - m->width, y);
1328 }
1329
1330 if (y < 0)
1331 {
1332 if (!m->tile_path[0])
1333 return 1;
1334
1335 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 0);
1337
1338 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1339 }
1340
1341 if (y >= m->height)
1342 {
1343 if (!m->tile_path[2])
1344 return 1;
1345
1346 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 2);
1348
1349 return out_of_map (m->tile_map[2], x, y - m->height);
1350 }
1351
1352 /* Simple case - coordinates are within this local
1353 * map.
1354 */
1355 return 0;
1356 }
1357
1358 /* This is basically the same as out_of_map above, but
1359 * instead we return NULL if no map is valid (coordinates
1360 * out of bounds and no tiled map), otherwise it returns
1361 * the map as that the coordinates are really on, and
1362 * updates x and y to be the localised coordinates.
1363 * Using this is more efficient of calling out_of_map
1364 * and then figuring out what the real map is
1365 */
1366 maptile *
1367 maptile::xy_find (sint16 &x, sint16 &y)
1368 {
1369 if (x < 0)
1370 {
1371 if (!tile_path[3])
1372 return 0;
1373
1374 find_and_link (this, 3);
1375 x += tile_map[3]->width;
1376 return tile_map[3]->xy_find (x, y);
1377 }
1378
1379 if (x >= width)
1380 {
1381 if (!tile_path[1])
1382 return 0;
1383
1384 find_and_link (this, 1);
1385 x -= width;
1386 return tile_map[1]->xy_find (x, y);
1387 }
1388
1389 if (y < 0)
1390 {
1391 if (!tile_path[0])
1392 return 0;
1393
1394 find_and_link (this, 0);
1395 y += tile_map[0]->height;
1396 return tile_map[0]->xy_find (x, y);
1397 }
1398
1399 if (y >= height)
1400 {
1401 if (!tile_path[2])
1402 return 0;
1403
1404 find_and_link (this, 2);
1405 y -= height;
1406 return tile_map[2]->xy_find (x, y);
1407 }
1408
1409 /* Simple case - coordinates are within this local
1410 * map.
1411 */
1412 return this;
1413 }
1414
1415 /**
1416 * Return whether map2 is adjacent to map1. If so, store the distance from
1417 * map1 to map2 in dx/dy.
1418 */
1419 int
1420 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1421 {
1422 if (!map1 || !map2)
1423 return 0;
1424
1425 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1426 //fix: compare paths instead (this is likely faster, too!)
1427 if (map1 == map2)
1428 {
1429 *dx = 0;
1430 *dy = 0;
1431 }
1432 else if (map1->tile_map[0] == map2)
1433 { /* up */
1434 *dx = 0;
1435 *dy = -map2->height;
1436 }
1437 else if (map1->tile_map[1] == map2)
1438 { /* right */
1439 *dx = map1->width;
1440 *dy = 0;
1441 }
1442 else if (map1->tile_map[2] == map2)
1443 { /* down */
1444 *dx = 0;
1445 *dy = map1->height;
1446 }
1447 else if (map1->tile_map[3] == map2)
1448 { /* left */
1449 *dx = -map2->width;
1450 *dy = 0;
1451 }
1452 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1453 { /* up right */
1454 *dx = map1->tile_map[0]->width;
1455 *dy = -map1->tile_map[0]->height;
1456 }
1457 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1458 { /* up left */
1459 *dx = -map2->width;
1460 *dy = -map1->tile_map[0]->height;
1461 }
1462 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1463 { /* right up */
1464 *dx = map1->width;
1465 *dy = -map2->height;
1466 }
1467 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1468 { /* right down */
1469 *dx = map1->width;
1470 *dy = map1->tile_map[1]->height;
1471 }
1472 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1473 { /* down right */
1474 *dx = map1->tile_map[2]->width;
1475 *dy = map1->height;
1476 }
1477 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1478 { /* down left */
1479 *dx = -map2->width;
1480 *dy = map1->height;
1481 }
1482 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1483 { /* left up */
1484 *dx = -map1->tile_map[3]->width;
1485 *dy = -map2->height;
1486 }
1487 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1488 { /* left down */
1489 *dx = -map1->tile_map[3]->width;
1490 *dy = map1->tile_map[3]->height;
1491 }
1492 else
1493 return 0;
1494
1495 return 1;
1496 }
1497
1498 maptile *
1499 maptile::xy_load (sint16 &x, sint16 &y)
1500 {
1501 maptile *map = xy_find (x, y);
1502
1503 if (map)
1504 map->load_sync ();
1505
1506 return map;
1507 }
1508
1509 maptile *
1510 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1511 {
1512 return m->xy_load (*x, *y);
1513 }
1514
1515 /* From map.c
1516 * This is used by get_player to determine where the other
1517 * creature is. get_rangevector takes into account map tiling,
1518 * so you just can not look the the map coordinates and get the
1519 * righte value. distance_x/y are distance away, which
1520 * can be negative. direction is the crossfire direction scheme
1521 * that the creature should head. part is the part of the
1522 * monster that is closest.
1523 *
1524 * get_rangevector looks at op1 and op2, and fills in the
1525 * structure for op1 to get to op2.
1526 * We already trust that the caller has verified that the
1527 * two objects are at least on adjacent maps. If not,
1528 * results are not likely to be what is desired.
1529 * if the objects are not on maps, results are also likely to
1530 * be unexpected
1531 *
1532 * currently, the only flag supported (0x1) is don't translate for
1533 * closest body part of 'op1'
1534 */
1535 void
1536 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1537 {
1538 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1539 {
1540 /* be conservative and fill in _some_ data */
1541 retval->distance = 10000;
1542 retval->distance_x = 10000;
1543 retval->distance_y = 10000;
1544 retval->direction = 0;
1545 retval->part = 0;
1546 }
1547 else
1548 {
1549 object *best;
1550
1551 retval->distance_x += op2->x - op1->x;
1552 retval->distance_y += op2->y - op1->y;
1553
1554 best = op1;
1555 /* If this is multipart, find the closest part now */
1556 if (!(flags & 0x1) && op1->more)
1557 {
1558 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1559
1560 /* we just take the offset of the piece to head to figure
1561 * distance instead of doing all that work above again
1562 * since the distance fields we set above are positive in the
1563 * same axis as is used for multipart objects, the simply arithmetic
1564 * below works.
1565 */
1566 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1567 {
1568 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1569 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1570 if (tmpi < best_distance)
1571 {
1572 best_distance = tmpi;
1573 best = tmp;
1574 }
1575 }
1576
1577 if (best != op1)
1578 {
1579 retval->distance_x += op1->x - best->x;
1580 retval->distance_y += op1->y - best->y;
1581 }
1582 }
1583
1584 retval->part = best;
1585 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1587 }
1588 }
1589
1590 /* this is basically the same as get_rangevector above, but instead of
1591 * the first parameter being an object, it instead is the map
1592 * and x,y coordinates - this is used for path to player -
1593 * since the object is not infact moving but we are trying to traverse
1594 * the path, we need this.
1595 * flags has no meaning for this function at this time - I kept it in to
1596 * be more consistant with the above function and also in case they are needed
1597 * for something in the future. Also, since no object is pasted, the best
1598 * field of the rv_vector is set to NULL.
1599 */
1600 void
1601 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1602 {
1603 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1604 {
1605 /* be conservative and fill in _some_ data */
1606 retval->distance = 100000;
1607 retval->distance_x = 32767;
1608 retval->distance_y = 32767;
1609 retval->direction = 0;
1610 retval->part = 0;
1611 }
1612 else
1613 {
1614 retval->distance_x += op2->x - x;
1615 retval->distance_y += op2->y - y;
1616
1617 retval->part = NULL;
1618 retval->distance = idistance (retval->distance_x, retval->distance_y);
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 }
1621 }
1622
1623 /* Returns true of op1 and op2 are effectively on the same map
1624 * (as related to map tiling). Note that this looks for a path from
1625 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1626 * to op1, this will still return false.
1627 * Note we only look one map out to keep the processing simple
1628 * and efficient. This could probably be a macro.
1629 * MSW 2001-08-05
1630 */
1631 int
1632 on_same_map (const object *op1, const object *op2)
1633 {
1634 int dx, dy;
1635
1636 return adjacent_map (op1->map, op2->map, &dx, &dy);
1637 }
1638
1639 object *
1640 maptile::insert (object *op, int x, int y, object *originator, int flags)
1641 {
1642 if (!op->flag [FLAG_REMOVED])
1643 op->remove ();
1644
1645 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1646 }
1647
1648 region *
1649 maptile::region (int x, int y) const
1650 {
1651 if (regions
1652 && regionmap
1653 && !OUT_OF_REAL_MAP (this, x, y))
1654 if (struct region *reg = regionmap [regions [y * width + x]])
1655 return reg;
1656
1657 if (default_region)
1658 return default_region;
1659
1660 return ::region::default_region ();
1661 }
1662
1663 /* picks a random object from a style map.
1664 * Redone by MSW so it should be faster and not use static
1665 * variables to generate tables.
1666 */
1667 object *
1668 maptile::pick_random_object () const
1669 {
1670 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me.
1675 */
1676 for (int i = 1000; --i;)
1677 {
1678 object *pick = at (rndm (width), rndm (height)).bot;
1679
1680 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick)
1682 return pick->head_ ();
1683 }
1684
1685 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked");
1687 }
1688