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/cvs/deliantra/server/common/map.C
Revision: 1.96
Committed: Thu Mar 15 14:23:02 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +0 -2 lines
Log Message:
- remove many TODO items that in fatc have been fixed already without
  looking at the TODO.
- remove unpaid items on playerdeath unconditionally.
- reenabled cede-while-saving.

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 (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
475 int unique = 0;
476 for (object *op = spaces [i].bot; op; op = op->above)
477 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
482 unique = 1;
483
484 if (!op->can_map_save ())
485 continue;
486
487 if (unique || op->flag [FLAG_UNIQUE])
488 {
489 if (flags & IO_UNIQUES)
490 op->write (f);
491 }
492 else if (flags & IO_OBJECTS)
493 op->write (f);
494 }
495 }
496
497 return true;
498 }
499
500 bool
501 maptile::_load_objects (const char *path, bool skip_header)
502 {
503 object_thawer f (path);
504
505 if (!f)
506 return false;
507
508 f.next ();
509
510 if (skip_header)
511 for (;;)
512 {
513 keyword kw = f.kw;
514 f.skip ();
515 if (kw == KW_end)
516 break;
517 }
518
519 return _load_objects (f);
520 }
521
522 bool
523 maptile::_save_objects (const char *path, int flags)
524 {
525 object_freezer freezer;
526
527 if (!_save_objects (freezer, flags))
528 return false;
529
530 return freezer.save (path);
531 }
532
533 maptile::maptile ()
534 {
535 in_memory = MAP_SWAPPED;
536
537 /* The maps used to pick up default x and y values from the
538 * map archetype. Mimic that behaviour.
539 */
540 width = 16;
541 height = 16;
542 timeout = 300;
543 max_nrof = 1000; // 1000 items of anything
544 max_volume = 2000000; // 2m³
545 }
546
547 maptile::maptile (int w, int h)
548 {
549 in_memory = MAP_SWAPPED;
550
551 width = w;
552 height = h;
553 reset_timeout = 0;
554 timeout = 300;
555 enter_x = 0;
556 enter_y = 0;
557
558 alloc ();
559 }
560
561 /*
562 * Allocates the arrays contained in a maptile.
563 * This basically allocates the dynamic array of spaces for the
564 * map.
565 */
566 void
567 maptile::alloc ()
568 {
569 if (spaces)
570 return;
571
572 spaces = salloc0<mapspace> (size ());
573 }
574
575 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
576 * corresponding to that string. Memory is allocated for this, it must be freed
577 * at a later date.
578 * Called by parse_map_headers below.
579 */
580 static shopitems *
581 parse_shop_string (const char *input_string)
582 {
583 char *shop_string, *p, *q, *next_semicolon, *next_colon;
584 shopitems *items = NULL;
585 int i = 0, number_of_entries = 0;
586 const typedata *current_type;
587
588 shop_string = strdup (input_string);
589 p = shop_string;
590 /* first we'll count the entries, we'll need that for allocating the array shortly */
591 while (p)
592 {
593 p = strchr (p, ';');
594 number_of_entries++;
595 if (p)
596 p++;
597 }
598
599 p = shop_string;
600 strip_endline (p);
601 items = new shopitems[number_of_entries + 1];
602 for (i = 0; i < number_of_entries; i++)
603 {
604 if (!p)
605 {
606 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
607 break;
608 }
609
610 next_semicolon = strchr (p, ';');
611 next_colon = strchr (p, ':');
612 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
613 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
614 items[i].strength = atoi (strchr (p, ':') + 1);
615
616 if (isdigit (*p) || *p == '*')
617 {
618 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
619 current_type = get_typedata (items[i].typenum);
620 if (current_type)
621 {
622 items[i].name = current_type->name;
623 items[i].name_pl = current_type->name_pl;
624 }
625 }
626 else
627 { /*we have a named type, let's figure out what it is */
628 q = strpbrk (p, ";:");
629 if (q)
630 *q = '\0';
631
632 current_type = get_typedata_by_name (p);
633 if (current_type)
634 {
635 items[i].name = current_type->name;
636 items[i].typenum = current_type->number;
637 items[i].name_pl = current_type->name_pl;
638 }
639 else
640 { /* oh uh, something's wrong, let's free up this one, and try
641 * the next entry while we're at it, better print a warning
642 */
643 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
644 }
645 }
646
647 items[i].index = number_of_entries;
648 if (next_semicolon)
649 p = ++next_semicolon;
650 else
651 p = NULL;
652 }
653
654 free (shop_string);
655 return items;
656 }
657
658 /* opposite of parse string, this puts the string that was originally fed in to
659 * the map (or something equivilent) into output_string. */
660 static void
661 print_shop_string (maptile *m, char *output_string)
662 {
663 int i;
664 char tmp[MAX_BUF];
665
666 strcpy (output_string, "");
667 for (i = 0; i < m->shopitems[0].index; i++)
668 {
669 if (m->shopitems[i].typenum)
670 {
671 if (m->shopitems[i].strength)
672 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
673 else
674 sprintf (tmp, "%s;", m->shopitems[i].name);
675 }
676 else
677 {
678 if (m->shopitems[i].strength)
679 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
680 else
681 sprintf (tmp, "*");
682 }
683
684 strcat (output_string, tmp);
685 }
686 }
687
688 /* This loads the header information of the map. The header
689 * contains things like difficulty, size, timeout, etc.
690 * this used to be stored in the map object, but with the
691 * addition of tiling, fields beyond that easily named in an
692 * object structure were needed, so it just made sense to
693 * put all the stuff in the map object so that names actually make
694 * sense.
695 * This could be done in lex (like the object loader), but I think
696 * currently, there are few enough fields this is not a big deal.
697 * MSW 2001-07-01
698 */
699 bool
700 maptile::_load_header (object_thawer &thawer)
701 {
702 for (;;)
703 {
704 keyword kw = thawer.get_kv ();
705
706 switch (kw)
707 {
708 case KW_msg:
709 thawer.get_ml (KW_endmsg, msg);
710 break;
711
712 case KW_lore: // CF+ extension
713 thawer.get_ml (KW_endlore, maplore);
714 break;
715
716 case KW_maplore:
717 thawer.get_ml (KW_endmaplore, maplore);
718 break;
719
720 case KW_arch:
721 if (strcmp (thawer.get_str (), "map"))
722 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
723 break;
724
725 case KW_oid:
726 thawer.get (this, thawer.get_sint32 ());
727 break;
728
729 case KW_file_format_version: break; // nop
730
731 case KW_name: thawer.get (name); break;
732 case KW_attach: thawer.get (attach); break;
733 case KW_reset_time: thawer.get (reset_time); break;
734 case KW_shopgreed: thawer.get (shopgreed); break;
735 case KW_shopmin: thawer.get (shopmin); break;
736 case KW_shopmax: thawer.get (shopmax); break;
737 case KW_shoprace: thawer.get (shoprace); break;
738 case KW_outdoor: thawer.get (outdoor); break;
739 case KW_temp: thawer.get (temp); break;
740 case KW_pressure: thawer.get (pressure); break;
741 case KW_humid: thawer.get (humid); break;
742 case KW_windspeed: thawer.get (windspeed); break;
743 case KW_winddir: thawer.get (winddir); break;
744 case KW_sky: thawer.get (sky); break;
745
746 case KW_per_player: thawer.get (per_player); break;
747 case KW_per_party: thawer.get (per_party); break;
748
749 case KW_region: default_region = region::find (thawer.get_str ()); break;
750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
751
752 // old names new names
753 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
754 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
755 case KW_x: case KW_width: thawer.get (width); break;
756 case KW_y: case KW_height: thawer.get (height); break;
757 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
758 case KW_value: case KW_swap_time: thawer.get (timeout); break;
759 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
760 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
761 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
762
763 case KW_tile_path_1: thawer.get (tile_path [0]); break;
764 case KW_tile_path_2: thawer.get (tile_path [1]); break;
765 case KW_tile_path_3: thawer.get (tile_path [2]); break;
766 case KW_tile_path_4: thawer.get (tile_path [3]); break;
767
768 case KW_end:
769 return true;
770
771 default:
772 if (!thawer.parse_error ("map", 0))
773 return false;
774 break;
775 }
776 }
777
778 abort ();
779 }
780
781 bool
782 maptile::_load_header (const char *path)
783 {
784 object_thawer thawer (path);
785
786 if (!thawer)
787 return false;
788
789 return _load_header (thawer);
790 }
791
792 /******************************************************************************
793 * This is the start of unique map handling code
794 *****************************************************************************/
795
796 /* This goes through the maptile and removed any unique items on the map. */
797 void
798 maptile::clear_unique_items ()
799 {
800 for (int i = 0; i < size (); ++i)
801 {
802 int unique = 0;
803 for (object *op = spaces [i].bot; op; )
804 {
805 object *above = op->above;
806
807 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
808 unique = 1;
809
810 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
811 {
812 op->destroy_inv (false);
813 op->destroy ();
814 }
815
816 op = above;
817 }
818 }
819 }
820
821 bool
822 maptile::_save_header (object_freezer &freezer)
823 {
824 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
825 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
826
827 MAP_OUT2 (arch, "map");
828
829 if (name) MAP_OUT (name);
830 MAP_OUT (swap_time);
831 MAP_OUT (reset_time);
832 MAP_OUT (reset_timeout);
833 MAP_OUT (fixed_resettime);
834 MAP_OUT (difficulty);
835
836 if (default_region) MAP_OUT2 (region, default_region->name);
837
838 if (shopitems)
839 {
840 char shop[MAX_BUF];
841 print_shop_string (this, shop);
842 MAP_OUT2 (shopitems, shop);
843 }
844
845 MAP_OUT (shopgreed);
846 MAP_OUT (shopmin);
847 MAP_OUT (shopmax);
848 if (shoprace) MAP_OUT (shoprace);
849 MAP_OUT (darkness);
850 MAP_OUT (width);
851 MAP_OUT (height);
852 MAP_OUT (enter_x);
853 MAP_OUT (enter_y);
854
855 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
856 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
857
858 MAP_OUT (outdoor);
859 MAP_OUT (temp);
860 MAP_OUT (pressure);
861 MAP_OUT (humid);
862 MAP_OUT (windspeed);
863 MAP_OUT (winddir);
864 MAP_OUT (sky);
865
866 MAP_OUT (per_player);
867 MAP_OUT (per_party);
868
869 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
870 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
871 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
872 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
873
874 freezer.put (this);
875 freezer.put (KW_end);
876
877 return true;
878 }
879
880 bool
881 maptile::_save_header (const char *path)
882 {
883 object_freezer freezer;
884
885 if (!_save_header (freezer))
886 return false;
887
888 return freezer.save (path);
889 }
890
891 /*
892 * Remove and free all objects in the given map.
893 */
894 void
895 maptile::clear ()
896 {
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
900 if (spaces)
901 {
902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
903 while (object *op = ms->bot)
904 {
905 if (op->head)
906 op = op->head;
907
908 op->destroy_inv (false);
909 op->destroy ();
910 }
911
912 sfree (spaces, size ()), spaces = 0;
913 }
914
915 if (buttons)
916 free_objectlinkpt (buttons), buttons = 0;
917 }
918
919 void
920 maptile::clear_header ()
921 {
922 name = 0;
923 msg = 0;
924 maplore = 0;
925 shoprace = 0;
926 delete [] shopitems, shopitems = 0;
927
928 for (int i = 0; i < 4; i++)
929 tile_path [i] = 0;
930 }
931
932 maptile::~maptile ()
933 {
934 assert (destroyed ());
935 }
936
937 void
938 maptile::clear_links_to (maptile *m)
939 {
940 /* We need to look through all the maps and see if any maps
941 * are pointing at this one for tiling information. Since
942 * tiling can be asymetric, we just can not look to see which
943 * maps this map tiles with and clears those.
944 */
945 for (int i = 0; i < 4; i++)
946 if (tile_map[i] == m)
947 tile_map[i] = 0;
948 }
949
950 void
951 maptile::do_destroy ()
952 {
953 attachable::do_destroy ();
954
955 clear ();
956 }
957
958 /*
959 * Updates every button on the map (by calling update_button() for them).
960 */
961 void
962 maptile::update_buttons ()
963 {
964 for (oblinkpt *obp = buttons; obp; obp = obp->next)
965 for (objectlink *ol = obp->link; ol; ol = ol->next)
966 {
967 if (!ol->ob)
968 {
969 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
970 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
971 continue;
972 }
973
974 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
975 {
976 update_button (ol->ob);
977 break;
978 }
979 }
980 }
981
982 /*
983 * This routine is supposed to find out the difficulty of the map.
984 * difficulty does not have a lot to do with character level,
985 * but does have a lot to do with treasure on the map.
986 *
987 * Difficulty can now be set by the map creature. If the value stored
988 * in the map is zero, then use this routine. Maps should really
989 * have a difficulty set than using this function - human calculation
990 * is much better than this functions guesswork.
991 */
992 int
993 maptile::estimate_difficulty () const
994 {
995 long monster_cnt = 0;
996 double avgexp = 0;
997 sint64 total_exp = 0;
998
999 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1000 for (object *op = ms->bot; op; op = op->above)
1001 {
1002 if (QUERY_FLAG (op, FLAG_MONSTER))
1003 {
1004 total_exp += op->stats.exp;
1005 monster_cnt++;
1006 }
1007
1008 if (QUERY_FLAG (op, FLAG_GENERATOR))
1009 {
1010 total_exp += op->stats.exp;
1011
1012 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1013 total_exp += at->clone.stats.exp * 8;
1014
1015 monster_cnt++;
1016 }
1017 }
1018
1019 avgexp = (double) total_exp / monster_cnt;
1020
1021 for (int i = 1; i <= settings.max_level; i++)
1022 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1023 return i;
1024
1025 return 1;
1026 }
1027
1028 /* change_map_light() - used to change map light level (darkness)
1029 * up or down. Returns true if successful. It should now be
1030 * possible to change a value by more than 1.
1031 * Move this from los.c to map.c since this is more related
1032 * to maps than los.
1033 * postive values make it darker, negative make it brighter
1034 */
1035 int
1036 maptile::change_map_light (int change)
1037 {
1038 int new_level = darkness + change;
1039
1040 /* Nothing to do */
1041 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1042 return 0;
1043
1044 /* inform all players on the map */
1045 if (change > 0)
1046 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1047 else
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1049
1050 /* Do extra checking. since darkness is a unsigned value,
1051 * we need to be extra careful about negative values.
1052 * In general, the checks below are only needed if change
1053 * is not +/-1
1054 */
1055 if (new_level < 0)
1056 darkness = 0;
1057 else if (new_level >= MAX_DARKNESS)
1058 darkness = MAX_DARKNESS;
1059 else
1060 darkness = new_level;
1061
1062 /* All clients need to get re-updated for the change */
1063 update_all_map_los (this);
1064 return 1;
1065 }
1066
1067 /*
1068 * This function updates various attributes about a specific space
1069 * on the map (what it looks like, whether it blocks magic,
1070 * has a living creatures, prevents people from passing
1071 * through, etc)
1072 */
1073 void
1074 mapspace::update_ ()
1075 {
1076 object *tmp, *last = 0;
1077 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1079
1080 //object *middle = 0;
1081 //object *top = 0;
1082 //object *floor = 0;
1083 // this seems to generate better code than using locals, above
1084 object *&top = faces_obj[0] = 0;
1085 object *&middle = faces_obj[1] = 0;
1086 object *&floor = faces_obj[2] = 0;
1087
1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1089 {
1090 /* This could be made additive I guess (two lights better than
1091 * one). But if so, it shouldn't be a simple additive - 2
1092 * light bulbs do not illuminate twice as far as once since
1093 * it is a dissapation factor that is cubed.
1094 */
1095 if (tmp->glow_radius > light)
1096 light = tmp->glow_radius;
1097
1098 /* This call is needed in order to update objects the player
1099 * is standing in that have animations (ie, grass, fire, etc).
1100 * However, it also causes the look window to be re-drawn
1101 * 3 times each time the player moves, because many of the
1102 * functions the move_player calls eventualy call this.
1103 *
1104 * Always put the player down for drawing.
1105 */
1106 if (!tmp->invisible)
1107 {
1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1109 top = tmp;
1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1111 {
1112 /* If we got a floor, that means middle and top were below it,
1113 * so should not be visible, so we clear them.
1114 */
1115 middle = 0;
1116 top = 0;
1117 floor = tmp;
1118 }
1119 /* Flag anywhere have high priority */
1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1121 {
1122 middle = tmp;
1123 anywhere = 1;
1124 }
1125 /* Find the highest visible face around. If equal
1126 * visibilities, we still want the one nearer to the
1127 * top
1128 */
1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1130 middle = tmp;
1131 }
1132
1133 if (tmp == tmp->above)
1134 {
1135 LOG (llevError, "Error in structure of map\n");
1136 exit (-1);
1137 }
1138
1139 move_slow |= tmp->move_slow;
1140 move_block |= tmp->move_block;
1141 move_on |= tmp->move_on;
1142 move_off |= tmp->move_off;
1143 move_allow |= tmp->move_allow;
1144
1145 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1146 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1147 if (tmp->type == PLAYER) flags |= P_PLAYER;
1148 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1149 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1150 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1151 }
1152
1153 this->light = light;
1154 this->flags_ = flags;
1155 this->move_block = move_block & ~move_allow;
1156 this->move_on = move_on;
1157 this->move_off = move_off;
1158 this->move_slow = move_slow;
1159
1160 /* At this point, we have a floor face (if there is a floor),
1161 * and the floor is set - we are not going to touch it at
1162 * this point.
1163 * middle contains the highest visibility face.
1164 * top contains a player/monster face, if there is one.
1165 *
1166 * We now need to fill in top.face and/or middle.face.
1167 */
1168
1169 /* If the top face also happens to be high visibility, re-do our
1170 * middle face. This should not happen, as we already have the
1171 * else statement above so middle should not get set. OTOH, it
1172 * may be possible for the faces to match but be different objects.
1173 */
1174 if (top == middle)
1175 middle = 0;
1176
1177 /* There are three posibilities at this point:
1178 * 1) top face is set, need middle to be set.
1179 * 2) middle is set, need to set top.
1180 * 3) neither middle or top is set - need to set both.
1181 */
1182
1183 for (tmp = last; tmp; tmp = tmp->below)
1184 {
1185 /* Once we get to a floor, stop, since we already have a floor object */
1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1187 break;
1188
1189 /* If two top faces are already set, quit processing */
1190 if (top && middle)
1191 break;
1192
1193 /* Only show visible faces */
1194 if (!tmp->invisible)
1195 {
1196 /* Fill in top if needed */
1197 if (!top)
1198 {
1199 top = tmp;
1200 if (top == middle)
1201 middle = 0;
1202 }
1203 else
1204 {
1205 /* top is already set - we should only get here if
1206 * middle is not set
1207 *
1208 * Set the middle face and break out, since there is nothing
1209 * more to fill in. We don't check visiblity here, since
1210 *
1211 */
1212 if (tmp != top)
1213 {
1214 middle = tmp;
1215 break;
1216 }
1217 }
1218 }
1219 }
1220
1221 if (middle == floor)
1222 middle = 0;
1223
1224 if (top == middle)
1225 middle = 0;
1226
1227 #if 0
1228 faces_obj [0] = top;
1229 faces_obj [1] = middle;
1230 faces_obj [2] = floor;
1231 #endif
1232 }
1233
1234 uint64
1235 mapspace::volume () const
1236 {
1237 uint64 vol = 0;
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1243 }
1244
1245 /* this updates the orig_map->tile_map[tile_num] value after finding
1246 * the map. It also takes care of linking back the freshly found
1247 * maps tile_map values if it tiles back to this one. It returns
1248 * the value of orig_map->tile_map[tile_num].
1249 */
1250 static inline maptile *
1251 find_and_link (maptile *orig_map, int tile_num)
1252 {
1253 maptile *mp = orig_map->tile_map [tile_num];
1254
1255 if (!mp)
1256 {
1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1258
1259 if (!mp)
1260 {
1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1263 &orig_map->tile_path[tile_num], &orig_map->path);
1264 mp = new maptile (1, 1);
1265 mp->alloc ();
1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1268 }
1269
1270 int dest_tile = (tile_num + 2) % 4;
1271
1272 orig_map->tile_map [tile_num] = mp;
1273
1274 // optimisation: back-link map to origin map if euclidean
1275 //TODO: non-euclidean maps MUST GO
1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1278
1279 return mp;
1280 }
1281
1282 static inline void
1283 load_and_link (maptile *orig_map, int tile_num)
1284 {
1285 find_and_link (orig_map, tile_num)->load_sync ();
1286 }
1287
1288 /* this returns TRUE if the coordinates (x,y) are out of
1289 * map m. This function also takes into account any
1290 * tiling considerations, loading adjacant maps as needed.
1291 * This is the function should always be used when it
1292 * necessary to check for valid coordinates.
1293 * This function will recursively call itself for the
1294 * tiled maps.
1295 */
1296 int
1297 out_of_map (maptile *m, int x, int y)
1298 {
1299 /* If we get passed a null map, this is obviously the
1300 * case. This generally shouldn't happen, but if the
1301 * map loads fail below, it could happen.
1302 */
1303 if (!m)
1304 return 0;
1305
1306 if (x < 0)
1307 {
1308 if (!m->tile_path[3])
1309 return 1;
1310
1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1312 find_and_link (m, 3);
1313
1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1315 }
1316
1317 if (x >= m->width)
1318 {
1319 if (!m->tile_path[1])
1320 return 1;
1321
1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1323 find_and_link (m, 1);
1324
1325 return out_of_map (m->tile_map[1], x - m->width, y);
1326 }
1327
1328 if (y < 0)
1329 {
1330 if (!m->tile_path[0])
1331 return 1;
1332
1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1334 find_and_link (m, 0);
1335
1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1337 }
1338
1339 if (y >= m->height)
1340 {
1341 if (!m->tile_path[2])
1342 return 1;
1343
1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1345 find_and_link (m, 2);
1346
1347 return out_of_map (m->tile_map[2], x, y - m->height);
1348 }
1349
1350 /* Simple case - coordinates are within this local
1351 * map.
1352 */
1353 return 0;
1354 }
1355
1356 /* This is basically the same as out_of_map above, but
1357 * instead we return NULL if no map is valid (coordinates
1358 * out of bounds and no tiled map), otherwise it returns
1359 * the map as that the coordinates are really on, and
1360 * updates x and y to be the localised coordinates.
1361 * Using this is more efficient of calling out_of_map
1362 * and then figuring out what the real map is
1363 */
1364 maptile *
1365 maptile::xy_find (sint16 &x, sint16 &y)
1366 {
1367 if (x < 0)
1368 {
1369 if (!tile_path[3])
1370 return 0;
1371
1372 find_and_link (this, 3);
1373 x += tile_map[3]->width;
1374 return tile_map[3]->xy_find (x, y);
1375 }
1376
1377 if (x >= width)
1378 {
1379 if (!tile_path[1])
1380 return 0;
1381
1382 find_and_link (this, 1);
1383 x -= width;
1384 return tile_map[1]->xy_find (x, y);
1385 }
1386
1387 if (y < 0)
1388 {
1389 if (!tile_path[0])
1390 return 0;
1391
1392 find_and_link (this, 0);
1393 y += tile_map[0]->height;
1394 return tile_map[0]->xy_find (x, y);
1395 }
1396
1397 if (y >= height)
1398 {
1399 if (!tile_path[2])
1400 return 0;
1401
1402 find_and_link (this, 2);
1403 y -= height;
1404 return tile_map[2]->xy_find (x, y);
1405 }
1406
1407 /* Simple case - coordinates are within this local
1408 * map.
1409 */
1410 return this;
1411 }
1412
1413 /**
1414 * Return whether map2 is adjacent to map1. If so, store the distance from
1415 * map1 to map2 in dx/dy.
1416 */
1417 int
1418 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1419 {
1420 if (!map1 || !map2)
1421 return 0;
1422
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!)
1425 if (map1 == map2)
1426 {
1427 *dx = 0;
1428 *dy = 0;
1429 }
1430 else if (map1->tile_map[0] == map2)
1431 { /* up */
1432 *dx = 0;
1433 *dy = -map2->height;
1434 }
1435 else if (map1->tile_map[1] == map2)
1436 { /* right */
1437 *dx = map1->width;
1438 *dy = 0;
1439 }
1440 else if (map1->tile_map[2] == map2)
1441 { /* down */
1442 *dx = 0;
1443 *dy = map1->height;
1444 }
1445 else if (map1->tile_map[3] == map2)
1446 { /* left */
1447 *dx = -map2->width;
1448 *dy = 0;
1449 }
1450 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1451 { /* up right */
1452 *dx = map1->tile_map[0]->width;
1453 *dy = -map1->tile_map[0]->height;
1454 }
1455 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1456 { /* up left */
1457 *dx = -map2->width;
1458 *dy = -map1->tile_map[0]->height;
1459 }
1460 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1461 { /* right up */
1462 *dx = map1->width;
1463 *dy = -map2->height;
1464 }
1465 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1466 { /* right down */
1467 *dx = map1->width;
1468 *dy = map1->tile_map[1]->height;
1469 }
1470 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1471 { /* down right */
1472 *dx = map1->tile_map[2]->width;
1473 *dy = map1->height;
1474 }
1475 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1476 { /* down left */
1477 *dx = -map2->width;
1478 *dy = map1->height;
1479 }
1480 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1481 { /* left up */
1482 *dx = -map1->tile_map[3]->width;
1483 *dy = -map2->height;
1484 }
1485 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1486 { /* left down */
1487 *dx = -map1->tile_map[3]->width;
1488 *dy = map1->tile_map[3]->height;
1489 }
1490 else
1491 return 0;
1492
1493 return 1;
1494 }
1495
1496 maptile *
1497 maptile::xy_load (sint16 &x, sint16 &y)
1498 {
1499 maptile *map = xy_find (x, y);
1500
1501 if (map)
1502 map->load_sync ();
1503
1504 return map;
1505 }
1506
1507 maptile *
1508 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1509 {
1510 return m->xy_load (*x, *y);
1511 }
1512
1513 /* From map.c
1514 * This is used by get_player to determine where the other
1515 * creature is. get_rangevector takes into account map tiling,
1516 * so you just can not look the the map coordinates and get the
1517 * righte value. distance_x/y are distance away, which
1518 * can be negative. direction is the crossfire direction scheme
1519 * that the creature should head. part is the part of the
1520 * monster that is closest.
1521 *
1522 * get_rangevector looks at op1 and op2, and fills in the
1523 * structure for op1 to get to op2.
1524 * We already trust that the caller has verified that the
1525 * two objects are at least on adjacent maps. If not,
1526 * results are not likely to be what is desired.
1527 * if the objects are not on maps, results are also likely to
1528 * be unexpected
1529 *
1530 * currently, the only flag supported (0x1) is don't translate for
1531 * closest body part of 'op1'
1532 */
1533 void
1534 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1535 {
1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1537 {
1538 /* be conservative and fill in _some_ data */
1539 retval->distance = 10000;
1540 retval->distance_x = 10000;
1541 retval->distance_y = 10000;
1542 retval->direction = 0;
1543 retval->part = 0;
1544 }
1545 else
1546 {
1547 object *best;
1548
1549 retval->distance_x += op2->x - op1->x;
1550 retval->distance_y += op2->y - op1->y;
1551
1552 best = op1;
1553 /* If this is multipart, find the closest part now */
1554 if (!(flags & 0x1) && op1->more)
1555 {
1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1557
1558 /* we just take the offset of the piece to head to figure
1559 * distance instead of doing all that work above again
1560 * since the distance fields we set above are positive in the
1561 * same axis as is used for multipart objects, the simply arithmetic
1562 * below works.
1563 */
1564 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1565 {
1566 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1568 if (tmpi < best_distance)
1569 {
1570 best_distance = tmpi;
1571 best = tmp;
1572 }
1573 }
1574
1575 if (best != op1)
1576 {
1577 retval->distance_x += op1->x - best->x;
1578 retval->distance_y += op1->y - best->y;
1579 }
1580 }
1581
1582 retval->part = best;
1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1585 }
1586 }
1587
1588 /* this is basically the same as get_rangevector above, but instead of
1589 * the first parameter being an object, it instead is the map
1590 * and x,y coordinates - this is used for path to player -
1591 * since the object is not infact moving but we are trying to traverse
1592 * the path, we need this.
1593 * flags has no meaning for this function at this time - I kept it in to
1594 * be more consistant with the above function and also in case they are needed
1595 * for something in the future. Also, since no object is pasted, the best
1596 * field of the rv_vector is set to NULL.
1597 */
1598 void
1599 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1600 {
1601 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1602 {
1603 /* be conservative and fill in _some_ data */
1604 retval->distance = 100000;
1605 retval->distance_x = 32767;
1606 retval->distance_y = 32767;
1607 retval->direction = 0;
1608 retval->part = 0;
1609 }
1610 else
1611 {
1612 retval->distance_x += op2->x - x;
1613 retval->distance_y += op2->y - y;
1614
1615 retval->part = NULL;
1616 retval->distance = idistance (retval->distance_x, retval->distance_y);
1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1618 }
1619 }
1620
1621 /* Returns true of op1 and op2 are effectively on the same map
1622 * (as related to map tiling). Note that this looks for a path from
1623 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1624 * to op1, this will still return false.
1625 * Note we only look one map out to keep the processing simple
1626 * and efficient. This could probably be a macro.
1627 * MSW 2001-08-05
1628 */
1629 int
1630 on_same_map (const object *op1, const object *op2)
1631 {
1632 int dx, dy;
1633
1634 return adjacent_map (op1->map, op2->map, &dx, &dy);
1635 }
1636
1637 object *
1638 maptile::insert (object *op, int x, int y, object *originator, int flags)
1639 {
1640 if (!op->flag [FLAG_REMOVED])
1641 op->remove ();
1642
1643 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1644 }
1645
1646 region *
1647 maptile::region (int x, int y) const
1648 {
1649 if (regions
1650 && regionmap
1651 && !OUT_OF_REAL_MAP (this, x, y))
1652 if (struct region *reg = regionmap [regions [y * width + x]])
1653 return reg;
1654
1655 if (default_region)
1656 return default_region;
1657
1658 return ::region::default_region ();
1659 }
1660
1661 /* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */
1665 object *
1666 maptile::pick_random_object () const
1667 {
1668 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me.
1673 */
1674 for (int i = 1000; --i;)
1675 {
1676 object *pick = at (rndm (width), rndm (height)).bot;
1677
1678 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick)
1680 return pick->head_ ();
1681 }
1682
1683 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked");
1685 }
1686