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/cvs/deliantra/server/common/map.C
Revision: 1.98
Committed: Sat Mar 17 22:11:22 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.97: +2 -0 lines
Log Message:
remove clockdata and base it off of the runtime; improve the tod code.

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 coroapi::cede ();
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 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477 #endif
478
479 int unique = 0;
480 for (object *op = spaces [i].bot; op; op = op->above)
481 {
482 #if 0
483 // count per-object, but cede only when modification-safe
484 cede_count++;
485 #endif
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1;
489
490 if (!op->can_map_save ())
491 continue;
492
493 if (unique || op->flag [FLAG_UNIQUE])
494 {
495 if (flags & IO_UNIQUES)
496 op->write (f);
497 }
498 else if (flags & IO_OBJECTS)
499 op->write (f);
500 }
501 }
502
503 coroapi::cede ();
504
505 return true;
506 }
507
508 bool
509 maptile::_load_objects (const char *path, bool skip_header)
510 {
511 object_thawer f (path);
512
513 if (!f)
514 return false;
515
516 f.next ();
517
518 if (skip_header)
519 for (;;)
520 {
521 keyword kw = f.kw;
522 f.skip ();
523 if (kw == KW_end)
524 break;
525 }
526
527 return _load_objects (f);
528 }
529
530 bool
531 maptile::_save_objects (const char *path, int flags)
532 {
533 object_freezer freezer;
534
535 if (!_save_objects (freezer, flags))
536 return false;
537
538 return freezer.save (path);
539 }
540
541 maptile::maptile ()
542 {
543 in_memory = MAP_SWAPPED;
544
545 /* The maps used to pick up default x and y values from the
546 * map archetype. Mimic that behaviour.
547 */
548 width = 16;
549 height = 16;
550 timeout = 300;
551 max_nrof = 1000; // 1000 items of anything
552 max_volume = 2000000; // 2m³
553 }
554
555 maptile::maptile (int w, int h)
556 {
557 in_memory = MAP_SWAPPED;
558
559 width = w;
560 height = h;
561 reset_timeout = 0;
562 timeout = 300;
563 enter_x = 0;
564 enter_y = 0;
565
566 alloc ();
567 }
568
569 /*
570 * Allocates the arrays contained in a maptile.
571 * This basically allocates the dynamic array of spaces for the
572 * map.
573 */
574 void
575 maptile::alloc ()
576 {
577 if (spaces)
578 return;
579
580 spaces = salloc0<mapspace> (size ());
581 }
582
583 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
584 * corresponding to that string. Memory is allocated for this, it must be freed
585 * at a later date.
586 * Called by parse_map_headers below.
587 */
588 static shopitems *
589 parse_shop_string (const char *input_string)
590 {
591 char *shop_string, *p, *q, *next_semicolon, *next_colon;
592 shopitems *items = NULL;
593 int i = 0, number_of_entries = 0;
594 const typedata *current_type;
595
596 shop_string = strdup (input_string);
597 p = shop_string;
598 /* first we'll count the entries, we'll need that for allocating the array shortly */
599 while (p)
600 {
601 p = strchr (p, ';');
602 number_of_entries++;
603 if (p)
604 p++;
605 }
606
607 p = shop_string;
608 strip_endline (p);
609 items = new shopitems[number_of_entries + 1];
610 for (i = 0; i < number_of_entries; i++)
611 {
612 if (!p)
613 {
614 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
615 break;
616 }
617
618 next_semicolon = strchr (p, ';');
619 next_colon = strchr (p, ':');
620 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
621 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
622 items[i].strength = atoi (strchr (p, ':') + 1);
623
624 if (isdigit (*p) || *p == '*')
625 {
626 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
627 current_type = get_typedata (items[i].typenum);
628 if (current_type)
629 {
630 items[i].name = current_type->name;
631 items[i].name_pl = current_type->name_pl;
632 }
633 }
634 else
635 { /*we have a named type, let's figure out what it is */
636 q = strpbrk (p, ";:");
637 if (q)
638 *q = '\0';
639
640 current_type = get_typedata_by_name (p);
641 if (current_type)
642 {
643 items[i].name = current_type->name;
644 items[i].typenum = current_type->number;
645 items[i].name_pl = current_type->name_pl;
646 }
647 else
648 { /* oh uh, something's wrong, let's free up this one, and try
649 * the next entry while we're at it, better print a warning
650 */
651 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
652 }
653 }
654
655 items[i].index = number_of_entries;
656 if (next_semicolon)
657 p = ++next_semicolon;
658 else
659 p = NULL;
660 }
661
662 free (shop_string);
663 return items;
664 }
665
666 /* opposite of parse string, this puts the string that was originally fed in to
667 * the map (or something equivilent) into output_string. */
668 static void
669 print_shop_string (maptile *m, char *output_string)
670 {
671 int i;
672 char tmp[MAX_BUF];
673
674 strcpy (output_string, "");
675 for (i = 0; i < m->shopitems[0].index; i++)
676 {
677 if (m->shopitems[i].typenum)
678 {
679 if (m->shopitems[i].strength)
680 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
681 else
682 sprintf (tmp, "%s;", m->shopitems[i].name);
683 }
684 else
685 {
686 if (m->shopitems[i].strength)
687 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
688 else
689 sprintf (tmp, "*");
690 }
691
692 strcat (output_string, tmp);
693 }
694 }
695
696 /* This loads the header information of the map. The header
697 * contains things like difficulty, size, timeout, etc.
698 * this used to be stored in the map object, but with the
699 * addition of tiling, fields beyond that easily named in an
700 * object structure were needed, so it just made sense to
701 * put all the stuff in the map object so that names actually make
702 * sense.
703 * This could be done in lex (like the object loader), but I think
704 * currently, there are few enough fields this is not a big deal.
705 * MSW 2001-07-01
706 */
707 bool
708 maptile::_load_header (object_thawer &thawer)
709 {
710 for (;;)
711 {
712 keyword kw = thawer.get_kv ();
713
714 switch (kw)
715 {
716 case KW_msg:
717 thawer.get_ml (KW_endmsg, msg);
718 break;
719
720 case KW_lore: // CF+ extension
721 thawer.get_ml (KW_endlore, maplore);
722 break;
723
724 case KW_maplore:
725 thawer.get_ml (KW_endmaplore, maplore);
726 break;
727
728 case KW_arch:
729 if (strcmp (thawer.get_str (), "map"))
730 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
731 break;
732
733 case KW_oid:
734 thawer.get (this, thawer.get_sint32 ());
735 break;
736
737 case KW_file_format_version: break; // nop
738
739 case KW_name: thawer.get (name); break;
740 case KW_attach: thawer.get (attach); break;
741 case KW_reset_time: thawer.get (reset_time); break;
742 case KW_shopgreed: thawer.get (shopgreed); break;
743 case KW_shopmin: thawer.get (shopmin); break;
744 case KW_shopmax: thawer.get (shopmax); break;
745 case KW_shoprace: thawer.get (shoprace); break;
746 case KW_outdoor: thawer.get (outdoor); break;
747 case KW_temp: thawer.get (temp); break;
748 case KW_pressure: thawer.get (pressure); break;
749 case KW_humid: thawer.get (humid); break;
750 case KW_windspeed: thawer.get (windspeed); break;
751 case KW_winddir: thawer.get (winddir); break;
752 case KW_sky: thawer.get (sky); break;
753
754 case KW_per_player: thawer.get (per_player); break;
755 case KW_per_party: thawer.get (per_party); break;
756
757 case KW_region: default_region = region::find (thawer.get_str ()); break;
758 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
759
760 // old names new names
761 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
762 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
763 case KW_x: case KW_width: thawer.get (width); break;
764 case KW_y: case KW_height: thawer.get (height); break;
765 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
766 case KW_value: case KW_swap_time: thawer.get (timeout); break;
767 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
768 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
769 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
770
771 case KW_tile_path_1: thawer.get (tile_path [0]); break;
772 case KW_tile_path_2: thawer.get (tile_path [1]); break;
773 case KW_tile_path_3: thawer.get (tile_path [2]); break;
774 case KW_tile_path_4: thawer.get (tile_path [3]); break;
775
776 case KW_end:
777 return true;
778
779 default:
780 if (!thawer.parse_error ("map", 0))
781 return false;
782 break;
783 }
784 }
785
786 abort ();
787 }
788
789 bool
790 maptile::_load_header (const char *path)
791 {
792 object_thawer thawer (path);
793
794 if (!thawer)
795 return false;
796
797 return _load_header (thawer);
798 }
799
800 /******************************************************************************
801 * This is the start of unique map handling code
802 *****************************************************************************/
803
804 /* This goes through the maptile and removed any unique items on the map. */
805 void
806 maptile::clear_unique_items ()
807 {
808 for (int i = 0; i < size (); ++i)
809 {
810 int unique = 0;
811 for (object *op = spaces [i].bot; op; )
812 {
813 object *above = op->above;
814
815 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
816 unique = 1;
817
818 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
819 {
820 op->destroy_inv (false);
821 op->destroy ();
822 }
823
824 op = above;
825 }
826 }
827 }
828
829 bool
830 maptile::_save_header (object_freezer &freezer)
831 {
832 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
833 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
834
835 MAP_OUT2 (arch, "map");
836
837 if (name) MAP_OUT (name);
838 MAP_OUT (swap_time);
839 MAP_OUT (reset_time);
840 MAP_OUT (reset_timeout);
841 MAP_OUT (fixed_resettime);
842 MAP_OUT (difficulty);
843
844 if (default_region) MAP_OUT2 (region, default_region->name);
845
846 if (shopitems)
847 {
848 char shop[MAX_BUF];
849 print_shop_string (this, shop);
850 MAP_OUT2 (shopitems, shop);
851 }
852
853 MAP_OUT (shopgreed);
854 MAP_OUT (shopmin);
855 MAP_OUT (shopmax);
856 if (shoprace) MAP_OUT (shoprace);
857 MAP_OUT (darkness);
858 MAP_OUT (width);
859 MAP_OUT (height);
860 MAP_OUT (enter_x);
861 MAP_OUT (enter_y);
862
863 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
864 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
865
866 MAP_OUT (outdoor);
867 MAP_OUT (temp);
868 MAP_OUT (pressure);
869 MAP_OUT (humid);
870 MAP_OUT (windspeed);
871 MAP_OUT (winddir);
872 MAP_OUT (sky);
873
874 MAP_OUT (per_player);
875 MAP_OUT (per_party);
876
877 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
878 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
879 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
880 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
881
882 freezer.put (this);
883 freezer.put (KW_end);
884
885 return true;
886 }
887
888 bool
889 maptile::_save_header (const char *path)
890 {
891 object_freezer freezer;
892
893 if (!_save_header (freezer))
894 return false;
895
896 return freezer.save (path);
897 }
898
899 /*
900 * Remove and free all objects in the given map.
901 */
902 void
903 maptile::clear ()
904 {
905 sfree (regions, size ()), regions = 0;
906 free (regionmap), regionmap = 0;
907
908 if (spaces)
909 {
910 for (mapspace *ms = spaces + size (); ms-- > spaces; )
911 while (object *op = ms->bot)
912 {
913 if (op->head)
914 op = op->head;
915
916 op->destroy_inv (false);
917 op->destroy ();
918 }
919
920 sfree (spaces, size ()), spaces = 0;
921 }
922
923 if (buttons)
924 free_objectlinkpt (buttons), buttons = 0;
925 }
926
927 void
928 maptile::clear_header ()
929 {
930 name = 0;
931 msg = 0;
932 maplore = 0;
933 shoprace = 0;
934 delete [] shopitems, shopitems = 0;
935
936 for (int i = 0; i < 4; i++)
937 tile_path [i] = 0;
938 }
939
940 maptile::~maptile ()
941 {
942 assert (destroyed ());
943 }
944
945 void
946 maptile::clear_links_to (maptile *m)
947 {
948 /* We need to look through all the maps and see if any maps
949 * are pointing at this one for tiling information. Since
950 * tiling can be asymetric, we just can not look to see which
951 * maps this map tiles with and clears those.
952 */
953 for (int i = 0; i < 4; i++)
954 if (tile_map[i] == m)
955 tile_map[i] = 0;
956 }
957
958 void
959 maptile::do_destroy ()
960 {
961 attachable::do_destroy ();
962
963 clear ();
964 }
965
966 /*
967 * Updates every button on the map (by calling update_button() for them).
968 */
969 void
970 maptile::update_buttons ()
971 {
972 for (oblinkpt *obp = buttons; obp; obp = obp->next)
973 for (objectlink *ol = obp->link; ol; ol = ol->next)
974 {
975 if (!ol->ob)
976 {
977 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
978 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
979 continue;
980 }
981
982 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
983 {
984 update_button (ol->ob);
985 break;
986 }
987 }
988 }
989
990 /*
991 * This routine is supposed to find out the difficulty of the map.
992 * difficulty does not have a lot to do with character level,
993 * but does have a lot to do with treasure on the map.
994 *
995 * Difficulty can now be set by the map creature. If the value stored
996 * in the map is zero, then use this routine. Maps should really
997 * have a difficulty set than using this function - human calculation
998 * is much better than this functions guesswork.
999 */
1000 int
1001 maptile::estimate_difficulty () const
1002 {
1003 long monster_cnt = 0;
1004 double avgexp = 0;
1005 sint64 total_exp = 0;
1006
1007 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1008 for (object *op = ms->bot; op; op = op->above)
1009 {
1010 if (QUERY_FLAG (op, FLAG_MONSTER))
1011 {
1012 total_exp += op->stats.exp;
1013 monster_cnt++;
1014 }
1015
1016 if (QUERY_FLAG (op, FLAG_GENERATOR))
1017 {
1018 total_exp += op->stats.exp;
1019
1020 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1021 total_exp += at->clone.stats.exp * 8;
1022
1023 monster_cnt++;
1024 }
1025 }
1026
1027 avgexp = (double) total_exp / monster_cnt;
1028
1029 for (int i = 1; i <= settings.max_level; i++)
1030 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1031 return i;
1032
1033 return 1;
1034 }
1035
1036 /* change_map_light() - used to change map light level (darkness)
1037 * up or down. Returns true if successful. It should now be
1038 * possible to change a value by more than 1.
1039 * Move this from los.c to map.c since this is more related
1040 * to maps than los.
1041 * postive values make it darker, negative make it brighter
1042 */
1043 int
1044 maptile::change_map_light (int change)
1045 {
1046 int new_level = darkness + change;
1047
1048 /* Nothing to do */
1049 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1050 return 0;
1051
1052 /* inform all players on the map */
1053 if (change > 0)
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1055 else
1056 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1057
1058 /* Do extra checking. since darkness is a unsigned value,
1059 * we need to be extra careful about negative values.
1060 * In general, the checks below are only needed if change
1061 * is not +/-1
1062 */
1063 if (new_level < 0)
1064 darkness = 0;
1065 else if (new_level >= MAX_DARKNESS)
1066 darkness = MAX_DARKNESS;
1067 else
1068 darkness = new_level;
1069
1070 /* All clients need to get re-updated for the change */
1071 update_all_map_los (this);
1072 return 1;
1073 }
1074
1075 /*
1076 * This function updates various attributes about a specific space
1077 * on the map (what it looks like, whether it blocks magic,
1078 * has a living creatures, prevents people from passing
1079 * through, etc)
1080 */
1081 void
1082 mapspace::update_ ()
1083 {
1084 object *tmp, *last = 0;
1085 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087
1088 //object *middle = 0;
1089 //object *top = 0;
1090 //object *floor = 0;
1091 // this seems to generate better code than using locals, above
1092 object *&top = faces_obj[0] = 0;
1093 object *&middle = faces_obj[1] = 0;
1094 object *&floor = faces_obj[2] = 0;
1095
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 {
1098 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed.
1102 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius;
1105
1106 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the
1110 * functions the move_player calls eventualy call this.
1111 *
1112 * Always put the player down for drawing.
1113 */
1114 if (!tmp->invisible)
1115 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 top = tmp;
1118 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1119 {
1120 /* If we got a floor, that means middle and top were below it,
1121 * so should not be visible, so we clear them.
1122 */
1123 middle = 0;
1124 top = 0;
1125 floor = tmp;
1126 }
1127 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 {
1130 middle = tmp;
1131 anywhere = 1;
1132 }
1133 /* Find the highest visible face around. If equal
1134 * visibilities, we still want the one nearer to the
1135 * top
1136 */
1137 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1138 middle = tmp;
1139 }
1140
1141 if (tmp == tmp->above)
1142 {
1143 LOG (llevError, "Error in structure of map\n");
1144 exit (-1);
1145 }
1146
1147 move_slow |= tmp->move_slow;
1148 move_block |= tmp->move_block;
1149 move_on |= tmp->move_on;
1150 move_off |= tmp->move_off;
1151 move_allow |= tmp->move_allow;
1152
1153 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1154 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1155 if (tmp->type == PLAYER) flags |= P_PLAYER;
1156 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1157 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1158 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1159 }
1160
1161 this->light = light;
1162 this->flags_ = flags;
1163 this->move_block = move_block & ~move_allow;
1164 this->move_on = move_on;
1165 this->move_off = move_off;
1166 this->move_slow = move_slow;
1167
1168 /* At this point, we have a floor face (if there is a floor),
1169 * and the floor is set - we are not going to touch it at
1170 * this point.
1171 * middle contains the highest visibility face.
1172 * top contains a player/monster face, if there is one.
1173 *
1174 * We now need to fill in top.face and/or middle.face.
1175 */
1176
1177 /* If the top face also happens to be high visibility, re-do our
1178 * middle face. This should not happen, as we already have the
1179 * else statement above so middle should not get set. OTOH, it
1180 * may be possible for the faces to match but be different objects.
1181 */
1182 if (top == middle)
1183 middle = 0;
1184
1185 /* There are three posibilities at this point:
1186 * 1) top face is set, need middle to be set.
1187 * 2) middle is set, need to set top.
1188 * 3) neither middle or top is set - need to set both.
1189 */
1190
1191 for (tmp = last; tmp; tmp = tmp->below)
1192 {
1193 /* Once we get to a floor, stop, since we already have a floor object */
1194 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1195 break;
1196
1197 /* If two top faces are already set, quit processing */
1198 if (top && middle)
1199 break;
1200
1201 /* Only show visible faces */
1202 if (!tmp->invisible)
1203 {
1204 /* Fill in top if needed */
1205 if (!top)
1206 {
1207 top = tmp;
1208 if (top == middle)
1209 middle = 0;
1210 }
1211 else
1212 {
1213 /* top is already set - we should only get here if
1214 * middle is not set
1215 *
1216 * Set the middle face and break out, since there is nothing
1217 * more to fill in. We don't check visiblity here, since
1218 *
1219 */
1220 if (tmp != top)
1221 {
1222 middle = tmp;
1223 break;
1224 }
1225 }
1226 }
1227 }
1228
1229 if (middle == floor)
1230 middle = 0;
1231
1232 if (top == middle)
1233 middle = 0;
1234
1235 #if 0
1236 faces_obj [0] = top;
1237 faces_obj [1] = middle;
1238 faces_obj [2] = floor;
1239 #endif
1240 }
1241
1242 uint64
1243 mapspace::volume () const
1244 {
1245 uint64 vol = 0;
1246
1247 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1248 vol += op->volume ();
1249
1250 return vol;
1251 }
1252
1253 /* this updates the orig_map->tile_map[tile_num] value after finding
1254 * the map. It also takes care of linking back the freshly found
1255 * maps tile_map values if it tiles back to this one. It returns
1256 * the value of orig_map->tile_map[tile_num].
1257 */
1258 static inline maptile *
1259 find_and_link (maptile *orig_map, int tile_num)
1260 {
1261 maptile *mp = orig_map->tile_map [tile_num];
1262
1263 if (!mp)
1264 {
1265 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1266
1267 if (!mp)
1268 {
1269 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1270 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1271 &orig_map->tile_path[tile_num], &orig_map->path);
1272 mp = new maptile (1, 1);
1273 mp->alloc ();
1274 mp->in_memory = MAP_IN_MEMORY;
1275 }
1276 }
1277
1278 int dest_tile = (tile_num + 2) % 4;
1279
1280 orig_map->tile_map [tile_num] = mp;
1281
1282 // optimisation: back-link map to origin map if euclidean
1283 //TODO: non-euclidean maps MUST GO
1284 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1285 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1286
1287 return mp;
1288 }
1289
1290 static inline void
1291 load_and_link (maptile *orig_map, int tile_num)
1292 {
1293 find_and_link (orig_map, tile_num)->load_sync ();
1294 }
1295
1296 /* this returns TRUE if the coordinates (x,y) are out of
1297 * map m. This function also takes into account any
1298 * tiling considerations, loading adjacant maps as needed.
1299 * This is the function should always be used when it
1300 * necessary to check for valid coordinates.
1301 * This function will recursively call itself for the
1302 * tiled maps.
1303 */
1304 int
1305 out_of_map (maptile *m, int x, int y)
1306 {
1307 /* If we get passed a null map, this is obviously the
1308 * case. This generally shouldn't happen, but if the
1309 * map loads fail below, it could happen.
1310 */
1311 if (!m)
1312 return 0;
1313
1314 if (x < 0)
1315 {
1316 if (!m->tile_path[3])
1317 return 1;
1318
1319 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1320 find_and_link (m, 3);
1321
1322 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1323 }
1324
1325 if (x >= m->width)
1326 {
1327 if (!m->tile_path[1])
1328 return 1;
1329
1330 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1331 find_and_link (m, 1);
1332
1333 return out_of_map (m->tile_map[1], x - m->width, y);
1334 }
1335
1336 if (y < 0)
1337 {
1338 if (!m->tile_path[0])
1339 return 1;
1340
1341 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1342 find_and_link (m, 0);
1343
1344 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1345 }
1346
1347 if (y >= m->height)
1348 {
1349 if (!m->tile_path[2])
1350 return 1;
1351
1352 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1353 find_and_link (m, 2);
1354
1355 return out_of_map (m->tile_map[2], x, y - m->height);
1356 }
1357
1358 /* Simple case - coordinates are within this local
1359 * map.
1360 */
1361 return 0;
1362 }
1363
1364 /* This is basically the same as out_of_map above, but
1365 * instead we return NULL if no map is valid (coordinates
1366 * out of bounds and no tiled map), otherwise it returns
1367 * the map as that the coordinates are really on, and
1368 * updates x and y to be the localised coordinates.
1369 * Using this is more efficient of calling out_of_map
1370 * and then figuring out what the real map is
1371 */
1372 maptile *
1373 maptile::xy_find (sint16 &x, sint16 &y)
1374 {
1375 if (x < 0)
1376 {
1377 if (!tile_path[3])
1378 return 0;
1379
1380 find_and_link (this, 3);
1381 x += tile_map[3]->width;
1382 return tile_map[3]->xy_find (x, y);
1383 }
1384
1385 if (x >= width)
1386 {
1387 if (!tile_path[1])
1388 return 0;
1389
1390 find_and_link (this, 1);
1391 x -= width;
1392 return tile_map[1]->xy_find (x, y);
1393 }
1394
1395 if (y < 0)
1396 {
1397 if (!tile_path[0])
1398 return 0;
1399
1400 find_and_link (this, 0);
1401 y += tile_map[0]->height;
1402 return tile_map[0]->xy_find (x, y);
1403 }
1404
1405 if (y >= height)
1406 {
1407 if (!tile_path[2])
1408 return 0;
1409
1410 find_and_link (this, 2);
1411 y -= height;
1412 return tile_map[2]->xy_find (x, y);
1413 }
1414
1415 /* Simple case - coordinates are within this local
1416 * map.
1417 */
1418 return this;
1419 }
1420
1421 /**
1422 * Return whether map2 is adjacent to map1. If so, store the distance from
1423 * map1 to map2 in dx/dy.
1424 */
1425 int
1426 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1427 {
1428 if (!map1 || !map2)
1429 return 0;
1430
1431 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1432 //fix: compare paths instead (this is likely faster, too!)
1433 if (map1 == map2)
1434 {
1435 *dx = 0;
1436 *dy = 0;
1437 }
1438 else if (map1->tile_map[0] == map2)
1439 { /* up */
1440 *dx = 0;
1441 *dy = -map2->height;
1442 }
1443 else if (map1->tile_map[1] == map2)
1444 { /* right */
1445 *dx = map1->width;
1446 *dy = 0;
1447 }
1448 else if (map1->tile_map[2] == map2)
1449 { /* down */
1450 *dx = 0;
1451 *dy = map1->height;
1452 }
1453 else if (map1->tile_map[3] == map2)
1454 { /* left */
1455 *dx = -map2->width;
1456 *dy = 0;
1457 }
1458 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1459 { /* up right */
1460 *dx = map1->tile_map[0]->width;
1461 *dy = -map1->tile_map[0]->height;
1462 }
1463 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1464 { /* up left */
1465 *dx = -map2->width;
1466 *dy = -map1->tile_map[0]->height;
1467 }
1468 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1469 { /* right up */
1470 *dx = map1->width;
1471 *dy = -map2->height;
1472 }
1473 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1474 { /* right down */
1475 *dx = map1->width;
1476 *dy = map1->tile_map[1]->height;
1477 }
1478 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1479 { /* down right */
1480 *dx = map1->tile_map[2]->width;
1481 *dy = map1->height;
1482 }
1483 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1484 { /* down left */
1485 *dx = -map2->width;
1486 *dy = map1->height;
1487 }
1488 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1489 { /* left up */
1490 *dx = -map1->tile_map[3]->width;
1491 *dy = -map2->height;
1492 }
1493 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1494 { /* left down */
1495 *dx = -map1->tile_map[3]->width;
1496 *dy = map1->tile_map[3]->height;
1497 }
1498 else
1499 return 0;
1500
1501 return 1;
1502 }
1503
1504 maptile *
1505 maptile::xy_load (sint16 &x, sint16 &y)
1506 {
1507 maptile *map = xy_find (x, y);
1508
1509 if (map)
1510 map->load_sync ();
1511
1512 return map;
1513 }
1514
1515 maptile *
1516 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1517 {
1518 return m->xy_load (*x, *y);
1519 }
1520
1521 /* From map.c
1522 * This is used by get_player to determine where the other
1523 * creature is. get_rangevector takes into account map tiling,
1524 * so you just can not look the the map coordinates and get the
1525 * righte value. distance_x/y are distance away, which
1526 * can be negative. direction is the crossfire direction scheme
1527 * that the creature should head. part is the part of the
1528 * monster that is closest.
1529 *
1530 * get_rangevector looks at op1 and op2, and fills in the
1531 * structure for op1 to get to op2.
1532 * We already trust that the caller has verified that the
1533 * two objects are at least on adjacent maps. If not,
1534 * results are not likely to be what is desired.
1535 * if the objects are not on maps, results are also likely to
1536 * be unexpected
1537 *
1538 * currently, the only flag supported (0x1) is don't translate for
1539 * closest body part of 'op1'
1540 */
1541 void
1542 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1543 {
1544 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1545 {
1546 /* be conservative and fill in _some_ data */
1547 retval->distance = 10000;
1548 retval->distance_x = 10000;
1549 retval->distance_y = 10000;
1550 retval->direction = 0;
1551 retval->part = 0;
1552 }
1553 else
1554 {
1555 object *best;
1556
1557 retval->distance_x += op2->x - op1->x;
1558 retval->distance_y += op2->y - op1->y;
1559
1560 best = op1;
1561 /* If this is multipart, find the closest part now */
1562 if (!(flags & 0x1) && op1->more)
1563 {
1564 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1565
1566 /* we just take the offset of the piece to head to figure
1567 * distance instead of doing all that work above again
1568 * since the distance fields we set above are positive in the
1569 * same axis as is used for multipart objects, the simply arithmetic
1570 * below works.
1571 */
1572 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1573 {
1574 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1575 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1576 if (tmpi < best_distance)
1577 {
1578 best_distance = tmpi;
1579 best = tmp;
1580 }
1581 }
1582
1583 if (best != op1)
1584 {
1585 retval->distance_x += op1->x - best->x;
1586 retval->distance_y += op1->y - best->y;
1587 }
1588 }
1589
1590 retval->part = best;
1591 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1592 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1593 }
1594 }
1595
1596 /* this is basically the same as get_rangevector above, but instead of
1597 * the first parameter being an object, it instead is the map
1598 * and x,y coordinates - this is used for path to player -
1599 * since the object is not infact moving but we are trying to traverse
1600 * the path, we need this.
1601 * flags has no meaning for this function at this time - I kept it in to
1602 * be more consistant with the above function and also in case they are needed
1603 * for something in the future. Also, since no object is pasted, the best
1604 * field of the rv_vector is set to NULL.
1605 */
1606 void
1607 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1608 {
1609 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1610 {
1611 /* be conservative and fill in _some_ data */
1612 retval->distance = 100000;
1613 retval->distance_x = 32767;
1614 retval->distance_y = 32767;
1615 retval->direction = 0;
1616 retval->part = 0;
1617 }
1618 else
1619 {
1620 retval->distance_x += op2->x - x;
1621 retval->distance_y += op2->y - y;
1622
1623 retval->part = NULL;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y);
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 }
1627 }
1628
1629 /* Returns true of op1 and op2 are effectively on the same map
1630 * (as related to map tiling). Note that this looks for a path from
1631 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1632 * to op1, this will still return false.
1633 * Note we only look one map out to keep the processing simple
1634 * and efficient. This could probably be a macro.
1635 * MSW 2001-08-05
1636 */
1637 int
1638 on_same_map (const object *op1, const object *op2)
1639 {
1640 int dx, dy;
1641
1642 return adjacent_map (op1->map, op2->map, &dx, &dy);
1643 }
1644
1645 object *
1646 maptile::insert (object *op, int x, int y, object *originator, int flags)
1647 {
1648 if (!op->flag [FLAG_REMOVED])
1649 op->remove ();
1650
1651 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1652 }
1653
1654 region *
1655 maptile::region (int x, int y) const
1656 {
1657 if (regions
1658 && regionmap
1659 && !OUT_OF_REAL_MAP (this, x, y))
1660 if (struct region *reg = regionmap [regions [y * width + x]])
1661 return reg;
1662
1663 if (default_region)
1664 return default_region;
1665
1666 return ::region::default_region ();
1667 }
1668
1669 /* picks a random object from a style map.
1670 * Redone by MSW so it should be faster and not use static
1671 * variables to generate tables.
1672 */
1673 object *
1674 maptile::pick_random_object () const
1675 {
1676 /* while returning a null object will result in a crash, that
1677 * is actually preferable to an infinite loop. That is because
1678 * most servers will automatically restart in case of crash.
1679 * Change the logic on getting the random space - shouldn't make
1680 * any difference, but this seems clearer to me.
1681 */
1682 for (int i = 1000; --i;)
1683 {
1684 object *pick = at (rndm (width), rndm (height)).bot;
1685
1686 // do not prefer big monsters just because they are big.
1687 if (pick && pick->head_ () == pick)
1688 return pick->head_ ();
1689 }
1690
1691 // instead of crashing in the unlikely(?) case, try to return *something*
1692 return get_archetype ("blocked");
1693 }
1694