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Revision: 1.63
Committed: Mon Jan 1 00:41:02 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +1 -0 lines
Log Message:
use freezer api for saving players, too

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.30 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26    
27     #include <loader.h>
28 pippijn 1.38 #include <unistd.h>
29 elmex 1.1
30     #include "path.h"
31    
32     /*
33     * This makes a path absolute outside the world of Crossfire.
34     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35     * and returns the pointer to a static array containing the result.
36     * it really should be called create_mapname
37     */
38 root 1.29 const char *
39     create_pathname (const char *name)
40     {
41 root 1.62 static char buf[8192];
42     snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43     return buf;
44 elmex 1.1 }
45    
46     /*
47     * This function checks if a file with the given path exists.
48     * -1 is returned if it fails, otherwise the mode of the file
49     * is returned.
50     * It tries out all the compression suffixes listed in the uncomp[] array.
51     *
52     * If prepend_dir is set, then we call create_pathname (which prepends
53     * libdir & mapdir). Otherwise, we assume the name given is fully
54     * complete.
55     * Only the editor actually cares about the writablity of this -
56     * the rest of the code only cares that the file is readable.
57     * when the editor goes away, the call to stat should probably be
58     * replaced by an access instead (similar to the windows one, but
59     * that seems to be missing the prepend_dir processing
60     */
61 root 1.29 int
62     check_path (const char *name, int prepend_dir)
63 elmex 1.1 {
64 root 1.29 char buf[MAX_BUF];
65    
66     char *endbuf;
67     struct stat statbuf;
68     int mode = 0;
69 elmex 1.1
70 root 1.29 if (prepend_dir)
71     strcpy (buf, create_pathname (name));
72     else
73     strcpy (buf, name);
74 elmex 1.1
75 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
76     * this method should be equivalant and is clearer.
77     * Can not use strcat because we need to cycle through
78     * all the names.
79     */
80     endbuf = buf + strlen (buf);
81    
82     if (stat (buf, &statbuf))
83     return -1;
84     if (!S_ISREG (statbuf.st_mode))
85     return (-1);
86    
87     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89     mode |= 4;
90    
91     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93     mode |= 2;
94 elmex 1.1
95 root 1.29 return (mode);
96 elmex 1.1 }
97    
98     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
99     * one function that just returns a P_.. value (see map.h)
100     * it will also do map translation for tiled maps, returning
101     * new values into newmap, nx, and ny. Any and all of those
102     * values can be null, in which case if a new map is needed (returned
103     * by a P_NEW_MAP value, another call to get_map_from_coord
104     * is needed. The case of not passing values is if we're just
105     * checking for the existence of something on those spaces, but
106     * don't expect to insert/remove anything from those spaces.
107     */
108 root 1.29 int
109 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
110 elmex 1.1 {
111 root 1.56 sint16 newx = x;
112     sint16 newy = y;
113 root 1.46
114 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
115 root 1.46
116     if (!mp)
117     return P_OUT_OF_MAP;
118    
119     if (newmap) *newmap = mp;
120     if (nx) *nx = newx;
121     if (ny) *ny = newy;
122 elmex 1.3
123 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
124 elmex 1.1 }
125    
126     /*
127     * Returns true if the given coordinate is blocked except by the
128     * object passed is not blocking. This is used with
129     * multipart monsters - if we want to see if a 2x2 monster
130     * can move 1 space to the left, we don't want its own area
131     * to block it from moving there.
132     * Returns TRUE if the space is blocked by something other than the
133     * monster.
134     * m, x, y are the target map/coordinates - needed for map tiling.
135     * the coordinates & map passed in should have been updated for tiling
136     * by the caller.
137     */
138 root 1.29 int
139 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
140 root 1.29 {
141     object *tmp;
142     int mflags, blocked;
143    
144     /* Make sure the coordinates are valid - they should be, as caller should
145     * have already checked this.
146     */
147     if (OUT_OF_REAL_MAP (m, sx, sy))
148     {
149     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
150     return 1;
151 elmex 1.1 }
152    
153 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
154     * directly.
155     */
156 root 1.46 mflags = m->at (sx, sy).flags ();
157 root 1.29
158     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
159    
160     /* If space is currently not blocked by anything, no need to
161     * go further. Not true for players - all sorts of special
162     * things we need to do for players.
163     */
164     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165     return 0;
166    
167     /* if there isn't anytyhing alive on this space, and this space isn't
168     * otherwise blocked, we can return now. Only if there is a living
169     * creature do we need to investigate if it is part of this creature
170     * or another. Likewise, only if something is blocking us do we
171     * need to investigate if there is a special circumstance that would
172     * let the player through (inventory checkers for example)
173     */
174     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175     return 0;
176    
177     if (ob->head != NULL)
178     ob = ob->head;
179    
180     /* We basically go through the stack of objects, and if there is
181     * some other object that has NO_PASS or FLAG_ALIVE set, return
182     * true. If we get through the entire stack, that must mean
183     * ob is blocking it, so return 0.
184     */
185 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 root 1.29 {
187    
188     /* This must be before the checks below. Code for inventory checkers. */
189     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190     {
191     /* If last_sp is set, the player/monster needs an object,
192     * so we check for it. If they don't have it, they can't
193     * pass through this space.
194     */
195     if (tmp->last_sp)
196     {
197     if (check_inv_recursive (ob, tmp) == NULL)
198     return 1;
199     else
200     continue;
201     }
202     else
203     {
204     /* In this case, the player must not have the object -
205     * if they do, they can't pass through.
206     */
207     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208     return 1;
209     else
210     continue;
211     }
212     } /* if check_inv */
213     else
214     {
215     /* Broke apart a big nasty if into several here to make
216     * this more readable. first check - if the space blocks
217     * movement, can't move here.
218     * second - if a monster, can't move there, unles it is a
219     * hidden dm
220     */
221     if (OB_MOVE_BLOCK (ob, tmp))
222     return 1;
223     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225     return 1;
226 root 1.10 }
227 elmex 1.1
228     }
229 root 1.29 return 0;
230 elmex 1.1 }
231    
232    
233     /*
234     * Returns true if the given object can't fit in the given spot.
235     * This is meant for multi space objects - for single space objecs,
236     * just calling get_map_blocked and checking that against movement type
237     * of object. This function goes through all the parts of the
238     * multipart object and makes sure they can be inserted.
239     *
240     * While this doesn't call out of map, the get_map_flags does.
241     *
242     * This function has been used to deprecate arch_out_of_map -
243     * this function also does that check, and since in most cases,
244     * a call to one would follow the other, doesn't make a lot of sense to
245     * have two seperate functions for this.
246     *
247     * This returns nonzero if this arch can not go on the space provided,
248     * 0 otherwise. the return value will contain the P_.. value
249     * so the caller can know why this object can't go on the map.
250     * Note that callers should not expect P_NEW_MAP to be set
251     * in return codes - since the object is multispace - if
252     * we did return values, what do you return if half the object
253     * is one map, half on another.
254     *
255     * Note this used to be arch_blocked, but with new movement
256     * code, we need to have actual object to check its move_type
257     * against the move_block values.
258     */
259 root 1.29 int
260 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261 root 1.29 {
262     archetype *tmp;
263     int flag;
264 root 1.31 maptile *m1;
265 root 1.29 sint16 sx, sy;
266 elmex 1.1
267 root 1.59 if (!ob)
268 root 1.29 {
269     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270     if (flag & P_OUT_OF_MAP)
271     return P_OUT_OF_MAP;
272 elmex 1.1
273 root 1.29 /* don't have object, so don't know what types would block */
274 root 1.47 return m1->at (sx, sy).move_block;
275 elmex 1.1 }
276    
277 root 1.47 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 root 1.29 {
279     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 elmex 1.1
281 root 1.29 if (flag & P_OUT_OF_MAP)
282     return P_OUT_OF_MAP;
283     if (flag & P_IS_ALIVE)
284     return P_IS_ALIVE;
285    
286 root 1.47 mapspace &ms = m1->at (sx, sy);
287    
288 root 1.29 /* find_first_free_spot() calls this function. However, often
289     * ob doesn't have any move type (when used to place exits)
290     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291     */
292 elmex 1.1
293 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 root 1.29 continue;
295 elmex 1.1
296 root 1.29 /* Note it is intentional that we check ob - the movement type of the
297     * head of the object should correspond for the entire object.
298     */
299 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
300 root 1.45 return P_NO_PASS;
301     }
302 elmex 1.1
303 root 1.29 return 0;
304 elmex 1.1 }
305    
306     /* When the map is loaded, load_object does not actually insert objects
307     * into inventory, but just links them. What this does is go through
308     * and insert them properly.
309     * The object 'container' is the object that contains the inventory.
310     * This is needed so that we can update the containers weight.
311     */
312 root 1.29 void
313     fix_container (object *container)
314 elmex 1.1 {
315 root 1.29 object *tmp = container->inv, *next;
316 elmex 1.1
317 root 1.56 container->inv = 0;
318     while (tmp)
319 root 1.29 {
320     next = tmp->below;
321     if (tmp->inv)
322     fix_container (tmp);
323 root 1.56
324     insert_ob_in_ob (tmp, container);
325 root 1.29 tmp = next;
326     }
327 root 1.56
328 root 1.29 /* sum_weight will go through and calculate what all the containers are
329     * carrying.
330     */
331     sum_weight (container);
332 elmex 1.1 }
333    
334     /* link_multipart_objects go through all the objects on the map looking
335     * for objects whose arch says they are multipart yet according to the
336     * info we have, they only have the head (as would be expected when
337     * they are saved). We do have to look for the old maps that did save
338     * the more sections and not re-add sections for them.
339     */
340 root 1.56 void
341     maptile::link_multipart_objects ()
342 elmex 1.1 {
343 root 1.56 if (!spaces)
344     return;
345    
346     for (mapspace *ms = spaces + size (); ms-- > spaces; )
347     for (object *tmp = ms->bot; tmp; )
348     {
349     object *above = tmp->above;
350 root 1.29
351 root 1.56 /* already multipart - don't do anything more */
352     if (!tmp->head && !tmp->more)
353     {
354     /* If there is nothing more to this object, this for loop
355     * won't do anything.
356     */
357     archetype *at;
358     object *last, *op;
359     for (at = tmp->arch->more, last = tmp;
360     at;
361     at = at->more, last = op)
362     {
363     op = arch_to_object (at);
364 root 1.29
365 root 1.56 /* update x,y coordinates */
366     op->x += tmp->x;
367     op->y += tmp->y;
368     op->head = tmp;
369     op->map = this;
370     last->more = op;
371     op->name = tmp->name;
372     op->title = tmp->title;
373    
374     /* we could link all the parts onto tmp, and then just
375     * call insert_ob_in_map once, but the effect is the same,
376     * as insert_ob_in_map will call itself with each part, and
377     * the coding is simpler to just to it here with each part.
378     */
379     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
380     }
381     }
382 root 1.29
383 root 1.56 tmp = above;
384     }
385 elmex 1.1 }
386 root 1.29
387 elmex 1.1 /*
388     * Loads (ands parses) the objects into a given map from the specified
389     * file pointer.
390     * mapflags is the same as we get with load_original_map
391     */
392 root 1.56 bool
393     maptile::load_objects (object_thawer &thawer)
394 root 1.24 {
395     int unique;
396     object *op, *prev = NULL, *last_more = NULL, *otmp;
397 elmex 1.1
398 root 1.40 op = object::create ();
399 root 1.56 op->map = this; /* To handle buttons correctly */
400 elmex 1.1
401 root 1.56 while (int i = load_object (thawer, op, 0))
402 root 1.24 {
403     /* if the archetype for the object is null, means that we
404     * got an invalid object. Don't do anything with it - the game
405     * or editor will not be able to do anything with it either.
406     */
407     if (op->arch == NULL)
408     {
409 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
410 root 1.24 continue;
411 root 1.10 }
412    
413 root 1.24 switch (i)
414     {
415 root 1.41 case LL_NORMAL:
416 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417 root 1.41
418     if (op->inv)
419     sum_weight (op);
420    
421     prev = op, last_more = op;
422     break;
423    
424     case LL_MORE:
425 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
426 root 1.41 op->head = prev, last_more->more = op, last_more = op;
427     break;
428 root 1.10 }
429 root 1.24
430 root 1.40 op = object::create ();
431 root 1.56 op->map = this;
432 elmex 1.1 }
433 root 1.24
434 root 1.56 op->destroy ();
435    
436     #if 0
437     for (i = 0; i < width; i++)
438     for (j = 0; j < height; j++)
439     {
440     unique = 0;
441     /* check for unique items, or unique squares */
442     for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443     {
444     if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445     unique = 1;
446    
447     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449     }
450     }
451     #endif
452    
453     return true;
454     }
455    
456     void
457     maptile::activate ()
458     {
459     if (!spaces)
460     return;
461    
462     for (mapspace *ms = spaces + size (); ms-- > spaces; )
463     for (object *op = ms->bot; op; op = op->above)
464 root 1.61 op->activate_recursive ();
465 root 1.56 }
466    
467     void
468     maptile::deactivate ()
469     {
470     if (!spaces)
471     return;
472    
473     for (mapspace *ms = spaces + size (); ms-- > spaces; )
474     for (object *op = ms->bot; op; op = op->above)
475 root 1.61 op->deactivate_recursive ();
476 root 1.56 }
477    
478     bool
479     maptile::save_objects (object_freezer &freezer, int flags)
480     {
481     if (flags & IO_HEADER)
482     save_header (freezer);
483    
484     if (!spaces)
485     return false;
486    
487     for (int i = 0; i < size (); ++i)
488 root 1.24 {
489 root 1.56 int unique = 0;
490     for (object *op = spaces [i].bot; op; op = op->above)
491 root 1.24 {
492 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493     unique = 1;
494    
495     if (!op->can_map_save ())
496     continue;
497    
498     if (unique || op->flag [FLAG_UNIQUE])
499 root 1.24 {
500 root 1.56 if (flags & IO_UNIQUES)
501     save_object (freezer, op, 1);
502 root 1.10 }
503 root 1.56 else if (flags & IO_OBJECTS)
504     save_object (freezer, op, 1);
505 root 1.10 }
506 elmex 1.1 }
507 root 1.24
508 root 1.56 return true;
509 elmex 1.1 }
510    
511 root 1.56 bool
512     maptile::load_objects (const char *path, bool skip_header)
513 root 1.29 {
514 root 1.56 object_thawer thawer (path);
515 elmex 1.1
516 root 1.56 if (!thawer)
517     return false;
518    
519     if (skip_header)
520     for (;;)
521 root 1.29 {
522 root 1.56 keyword kw = thawer.get_kv ();
523    
524     if (kw == KW_end)
525     break;
526    
527     thawer.skip_kv (kw);
528     }
529    
530     return load_objects (thawer);
531     }
532 root 1.51
533 root 1.56 bool
534     maptile::save_objects (const char *path, int flags)
535     {
536     object_freezer freezer;
537 root 1.29
538 root 1.56 if (!save_objects (freezer, flags))
539     return false;
540 root 1.29
541 root 1.56 return freezer.save (path);
542 elmex 1.1 }
543    
544 root 1.34 maptile::maptile ()
545     {
546     in_memory = MAP_SWAPPED;
547 root 1.54
548 root 1.34 /* The maps used to pick up default x and y values from the
549     * map archetype. Mimic that behaviour.
550     */
551 root 1.53 width = 16;
552     height = 16;
553     reset_timeout = 0;
554     timeout = 300;
555     enter_x = 0;
556     enter_y = 0;
557 root 1.34 }
558    
559 root 1.56 maptile::maptile (int w, int h)
560 root 1.54 {
561 root 1.56 in_memory = MAP_SWAPPED;
562 root 1.54
563 root 1.56 width = w;
564     height = h;
565     reset_timeout = 0;
566     timeout = 300;
567     enter_x = 0;
568     enter_y = 0;
569 root 1.54
570 root 1.56 alloc ();
571 elmex 1.1 }
572    
573     /*
574 root 1.31 * Allocates the arrays contained in a maptile.
575 elmex 1.1 * This basically allocates the dynamic array of spaces for the
576     * map.
577     */
578 root 1.29 void
579 root 1.56 maptile::alloc ()
580 root 1.29 {
581 root 1.34 if (spaces)
582 root 1.56 return;
583 elmex 1.1
584 root 1.53 spaces = salloc0<mapspace> (size ());
585 elmex 1.1 }
586    
587     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
588     * corresponding to that string. Memory is allocated for this, it must be freed
589     * at a later date.
590     * Called by parse_map_headers below.
591     */
592 root 1.29 static shopitems *
593     parse_shop_string (const char *input_string)
594     {
595     char *shop_string, *p, *q, *next_semicolon, *next_colon;
596     shopitems *items = NULL;
597     int i = 0, number_of_entries = 0;
598     const typedata *current_type;
599    
600 root 1.43 shop_string = strdup (input_string);
601 root 1.29 p = shop_string;
602     /* first we'll count the entries, we'll need that for allocating the array shortly */
603     while (p)
604     {
605     p = strchr (p, ';');
606     number_of_entries++;
607     if (p)
608     p++;
609     }
610 root 1.54
611 root 1.29 p = shop_string;
612     strip_endline (p);
613     items = new shopitems[number_of_entries + 1];
614     for (i = 0; i < number_of_entries; i++)
615     {
616     if (!p)
617     {
618     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
619     break;
620     }
621 root 1.54
622 root 1.29 next_semicolon = strchr (p, ';');
623     next_colon = strchr (p, ':');
624     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
625     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
626     items[i].strength = atoi (strchr (p, ':') + 1);
627    
628     if (isdigit (*p) || *p == '*')
629     {
630     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
631     current_type = get_typedata (items[i].typenum);
632     if (current_type)
633     {
634     items[i].name = current_type->name;
635     items[i].name_pl = current_type->name_pl;
636     }
637     }
638     else
639     { /*we have a named type, let's figure out what it is */
640     q = strpbrk (p, ";:");
641     if (q)
642     *q = '\0';
643    
644     current_type = get_typedata_by_name (p);
645     if (current_type)
646     {
647     items[i].name = current_type->name;
648     items[i].typenum = current_type->number;
649     items[i].name_pl = current_type->name_pl;
650     }
651     else
652     { /* oh uh, something's wrong, let's free up this one, and try
653     * the next entry while we're at it, better print a warning
654     */
655     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656     }
657     }
658 root 1.54
659 root 1.29 items[i].index = number_of_entries;
660     if (next_semicolon)
661     p = ++next_semicolon;
662     else
663     p = NULL;
664 elmex 1.1 }
665 root 1.54
666 root 1.29 free (shop_string);
667     return items;
668 elmex 1.1 }
669    
670     /* opposite of parse string, this puts the string that was originally fed in to
671     * the map (or something equivilent) into output_string. */
672 root 1.29 static void
673 root 1.31 print_shop_string (maptile *m, char *output_string)
674 root 1.29 {
675     int i;
676     char tmp[MAX_BUF];
677    
678     strcpy (output_string, "");
679     for (i = 0; i < m->shopitems[0].index; i++)
680     {
681     if (m->shopitems[i].typenum)
682     {
683     if (m->shopitems[i].strength)
684 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
685 root 1.29 else
686     sprintf (tmp, "%s;", m->shopitems[i].name);
687 root 1.10 }
688 root 1.29 else
689     {
690     if (m->shopitems[i].strength)
691 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
692 root 1.29 else
693     sprintf (tmp, "*");
694     }
695 root 1.54
696 root 1.29 strcat (output_string, tmp);
697 elmex 1.1 }
698     }
699    
700     /* This loads the header information of the map. The header
701     * contains things like difficulty, size, timeout, etc.
702     * this used to be stored in the map object, but with the
703     * addition of tiling, fields beyond that easily named in an
704     * object structure were needed, so it just made sense to
705     * put all the stuff in the map object so that names actually make
706     * sense.
707     * This could be done in lex (like the object loader), but I think
708     * currently, there are few enough fields this is not a big deal.
709     * MSW 2001-07-01
710     */
711 root 1.56 bool
712     maptile::load_header (object_thawer &thawer)
713 elmex 1.1 {
714 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715     int msgpos = 0;
716     int maplorepos = 0;
717    
718 root 1.56 for (;;)
719 root 1.29 {
720 root 1.56 keyword kw = thawer.get_kv ();
721 root 1.36
722 root 1.56 switch (kw)
723 root 1.29 {
724 root 1.56 case KW_EOF:
725 root 1.61 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 root 1.56 return false;
727 root 1.36
728 root 1.56 case KW_end:
729     return true;
730 root 1.36
731 root 1.56 case KW_msg:
732     thawer.get_ml (KW_endmsg, msg);
733     break;
734 root 1.22
735 root 1.56 case KW_lore: // CF+ extension
736     thawer.get_ml (KW_endlore, maplore);
737     break;
738 root 1.10
739 root 1.56 case KW_maplore:
740     thawer.get_ml (KW_endmaplore, maplore);
741     break;
742 root 1.10
743 root 1.56 case KW_arch:
744     if (strcmp (thawer.get_str (), "map"))
745     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746     break;
747 root 1.29
748 root 1.56 case KW_oid:
749     thawer.get (this, thawer.get_sint32 ());
750     break;
751 root 1.29
752 root 1.56 case KW_file_format_version: break; // nop
753 root 1.29
754 root 1.56 case KW_name: thawer.get (name); break;
755     case KW_attach: thawer.get (attach); break;
756     case KW_reset_time: thawer.get (reset_time); break;
757     case KW_shopgreed: thawer.get (shopgreed); break;
758     case KW_shopmin: thawer.get (shopmin); break;
759     case KW_shopmax: thawer.get (shopmax); break;
760     case KW_shoprace: thawer.get (shoprace); break;
761     case KW_outdoor: thawer.get (outdoor); break;
762     case KW_temp: thawer.get (temp); break;
763     case KW_pressure: thawer.get (pressure); break;
764     case KW_humid: thawer.get (humid); break;
765     case KW_windspeed: thawer.get (windspeed); break;
766     case KW_winddir: thawer.get (winddir); break;
767     case KW_sky: thawer.get (sky); break;
768    
769     case KW_per_player: thawer.get (per_player); break;
770     case KW_per_party: thawer.get (per_party); break;
771    
772     case KW_region: get_region_by_name (thawer.get_str ()); break;
773     case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774    
775     // old names new names
776     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778     case KW_x: case KW_width: thawer.get (width); break;
779     case KW_y: case KW_height: thawer.get (height); break;
780     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781     case KW_value: case KW_swap_time: thawer.get (timeout); break;
782     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785    
786     case KW_tile_path_1: thawer.get (tile_path [0]); break;
787     case KW_tile_path_2: thawer.get (tile_path [1]); break;
788     case KW_tile_path_3: thawer.get (tile_path [2]); break;
789     case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 root 1.10
791 root 1.56 default:
792     LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
793     break;
794 root 1.10 }
795 elmex 1.1 }
796 root 1.41
797 root 1.56 abort ();
798 elmex 1.1 }
799    
800 root 1.56 bool
801     maptile::load_header (const char *path)
802 root 1.29 {
803 root 1.56 object_thawer thawer (path);
804 root 1.9
805 root 1.29 if (!thawer)
806 root 1.56 return false;
807 elmex 1.1
808 root 1.56 return load_header (thawer);
809     }
810 elmex 1.1
811 root 1.56 /******************************************************************************
812     * This is the start of unique map handling code
813     *****************************************************************************/
814 root 1.29
815 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
816     void
817     maptile::clear_unique_items ()
818 root 1.29 {
819 root 1.56 for (int i = 0; i < size (); ++i)
820 root 1.29 {
821 root 1.56 int unique = 0;
822     for (object *op = spaces [i].bot; op; )
823     {
824     object *above = op->above;
825 elmex 1.1
826 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827     unique = 1;
828 root 1.14
829 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830     {
831     op->destroy_inv (false);
832     op->destroy ();
833     }
834 elmex 1.1
835 root 1.56 op = above;
836     }
837 root 1.29 }
838 elmex 1.1 }
839    
840 root 1.56 bool
841     maptile::save_header (object_freezer &freezer)
842 root 1.29 {
843 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
844     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 elmex 1.1
846 root 1.56 MAP_OUT2 (arch, "map");
847 elmex 1.1
848 root 1.56 if (name) MAP_OUT (name);
849     MAP_OUT (swap_time);
850     MAP_OUT (reset_time);
851     MAP_OUT (reset_timeout);
852     MAP_OUT (fixed_resettime);
853     MAP_OUT (difficulty);
854 root 1.9
855 root 1.56 if (region) MAP_OUT2 (region, region->name);
856 root 1.29
857 root 1.56 if (shopitems)
858 root 1.29 {
859 root 1.56 char shop[MAX_BUF];
860     print_shop_string (this, shop);
861     MAP_OUT2 (shopitems, shop);
862 elmex 1.1 }
863    
864 root 1.56 MAP_OUT (shopgreed);
865     MAP_OUT (shopmin);
866     MAP_OUT (shopmax);
867     if (shoprace) MAP_OUT (shoprace);
868     MAP_OUT (darkness);
869     MAP_OUT (width);
870     MAP_OUT (height);
871     MAP_OUT (enter_x);
872     MAP_OUT (enter_y);
873 root 1.14
874 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
875     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
876 elmex 1.1
877 root 1.56 MAP_OUT (outdoor);
878     MAP_OUT (temp);
879     MAP_OUT (pressure);
880     MAP_OUT (humid);
881     MAP_OUT (windspeed);
882     MAP_OUT (winddir);
883     MAP_OUT (sky);
884 elmex 1.1
885 root 1.56 MAP_OUT (per_player);
886     MAP_OUT (per_party);
887 elmex 1.1
888 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 root 1.40
893 root 1.63 freezer.put (this);
894 root 1.61 freezer.put (KW_end);
895 root 1.40
896 root 1.56 return true;
897 elmex 1.1 }
898    
899 root 1.56 bool
900     maptile::save_header (const char *path)
901 root 1.29 {
902 root 1.17 object_freezer freezer;
903 root 1.10
904 root 1.56 if (!save_header (freezer))
905     return false;
906 elmex 1.1
907 root 1.56 return freezer.save (path);
908 elmex 1.1 }
909    
910     /*
911     * Remove and free all objects in the given map.
912     */
913 root 1.29 void
914 root 1.56 maptile::clear ()
915 root 1.29 {
916 root 1.56 if (!spaces)
917 root 1.47 return;
918 root 1.29
919 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920     while (object *op = ms->bot)
921 root 1.29 {
922 root 1.56 if (op->head)
923     op = op->head;
924    
925     op->destroy_inv (false);
926     op->destroy ();
927     }
928 root 1.29
929 root 1.56 sfree (spaces, size ()), spaces = 0;
930 root 1.29
931 root 1.56 if (buttons)
932     free_objectlinkpt (buttons), buttons = 0;
933 elmex 1.1 }
934    
935 root 1.29 void
936 root 1.56 maptile::clear_header ()
937 root 1.29 {
938 root 1.56 name = 0;
939     msg = 0;
940     maplore = 0;
941     shoprace = 0;
942     delete [] shopitems, shopitems = 0;
943 root 1.42
944 root 1.47 for (int i = 0; i < 4; i++)
945 root 1.56 tile_path [i] = 0;
946 root 1.47 }
947 root 1.42
948 root 1.47 maptile::~maptile ()
949     {
950 root 1.53 assert (destroyed ());
951 elmex 1.1 }
952    
953 root 1.29 void
954 root 1.56 maptile::clear_links_to (maptile *m)
955 root 1.29 {
956     /* We need to look through all the maps and see if any maps
957     * are pointing at this one for tiling information. Since
958 root 1.47 * tiling can be asymetric, we just can not look to see which
959 root 1.29 * maps this map tiles with and clears those.
960     */
961 root 1.56 for (int i = 0; i < 4; i++)
962     if (tile_map[i] == m)
963     tile_map[i] = 0;
964 root 1.47 }
965 elmex 1.1
966 root 1.47 void
967 root 1.56 maptile::do_destroy ()
968 root 1.47 {
969 root 1.56 attachable::do_destroy ();
970    
971     clear ();
972 elmex 1.1 }
973    
974     /*
975 root 1.56 * Updates every button on the map (by calling update_button() for them).
976 elmex 1.1 */
977 root 1.56 void
978     maptile::update_buttons ()
979 root 1.29 {
980 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
981     for (objectlink *ol = obp->link; ol; ol = ol->next)
982     {
983     if (!ol->ob)
984     {
985     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
986     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
987     continue;
988     }
989 elmex 1.1
990 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991     {
992     update_button (ol->ob);
993     break;
994     }
995     }
996 elmex 1.1 }
997    
998     /*
999     * This routine is supposed to find out the difficulty of the map.
1000     * difficulty does not have a lot to do with character level,
1001     * but does have a lot to do with treasure on the map.
1002     *
1003     * Difficulty can now be set by the map creature. If the value stored
1004     * in the map is zero, then use this routine. Maps should really
1005     * have a difficulty set than using this function - human calculation
1006     * is much better than this functions guesswork.
1007     */
1008 root 1.29 int
1009 root 1.56 maptile::estimate_difficulty () const
1010 root 1.29 {
1011 elmex 1.1 long monster_cnt = 0;
1012     double avgexp = 0;
1013     sint64 total_exp = 0;
1014    
1015 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1016     for (object *op = ms->bot; op; op = op->above)
1017     {
1018     if (QUERY_FLAG (op, FLAG_MONSTER))
1019     {
1020     total_exp += op->stats.exp;
1021     monster_cnt++;
1022     }
1023 elmex 1.1
1024 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025     {
1026     total_exp += op->stats.exp;
1027 elmex 1.1
1028 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1029     total_exp += at->clone.stats.exp * 8;
1030 elmex 1.1
1031 root 1.56 monster_cnt++;
1032     }
1033     }
1034 elmex 1.1
1035     avgexp = (double) total_exp / monster_cnt;
1036    
1037 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1038     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1039     return i;
1040 elmex 1.1
1041     return 1;
1042     }
1043    
1044     /* change_map_light() - used to change map light level (darkness)
1045     * up or down. Returns true if successful. It should now be
1046     * possible to change a value by more than 1.
1047     * Move this from los.c to map.c since this is more related
1048     * to maps than los.
1049     * postive values make it darker, negative make it brighter
1050     */
1051 root 1.29 int
1052 root 1.56 maptile::change_map_light (int change)
1053 root 1.29 {
1054 root 1.56 int new_level = darkness + change;
1055 root 1.29
1056     /* Nothing to do */
1057 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1058     return 0;
1059 elmex 1.1
1060 root 1.29 /* inform all players on the map */
1061     if (change > 0)
1062 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1063 root 1.29 else
1064 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1065 root 1.29
1066 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1067 root 1.29 * we need to be extra careful about negative values.
1068     * In general, the checks below are only needed if change
1069     * is not +/-1
1070     */
1071     if (new_level < 0)
1072 root 1.56 darkness = 0;
1073 root 1.29 else if (new_level >= MAX_DARKNESS)
1074 root 1.56 darkness = MAX_DARKNESS;
1075 root 1.29 else
1076 root 1.56 darkness = new_level;
1077 elmex 1.1
1078 root 1.29 /* All clients need to get re-updated for the change */
1079 root 1.56 update_all_map_los (this);
1080 root 1.29 return 1;
1081 elmex 1.1 }
1082    
1083     /*
1084     * This function updates various attributes about a specific space
1085     * on the map (what it looks like, whether it blocks magic,
1086     * has a living creatures, prevents people from passing
1087     * through, etc)
1088     */
1089 root 1.29 void
1090 root 1.46 mapspace::update_ ()
1091 root 1.29 {
1092 root 1.45 object *tmp, *last = 0;
1093 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1094 root 1.29 New_Face *top, *floor, *middle;
1095     object *top_obj, *floor_obj, *middle_obj;
1096     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097    
1098     middle = blank_face;
1099 root 1.45 top = blank_face;
1100     floor = blank_face;
1101 root 1.29
1102 root 1.45 middle_obj = 0;
1103     top_obj = 0;
1104     floor_obj = 0;
1105 root 1.29
1106 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 root 1.29 {
1108     /* This could be made additive I guess (two lights better than
1109 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1110 root 1.29 * light bulbs do not illuminate twice as far as once since
1111 root 1.45 * it is a dissapation factor that is cubed.
1112 root 1.29 */
1113     if (tmp->glow_radius > light)
1114     light = tmp->glow_radius;
1115    
1116     /* This call is needed in order to update objects the player
1117     * is standing in that have animations (ie, grass, fire, etc).
1118     * However, it also causes the look window to be re-drawn
1119     * 3 times each time the player moves, because many of the
1120     * functions the move_player calls eventualy call this.
1121     *
1122     * Always put the player down for drawing.
1123     */
1124     if (!tmp->invisible)
1125     {
1126     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127     {
1128     top = tmp->face;
1129     top_obj = tmp;
1130     }
1131     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132     {
1133     /* If we got a floor, that means middle and top were below it,
1134     * so should not be visible, so we clear them.
1135     */
1136     middle = blank_face;
1137     top = blank_face;
1138     floor = tmp->face;
1139     floor_obj = tmp;
1140     }
1141     /* Flag anywhere have high priority */
1142     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143     {
1144     middle = tmp->face;
1145    
1146     middle_obj = tmp;
1147     anywhere = 1;
1148     }
1149     /* Find the highest visible face around. If equal
1150     * visibilities, we still want the one nearer to the
1151     * top
1152     */
1153     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1154     {
1155     middle = tmp->face;
1156     middle_obj = tmp;
1157     }
1158     }
1159 root 1.45
1160 root 1.29 if (tmp == tmp->above)
1161     {
1162     LOG (llevError, "Error in structure of map\n");
1163     exit (-1);
1164     }
1165    
1166 root 1.45 move_slow |= tmp->move_slow;
1167 root 1.29 move_block |= tmp->move_block;
1168 root 1.45 move_on |= tmp->move_on;
1169     move_off |= tmp->move_off;
1170 root 1.29 move_allow |= tmp->move_allow;
1171    
1172 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1173     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1174     if (tmp->type == PLAYER) flags |= P_PLAYER;
1175     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1176     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1177     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1178     }
1179 root 1.29
1180 root 1.46 this->light = light;
1181     this->flags_ = flags;
1182     this->move_block = move_block & ~move_allow;
1183     this->move_on = move_on;
1184     this->move_off = move_off;
1185     this->move_slow = move_slow;
1186 root 1.29
1187     /* At this point, we have a floor face (if there is a floor),
1188     * and the floor is set - we are not going to touch it at
1189     * this point.
1190     * middle contains the highest visibility face.
1191     * top contains a player/monster face, if there is one.
1192     *
1193     * We now need to fill in top.face and/or middle.face.
1194     */
1195    
1196     /* If the top face also happens to be high visibility, re-do our
1197     * middle face. This should not happen, as we already have the
1198     * else statement above so middle should not get set. OTOH, it
1199     * may be possible for the faces to match but be different objects.
1200     */
1201     if (top == middle)
1202     middle = blank_face;
1203    
1204     /* There are three posibilities at this point:
1205     * 1) top face is set, need middle to be set.
1206     * 2) middle is set, need to set top.
1207     * 3) neither middle or top is set - need to set both.
1208     */
1209    
1210     for (tmp = last; tmp; tmp = tmp->below)
1211     {
1212     /* Once we get to a floor, stop, since we already have a floor object */
1213     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214     break;
1215    
1216     /* If two top faces are already set, quit processing */
1217     if ((top != blank_face) && (middle != blank_face))
1218     break;
1219 root 1.10
1220 root 1.29 /* Only show visible faces, unless its the editor - show all */
1221     if (!tmp->invisible || editor)
1222     {
1223     /* Fill in top if needed */
1224     if (top == blank_face)
1225     {
1226     top = tmp->face;
1227     top_obj = tmp;
1228     if (top == middle)
1229     middle = blank_face;
1230     }
1231     else
1232     {
1233     /* top is already set - we should only get here if
1234     * middle is not set
1235     *
1236     * Set the middle face and break out, since there is nothing
1237     * more to fill in. We don't check visiblity here, since
1238     *
1239     */
1240     if (tmp->face != top)
1241     {
1242     middle = tmp->face;
1243     middle_obj = tmp;
1244     break;
1245 root 1.10 }
1246     }
1247     }
1248 elmex 1.1 }
1249 root 1.45
1250 root 1.29 if (middle == floor)
1251     middle = blank_face;
1252 root 1.45
1253 root 1.29 if (top == middle)
1254     middle = blank_face;
1255 root 1.45
1256 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1257     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1258     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1259 elmex 1.1 }
1260    
1261     /* this updates the orig_map->tile_map[tile_num] value after loading
1262     * the map. It also takes care of linking back the freshly loaded
1263     * maps tile_map values if it tiles back to this one. It returns
1264     * the value of orig_map->tile_map[tile_num]. It really only does this
1265     * so that it is easier for calling functions to verify success.
1266     */
1267 root 1.31 static maptile *
1268     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1269 elmex 1.1 {
1270 root 1.60 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1271    
1272     if (!mp || mp->in_memory != MAP_IN_MEMORY)
1273     {
1274     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276     &orig_map->tile_path[tile_num], &orig_map->path);
1277     mp = new maptile (1, 1);
1278     mp->alloc ();
1279     mp->in_memory = MAP_IN_MEMORY;
1280     }
1281 root 1.56
1282 root 1.29 int dest_tile = (tile_num + 2) % 4;
1283 elmex 1.1
1284 root 1.56 orig_map->tile_map[tile_num] = mp;
1285 elmex 1.1
1286 root 1.60 // optimisation: back-link map to origin map if euclidean
1287     //TODO: non-euclidean maps MUST GO
1288     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290 elmex 1.1
1291 root 1.56 return mp;
1292 elmex 1.1 }
1293    
1294     /* this returns TRUE if the coordinates (x,y) are out of
1295     * map m. This function also takes into account any
1296     * tiling considerations, loading adjacant maps as needed.
1297     * This is the function should always be used when it
1298     * necessary to check for valid coordinates.
1299     * This function will recursively call itself for the
1300     * tiled maps.
1301     */
1302 root 1.29 int
1303 root 1.31 out_of_map (maptile *m, int x, int y)
1304 elmex 1.1 {
1305 root 1.29 /* If we get passed a null map, this is obviously the
1306     * case. This generally shouldn't happen, but if the
1307     * map loads fail below, it could happen.
1308     */
1309     if (!m)
1310     return 0;
1311 elmex 1.1
1312 root 1.29 if (x < 0)
1313     {
1314     if (!m->tile_path[3])
1315     return 1;
1316 root 1.46
1317 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 root 1.46 load_and_link_tiled_map (m, 3);
1319    
1320 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 elmex 1.1 }
1322 root 1.46
1323 root 1.48 if (x >= m->width)
1324 root 1.29 {
1325     if (!m->tile_path[1])
1326     return 1;
1327 root 1.46
1328 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 root 1.46 load_and_link_tiled_map (m, 1);
1330    
1331 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1332 elmex 1.1 }
1333 root 1.46
1334 root 1.29 if (y < 0)
1335     {
1336     if (!m->tile_path[0])
1337     return 1;
1338 root 1.46
1339 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 root 1.46 load_and_link_tiled_map (m, 0);
1341    
1342 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 elmex 1.1 }
1344 root 1.46
1345 root 1.48 if (y >= m->height)
1346 root 1.29 {
1347     if (!m->tile_path[2])
1348     return 1;
1349 root 1.46
1350 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 root 1.46 load_and_link_tiled_map (m, 2);
1352    
1353 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1354 elmex 1.1 }
1355    
1356 root 1.29 /* Simple case - coordinates are within this local
1357     * map.
1358     */
1359     return 0;
1360 elmex 1.1 }
1361    
1362     /* This is basically the same as out_of_map above, but
1363     * instead we return NULL if no map is valid (coordinates
1364     * out of bounds and no tiled map), otherwise it returns
1365     * the map as that the coordinates are really on, and
1366     * updates x and y to be the localized coordinates.
1367     * Using this is more efficient of calling out_of_map
1368     * and then figuring out what the real map is
1369     */
1370 root 1.31 maptile *
1371 root 1.56 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1372 elmex 1.1 {
1373 root 1.29 if (*x < 0)
1374     {
1375     if (!m->tile_path[3])
1376 root 1.46 return 0;
1377 root 1.56
1378 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1379     load_and_link_tiled_map (m, 3);
1380 elmex 1.1
1381 root 1.48 *x += m->tile_map[3]->width;
1382 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
1383 elmex 1.1 }
1384 root 1.46
1385 root 1.48 if (*x >= m->width)
1386 root 1.29 {
1387     if (!m->tile_path[1])
1388 root 1.46 return 0;
1389    
1390 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1391     load_and_link_tiled_map (m, 1);
1392 elmex 1.1
1393 root 1.48 *x -= m->width;
1394 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
1395 elmex 1.1 }
1396 root 1.46
1397 root 1.29 if (*y < 0)
1398     {
1399     if (!m->tile_path[0])
1400 root 1.46 return 0;
1401    
1402 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1403     load_and_link_tiled_map (m, 0);
1404 elmex 1.1
1405 root 1.48 *y += m->tile_map[0]->height;
1406 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
1407 elmex 1.1 }
1408 root 1.46
1409 root 1.48 if (*y >= m->height)
1410 root 1.29 {
1411     if (!m->tile_path[2])
1412 root 1.46 return 0;
1413    
1414 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1415     load_and_link_tiled_map (m, 2);
1416 elmex 1.1
1417 root 1.48 *y -= m->height;
1418 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
1419 elmex 1.1 }
1420    
1421 root 1.29 /* Simple case - coordinates are within this local
1422     * map.
1423     */
1424     return m;
1425 elmex 1.1 }
1426    
1427     /**
1428     * Return whether map2 is adjacent to map1. If so, store the distance from
1429     * map1 to map2 in dx/dy.
1430     */
1431 root 1.29 static int
1432 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433 root 1.29 {
1434     if (!map1 || !map2)
1435     return 0;
1436    
1437     if (map1 == map2)
1438     {
1439     *dx = 0;
1440     *dy = 0;
1441     }
1442     else if (map1->tile_map[0] == map2)
1443     { /* up */
1444     *dx = 0;
1445 root 1.48 *dy = -map2->height;
1446 root 1.29 }
1447     else if (map1->tile_map[1] == map2)
1448     { /* right */
1449 root 1.48 *dx = map1->width;
1450 root 1.29 *dy = 0;
1451     }
1452     else if (map1->tile_map[2] == map2)
1453     { /* down */
1454     *dx = 0;
1455 root 1.48 *dy = map1->height;
1456 root 1.29 }
1457     else if (map1->tile_map[3] == map2)
1458     { /* left */
1459 root 1.48 *dx = -map2->width;
1460 root 1.29 *dy = 0;
1461     }
1462     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1463     { /* up right */
1464 root 1.48 *dx = map1->tile_map[0]->width;
1465     *dy = -map1->tile_map[0]->height;
1466 root 1.29 }
1467     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1468     { /* up left */
1469 root 1.48 *dx = -map2->width;
1470     *dy = -map1->tile_map[0]->height;
1471 root 1.29 }
1472     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1473     { /* right up */
1474 root 1.48 *dx = map1->width;
1475     *dy = -map2->height;
1476 root 1.29 }
1477     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1478     { /* right down */
1479 root 1.48 *dx = map1->width;
1480     *dy = map1->tile_map[1]->height;
1481 root 1.29 }
1482     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1483     { /* down right */
1484 root 1.48 *dx = map1->tile_map[2]->width;
1485     *dy = map1->height;
1486 root 1.29 }
1487     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1488     { /* down left */
1489 root 1.48 *dx = -map2->width;
1490     *dy = map1->height;
1491 root 1.29 }
1492     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1493     { /* left up */
1494 root 1.48 *dx = -map1->tile_map[3]->width;
1495     *dy = -map2->height;
1496 root 1.29 }
1497     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1498     { /* left down */
1499 root 1.48 *dx = -map1->tile_map[3]->width;
1500     *dy = map1->tile_map[3]->height;
1501 root 1.29 }
1502     else
1503 root 1.56 return 0;
1504 elmex 1.1
1505 root 1.29 return 1;
1506 elmex 1.1 }
1507    
1508     /* From map.c
1509     * This is used by get_player to determine where the other
1510     * creature is. get_rangevector takes into account map tiling,
1511     * so you just can not look the the map coordinates and get the
1512     * righte value. distance_x/y are distance away, which
1513     * can be negativbe. direction is the crossfire direction scheme
1514     * that the creature should head. part is the part of the
1515     * monster that is closest.
1516     *
1517     * get_rangevector looks at op1 and op2, and fills in the
1518     * structure for op1 to get to op2.
1519     * We already trust that the caller has verified that the
1520     * two objects are at least on adjacent maps. If not,
1521     * results are not likely to be what is desired.
1522     * if the objects are not on maps, results are also likely to
1523     * be unexpected
1524     *
1525     * currently, the only flag supported (0x1) is don't translate for
1526     * closest body part of 'op1'
1527     */
1528 root 1.29 void
1529     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530     {
1531     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532     {
1533     /* be conservative and fill in _some_ data */
1534     retval->distance = 100000;
1535     retval->distance_x = 32767;
1536     retval->distance_y = 32767;
1537     retval->direction = 0;
1538     retval->part = 0;
1539     }
1540     else
1541     {
1542     object *best;
1543    
1544     retval->distance_x += op2->x - op1->x;
1545     retval->distance_y += op2->y - op1->y;
1546    
1547     best = op1;
1548     /* If this is multipart, find the closest part now */
1549     if (!(flags & 0x1) && op1->more)
1550     {
1551     object *tmp;
1552     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553    
1554     /* we just take the offset of the piece to head to figure
1555     * distance instead of doing all that work above again
1556     * since the distance fields we set above are positive in the
1557     * same axis as is used for multipart objects, the simply arithmetic
1558     * below works.
1559     */
1560     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1561     {
1562     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564     if (tmpi < best_distance)
1565     {
1566     best_distance = tmpi;
1567     best = tmp;
1568 elmex 1.1 }
1569     }
1570 root 1.29 if (best != op1)
1571     {
1572     retval->distance_x += op1->x - best->x;
1573     retval->distance_y += op1->y - best->y;
1574 elmex 1.1 }
1575     }
1576 root 1.29 retval->part = best;
1577     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1578     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 elmex 1.1 }
1580     }
1581    
1582     /* this is basically the same as get_rangevector above, but instead of
1583     * the first parameter being an object, it instead is the map
1584     * and x,y coordinates - this is used for path to player -
1585     * since the object is not infact moving but we are trying to traverse
1586     * the path, we need this.
1587     * flags has no meaning for this function at this time - I kept it in to
1588     * be more consistant with the above function and also in case they are needed
1589     * for something in the future. Also, since no object is pasted, the best
1590     * field of the rv_vector is set to NULL.
1591     */
1592    
1593 root 1.29 void
1594 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1595 root 1.29 {
1596     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597     {
1598     /* be conservative and fill in _some_ data */
1599     retval->distance = 100000;
1600     retval->distance_x = 32767;
1601     retval->distance_y = 32767;
1602     retval->direction = 0;
1603     retval->part = 0;
1604     }
1605     else
1606     {
1607     retval->distance_x += op2->x - x;
1608     retval->distance_y += op2->y - y;
1609    
1610     retval->part = NULL;
1611     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1612     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 elmex 1.1 }
1614     }
1615    
1616     /* Returns true of op1 and op2 are effectively on the same map
1617     * (as related to map tiling). Note that this looks for a path from
1618 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1619 elmex 1.1 * to op1, this will still return false.
1620     * Note we only look one map out to keep the processing simple
1621     * and efficient. This could probably be a macro.
1622     * MSW 2001-08-05
1623     */
1624 root 1.29 int
1625     on_same_map (const object *op1, const object *op2)
1626     {
1627     int dx, dy;
1628 elmex 1.1
1629 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1630 elmex 1.1 }
1631 root 1.52
1632     object *
1633     maptile::insert (object *op, int x, int y, object *originator, int flags)
1634     {
1635     if (!op->flag [FLAG_REMOVED])
1636     op->remove ();
1637    
1638     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639     }
1640