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Revision: 1.64
Committed: Mon Jan 1 12:28:45 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +11 -0 lines
Log Message:
set original flag so decay object doesn't go wild

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 root 1.64 void
335     maptile::set_object_flag (int flag, int value)
336     {
337     if (!spaces)
338     return;
339    
340     for (mapspace *ms = spaces + size (); ms-- > spaces; )
341     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342     tmp->flag [flag] = value;
343     }
344    
345 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
346     * for objects whose arch says they are multipart yet according to the
347     * info we have, they only have the head (as would be expected when
348     * they are saved). We do have to look for the old maps that did save
349     * the more sections and not re-add sections for them.
350     */
351 root 1.56 void
352     maptile::link_multipart_objects ()
353 elmex 1.1 {
354 root 1.56 if (!spaces)
355     return;
356    
357     for (mapspace *ms = spaces + size (); ms-- > spaces; )
358     for (object *tmp = ms->bot; tmp; )
359     {
360     object *above = tmp->above;
361 root 1.29
362 root 1.56 /* already multipart - don't do anything more */
363     if (!tmp->head && !tmp->more)
364     {
365     /* If there is nothing more to this object, this for loop
366     * won't do anything.
367     */
368     archetype *at;
369     object *last, *op;
370     for (at = tmp->arch->more, last = tmp;
371     at;
372     at = at->more, last = op)
373     {
374     op = arch_to_object (at);
375 root 1.29
376 root 1.56 /* update x,y coordinates */
377     op->x += tmp->x;
378     op->y += tmp->y;
379     op->head = tmp;
380     op->map = this;
381     last->more = op;
382     op->name = tmp->name;
383     op->title = tmp->title;
384    
385     /* we could link all the parts onto tmp, and then just
386     * call insert_ob_in_map once, but the effect is the same,
387     * as insert_ob_in_map will call itself with each part, and
388     * the coding is simpler to just to it here with each part.
389     */
390     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391     }
392     }
393 root 1.29
394 root 1.56 tmp = above;
395     }
396 elmex 1.1 }
397 root 1.29
398 elmex 1.1 /*
399     * Loads (ands parses) the objects into a given map from the specified
400     * file pointer.
401     * mapflags is the same as we get with load_original_map
402     */
403 root 1.56 bool
404     maptile::load_objects (object_thawer &thawer)
405 root 1.24 {
406     int unique;
407     object *op, *prev = NULL, *last_more = NULL, *otmp;
408 elmex 1.1
409 root 1.40 op = object::create ();
410 root 1.56 op->map = this; /* To handle buttons correctly */
411 elmex 1.1
412 root 1.56 while (int i = load_object (thawer, op, 0))
413 root 1.24 {
414     /* if the archetype for the object is null, means that we
415     * got an invalid object. Don't do anything with it - the game
416     * or editor will not be able to do anything with it either.
417     */
418     if (op->arch == NULL)
419     {
420 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
421 root 1.24 continue;
422 root 1.10 }
423    
424 root 1.24 switch (i)
425     {
426 root 1.41 case LL_NORMAL:
427 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428 root 1.41
429     if (op->inv)
430     sum_weight (op);
431    
432     prev = op, last_more = op;
433     break;
434    
435     case LL_MORE:
436 root 1.56 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
437 root 1.41 op->head = prev, last_more->more = op, last_more = op;
438     break;
439 root 1.10 }
440 root 1.24
441 root 1.40 op = object::create ();
442 root 1.56 op->map = this;
443 elmex 1.1 }
444 root 1.24
445 root 1.56 op->destroy ();
446    
447     #if 0
448     for (i = 0; i < width; i++)
449     for (j = 0; j < height; j++)
450     {
451     unique = 0;
452     /* check for unique items, or unique squares */
453     for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454     {
455     if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456     unique = 1;
457    
458     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460     }
461     }
462     #endif
463    
464     return true;
465     }
466    
467     void
468     maptile::activate ()
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->activate_recursive ();
476 root 1.56 }
477    
478     void
479     maptile::deactivate ()
480     {
481     if (!spaces)
482     return;
483    
484     for (mapspace *ms = spaces + size (); ms-- > spaces; )
485     for (object *op = ms->bot; op; op = op->above)
486 root 1.61 op->deactivate_recursive ();
487 root 1.56 }
488    
489     bool
490     maptile::save_objects (object_freezer &freezer, int flags)
491     {
492     if (flags & IO_HEADER)
493     save_header (freezer);
494    
495     if (!spaces)
496     return false;
497    
498     for (int i = 0; i < size (); ++i)
499 root 1.24 {
500 root 1.56 int unique = 0;
501     for (object *op = spaces [i].bot; op; op = op->above)
502 root 1.24 {
503 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
504     unique = 1;
505    
506     if (!op->can_map_save ())
507     continue;
508    
509     if (unique || op->flag [FLAG_UNIQUE])
510 root 1.24 {
511 root 1.56 if (flags & IO_UNIQUES)
512     save_object (freezer, op, 1);
513 root 1.10 }
514 root 1.56 else if (flags & IO_OBJECTS)
515     save_object (freezer, op, 1);
516 root 1.10 }
517 elmex 1.1 }
518 root 1.24
519 root 1.56 return true;
520 elmex 1.1 }
521    
522 root 1.56 bool
523     maptile::load_objects (const char *path, bool skip_header)
524 root 1.29 {
525 root 1.56 object_thawer thawer (path);
526 elmex 1.1
527 root 1.56 if (!thawer)
528     return false;
529    
530     if (skip_header)
531     for (;;)
532 root 1.29 {
533 root 1.56 keyword kw = thawer.get_kv ();
534    
535     if (kw == KW_end)
536     break;
537    
538     thawer.skip_kv (kw);
539     }
540    
541     return load_objects (thawer);
542     }
543 root 1.51
544 root 1.56 bool
545     maptile::save_objects (const char *path, int flags)
546     {
547     object_freezer freezer;
548 root 1.29
549 root 1.56 if (!save_objects (freezer, flags))
550     return false;
551 root 1.29
552 root 1.56 return freezer.save (path);
553 elmex 1.1 }
554    
555 root 1.34 maptile::maptile ()
556     {
557     in_memory = MAP_SWAPPED;
558 root 1.54
559 root 1.34 /* The maps used to pick up default x and y values from the
560     * map archetype. Mimic that behaviour.
561     */
562 root 1.53 width = 16;
563     height = 16;
564     reset_timeout = 0;
565     timeout = 300;
566     enter_x = 0;
567     enter_y = 0;
568 root 1.34 }
569    
570 root 1.56 maptile::maptile (int w, int h)
571 root 1.54 {
572 root 1.56 in_memory = MAP_SWAPPED;
573 root 1.54
574 root 1.56 width = w;
575     height = h;
576     reset_timeout = 0;
577     timeout = 300;
578     enter_x = 0;
579     enter_y = 0;
580 root 1.54
581 root 1.56 alloc ();
582 elmex 1.1 }
583    
584     /*
585 root 1.31 * Allocates the arrays contained in a maptile.
586 elmex 1.1 * This basically allocates the dynamic array of spaces for the
587     * map.
588     */
589 root 1.29 void
590 root 1.56 maptile::alloc ()
591 root 1.29 {
592 root 1.34 if (spaces)
593 root 1.56 return;
594 elmex 1.1
595 root 1.53 spaces = salloc0<mapspace> (size ());
596 elmex 1.1 }
597    
598     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
599     * corresponding to that string. Memory is allocated for this, it must be freed
600     * at a later date.
601     * Called by parse_map_headers below.
602     */
603 root 1.29 static shopitems *
604     parse_shop_string (const char *input_string)
605     {
606     char *shop_string, *p, *q, *next_semicolon, *next_colon;
607     shopitems *items = NULL;
608     int i = 0, number_of_entries = 0;
609     const typedata *current_type;
610    
611 root 1.43 shop_string = strdup (input_string);
612 root 1.29 p = shop_string;
613     /* first we'll count the entries, we'll need that for allocating the array shortly */
614     while (p)
615     {
616     p = strchr (p, ';');
617     number_of_entries++;
618     if (p)
619     p++;
620     }
621 root 1.54
622 root 1.29 p = shop_string;
623     strip_endline (p);
624     items = new shopitems[number_of_entries + 1];
625     for (i = 0; i < number_of_entries; i++)
626     {
627     if (!p)
628     {
629     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
630     break;
631     }
632 root 1.54
633 root 1.29 next_semicolon = strchr (p, ';');
634     next_colon = strchr (p, ':');
635     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
636     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
637     items[i].strength = atoi (strchr (p, ':') + 1);
638    
639     if (isdigit (*p) || *p == '*')
640     {
641     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
642     current_type = get_typedata (items[i].typenum);
643     if (current_type)
644     {
645     items[i].name = current_type->name;
646     items[i].name_pl = current_type->name_pl;
647     }
648     }
649     else
650     { /*we have a named type, let's figure out what it is */
651     q = strpbrk (p, ";:");
652     if (q)
653     *q = '\0';
654    
655     current_type = get_typedata_by_name (p);
656     if (current_type)
657     {
658     items[i].name = current_type->name;
659     items[i].typenum = current_type->number;
660     items[i].name_pl = current_type->name_pl;
661     }
662     else
663     { /* oh uh, something's wrong, let's free up this one, and try
664     * the next entry while we're at it, better print a warning
665     */
666     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
667     }
668     }
669 root 1.54
670 root 1.29 items[i].index = number_of_entries;
671     if (next_semicolon)
672     p = ++next_semicolon;
673     else
674     p = NULL;
675 elmex 1.1 }
676 root 1.54
677 root 1.29 free (shop_string);
678     return items;
679 elmex 1.1 }
680    
681     /* opposite of parse string, this puts the string that was originally fed in to
682     * the map (or something equivilent) into output_string. */
683 root 1.29 static void
684 root 1.31 print_shop_string (maptile *m, char *output_string)
685 root 1.29 {
686     int i;
687     char tmp[MAX_BUF];
688    
689     strcpy (output_string, "");
690     for (i = 0; i < m->shopitems[0].index; i++)
691     {
692     if (m->shopitems[i].typenum)
693     {
694     if (m->shopitems[i].strength)
695 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
696 root 1.29 else
697     sprintf (tmp, "%s;", m->shopitems[i].name);
698 root 1.10 }
699 root 1.29 else
700     {
701     if (m->shopitems[i].strength)
702 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
703 root 1.29 else
704     sprintf (tmp, "*");
705     }
706 root 1.54
707 root 1.29 strcat (output_string, tmp);
708 elmex 1.1 }
709     }
710    
711     /* This loads the header information of the map. The header
712     * contains things like difficulty, size, timeout, etc.
713     * this used to be stored in the map object, but with the
714     * addition of tiling, fields beyond that easily named in an
715     * object structure were needed, so it just made sense to
716     * put all the stuff in the map object so that names actually make
717     * sense.
718     * This could be done in lex (like the object loader), but I think
719     * currently, there are few enough fields this is not a big deal.
720     * MSW 2001-07-01
721     */
722 root 1.56 bool
723     maptile::load_header (object_thawer &thawer)
724 elmex 1.1 {
725 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726     int msgpos = 0;
727     int maplorepos = 0;
728    
729 root 1.56 for (;;)
730 root 1.29 {
731 root 1.56 keyword kw = thawer.get_kv ();
732 root 1.36
733 root 1.56 switch (kw)
734 root 1.29 {
735 root 1.56 case KW_EOF:
736 root 1.61 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 root 1.56 return false;
738 root 1.36
739 root 1.56 case KW_end:
740     return true;
741 root 1.36
742 root 1.56 case KW_msg:
743     thawer.get_ml (KW_endmsg, msg);
744     break;
745 root 1.22
746 root 1.56 case KW_lore: // CF+ extension
747     thawer.get_ml (KW_endlore, maplore);
748     break;
749 root 1.10
750 root 1.56 case KW_maplore:
751     thawer.get_ml (KW_endmaplore, maplore);
752     break;
753 root 1.10
754 root 1.56 case KW_arch:
755     if (strcmp (thawer.get_str (), "map"))
756     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
757     break;
758 root 1.29
759 root 1.56 case KW_oid:
760     thawer.get (this, thawer.get_sint32 ());
761     break;
762 root 1.29
763 root 1.56 case KW_file_format_version: break; // nop
764 root 1.29
765 root 1.56 case KW_name: thawer.get (name); break;
766     case KW_attach: thawer.get (attach); break;
767     case KW_reset_time: thawer.get (reset_time); break;
768     case KW_shopgreed: thawer.get (shopgreed); break;
769     case KW_shopmin: thawer.get (shopmin); break;
770     case KW_shopmax: thawer.get (shopmax); break;
771     case KW_shoprace: thawer.get (shoprace); break;
772     case KW_outdoor: thawer.get (outdoor); break;
773     case KW_temp: thawer.get (temp); break;
774     case KW_pressure: thawer.get (pressure); break;
775     case KW_humid: thawer.get (humid); break;
776     case KW_windspeed: thawer.get (windspeed); break;
777     case KW_winddir: thawer.get (winddir); break;
778     case KW_sky: thawer.get (sky); break;
779    
780     case KW_per_player: thawer.get (per_player); break;
781     case KW_per_party: thawer.get (per_party); break;
782    
783     case KW_region: get_region_by_name (thawer.get_str ()); break;
784     case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785    
786     // old names new names
787     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
789     case KW_x: case KW_width: thawer.get (width); break;
790     case KW_y: case KW_height: thawer.get (height); break;
791     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
792     case KW_value: case KW_swap_time: thawer.get (timeout); break;
793     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
794     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
795     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
796    
797     case KW_tile_path_1: thawer.get (tile_path [0]); break;
798     case KW_tile_path_2: thawer.get (tile_path [1]); break;
799     case KW_tile_path_3: thawer.get (tile_path [2]); break;
800     case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 root 1.10
802 root 1.56 default:
803     LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
804     break;
805 root 1.10 }
806 elmex 1.1 }
807 root 1.41
808 root 1.56 abort ();
809 elmex 1.1 }
810    
811 root 1.56 bool
812     maptile::load_header (const char *path)
813 root 1.29 {
814 root 1.56 object_thawer thawer (path);
815 root 1.9
816 root 1.29 if (!thawer)
817 root 1.56 return false;
818 elmex 1.1
819 root 1.56 return load_header (thawer);
820     }
821 elmex 1.1
822 root 1.56 /******************************************************************************
823     * This is the start of unique map handling code
824     *****************************************************************************/
825 root 1.29
826 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
827     void
828     maptile::clear_unique_items ()
829 root 1.29 {
830 root 1.56 for (int i = 0; i < size (); ++i)
831 root 1.29 {
832 root 1.56 int unique = 0;
833     for (object *op = spaces [i].bot; op; )
834     {
835     object *above = op->above;
836 elmex 1.1
837 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
838     unique = 1;
839 root 1.14
840 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841     {
842     op->destroy_inv (false);
843     op->destroy ();
844     }
845 elmex 1.1
846 root 1.56 op = above;
847     }
848 root 1.29 }
849 elmex 1.1 }
850    
851 root 1.56 bool
852     maptile::save_header (object_freezer &freezer)
853 root 1.29 {
854 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
855     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 elmex 1.1
857 root 1.56 MAP_OUT2 (arch, "map");
858 elmex 1.1
859 root 1.56 if (name) MAP_OUT (name);
860     MAP_OUT (swap_time);
861     MAP_OUT (reset_time);
862     MAP_OUT (reset_timeout);
863     MAP_OUT (fixed_resettime);
864     MAP_OUT (difficulty);
865 root 1.9
866 root 1.56 if (region) MAP_OUT2 (region, region->name);
867 root 1.29
868 root 1.56 if (shopitems)
869 root 1.29 {
870 root 1.56 char shop[MAX_BUF];
871     print_shop_string (this, shop);
872     MAP_OUT2 (shopitems, shop);
873 elmex 1.1 }
874    
875 root 1.56 MAP_OUT (shopgreed);
876     MAP_OUT (shopmin);
877     MAP_OUT (shopmax);
878     if (shoprace) MAP_OUT (shoprace);
879     MAP_OUT (darkness);
880     MAP_OUT (width);
881     MAP_OUT (height);
882     MAP_OUT (enter_x);
883     MAP_OUT (enter_y);
884 root 1.14
885 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
886     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
887 elmex 1.1
888 root 1.56 MAP_OUT (outdoor);
889     MAP_OUT (temp);
890     MAP_OUT (pressure);
891     MAP_OUT (humid);
892     MAP_OUT (windspeed);
893     MAP_OUT (winddir);
894     MAP_OUT (sky);
895 elmex 1.1
896 root 1.56 MAP_OUT (per_player);
897     MAP_OUT (per_party);
898 elmex 1.1
899 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
900     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
901     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
902     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
903 root 1.40
904 root 1.63 freezer.put (this);
905 root 1.61 freezer.put (KW_end);
906 root 1.40
907 root 1.56 return true;
908 elmex 1.1 }
909    
910 root 1.56 bool
911     maptile::save_header (const char *path)
912 root 1.29 {
913 root 1.17 object_freezer freezer;
914 root 1.10
915 root 1.56 if (!save_header (freezer))
916     return false;
917 elmex 1.1
918 root 1.56 return freezer.save (path);
919 elmex 1.1 }
920    
921     /*
922     * Remove and free all objects in the given map.
923     */
924 root 1.29 void
925 root 1.56 maptile::clear ()
926 root 1.29 {
927 root 1.56 if (!spaces)
928 root 1.47 return;
929 root 1.29
930 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931     while (object *op = ms->bot)
932 root 1.29 {
933 root 1.56 if (op->head)
934     op = op->head;
935    
936     op->destroy_inv (false);
937     op->destroy ();
938     }
939 root 1.29
940 root 1.56 sfree (spaces, size ()), spaces = 0;
941 root 1.29
942 root 1.56 if (buttons)
943     free_objectlinkpt (buttons), buttons = 0;
944 elmex 1.1 }
945    
946 root 1.29 void
947 root 1.56 maptile::clear_header ()
948 root 1.29 {
949 root 1.56 name = 0;
950     msg = 0;
951     maplore = 0;
952     shoprace = 0;
953     delete [] shopitems, shopitems = 0;
954 root 1.42
955 root 1.47 for (int i = 0; i < 4; i++)
956 root 1.56 tile_path [i] = 0;
957 root 1.47 }
958 root 1.42
959 root 1.47 maptile::~maptile ()
960     {
961 root 1.53 assert (destroyed ());
962 elmex 1.1 }
963    
964 root 1.29 void
965 root 1.56 maptile::clear_links_to (maptile *m)
966 root 1.29 {
967     /* We need to look through all the maps and see if any maps
968     * are pointing at this one for tiling information. Since
969 root 1.47 * tiling can be asymetric, we just can not look to see which
970 root 1.29 * maps this map tiles with and clears those.
971     */
972 root 1.56 for (int i = 0; i < 4; i++)
973     if (tile_map[i] == m)
974     tile_map[i] = 0;
975 root 1.47 }
976 elmex 1.1
977 root 1.47 void
978 root 1.56 maptile::do_destroy ()
979 root 1.47 {
980 root 1.56 attachable::do_destroy ();
981    
982     clear ();
983 elmex 1.1 }
984    
985     /*
986 root 1.56 * Updates every button on the map (by calling update_button() for them).
987 elmex 1.1 */
988 root 1.56 void
989     maptile::update_buttons ()
990 root 1.29 {
991 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
992     for (objectlink *ol = obp->link; ol; ol = ol->next)
993     {
994     if (!ol->ob)
995     {
996     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
997     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
998     continue;
999     }
1000 elmex 1.1
1001 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002     {
1003     update_button (ol->ob);
1004     break;
1005     }
1006     }
1007 elmex 1.1 }
1008    
1009     /*
1010     * This routine is supposed to find out the difficulty of the map.
1011     * difficulty does not have a lot to do with character level,
1012     * but does have a lot to do with treasure on the map.
1013     *
1014     * Difficulty can now be set by the map creature. If the value stored
1015     * in the map is zero, then use this routine. Maps should really
1016     * have a difficulty set than using this function - human calculation
1017     * is much better than this functions guesswork.
1018     */
1019 root 1.29 int
1020 root 1.56 maptile::estimate_difficulty () const
1021 root 1.29 {
1022 elmex 1.1 long monster_cnt = 0;
1023     double avgexp = 0;
1024     sint64 total_exp = 0;
1025    
1026 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1027     for (object *op = ms->bot; op; op = op->above)
1028     {
1029     if (QUERY_FLAG (op, FLAG_MONSTER))
1030     {
1031     total_exp += op->stats.exp;
1032     monster_cnt++;
1033     }
1034 elmex 1.1
1035 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036     {
1037     total_exp += op->stats.exp;
1038 elmex 1.1
1039 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1040     total_exp += at->clone.stats.exp * 8;
1041 elmex 1.1
1042 root 1.56 monster_cnt++;
1043     }
1044     }
1045 elmex 1.1
1046     avgexp = (double) total_exp / monster_cnt;
1047    
1048 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1049     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1050     return i;
1051 elmex 1.1
1052     return 1;
1053     }
1054    
1055     /* change_map_light() - used to change map light level (darkness)
1056     * up or down. Returns true if successful. It should now be
1057     * possible to change a value by more than 1.
1058     * Move this from los.c to map.c since this is more related
1059     * to maps than los.
1060     * postive values make it darker, negative make it brighter
1061     */
1062 root 1.29 int
1063 root 1.56 maptile::change_map_light (int change)
1064 root 1.29 {
1065 root 1.56 int new_level = darkness + change;
1066 root 1.29
1067     /* Nothing to do */
1068 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1069     return 0;
1070 elmex 1.1
1071 root 1.29 /* inform all players on the map */
1072     if (change > 0)
1073 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1074 root 1.29 else
1075 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1076 root 1.29
1077 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1078 root 1.29 * we need to be extra careful about negative values.
1079     * In general, the checks below are only needed if change
1080     * is not +/-1
1081     */
1082     if (new_level < 0)
1083 root 1.56 darkness = 0;
1084 root 1.29 else if (new_level >= MAX_DARKNESS)
1085 root 1.56 darkness = MAX_DARKNESS;
1086 root 1.29 else
1087 root 1.56 darkness = new_level;
1088 elmex 1.1
1089 root 1.29 /* All clients need to get re-updated for the change */
1090 root 1.56 update_all_map_los (this);
1091 root 1.29 return 1;
1092 elmex 1.1 }
1093    
1094     /*
1095     * This function updates various attributes about a specific space
1096     * on the map (what it looks like, whether it blocks magic,
1097     * has a living creatures, prevents people from passing
1098     * through, etc)
1099     */
1100 root 1.29 void
1101 root 1.46 mapspace::update_ ()
1102 root 1.29 {
1103 root 1.45 object *tmp, *last = 0;
1104 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1105 root 1.29 New_Face *top, *floor, *middle;
1106     object *top_obj, *floor_obj, *middle_obj;
1107     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108    
1109     middle = blank_face;
1110 root 1.45 top = blank_face;
1111     floor = blank_face;
1112 root 1.29
1113 root 1.45 middle_obj = 0;
1114     top_obj = 0;
1115     floor_obj = 0;
1116 root 1.29
1117 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 root 1.29 {
1119     /* This could be made additive I guess (two lights better than
1120 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1121 root 1.29 * light bulbs do not illuminate twice as far as once since
1122 root 1.45 * it is a dissapation factor that is cubed.
1123 root 1.29 */
1124     if (tmp->glow_radius > light)
1125     light = tmp->glow_radius;
1126    
1127     /* This call is needed in order to update objects the player
1128     * is standing in that have animations (ie, grass, fire, etc).
1129     * However, it also causes the look window to be re-drawn
1130     * 3 times each time the player moves, because many of the
1131     * functions the move_player calls eventualy call this.
1132     *
1133     * Always put the player down for drawing.
1134     */
1135     if (!tmp->invisible)
1136     {
1137     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138     {
1139     top = tmp->face;
1140     top_obj = tmp;
1141     }
1142     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143     {
1144     /* If we got a floor, that means middle and top were below it,
1145     * so should not be visible, so we clear them.
1146     */
1147     middle = blank_face;
1148     top = blank_face;
1149     floor = tmp->face;
1150     floor_obj = tmp;
1151     }
1152     /* Flag anywhere have high priority */
1153     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154     {
1155     middle = tmp->face;
1156    
1157     middle_obj = tmp;
1158     anywhere = 1;
1159     }
1160     /* Find the highest visible face around. If equal
1161     * visibilities, we still want the one nearer to the
1162     * top
1163     */
1164     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1165     {
1166     middle = tmp->face;
1167     middle_obj = tmp;
1168     }
1169     }
1170 root 1.45
1171 root 1.29 if (tmp == tmp->above)
1172     {
1173     LOG (llevError, "Error in structure of map\n");
1174     exit (-1);
1175     }
1176    
1177 root 1.45 move_slow |= tmp->move_slow;
1178 root 1.29 move_block |= tmp->move_block;
1179 root 1.45 move_on |= tmp->move_on;
1180     move_off |= tmp->move_off;
1181 root 1.29 move_allow |= tmp->move_allow;
1182    
1183 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1184     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1185     if (tmp->type == PLAYER) flags |= P_PLAYER;
1186     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189     }
1190 root 1.29
1191 root 1.46 this->light = light;
1192     this->flags_ = flags;
1193     this->move_block = move_block & ~move_allow;
1194     this->move_on = move_on;
1195     this->move_off = move_off;
1196     this->move_slow = move_slow;
1197 root 1.29
1198     /* At this point, we have a floor face (if there is a floor),
1199     * and the floor is set - we are not going to touch it at
1200     * this point.
1201     * middle contains the highest visibility face.
1202     * top contains a player/monster face, if there is one.
1203     *
1204     * We now need to fill in top.face and/or middle.face.
1205     */
1206    
1207     /* If the top face also happens to be high visibility, re-do our
1208     * middle face. This should not happen, as we already have the
1209     * else statement above so middle should not get set. OTOH, it
1210     * may be possible for the faces to match but be different objects.
1211     */
1212     if (top == middle)
1213     middle = blank_face;
1214    
1215     /* There are three posibilities at this point:
1216     * 1) top face is set, need middle to be set.
1217     * 2) middle is set, need to set top.
1218     * 3) neither middle or top is set - need to set both.
1219     */
1220    
1221     for (tmp = last; tmp; tmp = tmp->below)
1222     {
1223     /* Once we get to a floor, stop, since we already have a floor object */
1224     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225     break;
1226    
1227     /* If two top faces are already set, quit processing */
1228     if ((top != blank_face) && (middle != blank_face))
1229     break;
1230 root 1.10
1231 root 1.29 /* Only show visible faces, unless its the editor - show all */
1232     if (!tmp->invisible || editor)
1233     {
1234     /* Fill in top if needed */
1235     if (top == blank_face)
1236     {
1237     top = tmp->face;
1238     top_obj = tmp;
1239     if (top == middle)
1240     middle = blank_face;
1241     }
1242     else
1243     {
1244     /* top is already set - we should only get here if
1245     * middle is not set
1246     *
1247     * Set the middle face and break out, since there is nothing
1248     * more to fill in. We don't check visiblity here, since
1249     *
1250     */
1251     if (tmp->face != top)
1252     {
1253     middle = tmp->face;
1254     middle_obj = tmp;
1255     break;
1256 root 1.10 }
1257     }
1258     }
1259 elmex 1.1 }
1260 root 1.45
1261 root 1.29 if (middle == floor)
1262     middle = blank_face;
1263 root 1.45
1264 root 1.29 if (top == middle)
1265     middle = blank_face;
1266 root 1.45
1267 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1268     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1269     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1270 elmex 1.1 }
1271    
1272     /* this updates the orig_map->tile_map[tile_num] value after loading
1273     * the map. It also takes care of linking back the freshly loaded
1274     * maps tile_map values if it tiles back to this one. It returns
1275     * the value of orig_map->tile_map[tile_num]. It really only does this
1276     * so that it is easier for calling functions to verify success.
1277     */
1278 root 1.31 static maptile *
1279     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280 elmex 1.1 {
1281 root 1.60 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1282    
1283     if (!mp || mp->in_memory != MAP_IN_MEMORY)
1284     {
1285     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287     &orig_map->tile_path[tile_num], &orig_map->path);
1288     mp = new maptile (1, 1);
1289     mp->alloc ();
1290     mp->in_memory = MAP_IN_MEMORY;
1291     }
1292 root 1.56
1293 root 1.29 int dest_tile = (tile_num + 2) % 4;
1294 elmex 1.1
1295 root 1.56 orig_map->tile_map[tile_num] = mp;
1296 elmex 1.1
1297 root 1.60 // optimisation: back-link map to origin map if euclidean
1298     //TODO: non-euclidean maps MUST GO
1299     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 elmex 1.1
1302 root 1.56 return mp;
1303 elmex 1.1 }
1304    
1305     /* this returns TRUE if the coordinates (x,y) are out of
1306     * map m. This function also takes into account any
1307     * tiling considerations, loading adjacant maps as needed.
1308     * This is the function should always be used when it
1309     * necessary to check for valid coordinates.
1310     * This function will recursively call itself for the
1311     * tiled maps.
1312     */
1313 root 1.29 int
1314 root 1.31 out_of_map (maptile *m, int x, int y)
1315 elmex 1.1 {
1316 root 1.29 /* If we get passed a null map, this is obviously the
1317     * case. This generally shouldn't happen, but if the
1318     * map loads fail below, it could happen.
1319     */
1320     if (!m)
1321     return 0;
1322 elmex 1.1
1323 root 1.29 if (x < 0)
1324     {
1325     if (!m->tile_path[3])
1326     return 1;
1327 root 1.46
1328 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 root 1.46 load_and_link_tiled_map (m, 3);
1330    
1331 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 elmex 1.1 }
1333 root 1.46
1334 root 1.48 if (x >= m->width)
1335 root 1.29 {
1336     if (!m->tile_path[1])
1337     return 1;
1338 root 1.46
1339 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 root 1.46 load_and_link_tiled_map (m, 1);
1341    
1342 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1343 elmex 1.1 }
1344 root 1.46
1345 root 1.29 if (y < 0)
1346     {
1347     if (!m->tile_path[0])
1348     return 1;
1349 root 1.46
1350 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 root 1.46 load_and_link_tiled_map (m, 0);
1352    
1353 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 elmex 1.1 }
1355 root 1.46
1356 root 1.48 if (y >= m->height)
1357 root 1.29 {
1358     if (!m->tile_path[2])
1359     return 1;
1360 root 1.46
1361 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 root 1.46 load_and_link_tiled_map (m, 2);
1363    
1364 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1365 elmex 1.1 }
1366    
1367 root 1.29 /* Simple case - coordinates are within this local
1368     * map.
1369     */
1370     return 0;
1371 elmex 1.1 }
1372    
1373     /* This is basically the same as out_of_map above, but
1374     * instead we return NULL if no map is valid (coordinates
1375     * out of bounds and no tiled map), otherwise it returns
1376     * the map as that the coordinates are really on, and
1377     * updates x and y to be the localized coordinates.
1378     * Using this is more efficient of calling out_of_map
1379     * and then figuring out what the real map is
1380     */
1381 root 1.31 maptile *
1382 root 1.56 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1383 elmex 1.1 {
1384 root 1.29 if (*x < 0)
1385     {
1386     if (!m->tile_path[3])
1387 root 1.46 return 0;
1388 root 1.56
1389 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390     load_and_link_tiled_map (m, 3);
1391 elmex 1.1
1392 root 1.48 *x += m->tile_map[3]->width;
1393 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
1394 elmex 1.1 }
1395 root 1.46
1396 root 1.48 if (*x >= m->width)
1397 root 1.29 {
1398     if (!m->tile_path[1])
1399 root 1.46 return 0;
1400    
1401 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402     load_and_link_tiled_map (m, 1);
1403 elmex 1.1
1404 root 1.48 *x -= m->width;
1405 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
1406 elmex 1.1 }
1407 root 1.46
1408 root 1.29 if (*y < 0)
1409     {
1410     if (!m->tile_path[0])
1411 root 1.46 return 0;
1412    
1413 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414     load_and_link_tiled_map (m, 0);
1415 elmex 1.1
1416 root 1.48 *y += m->tile_map[0]->height;
1417 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
1418 elmex 1.1 }
1419 root 1.46
1420 root 1.48 if (*y >= m->height)
1421 root 1.29 {
1422     if (!m->tile_path[2])
1423 root 1.46 return 0;
1424    
1425 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426     load_and_link_tiled_map (m, 2);
1427 elmex 1.1
1428 root 1.48 *y -= m->height;
1429 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
1430 elmex 1.1 }
1431    
1432 root 1.29 /* Simple case - coordinates are within this local
1433     * map.
1434     */
1435     return m;
1436 elmex 1.1 }
1437    
1438     /**
1439     * Return whether map2 is adjacent to map1. If so, store the distance from
1440     * map1 to map2 in dx/dy.
1441     */
1442 root 1.29 static int
1443 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444 root 1.29 {
1445     if (!map1 || !map2)
1446     return 0;
1447    
1448     if (map1 == map2)
1449     {
1450     *dx = 0;
1451     *dy = 0;
1452     }
1453     else if (map1->tile_map[0] == map2)
1454     { /* up */
1455     *dx = 0;
1456 root 1.48 *dy = -map2->height;
1457 root 1.29 }
1458     else if (map1->tile_map[1] == map2)
1459     { /* right */
1460 root 1.48 *dx = map1->width;
1461 root 1.29 *dy = 0;
1462     }
1463     else if (map1->tile_map[2] == map2)
1464     { /* down */
1465     *dx = 0;
1466 root 1.48 *dy = map1->height;
1467 root 1.29 }
1468     else if (map1->tile_map[3] == map2)
1469     { /* left */
1470 root 1.48 *dx = -map2->width;
1471 root 1.29 *dy = 0;
1472     }
1473     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1474     { /* up right */
1475 root 1.48 *dx = map1->tile_map[0]->width;
1476     *dy = -map1->tile_map[0]->height;
1477 root 1.29 }
1478     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1479     { /* up left */
1480 root 1.48 *dx = -map2->width;
1481     *dy = -map1->tile_map[0]->height;
1482 root 1.29 }
1483     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1484     { /* right up */
1485 root 1.48 *dx = map1->width;
1486     *dy = -map2->height;
1487 root 1.29 }
1488     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1489     { /* right down */
1490 root 1.48 *dx = map1->width;
1491     *dy = map1->tile_map[1]->height;
1492 root 1.29 }
1493     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1494     { /* down right */
1495 root 1.48 *dx = map1->tile_map[2]->width;
1496     *dy = map1->height;
1497 root 1.29 }
1498     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1499     { /* down left */
1500 root 1.48 *dx = -map2->width;
1501     *dy = map1->height;
1502 root 1.29 }
1503     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1504     { /* left up */
1505 root 1.48 *dx = -map1->tile_map[3]->width;
1506     *dy = -map2->height;
1507 root 1.29 }
1508     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1509     { /* left down */
1510 root 1.48 *dx = -map1->tile_map[3]->width;
1511     *dy = map1->tile_map[3]->height;
1512 root 1.29 }
1513     else
1514 root 1.56 return 0;
1515 elmex 1.1
1516 root 1.29 return 1;
1517 elmex 1.1 }
1518    
1519     /* From map.c
1520     * This is used by get_player to determine where the other
1521     * creature is. get_rangevector takes into account map tiling,
1522     * so you just can not look the the map coordinates and get the
1523     * righte value. distance_x/y are distance away, which
1524     * can be negativbe. direction is the crossfire direction scheme
1525     * that the creature should head. part is the part of the
1526     * monster that is closest.
1527     *
1528     * get_rangevector looks at op1 and op2, and fills in the
1529     * structure for op1 to get to op2.
1530     * We already trust that the caller has verified that the
1531     * two objects are at least on adjacent maps. If not,
1532     * results are not likely to be what is desired.
1533     * if the objects are not on maps, results are also likely to
1534     * be unexpected
1535     *
1536     * currently, the only flag supported (0x1) is don't translate for
1537     * closest body part of 'op1'
1538     */
1539 root 1.29 void
1540     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541     {
1542     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543     {
1544     /* be conservative and fill in _some_ data */
1545     retval->distance = 100000;
1546     retval->distance_x = 32767;
1547     retval->distance_y = 32767;
1548     retval->direction = 0;
1549     retval->part = 0;
1550     }
1551     else
1552     {
1553     object *best;
1554    
1555     retval->distance_x += op2->x - op1->x;
1556     retval->distance_y += op2->y - op1->y;
1557    
1558     best = op1;
1559     /* If this is multipart, find the closest part now */
1560     if (!(flags & 0x1) && op1->more)
1561     {
1562     object *tmp;
1563     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564    
1565     /* we just take the offset of the piece to head to figure
1566     * distance instead of doing all that work above again
1567     * since the distance fields we set above are positive in the
1568     * same axis as is used for multipart objects, the simply arithmetic
1569     * below works.
1570     */
1571     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1572     {
1573     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575     if (tmpi < best_distance)
1576     {
1577     best_distance = tmpi;
1578     best = tmp;
1579 elmex 1.1 }
1580     }
1581 root 1.29 if (best != op1)
1582     {
1583     retval->distance_x += op1->x - best->x;
1584     retval->distance_y += op1->y - best->y;
1585 elmex 1.1 }
1586     }
1587 root 1.29 retval->part = best;
1588     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1589     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 elmex 1.1 }
1591     }
1592    
1593     /* this is basically the same as get_rangevector above, but instead of
1594     * the first parameter being an object, it instead is the map
1595     * and x,y coordinates - this is used for path to player -
1596     * since the object is not infact moving but we are trying to traverse
1597     * the path, we need this.
1598     * flags has no meaning for this function at this time - I kept it in to
1599     * be more consistant with the above function and also in case they are needed
1600     * for something in the future. Also, since no object is pasted, the best
1601     * field of the rv_vector is set to NULL.
1602     */
1603    
1604 root 1.29 void
1605 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1606 root 1.29 {
1607     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608     {
1609     /* be conservative and fill in _some_ data */
1610     retval->distance = 100000;
1611     retval->distance_x = 32767;
1612     retval->distance_y = 32767;
1613     retval->direction = 0;
1614     retval->part = 0;
1615     }
1616     else
1617     {
1618     retval->distance_x += op2->x - x;
1619     retval->distance_y += op2->y - y;
1620    
1621     retval->part = NULL;
1622     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1623     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 elmex 1.1 }
1625     }
1626    
1627     /* Returns true of op1 and op2 are effectively on the same map
1628     * (as related to map tiling). Note that this looks for a path from
1629 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1630 elmex 1.1 * to op1, this will still return false.
1631     * Note we only look one map out to keep the processing simple
1632     * and efficient. This could probably be a macro.
1633     * MSW 2001-08-05
1634     */
1635 root 1.29 int
1636     on_same_map (const object *op1, const object *op2)
1637     {
1638     int dx, dy;
1639 elmex 1.1
1640 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1641 elmex 1.1 }
1642 root 1.52
1643     object *
1644     maptile::insert (object *op, int x, int y, object *originator, int flags)
1645     {
1646     if (!op->flag [FLAG_REMOVED])
1647     op->remove ();
1648    
1649     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650     }
1651