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Revision: 1.67
Committed: Wed Jan 3 02:51:09 2007 UTC (17 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.66: +2 -2 lines
Log Message:
removed last references to 'editor' variable.

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 root 1.65 static int cede_count = 0;
493    
494 root 1.56 if (flags & IO_HEADER)
495     save_header (freezer);
496    
497     if (!spaces)
498     return false;
499    
500     for (int i = 0; i < size (); ++i)
501 root 1.24 {
502 root 1.65 if (cede_count >= 500)
503     {
504     cede_count = 0;
505     coroapi::cede ();
506     }
507    
508 root 1.56 int unique = 0;
509     for (object *op = spaces [i].bot; op; op = op->above)
510 root 1.24 {
511 root 1.65 // count per-object, but cede only when modification-safe
512     cede_count++;
513    
514 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515     unique = 1;
516    
517     if (!op->can_map_save ())
518     continue;
519    
520     if (unique || op->flag [FLAG_UNIQUE])
521 root 1.24 {
522 root 1.56 if (flags & IO_UNIQUES)
523     save_object (freezer, op, 1);
524 root 1.10 }
525 root 1.56 else if (flags & IO_OBJECTS)
526     save_object (freezer, op, 1);
527 root 1.10 }
528 elmex 1.1 }
529 root 1.24
530 root 1.56 return true;
531 elmex 1.1 }
532    
533 root 1.56 bool
534     maptile::load_objects (const char *path, bool skip_header)
535 root 1.29 {
536 root 1.56 object_thawer thawer (path);
537 elmex 1.1
538 root 1.56 if (!thawer)
539     return false;
540    
541     if (skip_header)
542     for (;;)
543 root 1.29 {
544 root 1.56 keyword kw = thawer.get_kv ();
545    
546     if (kw == KW_end)
547     break;
548    
549     thawer.skip_kv (kw);
550     }
551    
552     return load_objects (thawer);
553     }
554 root 1.51
555 root 1.56 bool
556     maptile::save_objects (const char *path, int flags)
557     {
558     object_freezer freezer;
559 root 1.29
560 root 1.56 if (!save_objects (freezer, flags))
561     return false;
562 root 1.29
563 root 1.56 return freezer.save (path);
564 elmex 1.1 }
565    
566 root 1.34 maptile::maptile ()
567     {
568     in_memory = MAP_SWAPPED;
569 root 1.54
570 root 1.34 /* The maps used to pick up default x and y values from the
571     * map archetype. Mimic that behaviour.
572     */
573 root 1.53 width = 16;
574     height = 16;
575     reset_timeout = 0;
576     timeout = 300;
577     enter_x = 0;
578     enter_y = 0;
579 root 1.34 }
580    
581 root 1.56 maptile::maptile (int w, int h)
582 root 1.54 {
583 root 1.56 in_memory = MAP_SWAPPED;
584 root 1.54
585 root 1.56 width = w;
586     height = h;
587     reset_timeout = 0;
588     timeout = 300;
589     enter_x = 0;
590     enter_y = 0;
591 root 1.54
592 root 1.56 alloc ();
593 elmex 1.1 }
594    
595     /*
596 root 1.31 * Allocates the arrays contained in a maptile.
597 elmex 1.1 * This basically allocates the dynamic array of spaces for the
598     * map.
599     */
600 root 1.29 void
601 root 1.56 maptile::alloc ()
602 root 1.29 {
603 root 1.34 if (spaces)
604 root 1.56 return;
605 elmex 1.1
606 root 1.53 spaces = salloc0<mapspace> (size ());
607 elmex 1.1 }
608    
609     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
610     * corresponding to that string. Memory is allocated for this, it must be freed
611     * at a later date.
612     * Called by parse_map_headers below.
613     */
614 root 1.29 static shopitems *
615     parse_shop_string (const char *input_string)
616     {
617     char *shop_string, *p, *q, *next_semicolon, *next_colon;
618     shopitems *items = NULL;
619     int i = 0, number_of_entries = 0;
620     const typedata *current_type;
621    
622 root 1.43 shop_string = strdup (input_string);
623 root 1.29 p = shop_string;
624     /* first we'll count the entries, we'll need that for allocating the array shortly */
625     while (p)
626     {
627     p = strchr (p, ';');
628     number_of_entries++;
629     if (p)
630     p++;
631     }
632 root 1.54
633 root 1.29 p = shop_string;
634     strip_endline (p);
635     items = new shopitems[number_of_entries + 1];
636     for (i = 0; i < number_of_entries; i++)
637     {
638     if (!p)
639     {
640     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
641     break;
642     }
643 root 1.54
644 root 1.29 next_semicolon = strchr (p, ';');
645     next_colon = strchr (p, ':');
646     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
647     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
648     items[i].strength = atoi (strchr (p, ':') + 1);
649    
650     if (isdigit (*p) || *p == '*')
651     {
652     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
653     current_type = get_typedata (items[i].typenum);
654     if (current_type)
655     {
656     items[i].name = current_type->name;
657     items[i].name_pl = current_type->name_pl;
658     }
659     }
660     else
661     { /*we have a named type, let's figure out what it is */
662     q = strpbrk (p, ";:");
663     if (q)
664     *q = '\0';
665    
666     current_type = get_typedata_by_name (p);
667     if (current_type)
668     {
669     items[i].name = current_type->name;
670     items[i].typenum = current_type->number;
671     items[i].name_pl = current_type->name_pl;
672     }
673     else
674     { /* oh uh, something's wrong, let's free up this one, and try
675     * the next entry while we're at it, better print a warning
676     */
677     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678     }
679     }
680 root 1.54
681 root 1.29 items[i].index = number_of_entries;
682     if (next_semicolon)
683     p = ++next_semicolon;
684     else
685     p = NULL;
686 elmex 1.1 }
687 root 1.54
688 root 1.29 free (shop_string);
689     return items;
690 elmex 1.1 }
691    
692     /* opposite of parse string, this puts the string that was originally fed in to
693     * the map (or something equivilent) into output_string. */
694 root 1.29 static void
695 root 1.31 print_shop_string (maptile *m, char *output_string)
696 root 1.29 {
697     int i;
698     char tmp[MAX_BUF];
699    
700     strcpy (output_string, "");
701     for (i = 0; i < m->shopitems[0].index; i++)
702     {
703     if (m->shopitems[i].typenum)
704     {
705     if (m->shopitems[i].strength)
706 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
707 root 1.29 else
708     sprintf (tmp, "%s;", m->shopitems[i].name);
709 root 1.10 }
710 root 1.29 else
711     {
712     if (m->shopitems[i].strength)
713 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
714 root 1.29 else
715     sprintf (tmp, "*");
716     }
717 root 1.54
718 root 1.29 strcat (output_string, tmp);
719 elmex 1.1 }
720     }
721    
722     /* This loads the header information of the map. The header
723     * contains things like difficulty, size, timeout, etc.
724     * this used to be stored in the map object, but with the
725     * addition of tiling, fields beyond that easily named in an
726     * object structure were needed, so it just made sense to
727     * put all the stuff in the map object so that names actually make
728     * sense.
729     * This could be done in lex (like the object loader), but I think
730     * currently, there are few enough fields this is not a big deal.
731     * MSW 2001-07-01
732     */
733 root 1.56 bool
734     maptile::load_header (object_thawer &thawer)
735 elmex 1.1 {
736 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737     int msgpos = 0;
738     int maplorepos = 0;
739    
740 root 1.56 for (;;)
741 root 1.29 {
742 root 1.56 keyword kw = thawer.get_kv ();
743 root 1.36
744 root 1.56 switch (kw)
745 root 1.29 {
746 root 1.56 case KW_EOF:
747 root 1.61 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 root 1.56 return false;
749 root 1.36
750 root 1.56 case KW_end:
751     return true;
752 root 1.36
753 root 1.56 case KW_msg:
754     thawer.get_ml (KW_endmsg, msg);
755     break;
756 root 1.22
757 root 1.56 case KW_lore: // CF+ extension
758     thawer.get_ml (KW_endlore, maplore);
759     break;
760 root 1.10
761 root 1.56 case KW_maplore:
762     thawer.get_ml (KW_endmaplore, maplore);
763     break;
764 root 1.10
765 root 1.56 case KW_arch:
766     if (strcmp (thawer.get_str (), "map"))
767     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
768     break;
769 root 1.29
770 root 1.56 case KW_oid:
771     thawer.get (this, thawer.get_sint32 ());
772     break;
773 root 1.29
774 root 1.56 case KW_file_format_version: break; // nop
775 root 1.29
776 root 1.56 case KW_name: thawer.get (name); break;
777     case KW_attach: thawer.get (attach); break;
778     case KW_reset_time: thawer.get (reset_time); break;
779     case KW_shopgreed: thawer.get (shopgreed); break;
780     case KW_shopmin: thawer.get (shopmin); break;
781     case KW_shopmax: thawer.get (shopmax); break;
782     case KW_shoprace: thawer.get (shoprace); break;
783     case KW_outdoor: thawer.get (outdoor); break;
784     case KW_temp: thawer.get (temp); break;
785     case KW_pressure: thawer.get (pressure); break;
786     case KW_humid: thawer.get (humid); break;
787     case KW_windspeed: thawer.get (windspeed); break;
788     case KW_winddir: thawer.get (winddir); break;
789     case KW_sky: thawer.get (sky); break;
790    
791     case KW_per_player: thawer.get (per_player); break;
792     case KW_per_party: thawer.get (per_party); break;
793    
794     case KW_region: get_region_by_name (thawer.get_str ()); break;
795     case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796    
797     // old names new names
798     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
800     case KW_x: case KW_width: thawer.get (width); break;
801     case KW_y: case KW_height: thawer.get (height); break;
802     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
803     case KW_value: case KW_swap_time: thawer.get (timeout); break;
804     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807    
808     case KW_tile_path_1: thawer.get (tile_path [0]); break;
809     case KW_tile_path_2: thawer.get (tile_path [1]); break;
810     case KW_tile_path_3: thawer.get (tile_path [2]); break;
811     case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 root 1.10
813 root 1.56 default:
814     LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
815     break;
816 root 1.10 }
817 elmex 1.1 }
818 root 1.41
819 root 1.56 abort ();
820 elmex 1.1 }
821    
822 root 1.56 bool
823     maptile::load_header (const char *path)
824 root 1.29 {
825 root 1.56 object_thawer thawer (path);
826 root 1.9
827 root 1.29 if (!thawer)
828 root 1.56 return false;
829 elmex 1.1
830 root 1.56 return load_header (thawer);
831     }
832 elmex 1.1
833 root 1.56 /******************************************************************************
834     * This is the start of unique map handling code
835     *****************************************************************************/
836 root 1.29
837 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
838     void
839     maptile::clear_unique_items ()
840 root 1.29 {
841 root 1.56 for (int i = 0; i < size (); ++i)
842 root 1.29 {
843 root 1.56 int unique = 0;
844     for (object *op = spaces [i].bot; op; )
845     {
846     object *above = op->above;
847 elmex 1.1
848 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849     unique = 1;
850 root 1.14
851 root 1.56 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852     {
853     op->destroy_inv (false);
854     op->destroy ();
855     }
856 elmex 1.1
857 root 1.56 op = above;
858     }
859 root 1.29 }
860 elmex 1.1 }
861    
862 root 1.56 bool
863     maptile::save_header (object_freezer &freezer)
864 root 1.29 {
865 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
866     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 elmex 1.1
868 root 1.56 MAP_OUT2 (arch, "map");
869 elmex 1.1
870 root 1.56 if (name) MAP_OUT (name);
871     MAP_OUT (swap_time);
872     MAP_OUT (reset_time);
873     MAP_OUT (reset_timeout);
874     MAP_OUT (fixed_resettime);
875     MAP_OUT (difficulty);
876 root 1.9
877 root 1.56 if (region) MAP_OUT2 (region, region->name);
878 root 1.29
879 root 1.56 if (shopitems)
880 root 1.29 {
881 root 1.56 char shop[MAX_BUF];
882     print_shop_string (this, shop);
883     MAP_OUT2 (shopitems, shop);
884 elmex 1.1 }
885    
886 root 1.56 MAP_OUT (shopgreed);
887     MAP_OUT (shopmin);
888     MAP_OUT (shopmax);
889     if (shoprace) MAP_OUT (shoprace);
890     MAP_OUT (darkness);
891     MAP_OUT (width);
892     MAP_OUT (height);
893     MAP_OUT (enter_x);
894     MAP_OUT (enter_y);
895 root 1.14
896 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898 elmex 1.1
899 root 1.56 MAP_OUT (outdoor);
900     MAP_OUT (temp);
901     MAP_OUT (pressure);
902     MAP_OUT (humid);
903     MAP_OUT (windspeed);
904     MAP_OUT (winddir);
905     MAP_OUT (sky);
906 elmex 1.1
907 root 1.56 MAP_OUT (per_player);
908     MAP_OUT (per_party);
909 elmex 1.1
910 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914 root 1.40
915 root 1.63 freezer.put (this);
916 root 1.61 freezer.put (KW_end);
917 root 1.40
918 root 1.56 return true;
919 elmex 1.1 }
920    
921 root 1.56 bool
922     maptile::save_header (const char *path)
923 root 1.29 {
924 root 1.17 object_freezer freezer;
925 root 1.10
926 root 1.56 if (!save_header (freezer))
927     return false;
928 elmex 1.1
929 root 1.56 return freezer.save (path);
930 elmex 1.1 }
931    
932     /*
933     * Remove and free all objects in the given map.
934     */
935 root 1.29 void
936 root 1.56 maptile::clear ()
937 root 1.29 {
938 root 1.56 if (!spaces)
939 root 1.47 return;
940 root 1.29
941 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942     while (object *op = ms->bot)
943 root 1.29 {
944 root 1.56 if (op->head)
945     op = op->head;
946    
947     op->destroy_inv (false);
948     op->destroy ();
949     }
950 root 1.29
951 root 1.56 sfree (spaces, size ()), spaces = 0;
952 root 1.29
953 root 1.56 if (buttons)
954     free_objectlinkpt (buttons), buttons = 0;
955 elmex 1.1 }
956    
957 root 1.29 void
958 root 1.56 maptile::clear_header ()
959 root 1.29 {
960 root 1.56 name = 0;
961     msg = 0;
962     maplore = 0;
963     shoprace = 0;
964     delete [] shopitems, shopitems = 0;
965 root 1.42
966 root 1.47 for (int i = 0; i < 4; i++)
967 root 1.56 tile_path [i] = 0;
968 root 1.47 }
969 root 1.42
970 root 1.47 maptile::~maptile ()
971     {
972 root 1.53 assert (destroyed ());
973 elmex 1.1 }
974    
975 root 1.29 void
976 root 1.56 maptile::clear_links_to (maptile *m)
977 root 1.29 {
978     /* We need to look through all the maps and see if any maps
979     * are pointing at this one for tiling information. Since
980 root 1.47 * tiling can be asymetric, we just can not look to see which
981 root 1.29 * maps this map tiles with and clears those.
982     */
983 root 1.56 for (int i = 0; i < 4; i++)
984     if (tile_map[i] == m)
985     tile_map[i] = 0;
986 root 1.47 }
987 elmex 1.1
988 root 1.47 void
989 root 1.56 maptile::do_destroy ()
990 root 1.47 {
991 root 1.56 attachable::do_destroy ();
992    
993     clear ();
994 elmex 1.1 }
995    
996     /*
997 root 1.56 * Updates every button on the map (by calling update_button() for them).
998 elmex 1.1 */
999 root 1.56 void
1000     maptile::update_buttons ()
1001 root 1.29 {
1002 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003     for (objectlink *ol = obp->link; ol; ol = ol->next)
1004     {
1005     if (!ol->ob)
1006     {
1007     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009     continue;
1010     }
1011 elmex 1.1
1012 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013     {
1014     update_button (ol->ob);
1015     break;
1016     }
1017     }
1018 elmex 1.1 }
1019    
1020     /*
1021     * This routine is supposed to find out the difficulty of the map.
1022     * difficulty does not have a lot to do with character level,
1023     * but does have a lot to do with treasure on the map.
1024     *
1025     * Difficulty can now be set by the map creature. If the value stored
1026     * in the map is zero, then use this routine. Maps should really
1027     * have a difficulty set than using this function - human calculation
1028     * is much better than this functions guesswork.
1029     */
1030 root 1.29 int
1031 root 1.56 maptile::estimate_difficulty () const
1032 root 1.29 {
1033 elmex 1.1 long monster_cnt = 0;
1034     double avgexp = 0;
1035     sint64 total_exp = 0;
1036    
1037 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038     for (object *op = ms->bot; op; op = op->above)
1039     {
1040     if (QUERY_FLAG (op, FLAG_MONSTER))
1041     {
1042     total_exp += op->stats.exp;
1043     monster_cnt++;
1044     }
1045 elmex 1.1
1046 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047     {
1048     total_exp += op->stats.exp;
1049 elmex 1.1
1050 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051     total_exp += at->clone.stats.exp * 8;
1052 elmex 1.1
1053 root 1.56 monster_cnt++;
1054     }
1055     }
1056 elmex 1.1
1057     avgexp = (double) total_exp / monster_cnt;
1058    
1059 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1060     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1061     return i;
1062 elmex 1.1
1063     return 1;
1064     }
1065    
1066     /* change_map_light() - used to change map light level (darkness)
1067     * up or down. Returns true if successful. It should now be
1068     * possible to change a value by more than 1.
1069     * Move this from los.c to map.c since this is more related
1070     * to maps than los.
1071     * postive values make it darker, negative make it brighter
1072     */
1073 root 1.29 int
1074 root 1.56 maptile::change_map_light (int change)
1075 root 1.29 {
1076 root 1.56 int new_level = darkness + change;
1077 root 1.29
1078     /* Nothing to do */
1079 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1080     return 0;
1081 elmex 1.1
1082 root 1.29 /* inform all players on the map */
1083     if (change > 0)
1084 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 root 1.29 else
1086 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 root 1.29
1088 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1089 root 1.29 * we need to be extra careful about negative values.
1090     * In general, the checks below are only needed if change
1091     * is not +/-1
1092     */
1093     if (new_level < 0)
1094 root 1.56 darkness = 0;
1095 root 1.29 else if (new_level >= MAX_DARKNESS)
1096 root 1.56 darkness = MAX_DARKNESS;
1097 root 1.29 else
1098 root 1.56 darkness = new_level;
1099 elmex 1.1
1100 root 1.29 /* All clients need to get re-updated for the change */
1101 root 1.56 update_all_map_los (this);
1102 root 1.29 return 1;
1103 elmex 1.1 }
1104    
1105     /*
1106     * This function updates various attributes about a specific space
1107     * on the map (what it looks like, whether it blocks magic,
1108     * has a living creatures, prevents people from passing
1109     * through, etc)
1110     */
1111 root 1.29 void
1112 root 1.46 mapspace::update_ ()
1113 root 1.29 {
1114 root 1.45 object *tmp, *last = 0;
1115 root 1.46 uint8 flags = 0, light = 0, anywhere = 0;
1116 root 1.29 New_Face *top, *floor, *middle;
1117     object *top_obj, *floor_obj, *middle_obj;
1118     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119    
1120     middle = blank_face;
1121 root 1.45 top = blank_face;
1122     floor = blank_face;
1123 root 1.29
1124 root 1.45 middle_obj = 0;
1125     top_obj = 0;
1126     floor_obj = 0;
1127 root 1.29
1128 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 root 1.29 {
1130     /* This could be made additive I guess (two lights better than
1131 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1132 root 1.29 * light bulbs do not illuminate twice as far as once since
1133 root 1.45 * it is a dissapation factor that is cubed.
1134 root 1.29 */
1135     if (tmp->glow_radius > light)
1136     light = tmp->glow_radius;
1137    
1138     /* This call is needed in order to update objects the player
1139     * is standing in that have animations (ie, grass, fire, etc).
1140     * However, it also causes the look window to be re-drawn
1141     * 3 times each time the player moves, because many of the
1142     * functions the move_player calls eventualy call this.
1143     *
1144     * Always put the player down for drawing.
1145     */
1146     if (!tmp->invisible)
1147     {
1148     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149     {
1150     top = tmp->face;
1151     top_obj = tmp;
1152     }
1153     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154     {
1155     /* If we got a floor, that means middle and top were below it,
1156     * so should not be visible, so we clear them.
1157     */
1158     middle = blank_face;
1159     top = blank_face;
1160     floor = tmp->face;
1161     floor_obj = tmp;
1162     }
1163     /* Flag anywhere have high priority */
1164     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165     {
1166     middle = tmp->face;
1167    
1168     middle_obj = tmp;
1169     anywhere = 1;
1170     }
1171     /* Find the highest visible face around. If equal
1172     * visibilities, we still want the one nearer to the
1173     * top
1174     */
1175     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176     {
1177     middle = tmp->face;
1178     middle_obj = tmp;
1179     }
1180     }
1181 root 1.45
1182 root 1.29 if (tmp == tmp->above)
1183     {
1184     LOG (llevError, "Error in structure of map\n");
1185     exit (-1);
1186     }
1187    
1188 root 1.45 move_slow |= tmp->move_slow;
1189 root 1.29 move_block |= tmp->move_block;
1190 root 1.45 move_on |= tmp->move_on;
1191     move_off |= tmp->move_off;
1192 root 1.29 move_allow |= tmp->move_allow;
1193    
1194 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1195     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1196     if (tmp->type == PLAYER) flags |= P_PLAYER;
1197     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200     }
1201 root 1.29
1202 root 1.46 this->light = light;
1203     this->flags_ = flags;
1204     this->move_block = move_block & ~move_allow;
1205     this->move_on = move_on;
1206     this->move_off = move_off;
1207     this->move_slow = move_slow;
1208 root 1.29
1209     /* At this point, we have a floor face (if there is a floor),
1210     * and the floor is set - we are not going to touch it at
1211     * this point.
1212     * middle contains the highest visibility face.
1213     * top contains a player/monster face, if there is one.
1214     *
1215     * We now need to fill in top.face and/or middle.face.
1216     */
1217    
1218     /* If the top face also happens to be high visibility, re-do our
1219     * middle face. This should not happen, as we already have the
1220     * else statement above so middle should not get set. OTOH, it
1221     * may be possible for the faces to match but be different objects.
1222     */
1223     if (top == middle)
1224     middle = blank_face;
1225    
1226     /* There are three posibilities at this point:
1227     * 1) top face is set, need middle to be set.
1228     * 2) middle is set, need to set top.
1229     * 3) neither middle or top is set - need to set both.
1230     */
1231    
1232     for (tmp = last; tmp; tmp = tmp->below)
1233     {
1234     /* Once we get to a floor, stop, since we already have a floor object */
1235     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236     break;
1237    
1238     /* If two top faces are already set, quit processing */
1239     if ((top != blank_face) && (middle != blank_face))
1240     break;
1241 root 1.10
1242 elmex 1.67 /* Only show visible faces */
1243     if (!tmp->invisible)
1244 root 1.29 {
1245     /* Fill in top if needed */
1246     if (top == blank_face)
1247     {
1248     top = tmp->face;
1249     top_obj = tmp;
1250     if (top == middle)
1251     middle = blank_face;
1252     }
1253     else
1254     {
1255     /* top is already set - we should only get here if
1256     * middle is not set
1257     *
1258     * Set the middle face and break out, since there is nothing
1259     * more to fill in. We don't check visiblity here, since
1260     *
1261     */
1262     if (tmp->face != top)
1263     {
1264     middle = tmp->face;
1265     middle_obj = tmp;
1266     break;
1267 root 1.10 }
1268     }
1269     }
1270 elmex 1.1 }
1271 root 1.45
1272 root 1.29 if (middle == floor)
1273     middle = blank_face;
1274 root 1.45
1275 root 1.29 if (top == middle)
1276     middle = blank_face;
1277 root 1.45
1278 root 1.46 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1279     faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1280     faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1281 elmex 1.1 }
1282    
1283     /* this updates the orig_map->tile_map[tile_num] value after loading
1284     * the map. It also takes care of linking back the freshly loaded
1285     * maps tile_map values if it tiles back to this one. It returns
1286     * the value of orig_map->tile_map[tile_num]. It really only does this
1287     * so that it is easier for calling functions to verify success.
1288     */
1289 root 1.31 static maptile *
1290     load_and_link_tiled_map (maptile *orig_map, int tile_num)
1291 elmex 1.1 {
1292 root 1.60 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1293    
1294     if (!mp || mp->in_memory != MAP_IN_MEMORY)
1295     {
1296     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298     &orig_map->tile_path[tile_num], &orig_map->path);
1299     mp = new maptile (1, 1);
1300     mp->alloc ();
1301     mp->in_memory = MAP_IN_MEMORY;
1302     }
1303 root 1.56
1304 root 1.29 int dest_tile = (tile_num + 2) % 4;
1305 elmex 1.1
1306 root 1.56 orig_map->tile_map[tile_num] = mp;
1307 elmex 1.1
1308 root 1.60 // optimisation: back-link map to origin map if euclidean
1309     //TODO: non-euclidean maps MUST GO
1310     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312 elmex 1.1
1313 root 1.56 return mp;
1314 elmex 1.1 }
1315    
1316     /* this returns TRUE if the coordinates (x,y) are out of
1317     * map m. This function also takes into account any
1318     * tiling considerations, loading adjacant maps as needed.
1319     * This is the function should always be used when it
1320     * necessary to check for valid coordinates.
1321     * This function will recursively call itself for the
1322     * tiled maps.
1323     */
1324 root 1.29 int
1325 root 1.31 out_of_map (maptile *m, int x, int y)
1326 elmex 1.1 {
1327 root 1.29 /* If we get passed a null map, this is obviously the
1328     * case. This generally shouldn't happen, but if the
1329     * map loads fail below, it could happen.
1330     */
1331     if (!m)
1332     return 0;
1333 elmex 1.1
1334 root 1.29 if (x < 0)
1335     {
1336     if (!m->tile_path[3])
1337     return 1;
1338 root 1.46
1339 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 root 1.46 load_and_link_tiled_map (m, 3);
1341    
1342 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 elmex 1.1 }
1344 root 1.46
1345 root 1.48 if (x >= m->width)
1346 root 1.29 {
1347     if (!m->tile_path[1])
1348     return 1;
1349 root 1.46
1350 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 root 1.46 load_and_link_tiled_map (m, 1);
1352    
1353 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1354 elmex 1.1 }
1355 root 1.46
1356 root 1.29 if (y < 0)
1357     {
1358     if (!m->tile_path[0])
1359     return 1;
1360 root 1.46
1361 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 root 1.46 load_and_link_tiled_map (m, 0);
1363    
1364 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 elmex 1.1 }
1366 root 1.46
1367 root 1.48 if (y >= m->height)
1368 root 1.29 {
1369     if (!m->tile_path[2])
1370     return 1;
1371 root 1.46
1372 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 root 1.46 load_and_link_tiled_map (m, 2);
1374    
1375 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1376 elmex 1.1 }
1377    
1378 root 1.29 /* Simple case - coordinates are within this local
1379     * map.
1380     */
1381     return 0;
1382 elmex 1.1 }
1383    
1384     /* This is basically the same as out_of_map above, but
1385     * instead we return NULL if no map is valid (coordinates
1386     * out of bounds and no tiled map), otherwise it returns
1387     * the map as that the coordinates are really on, and
1388 pippijn 1.66 * updates x and y to be the localised coordinates.
1389 elmex 1.1 * Using this is more efficient of calling out_of_map
1390     * and then figuring out what the real map is
1391     */
1392 root 1.31 maptile *
1393 root 1.56 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1394 elmex 1.1 {
1395 root 1.29 if (*x < 0)
1396     {
1397     if (!m->tile_path[3])
1398 root 1.46 return 0;
1399 root 1.56
1400 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1401     load_and_link_tiled_map (m, 3);
1402 elmex 1.1
1403 root 1.48 *x += m->tile_map[3]->width;
1404 root 1.29 return (get_map_from_coord (m->tile_map[3], x, y));
1405 elmex 1.1 }
1406 root 1.46
1407 root 1.48 if (*x >= m->width)
1408 root 1.29 {
1409     if (!m->tile_path[1])
1410 root 1.46 return 0;
1411    
1412 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1413     load_and_link_tiled_map (m, 1);
1414 elmex 1.1
1415 root 1.48 *x -= m->width;
1416 root 1.29 return (get_map_from_coord (m->tile_map[1], x, y));
1417 elmex 1.1 }
1418 root 1.46
1419 root 1.29 if (*y < 0)
1420     {
1421     if (!m->tile_path[0])
1422 root 1.46 return 0;
1423    
1424 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1425     load_and_link_tiled_map (m, 0);
1426 elmex 1.1
1427 root 1.48 *y += m->tile_map[0]->height;
1428 root 1.29 return (get_map_from_coord (m->tile_map[0], x, y));
1429 elmex 1.1 }
1430 root 1.46
1431 root 1.48 if (*y >= m->height)
1432 root 1.29 {
1433     if (!m->tile_path[2])
1434 root 1.46 return 0;
1435    
1436 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1437     load_and_link_tiled_map (m, 2);
1438 elmex 1.1
1439 root 1.48 *y -= m->height;
1440 root 1.29 return (get_map_from_coord (m->tile_map[2], x, y));
1441 elmex 1.1 }
1442    
1443 root 1.29 /* Simple case - coordinates are within this local
1444     * map.
1445     */
1446     return m;
1447 elmex 1.1 }
1448    
1449     /**
1450     * Return whether map2 is adjacent to map1. If so, store the distance from
1451     * map1 to map2 in dx/dy.
1452     */
1453 root 1.29 static int
1454 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455 root 1.29 {
1456     if (!map1 || !map2)
1457     return 0;
1458    
1459     if (map1 == map2)
1460     {
1461     *dx = 0;
1462     *dy = 0;
1463     }
1464     else if (map1->tile_map[0] == map2)
1465     { /* up */
1466     *dx = 0;
1467 root 1.48 *dy = -map2->height;
1468 root 1.29 }
1469     else if (map1->tile_map[1] == map2)
1470     { /* right */
1471 root 1.48 *dx = map1->width;
1472 root 1.29 *dy = 0;
1473     }
1474     else if (map1->tile_map[2] == map2)
1475     { /* down */
1476     *dx = 0;
1477 root 1.48 *dy = map1->height;
1478 root 1.29 }
1479     else if (map1->tile_map[3] == map2)
1480     { /* left */
1481 root 1.48 *dx = -map2->width;
1482 root 1.29 *dy = 0;
1483     }
1484     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1485     { /* up right */
1486 root 1.48 *dx = map1->tile_map[0]->width;
1487     *dy = -map1->tile_map[0]->height;
1488 root 1.29 }
1489     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1490     { /* up left */
1491 root 1.48 *dx = -map2->width;
1492     *dy = -map1->tile_map[0]->height;
1493 root 1.29 }
1494     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1495     { /* right up */
1496 root 1.48 *dx = map1->width;
1497     *dy = -map2->height;
1498 root 1.29 }
1499     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1500     { /* right down */
1501 root 1.48 *dx = map1->width;
1502     *dy = map1->tile_map[1]->height;
1503 root 1.29 }
1504     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1505     { /* down right */
1506 root 1.48 *dx = map1->tile_map[2]->width;
1507     *dy = map1->height;
1508 root 1.29 }
1509     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1510     { /* down left */
1511 root 1.48 *dx = -map2->width;
1512     *dy = map1->height;
1513 root 1.29 }
1514     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1515     { /* left up */
1516 root 1.48 *dx = -map1->tile_map[3]->width;
1517     *dy = -map2->height;
1518 root 1.29 }
1519     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1520     { /* left down */
1521 root 1.48 *dx = -map1->tile_map[3]->width;
1522     *dy = map1->tile_map[3]->height;
1523 root 1.29 }
1524     else
1525 root 1.56 return 0;
1526 elmex 1.1
1527 root 1.29 return 1;
1528 elmex 1.1 }
1529    
1530     /* From map.c
1531     * This is used by get_player to determine where the other
1532     * creature is. get_rangevector takes into account map tiling,
1533     * so you just can not look the the map coordinates and get the
1534     * righte value. distance_x/y are distance away, which
1535     * can be negativbe. direction is the crossfire direction scheme
1536     * that the creature should head. part is the part of the
1537     * monster that is closest.
1538     *
1539     * get_rangevector looks at op1 and op2, and fills in the
1540     * structure for op1 to get to op2.
1541     * We already trust that the caller has verified that the
1542     * two objects are at least on adjacent maps. If not,
1543     * results are not likely to be what is desired.
1544     * if the objects are not on maps, results are also likely to
1545     * be unexpected
1546     *
1547     * currently, the only flag supported (0x1) is don't translate for
1548     * closest body part of 'op1'
1549     */
1550 root 1.29 void
1551     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552     {
1553     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554     {
1555     /* be conservative and fill in _some_ data */
1556     retval->distance = 100000;
1557     retval->distance_x = 32767;
1558     retval->distance_y = 32767;
1559     retval->direction = 0;
1560     retval->part = 0;
1561     }
1562     else
1563     {
1564     object *best;
1565    
1566     retval->distance_x += op2->x - op1->x;
1567     retval->distance_y += op2->y - op1->y;
1568    
1569     best = op1;
1570     /* If this is multipart, find the closest part now */
1571     if (!(flags & 0x1) && op1->more)
1572     {
1573     object *tmp;
1574     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575    
1576     /* we just take the offset of the piece to head to figure
1577     * distance instead of doing all that work above again
1578     * since the distance fields we set above are positive in the
1579     * same axis as is used for multipart objects, the simply arithmetic
1580     * below works.
1581     */
1582     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1583     {
1584     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1585     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586     if (tmpi < best_distance)
1587     {
1588     best_distance = tmpi;
1589     best = tmp;
1590 elmex 1.1 }
1591     }
1592 root 1.29 if (best != op1)
1593     {
1594     retval->distance_x += op1->x - best->x;
1595     retval->distance_y += op1->y - best->y;
1596 elmex 1.1 }
1597     }
1598 root 1.29 retval->part = best;
1599     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1600     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 elmex 1.1 }
1602     }
1603    
1604     /* this is basically the same as get_rangevector above, but instead of
1605     * the first parameter being an object, it instead is the map
1606     * and x,y coordinates - this is used for path to player -
1607     * since the object is not infact moving but we are trying to traverse
1608     * the path, we need this.
1609     * flags has no meaning for this function at this time - I kept it in to
1610     * be more consistant with the above function and also in case they are needed
1611     * for something in the future. Also, since no object is pasted, the best
1612     * field of the rv_vector is set to NULL.
1613     */
1614    
1615 root 1.29 void
1616 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1617 root 1.29 {
1618     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619     {
1620     /* be conservative and fill in _some_ data */
1621     retval->distance = 100000;
1622     retval->distance_x = 32767;
1623     retval->distance_y = 32767;
1624     retval->direction = 0;
1625     retval->part = 0;
1626     }
1627     else
1628     {
1629     retval->distance_x += op2->x - x;
1630     retval->distance_y += op2->y - y;
1631    
1632     retval->part = NULL;
1633     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1634     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 elmex 1.1 }
1636     }
1637    
1638     /* Returns true of op1 and op2 are effectively on the same map
1639     * (as related to map tiling). Note that this looks for a path from
1640 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1641 elmex 1.1 * to op1, this will still return false.
1642     * Note we only look one map out to keep the processing simple
1643     * and efficient. This could probably be a macro.
1644     * MSW 2001-08-05
1645     */
1646 root 1.29 int
1647     on_same_map (const object *op1, const object *op2)
1648     {
1649     int dx, dy;
1650 elmex 1.1
1651 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1652 elmex 1.1 }
1653 root 1.52
1654     object *
1655     maptile::insert (object *op, int x, int y, object *originator, int flags)
1656     {
1657     if (!op->flag [FLAG_REMOVED])
1658     op->remove ();
1659    
1660     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661     }
1662