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/cvs/deliantra/server/common/map.C
Revision: 1.62
Committed: Sun Dec 31 22:23:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +3 -72 lines
Log Message:
- random maps seem to work now
- had to move map parameters into files because we need constant-sized map path lengths
  as the full map stack history would have to be included.

File Contents

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