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Revision: 1.64
Committed: Mon Jan 1 12:28:45 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +11 -0 lines
Log Message:
set original flag so decay object doesn't go wild

File Contents

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