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Revision: 1.72
Committed: Sat Jan 13 23:06:12 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +13 -13 lines
Log Message:
WARNING: this release is BROKEN

- rewrote map handling. map types are now completely pluggable, maybe
  *too* pluggable, as everything is a plug-in now.
- mark mandatory extensions as such.
- handle overloaded attachable objects correctly.
- many minor changes.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 #include <loader.h>
29 #include <unistd.h>
30
31 #include "path.h"
32
33 /*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39 const char *
40 create_pathname (const char *name)
41 {
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45 }
46
47 /*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62 int
63 check_path (const char *name, int prepend_dir)
64 {
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97 }
98
99 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those
103 * values can be null, in which case if a new map is needed (returned
104 * by a P_NEW_MAP value, another call to get_map_from_coord
105 * is needed. The case of not passing values is if we're just
106 * checking for the existence of something on those spaces, but
107 * don't expect to insert/remove anything from those spaces.
108 */
109 int
110 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
111 {
112 sint16 newx = x;
113 sint16 newy = y;
114
115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
116
117 if (!mp)
118 return P_OUT_OF_MAP;
119
120 if (newmap) *newmap = mp;
121 if (nx) *nx = newx;
122 if (ny) *ny = newy;
123
124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
125 }
126
127 /*
128 * Returns true if the given coordinate is blocked except by the
129 * object passed is not blocking. This is used with
130 * multipart monsters - if we want to see if a 2x2 monster
131 * can move 1 space to the left, we don't want its own area
132 * to block it from moving there.
133 * Returns TRUE if the space is blocked by something other than the
134 * monster.
135 * m, x, y are the target map/coordinates - needed for map tiling.
136 * the coordinates & map passed in should have been updated for tiling
137 * by the caller.
138 */
139 int
140 blocked_link (object *ob, maptile *m, int sx, int sy)
141 {
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this.
147 */
148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1;
152 }
153
154 /* Save some cycles - instead of calling get_map_flags(), just get the value
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
160
161 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special
163 * things we need to do for players.
164 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 if (ob->head != NULL)
179 ob = ob->head;
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1;
227 }
228
229 }
230 return 0;
231 }
232
233
234 /*
235 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the
239 * multipart object and makes sure they can be inserted.
240 *
241 * While this doesn't call out of map, the get_map_flags does.
242 *
243 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases,
245 * a call to one would follow the other, doesn't make a lot of sense to
246 * have two seperate functions for this.
247 *
248 * This returns nonzero if this arch can not go on the space provided,
249 * 0 otherwise. the return value will contain the P_.. value
250 * so the caller can know why this object can't go on the map.
251 * Note that callers should not expect P_NEW_MAP to be set
252 * in return codes - since the object is multispace - if
253 * we did return values, what do you return if half the object
254 * is one map, half on another.
255 *
256 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type
258 * against the move_block values.
259 */
260 int
261 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 {
263 archetype *tmp;
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 }
277
278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281
282 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
286
287 mapspace &ms = m1->at (sx, sy);
288
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
296
297 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object.
299 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 return P_NO_PASS;
302 }
303
304 return 0;
305 }
306
307 /* When the map is loaded, load_object does not actually insert objects
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313 void
314 fix_container (object *container)
315 {
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333 }
334
335 void
336 maptile::set_object_flag (int flag, int value)
337 {
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344 }
345
346 /* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save
350 * the more sections and not re-add sections for them.
351 */
352 void
353 maptile::link_multipart_objects ()
354 {
355 if (!spaces)
356 return;
357
358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; )
360 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 }
394
395 tmp = above;
396 }
397 }
398
399 /*
400 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */
404 bool
405 maptile::_load_objects (object_thawer &thawer)
406 {
407 int unique;
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 {
415 /* if the archetype for the object is null, means that we
416 * got an invalid object. Don't do anything with it - the game
417 * or editor will not be able to do anything with it either.
418 */
419 if (op->arch == NULL)
420 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
422 continue;
423 }
424
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
438 op->head = prev, last_more->more = op, last_more = op;
439 break;
440 }
441
442 op = object::create ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448 #if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463 #endif
464
465 return true;
466 }
467
468 void
469 maptile::activate ()
470 {
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477 }
478
479 void
480 maptile::deactivate ()
481 {
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488 }
489
490 bool
491 maptile::_save_objects (object_freezer &freezer, int flags)
492 {
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0;
510 for (object *op = spaces [i].bot; op; op = op->above)
511 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
516 unique = 1;
517
518 if (!op->can_map_save ())
519 continue;
520
521 if (unique || op->flag [FLAG_UNIQUE])
522 {
523 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1);
525 }
526 else if (flags & IO_OBJECTS)
527 save_object (freezer, op, 1);
528 }
529 }
530
531 return true;
532 }
533
534 bool
535 maptile::_load_objects (const char *path, bool skip_header)
536 {
537 object_thawer thawer (path);
538
539 if (!thawer)
540 return false;
541
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
551 }
552
553 return _load_objects (thawer);
554 }
555
556 bool
557 maptile::_save_objects (const char *path, int flags)
558 {
559 object_freezer freezer;
560
561 if (!_save_objects (freezer, flags))
562 return false;
563
564 return freezer.save (path);
565 }
566
567 maptile::maptile ()
568 {
569 in_memory = MAP_SWAPPED;
570
571 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour.
573 */
574 width = 16;
575 height = 16;
576 reset_timeout = 0;
577 timeout = 300;
578 enter_x = 0;
579 enter_y = 0;
580 }
581
582 maptile::maptile (int w, int h)
583 {
584 in_memory = MAP_SWAPPED;
585
586 width = w;
587 height = h;
588 reset_timeout = 0;
589 timeout = 300;
590 enter_x = 0;
591 enter_y = 0;
592
593 alloc ();
594 }
595
596 /*
597 * Allocates the arrays contained in a maptile.
598 * This basically allocates the dynamic array of spaces for the
599 * map.
600 */
601 void
602 maptile::alloc ()
603 {
604 if (spaces)
605 return;
606
607 spaces = salloc0<mapspace> (size ());
608 }
609
610 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
611 * corresponding to that string. Memory is allocated for this, it must be freed
612 * at a later date.
613 * Called by parse_map_headers below.
614 */
615 static shopitems *
616 parse_shop_string (const char *input_string)
617 {
618 char *shop_string, *p, *q, *next_semicolon, *next_colon;
619 shopitems *items = NULL;
620 int i = 0, number_of_entries = 0;
621 const typedata *current_type;
622
623 shop_string = strdup (input_string);
624 p = shop_string;
625 /* first we'll count the entries, we'll need that for allocating the array shortly */
626 while (p)
627 {
628 p = strchr (p, ';');
629 number_of_entries++;
630 if (p)
631 p++;
632 }
633
634 p = shop_string;
635 strip_endline (p);
636 items = new shopitems[number_of_entries + 1];
637 for (i = 0; i < number_of_entries; i++)
638 {
639 if (!p)
640 {
641 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
642 break;
643 }
644
645 next_semicolon = strchr (p, ';');
646 next_colon = strchr (p, ':');
647 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
648 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
649 items[i].strength = atoi (strchr (p, ':') + 1);
650
651 if (isdigit (*p) || *p == '*')
652 {
653 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
654 current_type = get_typedata (items[i].typenum);
655 if (current_type)
656 {
657 items[i].name = current_type->name;
658 items[i].name_pl = current_type->name_pl;
659 }
660 }
661 else
662 { /*we have a named type, let's figure out what it is */
663 q = strpbrk (p, ";:");
664 if (q)
665 *q = '\0';
666
667 current_type = get_typedata_by_name (p);
668 if (current_type)
669 {
670 items[i].name = current_type->name;
671 items[i].typenum = current_type->number;
672 items[i].name_pl = current_type->name_pl;
673 }
674 else
675 { /* oh uh, something's wrong, let's free up this one, and try
676 * the next entry while we're at it, better print a warning
677 */
678 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
679 }
680 }
681
682 items[i].index = number_of_entries;
683 if (next_semicolon)
684 p = ++next_semicolon;
685 else
686 p = NULL;
687 }
688
689 free (shop_string);
690 return items;
691 }
692
693 /* opposite of parse string, this puts the string that was originally fed in to
694 * the map (or something equivilent) into output_string. */
695 static void
696 print_shop_string (maptile *m, char *output_string)
697 {
698 int i;
699 char tmp[MAX_BUF];
700
701 strcpy (output_string, "");
702 for (i = 0; i < m->shopitems[0].index; i++)
703 {
704 if (m->shopitems[i].typenum)
705 {
706 if (m->shopitems[i].strength)
707 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
708 else
709 sprintf (tmp, "%s;", m->shopitems[i].name);
710 }
711 else
712 {
713 if (m->shopitems[i].strength)
714 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
715 else
716 sprintf (tmp, "*");
717 }
718
719 strcat (output_string, tmp);
720 }
721 }
722
723 /* This loads the header information of the map. The header
724 * contains things like difficulty, size, timeout, etc.
725 * this used to be stored in the map object, but with the
726 * addition of tiling, fields beyond that easily named in an
727 * object structure were needed, so it just made sense to
728 * put all the stuff in the map object so that names actually make
729 * sense.
730 * This could be done in lex (like the object loader), but I think
731 * currently, there are few enough fields this is not a big deal.
732 * MSW 2001-07-01
733 */
734 bool
735 maptile::_load_header (object_thawer &thawer)
736 {
737 for (;;)
738 {
739 keyword kw = thawer.get_kv ();
740
741 switch (kw)
742 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg);
757 break;
758
759 case KW_lore: // CF+ extension
760 thawer.get_ml (KW_endlore, maplore);
761 break;
762
763 case KW_maplore:
764 thawer.get_ml (KW_endmaplore, maplore);
765 break;
766
767 case KW_arch:
768 if (strcmp (thawer.get_str (), "map"))
769 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
770 break;
771
772 case KW_oid:
773 thawer.get (this, thawer.get_sint32 ());
774 break;
775
776 case KW_file_format_version: break; // nop
777
778 case KW_name: thawer.get (name); break;
779 case KW_attach: thawer.get (attach); break;
780 case KW_reset_time: thawer.get (reset_time); break;
781 case KW_shopgreed: thawer.get (shopgreed); break;
782 case KW_shopmin: thawer.get (shopmin); break;
783 case KW_shopmax: thawer.get (shopmax); break;
784 case KW_shoprace: thawer.get (shoprace); break;
785 case KW_outdoor: thawer.get (outdoor); break;
786 case KW_temp: thawer.get (temp); break;
787 case KW_pressure: thawer.get (pressure); break;
788 case KW_humid: thawer.get (humid); break;
789 case KW_windspeed: thawer.get (windspeed); break;
790 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break;
792
793 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break;
795
796 case KW_region: get_region_by_name (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798
799 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
802 case KW_x: case KW_width: thawer.get (width); break;
803 case KW_y: case KW_height: thawer.get (height); break;
804 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
805 case KW_value: case KW_swap_time: thawer.get (timeout); break;
806 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
807 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
808 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
809
810 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break;
814 }
815 }
816
817 abort ();
818 }
819
820 bool
821 maptile::_load_header (const char *path)
822 {
823 object_thawer thawer (path);
824
825 if (!thawer)
826 return false;
827
828 return _load_header (thawer);
829 }
830
831 /******************************************************************************
832 * This is the start of unique map handling code
833 *****************************************************************************/
834
835 /* This goes through the maptile and removed any unique items on the map. */
836 void
837 maptile::clear_unique_items ()
838 {
839 for (int i = 0; i < size (); ++i)
840 {
841 int unique = 0;
842 for (object *op = spaces [i].bot; op; )
843 {
844 object *above = op->above;
845
846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
847 unique = 1;
848
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
850 {
851 op->destroy_inv (false);
852 op->destroy ();
853 }
854
855 op = above;
856 }
857 }
858 }
859
860 bool
861 maptile::_save_header (object_freezer &freezer)
862 {
863 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
864 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
865
866 MAP_OUT2 (arch, "map");
867
868 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time);
870 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime);
873 MAP_OUT (difficulty);
874
875 if (region) MAP_OUT2 (region, region->name);
876
877 if (shopitems)
878 {
879 char shop[MAX_BUF];
880 print_shop_string (this, shop);
881 MAP_OUT2 (shopitems, shop);
882 }
883
884 MAP_OUT (shopgreed);
885 MAP_OUT (shopmin);
886 MAP_OUT (shopmax);
887 if (shoprace) MAP_OUT (shoprace);
888 MAP_OUT (darkness);
889 MAP_OUT (width);
890 MAP_OUT (height);
891 MAP_OUT (enter_x);
892 MAP_OUT (enter_y);
893
894 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
895 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
896
897 MAP_OUT (outdoor);
898 MAP_OUT (temp);
899 MAP_OUT (pressure);
900 MAP_OUT (humid);
901 MAP_OUT (windspeed);
902 MAP_OUT (winddir);
903 MAP_OUT (sky);
904
905 MAP_OUT (per_player);
906 MAP_OUT (per_party);
907
908 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
909 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
910 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
911 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
912
913 freezer.put (this);
914 freezer.put (KW_end);
915
916 return true;
917 }
918
919 bool
920 maptile::_save_header (const char *path)
921 {
922 object_freezer freezer;
923
924 if (!_save_header (freezer))
925 return false;
926
927 return freezer.save (path);
928 }
929
930 /*
931 * Remove and free all objects in the given map.
932 */
933 void
934 maptile::clear ()
935 {
936 if (!spaces)
937 return;
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot)
941 {
942 if (op->head)
943 op = op->head;
944
945 op->destroy_inv (false);
946 op->destroy ();
947 }
948
949 sfree (spaces, size ()), spaces = 0;
950
951 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0;
953 }
954
955 void
956 maptile::clear_header ()
957 {
958 name = 0;
959 msg = 0;
960 maplore = 0;
961 shoprace = 0;
962 delete [] shopitems, shopitems = 0;
963
964 for (int i = 0; i < 4; i++)
965 tile_path [i] = 0;
966 }
967
968 maptile::~maptile ()
969 {
970 assert (destroyed ());
971 }
972
973 void
974 maptile::clear_links_to (maptile *m)
975 {
976 /* We need to look through all the maps and see if any maps
977 * are pointing at this one for tiling information. Since
978 * tiling can be asymetric, we just can not look to see which
979 * maps this map tiles with and clears those.
980 */
981 for (int i = 0; i < 4; i++)
982 if (tile_map[i] == m)
983 tile_map[i] = 0;
984 }
985
986 void
987 maptile::do_destroy ()
988 {
989 attachable::do_destroy ();
990
991 clear ();
992 }
993
994 /*
995 * Updates every button on the map (by calling update_button() for them).
996 */
997 void
998 maptile::update_buttons ()
999 {
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next)
1002 {
1003 if (!ol->ob)
1004 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1007 continue;
1008 }
1009
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 {
1012 update_button (ol->ob);
1013 break;
1014 }
1015 }
1016 }
1017
1018 /*
1019 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map.
1022 *
1023 * Difficulty can now be set by the map creature. If the value stored
1024 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation
1026 * is much better than this functions guesswork.
1027 */
1028 int
1029 maptile::estimate_difficulty () const
1030 {
1031 long monster_cnt = 0;
1032 double avgexp = 0;
1033 sint64 total_exp = 0;
1034
1035 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1036 for (object *op = ms->bot; op; op = op->above)
1037 {
1038 if (QUERY_FLAG (op, FLAG_MONSTER))
1039 {
1040 total_exp += op->stats.exp;
1041 monster_cnt++;
1042 }
1043
1044 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 {
1046 total_exp += op->stats.exp;
1047
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8;
1050
1051 monster_cnt++;
1052 }
1053 }
1054
1055 avgexp = (double) total_exp / monster_cnt;
1056
1057 for (int i = 1; i <= settings.max_level; i++)
1058 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1059 return i;
1060
1061 return 1;
1062 }
1063
1064 /* change_map_light() - used to change map light level (darkness)
1065 * up or down. Returns true if successful. It should now be
1066 * possible to change a value by more than 1.
1067 * Move this from los.c to map.c since this is more related
1068 * to maps than los.
1069 * postive values make it darker, negative make it brighter
1070 */
1071 int
1072 maptile::change_map_light (int change)
1073 {
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1078 return 0;
1079
1080 /* inform all players on the map */
1081 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085
1086 /* Do extra checking. since darkness is a unsigned value,
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097
1098 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this);
1100 return 1;
1101 }
1102
1103 /*
1104 * This function updates various attributes about a specific space
1105 * on the map (what it looks like, whether it blocks magic,
1106 * has a living creatures, prevents people from passing
1107 * through, etc)
1108 */
1109 void
1110 mapspace::update_ ()
1111 {
1112 object *tmp, *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0;
1114 New_Face *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117
1118 middle = blank_face;
1119 top = blank_face;
1120 floor = blank_face;
1121
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 {
1128 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius;
1135
1136 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this.
1141 *
1142 * Always put the player down for drawing.
1143 */
1144 if (!tmp->invisible)
1145 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 {
1153 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them.
1155 */
1156 middle = blank_face;
1157 top = blank_face;
1158 floor = tmp->face;
1159 floor_obj = tmp;
1160 }
1161 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp;
1167 anywhere = 1;
1168 }
1169 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the
1171 * top
1172 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp;
1177 }
1178 }
1179
1180 if (tmp == tmp->above)
1181 {
1182 LOG (llevError, "Error in structure of map\n");
1183 exit (-1);
1184 }
1185
1186 move_slow |= tmp->move_slow;
1187 move_block |= tmp->move_block;
1188 move_on |= tmp->move_on;
1189 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow;
1191
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 }
1199
1200 this->light = light;
1201 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on;
1204 this->move_off = move_off;
1205 this->move_slow = move_slow;
1206
1207 /* At this point, we have a floor face (if there is a floor),
1208 * and the floor is set - we are not going to touch it at
1209 * this point.
1210 * middle contains the highest visibility face.
1211 * top contains a player/monster face, if there is one.
1212 *
1213 * We now need to fill in top.face and/or middle.face.
1214 */
1215
1216 /* If the top face also happens to be high visibility, re-do our
1217 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects.
1220 */
1221 if (top == middle)
1222 middle = blank_face;
1223
1224 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both.
1228 */
1229
1230 for (tmp = last; tmp; tmp = tmp->below)
1231 {
1232 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break;
1235
1236 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face))
1238 break;
1239
1240 /* Only show visible faces */
1241 if (!tmp->invisible)
1242 {
1243 /* Fill in top if needed */
1244 if (top == blank_face)
1245 {
1246 top = tmp->face;
1247 top_obj = tmp;
1248 if (top == middle)
1249 middle = blank_face;
1250 }
1251 else
1252 {
1253 /* top is already set - we should only get here if
1254 * middle is not set
1255 *
1256 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since
1258 *
1259 */
1260 if (tmp->face != top)
1261 {
1262 middle = tmp->face;
1263 middle_obj = tmp;
1264 break;
1265 }
1266 }
1267 }
1268 }
1269
1270 if (middle == floor)
1271 middle = blank_face;
1272
1273 if (top == middle)
1274 middle = blank_face;
1275
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1279 }
1280
1281 /* this updates the orig_map->tile_map[tile_num] value after finding
1282 * the map. It also takes care of linking back the freshly found
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286 static inline maptile *
1287 find_and_link (maptile *orig_map, int tile_num)
1288 {
1289 maptile *mp = orig_map->tile_map [tile_num];
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305
1306 int dest_tile = (tile_num + 2) % 4;
1307
1308 orig_map->tile_map [tile_num] = mp;
1309
1310 // optimisation: back-link map to origin map if euclidean
1311 //TODO: non-euclidean maps MUST GO
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314
1315 return mp;
1316 }
1317
1318 static inline void
1319 load_and_link (maptile *orig_map, int tile_num)
1320 {
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322 }
1323
1324 /* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed.
1327 * This is the function should always be used when it
1328 * necessary to check for valid coordinates.
1329 * This function will recursively call itself for the
1330 * tiled maps.
1331 */
1332 int
1333 out_of_map (maptile *m, int x, int y)
1334 {
1335 /* If we get passed a null map, this is obviously the
1336 * case. This generally shouldn't happen, but if the
1337 * map loads fail below, it could happen.
1338 */
1339 if (!m)
1340 return 0;
1341
1342 if (x < 0)
1343 {
1344 if (!m->tile_path[3])
1345 return 1;
1346
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 }
1352
1353 if (x >= m->width)
1354 {
1355 if (!m->tile_path[1])
1356 return 1;
1357
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y);
1362 }
1363
1364 if (y < 0)
1365 {
1366 if (!m->tile_path[0])
1367 return 1;
1368
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 }
1374
1375 if (y >= m->height)
1376 {
1377 if (!m->tile_path[2])
1378 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382
1383 return out_of_map (m->tile_map[2], x, y - m->height);
1384 }
1385
1386 /* Simple case - coordinates are within this local
1387 * map.
1388 */
1389 return 0;
1390 }
1391
1392 /* This is basically the same as out_of_map above, but
1393 * instead we return NULL if no map is valid (coordinates
1394 * out of bounds and no tiled map), otherwise it returns
1395 * the map as that the coordinates are really on, and
1396 * updates x and y to be the localised coordinates.
1397 * Using this is more efficient of calling out_of_map
1398 * and then figuring out what the real map is
1399 */
1400 maptile *
1401 maptile::xy_find (sint16 &x, sint16 &y)
1402 {
1403 if (x < 0)
1404 {
1405 if (!tile_path[3])
1406 return 0;
1407
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y);
1411 }
1412
1413 if (x >= width)
1414 {
1415 if (!tile_path[1])
1416 return 0;
1417
1418 find_and_link (this, 1);
1419 x -= width;
1420 return tile_map[1]->xy_find (x, y);
1421 }
1422
1423 if (y < 0)
1424 {
1425 if (!tile_path[0])
1426 return 0;
1427
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y);
1431 }
1432
1433 if (y >= height)
1434 {
1435 if (!tile_path[2])
1436 return 0;
1437
1438 find_and_link (this, 2);
1439 y -= height;
1440 return tile_map[2]->xy_find (x, y);
1441 }
1442
1443 /* Simple case - coordinates are within this local
1444 * map.
1445 */
1446 return this;
1447 }
1448
1449 /**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy.
1452 */
1453 static int
1454 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455 {
1456 if (!map1 || !map2)
1457 return 0;
1458
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2)
1462 {
1463 *dx = 0;
1464 *dy = 0;
1465 }
1466 else if (map1->tile_map[0] == map2)
1467 { /* up */
1468 *dx = 0;
1469 *dy = -map2->height;
1470 }
1471 else if (map1->tile_map[1] == map2)
1472 { /* right */
1473 *dx = map1->width;
1474 *dy = 0;
1475 }
1476 else if (map1->tile_map[2] == map2)
1477 { /* down */
1478 *dx = 0;
1479 *dy = map1->height;
1480 }
1481 else if (map1->tile_map[3] == map2)
1482 { /* left */
1483 *dx = -map2->width;
1484 *dy = 0;
1485 }
1486 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1487 { /* up right */
1488 *dx = map1->tile_map[0]->width;
1489 *dy = -map1->tile_map[0]->height;
1490 }
1491 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1492 { /* up left */
1493 *dx = -map2->width;
1494 *dy = -map1->tile_map[0]->height;
1495 }
1496 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1497 { /* right up */
1498 *dx = map1->width;
1499 *dy = -map2->height;
1500 }
1501 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1502 { /* right down */
1503 *dx = map1->width;
1504 *dy = map1->tile_map[1]->height;
1505 }
1506 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1507 { /* down right */
1508 *dx = map1->tile_map[2]->width;
1509 *dy = map1->height;
1510 }
1511 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1512 { /* down left */
1513 *dx = -map2->width;
1514 *dy = map1->height;
1515 }
1516 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1517 { /* left up */
1518 *dx = -map1->tile_map[3]->width;
1519 *dy = -map2->height;
1520 }
1521 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1522 { /* left down */
1523 *dx = -map1->tile_map[3]->width;
1524 *dy = map1->tile_map[3]->height;
1525 }
1526 else
1527 return 0;
1528
1529 return 1;
1530 }
1531
1532 maptile *
1533 maptile::xy_load (sint16 &x, sint16 &y)
1534 {
1535 maptile *map = xy_find (x, y);
1536
1537 if (map)
1538 map->load_sync ();
1539
1540 return map;
1541 }
1542
1543 maptile *
1544 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1545 {
1546 return m->xy_load (*x, *y);
1547 }
1548
1549 /* From map.c
1550 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the
1556 * monster that is closest.
1557 *
1558 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2.
1560 * We already trust that the caller has verified that the
1561 * two objects are at least on adjacent maps. If not,
1562 * results are not likely to be what is desired.
1563 * if the objects are not on maps, results are also likely to
1564 * be unexpected
1565 *
1566 * currently, the only flag supported (0x1) is don't translate for
1567 * closest body part of 'op1'
1568 */
1569 void
1570 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571 {
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 {
1574 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000;
1576 retval->distance_x = 32767;
1577 retval->distance_y = 32767;
1578 retval->direction = 0;
1579 retval->part = 0;
1580 }
1581 else
1582 {
1583 object *best;
1584
1585 retval->distance_x += op2->x - op1->x;
1586 retval->distance_y += op2->y - op1->y;
1587
1588 best = op1;
1589 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more)
1591 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594
1595 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works.
1600 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1602 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance)
1606 {
1607 best_distance = tmpi;
1608 best = tmp;
1609 }
1610 }
1611 if (best != op1)
1612 {
1613 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y;
1615 }
1616 }
1617 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 }
1621 }
1622
1623 /* this is basically the same as get_rangevector above, but instead of
1624 * the first parameter being an object, it instead is the map
1625 * and x,y coordinates - this is used for path to player -
1626 * since the object is not infact moving but we are trying to traverse
1627 * the path, we need this.
1628 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL.
1632 */
1633
1634 void
1635 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1636 {
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 {
1639 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000;
1641 retval->distance_x = 32767;
1642 retval->distance_y = 32767;
1643 retval->direction = 0;
1644 retval->part = 0;
1645 }
1646 else
1647 {
1648 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y;
1650
1651 retval->part = NULL;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 }
1655 }
1656
1657 /* Returns true of op1 and op2 are effectively on the same map
1658 * (as related to map tiling). Note that this looks for a path from
1659 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1660 * to op1, this will still return false.
1661 * Note we only look one map out to keep the processing simple
1662 * and efficient. This could probably be a macro.
1663 * MSW 2001-08-05
1664 */
1665 int
1666 on_same_map (const object *op1, const object *op2)
1667 {
1668 int dx, dy;
1669
1670 return adjacent_map (op1->map, op2->map, &dx, &dy);
1671 }
1672
1673 object *
1674 maptile::insert (object *op, int x, int y, object *originator, int flags)
1675 {
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680 }
1681