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Revision: 1.74
Committed: Sun Jan 14 23:35:03 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +1 -1 lines
Log Message:
- potentially fix the bug associated with
  2007-01-14 18:51:45.228 find_nearest_living_creature: map /mlab/cwdccastleofmarquis3 (40,44) has is_alive set but did not find a monster?

a) the mesage seemed to be totally bogus. P_IS_ALIVE means something with FLAG_IS_ALIVE is here, not a monster or anything else.
b) map flags caching was disabled due to my stupidity, probably causing high cpu usage.
c) ymmv

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 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509 #endif
510
511 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above)
513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1;
519
520 if (!op->can_map_save ())
521 continue;
522
523 if (unique || op->flag [FLAG_UNIQUE])
524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
530 }
531 }
532
533 return true;
534 }
535
536 bool
537 maptile::_load_objects (const char *path, bool skip_header)
538 {
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556 }
557
558 bool
559 maptile::_save_objects (const char *path, int flags)
560 {
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567 }
568
569 maptile::maptile ()
570 {
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
575 */
576 width = 16;
577 height = 16;
578 reset_timeout = 0;
579 timeout = 300;
580 enter_x = 0;
581 enter_y = 0;
582 }
583
584 maptile::maptile (int w, int h)
585 {
586 in_memory = MAP_SWAPPED;
587
588 width = w;
589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
594
595 alloc ();
596 }
597
598 /*
599 * Allocates the arrays contained in a maptile.
600 * This basically allocates the dynamic array of spaces for the
601 * map.
602 */
603 void
604 maptile::alloc ()
605 {
606 if (spaces)
607 return;
608
609 spaces = salloc0<mapspace> (size ());
610 }
611
612 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
613 * corresponding to that string. Memory is allocated for this, it must be freed
614 * at a later date.
615 * Called by parse_map_headers below.
616 */
617 static shopitems *
618 parse_shop_string (const char *input_string)
619 {
620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
621 shopitems *items = NULL;
622 int i = 0, number_of_entries = 0;
623 const typedata *current_type;
624
625 shop_string = strdup (input_string);
626 p = shop_string;
627 /* first we'll count the entries, we'll need that for allocating the array shortly */
628 while (p)
629 {
630 p = strchr (p, ';');
631 number_of_entries++;
632 if (p)
633 p++;
634 }
635
636 p = shop_string;
637 strip_endline (p);
638 items = new shopitems[number_of_entries + 1];
639 for (i = 0; i < number_of_entries; i++)
640 {
641 if (!p)
642 {
643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
644 break;
645 }
646
647 next_semicolon = strchr (p, ';');
648 next_colon = strchr (p, ':');
649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
654 {
655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
656 current_type = get_typedata (items[i].typenum);
657 if (current_type)
658 {
659 items[i].name = current_type->name;
660 items[i].name_pl = current_type->name_pl;
661 }
662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
684 items[i].index = number_of_entries;
685 if (next_semicolon)
686 p = ++next_semicolon;
687 else
688 p = NULL;
689 }
690
691 free (shop_string);
692 return items;
693 }
694
695 /* opposite of parse string, this puts the string that was originally fed in to
696 * the map (or something equivilent) into output_string. */
697 static void
698 print_shop_string (maptile *m, char *output_string)
699 {
700 int i;
701 char tmp[MAX_BUF];
702
703 strcpy (output_string, "");
704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
706 if (m->shopitems[i].typenum)
707 {
708 if (m->shopitems[i].strength)
709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
710 else
711 sprintf (tmp, "%s;", m->shopitems[i].name);
712 }
713 else
714 {
715 if (m->shopitems[i].strength)
716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
717 else
718 sprintf (tmp, "*");
719 }
720
721 strcat (output_string, tmp);
722 }
723 }
724
725 /* This loads the header information of the map. The header
726 * contains things like difficulty, size, timeout, etc.
727 * this used to be stored in the map object, but with the
728 * addition of tiling, fields beyond that easily named in an
729 * object structure were needed, so it just made sense to
730 * put all the stuff in the map object so that names actually make
731 * sense.
732 * This could be done in lex (like the object loader), but I think
733 * currently, there are few enough fields this is not a big deal.
734 * MSW 2001-07-01
735 */
736 bool
737 maptile::_load_header (object_thawer &thawer)
738 {
739 for (;;)
740 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw)
744 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
816 }
817 }
818
819 abort ();
820 }
821
822 bool
823 maptile::_load_header (const char *path)
824 {
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return _load_header (thawer);
831 }
832
833 /******************************************************************************
834 * This is the start of unique map handling code
835 *****************************************************************************/
836
837 /* This goes through the maptile and removed any unique items on the map. */
838 void
839 maptile::clear_unique_items ()
840 {
841 for (int i = 0; i < size (); ++i)
842 {
843 int unique = 0;
844 for (object *op = spaces [i].bot; op; )
845 {
846 object *above = op->above;
847
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1;
850
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy ();
855 }
856
857 op = above;
858 }
859 }
860 }
861
862 bool
863 maptile::_save_header (object_freezer &freezer)
864 {
865 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
866 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867
868 MAP_OUT2 (arch, "map");
869
870 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time);
872 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name);
878
879 if (shopitems)
880 {
881 char shop[MAX_BUF];
882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
884 }
885
886 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin);
888 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness);
891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
895
896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898
899 MAP_OUT (outdoor);
900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919 }
920
921 bool
922 maptile::_save_header (const char *path)
923 {
924 object_freezer freezer;
925
926 if (!_save_header (freezer))
927 return false;
928
929 return freezer.save (path);
930 }
931
932 /*
933 * Remove and free all objects in the given map.
934 */
935 void
936 maptile::clear ()
937 {
938 if (!spaces)
939 return;
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot)
943 {
944 if (op->head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 op->destroy ();
949 }
950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955 }
956
957 void
958 maptile::clear_header ()
959 {
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968 }
969
970 maptile::~maptile ()
971 {
972 assert (destroyed ());
973 }
974
975 void
976 maptile::clear_links_to (maptile *m)
977 {
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986 }
987
988 void
989 maptile::do_destroy ()
990 {
991 attachable::do_destroy ();
992
993 clear ();
994 }
995
996 /*
997 * Updates every button on the map (by calling update_button() for them).
998 */
999 void
1000 maptile::update_buttons ()
1001 {
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1004 {
1005 if (!ol->ob)
1006 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009 continue;
1010 }
1011
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 {
1014 update_button (ol->ob);
1015 break;
1016 }
1017 }
1018 }
1019
1020 /*
1021 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level,
1023 * but does have a lot to do with treasure on the map.
1024 *
1025 * Difficulty can now be set by the map creature. If the value stored
1026 * in the map is zero, then use this routine. Maps should really
1027 * have a difficulty set than using this function - human calculation
1028 * is much better than this functions guesswork.
1029 */
1030 int
1031 maptile::estimate_difficulty () const
1032 {
1033 long monster_cnt = 0;
1034 double avgexp = 0;
1035 sint64 total_exp = 0;
1036
1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038 for (object *op = ms->bot; op; op = op->above)
1039 {
1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1041 {
1042 total_exp += op->stats.exp;
1043 monster_cnt++;
1044 }
1045
1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 {
1048 total_exp += op->stats.exp;
1049
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8;
1052
1053 monster_cnt++;
1054 }
1055 }
1056
1057 avgexp = (double) total_exp / monster_cnt;
1058
1059 for (int i = 1; i <= settings.max_level; i++)
1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1061 return i;
1062
1063 return 1;
1064 }
1065
1066 /* change_map_light() - used to change map light level (darkness)
1067 * up or down. Returns true if successful. It should now be
1068 * possible to change a value by more than 1.
1069 * Move this from los.c to map.c since this is more related
1070 * to maps than los.
1071 * postive values make it darker, negative make it brighter
1072 */
1073 int
1074 maptile::change_map_light (int change)
1075 {
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1080 return 0;
1081
1082 /* inform all players on the map */
1083 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087
1088 /* Do extra checking. since darkness is a unsigned value,
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099
1100 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this);
1102 return 1;
1103 }
1104
1105 /*
1106 * This function updates various attributes about a specific space
1107 * on the map (what it looks like, whether it blocks magic,
1108 * has a living creatures, prevents people from passing
1109 * through, etc)
1110 */
1111 void
1112 mapspace::update_ ()
1113 {
1114 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119
1120 middle = blank_face;
1121 top = blank_face;
1122 floor = blank_face;
1123
1124 middle_obj = 0;
1125 top_obj = 0;
1126 floor_obj = 0;
1127
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 {
1130 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1137
1138 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the
1142 * functions the move_player calls eventualy call this.
1143 *
1144 * Always put the player down for drawing.
1145 */
1146 if (!tmp->invisible)
1147 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1155 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them.
1157 */
1158 middle = blank_face;
1159 top = blank_face;
1160 floor = tmp->face;
1161 floor_obj = tmp;
1162 }
1163 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp;
1169 anywhere = 1;
1170 }
1171 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the
1173 * top
1174 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp;
1179 }
1180 }
1181
1182 if (tmp == tmp->above)
1183 {
1184 LOG (llevError, "Error in structure of map\n");
1185 exit (-1);
1186 }
1187
1188 move_slow |= tmp->move_slow;
1189 move_block |= tmp->move_block;
1190 move_on |= tmp->move_on;
1191 move_off |= tmp->move_off;
1192 move_allow |= tmp->move_allow;
1193
1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 }
1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1209 /* At this point, we have a floor face (if there is a floor),
1210 * and the floor is set - we are not going to touch it at
1211 * this point.
1212 * middle contains the highest visibility face.
1213 * top contains a player/monster face, if there is one.
1214 *
1215 * We now need to fill in top.face and/or middle.face.
1216 */
1217
1218 /* If the top face also happens to be high visibility, re-do our
1219 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects.
1222 */
1223 if (top == middle)
1224 middle = blank_face;
1225
1226 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both.
1230 */
1231
1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1234 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1237
1238 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1241
1242 /* Only show visible faces */
1243 if (!tmp->invisible)
1244 {
1245 /* Fill in top if needed */
1246 if (top == blank_face)
1247 {
1248 top = tmp->face;
1249 top_obj = tmp;
1250 if (top == middle)
1251 middle = blank_face;
1252 }
1253 else
1254 {
1255 /* top is already set - we should only get here if
1256 * middle is not set
1257 *
1258 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since
1260 *
1261 */
1262 if (tmp->face != top)
1263 {
1264 middle = tmp->face;
1265 middle_obj = tmp;
1266 break;
1267 }
1268 }
1269 }
1270 }
1271
1272 if (middle == floor)
1273 middle = blank_face;
1274
1275 if (top == middle)
1276 middle = blank_face;
1277
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1281 }
1282
1283 /* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288 static inline maptile *
1289 find_and_link (maptile *orig_map, int tile_num)
1290 {
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1308 int dest_tile = (tile_num + 2) % 4;
1309
1310 orig_map->tile_map [tile_num] = mp;
1311
1312 // optimisation: back-link map to origin map if euclidean
1313 //TODO: non-euclidean maps MUST GO
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316
1317 return mp;
1318 }
1319
1320 static inline void
1321 load_and_link (maptile *orig_map, int tile_num)
1322 {
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324 }
1325
1326 /* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed.
1329 * This is the function should always be used when it
1330 * necessary to check for valid coordinates.
1331 * This function will recursively call itself for the
1332 * tiled maps.
1333 */
1334 int
1335 out_of_map (maptile *m, int x, int y)
1336 {
1337 /* If we get passed a null map, this is obviously the
1338 * case. This generally shouldn't happen, but if the
1339 * map loads fail below, it could happen.
1340 */
1341 if (!m)
1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
1392 }
1393
1394 /* This is basically the same as out_of_map above, but
1395 * instead we return NULL if no map is valid (coordinates
1396 * out of bounds and no tiled map), otherwise it returns
1397 * the map as that the coordinates are really on, and
1398 * updates x and y to be the localised coordinates.
1399 * Using this is more efficient of calling out_of_map
1400 * and then figuring out what the real map is
1401 */
1402 maptile *
1403 maptile::xy_find (sint16 &x, sint16 &y)
1404 {
1405 if (x < 0)
1406 {
1407 if (!tile_path[3])
1408 return 0;
1409
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
1416 {
1417 if (!tile_path[1])
1418 return 0;
1419
1420 find_and_link (this, 1);
1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
1426 {
1427 if (!tile_path[0])
1428 return 0;
1429
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
1436 {
1437 if (!tile_path[2])
1438 return 0;
1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
1445 /* Simple case - coordinates are within this local
1446 * map.
1447 */
1448 return this;
1449 }
1450
1451 /**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy.
1454 */
1455 static int
1456 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457 {
1458 if (!map1 || !map2)
1459 return 0;
1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2)
1464 {
1465 *dx = 0;
1466 *dy = 0;
1467 }
1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
1470 *dx = 0;
1471 *dy = -map2->height;
1472 }
1473 else if (map1->tile_map[1] == map2)
1474 { /* right */
1475 *dx = map1->width;
1476 *dy = 0;
1477 }
1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
1480 *dx = 0;
1481 *dy = map1->height;
1482 }
1483 else if (map1->tile_map[3] == map2)
1484 { /* left */
1485 *dx = -map2->width;
1486 *dy = 0;
1487 }
1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
1490 *dx = map1->tile_map[0]->width;
1491 *dy = -map1->tile_map[0]->height;
1492 }
1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1494 { /* up left */
1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1499 { /* right up */
1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1504 { /* right down */
1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
1510 *dx = map1->tile_map[2]->width;
1511 *dy = map1->height;
1512 }
1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1514 { /* down left */
1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
1520 *dx = -map1->tile_map[3]->width;
1521 *dy = -map2->height;
1522 }
1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
1525 *dx = -map1->tile_map[3]->width;
1526 *dy = map1->tile_map[3]->height;
1527 }
1528 else
1529 return 0;
1530
1531 return 1;
1532 }
1533
1534 maptile *
1535 maptile::xy_load (sint16 &x, sint16 &y)
1536 {
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543 }
1544
1545 maptile *
1546 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547 {
1548 return m->xy_load (*x, *y);
1549 }
1550
1551 /* From map.c
1552 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the
1558 * monster that is closest.
1559 *
1560 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2.
1562 * We already trust that the caller has verified that the
1563 * two objects are at least on adjacent maps. If not,
1564 * results are not likely to be what is desired.
1565 * if the objects are not on maps, results are also likely to
1566 * be unexpected
1567 *
1568 * currently, the only flag supported (0x1) is don't translate for
1569 * closest body part of 'op1'
1570 */
1571 void
1572 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573 {
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
1576 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000;
1578 retval->distance_x = 32767;
1579 retval->distance_y = 32767;
1580 retval->direction = 0;
1581 retval->part = 0;
1582 }
1583 else
1584 {
1585 object *best;
1586
1587 retval->distance_x += op2->x - op1->x;
1588 retval->distance_y += op2->y - op1->y;
1589
1590 best = op1;
1591 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more)
1593 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596
1597 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works.
1602 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance)
1608 {
1609 best_distance = tmpi;
1610 best = tmp;
1611 }
1612 }
1613 if (best != op1)
1614 {
1615 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y;
1617 }
1618 }
1619 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 }
1623 }
1624
1625 /* this is basically the same as get_rangevector above, but instead of
1626 * the first parameter being an object, it instead is the map
1627 * and x,y coordinates - this is used for path to player -
1628 * since the object is not infact moving but we are trying to traverse
1629 * the path, we need this.
1630 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL.
1634 */
1635
1636 void
1637 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638 {
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
1641 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000;
1643 retval->distance_x = 32767;
1644 retval->distance_y = 32767;
1645 retval->direction = 0;
1646 retval->part = 0;
1647 }
1648 else
1649 {
1650 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y;
1652
1653 retval->part = NULL;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 }
1657 }
1658
1659 /* Returns true of op1 and op2 are effectively on the same map
1660 * (as related to map tiling). Note that this looks for a path from
1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1662 * to op1, this will still return false.
1663 * Note we only look one map out to keep the processing simple
1664 * and efficient. This could probably be a macro.
1665 * MSW 2001-08-05
1666 */
1667 int
1668 on_same_map (const object *op1, const object *op2)
1669 {
1670 int dx, dy;
1671
1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
1673 }
1674
1675 object *
1676 maptile::insert (object *op, int x, int y, object *originator, int flags)
1677 {
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682 }
1683