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/cvs/deliantra/server/common/map.C
Revision: 1.78
Committed: Fri Jan 19 17:50:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.77: +1 -1 lines
Log Message:
- rename Animations => animation
- rename New_Face => facetile
- add but do not implement some generic loader framework classes

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 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the
238 * multipart object and makes sure they can be inserted.
239 *
240 * While this doesn't call out of map, the get_map_flags does.
241 *
242 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases,
244 * a call to one would follow the other, doesn't make a lot of sense to
245 * have two seperate functions for this.
246 *
247 * This returns nonzero if this arch can not go on the space provided,
248 * 0 otherwise. the return value will contain the P_.. value
249 * so the caller can know why this object can't go on the map.
250 * Note that callers should not expect P_NEW_MAP to be set
251 * in return codes - since the object is multispace - if
252 * we did return values, what do you return if half the object
253 * is one map, half on another.
254 *
255 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type
257 * against the move_block values.
258 */
259 int
260 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261 {
262 archetype *tmp;
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 }
276
277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280
281 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
285
286 mapspace &ms = m1->at (sx, sy);
287
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
295
296 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object.
298 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
300 return P_NO_PASS;
301 }
302
303 return 0;
304 }
305
306 /* When the map is loaded, load_object does not actually insert objects
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312 void
313 fix_container (object *container)
314 {
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332 }
333
334 void
335 maptile::set_object_flag (int flag, int value)
336 {
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
343 }
344
345 /* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save
349 * the more sections and not re-add sections for them.
350 */
351 void
352 maptile::link_multipart_objects ()
353 {
354 if (!spaces)
355 return;
356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; )
359 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 }
393
394 tmp = above;
395 }
396 }
397
398 /*
399 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */
403 bool
404 maptile::_load_objects (object_thawer &thawer)
405 {
406 int unique;
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 {
414 /* if the archetype for the object is null, means that we
415 * got an invalid object. Don't do anything with it - the game
416 * or editor will not be able to do anything with it either.
417 */
418 if (op->arch == NULL)
419 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
421 continue;
422 }
423
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
437 op->head = prev, last_more->more = op, last_more = op;
438 break;
439 }
440
441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447 #if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462 #endif
463
464 return true;
465 }
466
467 void
468 maptile::activate ()
469 {
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476 }
477
478 void
479 maptile::deactivate ()
480 {
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487 }
488
489 bool
490 maptile::_save_objects (object_freezer &freezer, int flags)
491 {
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 _save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508 #endif
509
510 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above)
512 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1;
518
519 if (!op->can_map_save ())
520 continue;
521
522 if (unique || op->flag [FLAG_UNIQUE])
523 {
524 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1);
526 }
527 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1);
529 }
530 }
531
532 return true;
533 }
534
535 bool
536 maptile::_load_objects (const char *path, bool skip_header)
537 {
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555 }
556
557 bool
558 maptile::_save_objects (const char *path, int flags)
559 {
560 object_freezer freezer;
561
562 if (!_save_objects (freezer, flags))
563 return false;
564
565 return freezer.save (path);
566 }
567
568 maptile::maptile ()
569 {
570 in_memory = MAP_SWAPPED;
571
572 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour.
574 */
575 width = 16;
576 height = 16;
577 reset_timeout = 0;
578 timeout = 300;
579 enter_x = 0;
580 enter_y = 0;
581 }
582
583 maptile::maptile (int w, int h)
584 {
585 in_memory = MAP_SWAPPED;
586
587 width = w;
588 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
593
594 alloc ();
595 }
596
597 /*
598 * Allocates the arrays contained in a maptile.
599 * This basically allocates the dynamic array of spaces for the
600 * map.
601 */
602 void
603 maptile::alloc ()
604 {
605 if (spaces)
606 return;
607
608 spaces = salloc0<mapspace> (size ());
609 }
610
611 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
612 * corresponding to that string. Memory is allocated for this, it must be freed
613 * at a later date.
614 * Called by parse_map_headers below.
615 */
616 static shopitems *
617 parse_shop_string (const char *input_string)
618 {
619 char *shop_string, *p, *q, *next_semicolon, *next_colon;
620 shopitems *items = NULL;
621 int i = 0, number_of_entries = 0;
622 const typedata *current_type;
623
624 shop_string = strdup (input_string);
625 p = shop_string;
626 /* first we'll count the entries, we'll need that for allocating the array shortly */
627 while (p)
628 {
629 p = strchr (p, ';');
630 number_of_entries++;
631 if (p)
632 p++;
633 }
634
635 p = shop_string;
636 strip_endline (p);
637 items = new shopitems[number_of_entries + 1];
638 for (i = 0; i < number_of_entries; i++)
639 {
640 if (!p)
641 {
642 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
643 break;
644 }
645
646 next_semicolon = strchr (p, ';');
647 next_colon = strchr (p, ':');
648 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
649 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
650 items[i].strength = atoi (strchr (p, ':') + 1);
651
652 if (isdigit (*p) || *p == '*')
653 {
654 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
655 current_type = get_typedata (items[i].typenum);
656 if (current_type)
657 {
658 items[i].name = current_type->name;
659 items[i].name_pl = current_type->name_pl;
660 }
661 }
662 else
663 { /*we have a named type, let's figure out what it is */
664 q = strpbrk (p, ";:");
665 if (q)
666 *q = '\0';
667
668 current_type = get_typedata_by_name (p);
669 if (current_type)
670 {
671 items[i].name = current_type->name;
672 items[i].typenum = current_type->number;
673 items[i].name_pl = current_type->name_pl;
674 }
675 else
676 { /* oh uh, something's wrong, let's free up this one, and try
677 * the next entry while we're at it, better print a warning
678 */
679 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680 }
681 }
682
683 items[i].index = number_of_entries;
684 if (next_semicolon)
685 p = ++next_semicolon;
686 else
687 p = NULL;
688 }
689
690 free (shop_string);
691 return items;
692 }
693
694 /* opposite of parse string, this puts the string that was originally fed in to
695 * the map (or something equivilent) into output_string. */
696 static void
697 print_shop_string (maptile *m, char *output_string)
698 {
699 int i;
700 char tmp[MAX_BUF];
701
702 strcpy (output_string, "");
703 for (i = 0; i < m->shopitems[0].index; i++)
704 {
705 if (m->shopitems[i].typenum)
706 {
707 if (m->shopitems[i].strength)
708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
709 else
710 sprintf (tmp, "%s;", m->shopitems[i].name);
711 }
712 else
713 {
714 if (m->shopitems[i].strength)
715 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
716 else
717 sprintf (tmp, "*");
718 }
719
720 strcat (output_string, tmp);
721 }
722 }
723
724 /* This loads the header information of the map. The header
725 * contains things like difficulty, size, timeout, etc.
726 * this used to be stored in the map object, but with the
727 * addition of tiling, fields beyond that easily named in an
728 * object structure were needed, so it just made sense to
729 * put all the stuff in the map object so that names actually make
730 * sense.
731 * This could be done in lex (like the object loader), but I think
732 * currently, there are few enough fields this is not a big deal.
733 * MSW 2001-07-01
734 */
735 bool
736 maptile::_load_header (object_thawer &thawer)
737 {
738 for (;;)
739 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw)
743 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg);
758 break;
759
760 case KW_lore: // CF+ extension
761 thawer.get_ml (KW_endlore, maplore);
762 break;
763
764 case KW_maplore:
765 thawer.get_ml (KW_endmaplore, maplore);
766 break;
767
768 case KW_arch:
769 if (strcmp (thawer.get_str (), "map"))
770 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
771 break;
772
773 case KW_oid:
774 thawer.get (this, thawer.get_sint32 ());
775 break;
776
777 case KW_file_format_version: break; // nop
778
779 case KW_name: thawer.get (name); break;
780 case KW_attach: thawer.get (attach); break;
781 case KW_reset_time: thawer.get (reset_time); break;
782 case KW_shopgreed: thawer.get (shopgreed); break;
783 case KW_shopmin: thawer.get (shopmin); break;
784 case KW_shopmax: thawer.get (shopmax); break;
785 case KW_shoprace: thawer.get (shoprace); break;
786 case KW_outdoor: thawer.get (outdoor); break;
787 case KW_temp: thawer.get (temp); break;
788 case KW_pressure: thawer.get (pressure); break;
789 case KW_humid: thawer.get (humid); break;
790 case KW_windspeed: thawer.get (windspeed); break;
791 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break;
793
794 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break;
796
797 case KW_region: get_region_by_name (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799
800 // old names new names
801 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
802 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
803 case KW_x: case KW_width: thawer.get (width); break;
804 case KW_y: case KW_height: thawer.get (height); break;
805 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
806 case KW_value: case KW_swap_time: thawer.get (timeout); break;
807 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
808 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
809 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
810
811 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break;
815 }
816 }
817
818 abort ();
819 }
820
821 bool
822 maptile::_load_header (const char *path)
823 {
824 object_thawer thawer (path);
825
826 if (!thawer)
827 return false;
828
829 return _load_header (thawer);
830 }
831
832 /******************************************************************************
833 * This is the start of unique map handling code
834 *****************************************************************************/
835
836 /* This goes through the maptile and removed any unique items on the map. */
837 void
838 maptile::clear_unique_items ()
839 {
840 for (int i = 0; i < size (); ++i)
841 {
842 int unique = 0;
843 for (object *op = spaces [i].bot; op; )
844 {
845 object *above = op->above;
846
847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
848 unique = 1;
849
850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
851 {
852 op->destroy_inv (false);
853 op->destroy ();
854 }
855
856 op = above;
857 }
858 }
859 }
860
861 bool
862 maptile::_save_header (object_freezer &freezer)
863 {
864 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
865 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
866
867 MAP_OUT2 (arch, "map");
868
869 if (name) MAP_OUT (name);
870 MAP_OUT (swap_time);
871 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime);
874 MAP_OUT (difficulty);
875
876 if (region) MAP_OUT2 (region, region->name);
877
878 if (shopitems)
879 {
880 char shop[MAX_BUF];
881 print_shop_string (this, shop);
882 MAP_OUT2 (shopitems, shop);
883 }
884
885 MAP_OUT (shopgreed);
886 MAP_OUT (shopmin);
887 MAP_OUT (shopmax);
888 if (shoprace) MAP_OUT (shoprace);
889 MAP_OUT (darkness);
890 MAP_OUT (width);
891 MAP_OUT (height);
892 MAP_OUT (enter_x);
893 MAP_OUT (enter_y);
894
895 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
896 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
897
898 MAP_OUT (outdoor);
899 MAP_OUT (temp);
900 MAP_OUT (pressure);
901 MAP_OUT (humid);
902 MAP_OUT (windspeed);
903 MAP_OUT (winddir);
904 MAP_OUT (sky);
905
906 MAP_OUT (per_player);
907 MAP_OUT (per_party);
908
909 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
910 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
911 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
912 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
913
914 freezer.put (this);
915 freezer.put (KW_end);
916
917 return true;
918 }
919
920 bool
921 maptile::_save_header (const char *path)
922 {
923 object_freezer freezer;
924
925 if (!_save_header (freezer))
926 return false;
927
928 return freezer.save (path);
929 }
930
931 /*
932 * Remove and free all objects in the given map.
933 */
934 void
935 maptile::clear ()
936 {
937 if (!spaces)
938 return;
939
940 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941 while (object *op = ms->bot)
942 {
943 if (op->head)
944 op = op->head;
945
946 op->destroy_inv (false);
947 op->destroy ();
948 }
949
950 sfree (spaces, size ()), spaces = 0;
951
952 if (buttons)
953 free_objectlinkpt (buttons), buttons = 0;
954 }
955
956 void
957 maptile::clear_header ()
958 {
959 name = 0;
960 msg = 0;
961 maplore = 0;
962 shoprace = 0;
963 delete [] shopitems, shopitems = 0;
964
965 for (int i = 0; i < 4; i++)
966 tile_path [i] = 0;
967 }
968
969 maptile::~maptile ()
970 {
971 assert (destroyed ());
972 }
973
974 void
975 maptile::clear_links_to (maptile *m)
976 {
977 /* We need to look through all the maps and see if any maps
978 * are pointing at this one for tiling information. Since
979 * tiling can be asymetric, we just can not look to see which
980 * maps this map tiles with and clears those.
981 */
982 for (int i = 0; i < 4; i++)
983 if (tile_map[i] == m)
984 tile_map[i] = 0;
985 }
986
987 void
988 maptile::do_destroy ()
989 {
990 attachable::do_destroy ();
991
992 clear ();
993 }
994
995 /*
996 * Updates every button on the map (by calling update_button() for them).
997 */
998 void
999 maptile::update_buttons ()
1000 {
1001 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1002 for (objectlink *ol = obp->link; ol; ol = ol->next)
1003 {
1004 if (!ol->ob)
1005 {
1006 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1007 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1008 continue;
1009 }
1010
1011 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1012 {
1013 update_button (ol->ob);
1014 break;
1015 }
1016 }
1017 }
1018
1019 /*
1020 * This routine is supposed to find out the difficulty of the map.
1021 * difficulty does not have a lot to do with character level,
1022 * but does have a lot to do with treasure on the map.
1023 *
1024 * Difficulty can now be set by the map creature. If the value stored
1025 * in the map is zero, then use this routine. Maps should really
1026 * have a difficulty set than using this function - human calculation
1027 * is much better than this functions guesswork.
1028 */
1029 int
1030 maptile::estimate_difficulty () const
1031 {
1032 long monster_cnt = 0;
1033 double avgexp = 0;
1034 sint64 total_exp = 0;
1035
1036 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1037 for (object *op = ms->bot; op; op = op->above)
1038 {
1039 if (QUERY_FLAG (op, FLAG_MONSTER))
1040 {
1041 total_exp += op->stats.exp;
1042 monster_cnt++;
1043 }
1044
1045 if (QUERY_FLAG (op, FLAG_GENERATOR))
1046 {
1047 total_exp += op->stats.exp;
1048
1049 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1050 total_exp += at->clone.stats.exp * 8;
1051
1052 monster_cnt++;
1053 }
1054 }
1055
1056 avgexp = (double) total_exp / monster_cnt;
1057
1058 for (int i = 1; i <= settings.max_level; i++)
1059 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1060 return i;
1061
1062 return 1;
1063 }
1064
1065 /* change_map_light() - used to change map light level (darkness)
1066 * up or down. Returns true if successful. It should now be
1067 * possible to change a value by more than 1.
1068 * Move this from los.c to map.c since this is more related
1069 * to maps than los.
1070 * postive values make it darker, negative make it brighter
1071 */
1072 int
1073 maptile::change_map_light (int change)
1074 {
1075 int new_level = darkness + change;
1076
1077 /* Nothing to do */
1078 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1079 return 0;
1080
1081 /* inform all players on the map */
1082 if (change > 0)
1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1084 else
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1086
1087 /* Do extra checking. since darkness is a unsigned value,
1088 * we need to be extra careful about negative values.
1089 * In general, the checks below are only needed if change
1090 * is not +/-1
1091 */
1092 if (new_level < 0)
1093 darkness = 0;
1094 else if (new_level >= MAX_DARKNESS)
1095 darkness = MAX_DARKNESS;
1096 else
1097 darkness = new_level;
1098
1099 /* All clients need to get re-updated for the change */
1100 update_all_map_los (this);
1101 return 1;
1102 }
1103
1104 /*
1105 * This function updates various attributes about a specific space
1106 * on the map (what it looks like, whether it blocks magic,
1107 * has a living creatures, prevents people from passing
1108 * through, etc)
1109 */
1110 void
1111 mapspace::update_ ()
1112 {
1113 object *tmp, *last = 0;
1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1115 facetile *top, *floor, *middle;
1116 object *top_obj, *floor_obj, *middle_obj;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1118
1119 middle = blank_face;
1120 top = blank_face;
1121 floor = blank_face;
1122
1123 middle_obj = 0;
1124 top_obj = 0;
1125 floor_obj = 0;
1126
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 {
1129 /* This could be made additive I guess (two lights better than
1130 * one). But if so, it shouldn't be a simple additive - 2
1131 * light bulbs do not illuminate twice as far as once since
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius;
1136
1137 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the
1141 * functions the move_player calls eventualy call this.
1142 *
1143 * Always put the player down for drawing.
1144 */
1145 if (!tmp->invisible)
1146 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1148 {
1149 top = tmp->face;
1150 top_obj = tmp;
1151 }
1152 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1153 {
1154 /* If we got a floor, that means middle and top were below it,
1155 * so should not be visible, so we clear them.
1156 */
1157 middle = blank_face;
1158 top = blank_face;
1159 floor = tmp->face;
1160 floor_obj = tmp;
1161 }
1162 /* Flag anywhere have high priority */
1163 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1164 {
1165 middle = tmp->face;
1166
1167 middle_obj = tmp;
1168 anywhere = 1;
1169 }
1170 /* Find the highest visible face around. If equal
1171 * visibilities, we still want the one nearer to the
1172 * top
1173 */
1174 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1175 {
1176 middle = tmp->face;
1177 middle_obj = tmp;
1178 }
1179 }
1180
1181 if (tmp == tmp->above)
1182 {
1183 LOG (llevError, "Error in structure of map\n");
1184 exit (-1);
1185 }
1186
1187 move_slow |= tmp->move_slow;
1188 move_block |= tmp->move_block;
1189 move_on |= tmp->move_on;
1190 move_off |= tmp->move_off;
1191 move_allow |= tmp->move_allow;
1192
1193 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1194 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1195 if (tmp->type == PLAYER) flags |= P_PLAYER;
1196 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1197 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1198 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1199 }
1200
1201 this->light = light;
1202 this->flags_ = flags;
1203 this->move_block = move_block & ~move_allow;
1204 this->move_on = move_on;
1205 this->move_off = move_off;
1206 this->move_slow = move_slow;
1207
1208 /* At this point, we have a floor face (if there is a floor),
1209 * and the floor is set - we are not going to touch it at
1210 * this point.
1211 * middle contains the highest visibility face.
1212 * top contains a player/monster face, if there is one.
1213 *
1214 * We now need to fill in top.face and/or middle.face.
1215 */
1216
1217 /* If the top face also happens to be high visibility, re-do our
1218 * middle face. This should not happen, as we already have the
1219 * else statement above so middle should not get set. OTOH, it
1220 * may be possible for the faces to match but be different objects.
1221 */
1222 if (top == middle)
1223 middle = blank_face;
1224
1225 /* There are three posibilities at this point:
1226 * 1) top face is set, need middle to be set.
1227 * 2) middle is set, need to set top.
1228 * 3) neither middle or top is set - need to set both.
1229 */
1230
1231 for (tmp = last; tmp; tmp = tmp->below)
1232 {
1233 /* Once we get to a floor, stop, since we already have a floor object */
1234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1235 break;
1236
1237 /* If two top faces are already set, quit processing */
1238 if ((top != blank_face) && (middle != blank_face))
1239 break;
1240
1241 /* Only show visible faces */
1242 if (!tmp->invisible)
1243 {
1244 /* Fill in top if needed */
1245 if (top == blank_face)
1246 {
1247 top = tmp->face;
1248 top_obj = tmp;
1249 if (top == middle)
1250 middle = blank_face;
1251 }
1252 else
1253 {
1254 /* top is already set - we should only get here if
1255 * middle is not set
1256 *
1257 * Set the middle face and break out, since there is nothing
1258 * more to fill in. We don't check visiblity here, since
1259 *
1260 */
1261 if (tmp->face != top)
1262 {
1263 middle = tmp->face;
1264 middle_obj = tmp;
1265 break;
1266 }
1267 }
1268 }
1269 }
1270
1271 if (middle == floor)
1272 middle = blank_face;
1273
1274 if (top == middle)
1275 middle = blank_face;
1276
1277 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1278 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1279 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1280 }
1281
1282 /* this updates the orig_map->tile_map[tile_num] value after finding
1283 * the map. It also takes care of linking back the freshly found
1284 * maps tile_map values if it tiles back to this one. It returns
1285 * the value of orig_map->tile_map[tile_num].
1286 */
1287 static inline maptile *
1288 find_and_link (maptile *orig_map, int tile_num)
1289 {
1290 maptile *mp = orig_map->tile_map [tile_num];
1291
1292 if (!mp)
1293 {
1294 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1295
1296 if (!mp)
1297 {
1298 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1299 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1300 &orig_map->tile_path[tile_num], &orig_map->path);
1301 mp = new maptile (1, 1);
1302 mp->alloc ();
1303 mp->in_memory = MAP_IN_MEMORY;
1304 }
1305 }
1306
1307 int dest_tile = (tile_num + 2) % 4;
1308
1309 orig_map->tile_map [tile_num] = mp;
1310
1311 // optimisation: back-link map to origin map if euclidean
1312 //TODO: non-euclidean maps MUST GO
1313 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1314 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1315
1316 return mp;
1317 }
1318
1319 static inline void
1320 load_and_link (maptile *orig_map, int tile_num)
1321 {
1322 find_and_link (orig_map, tile_num)->load_sync ();
1323 }
1324
1325 /* this returns TRUE if the coordinates (x,y) are out of
1326 * map m. This function also takes into account any
1327 * tiling considerations, loading adjacant maps as needed.
1328 * This is the function should always be used when it
1329 * necessary to check for valid coordinates.
1330 * This function will recursively call itself for the
1331 * tiled maps.
1332 */
1333 int
1334 out_of_map (maptile *m, int x, int y)
1335 {
1336 /* If we get passed a null map, this is obviously the
1337 * case. This generally shouldn't happen, but if the
1338 * map loads fail below, it could happen.
1339 */
1340 if (!m)
1341 return 0;
1342
1343 if (x < 0)
1344 {
1345 if (!m->tile_path[3])
1346 return 1;
1347
1348 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1349 find_and_link (m, 3);
1350
1351 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1352 }
1353
1354 if (x >= m->width)
1355 {
1356 if (!m->tile_path[1])
1357 return 1;
1358
1359 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1360 find_and_link (m, 1);
1361
1362 return out_of_map (m->tile_map[1], x - m->width, y);
1363 }
1364
1365 if (y < 0)
1366 {
1367 if (!m->tile_path[0])
1368 return 1;
1369
1370 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1371 find_and_link (m, 0);
1372
1373 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1374 }
1375
1376 if (y >= m->height)
1377 {
1378 if (!m->tile_path[2])
1379 return 1;
1380
1381 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1382 find_and_link (m, 2);
1383
1384 return out_of_map (m->tile_map[2], x, y - m->height);
1385 }
1386
1387 /* Simple case - coordinates are within this local
1388 * map.
1389 */
1390 return 0;
1391 }
1392
1393 /* This is basically the same as out_of_map above, but
1394 * instead we return NULL if no map is valid (coordinates
1395 * out of bounds and no tiled map), otherwise it returns
1396 * the map as that the coordinates are really on, and
1397 * updates x and y to be the localised coordinates.
1398 * Using this is more efficient of calling out_of_map
1399 * and then figuring out what the real map is
1400 */
1401 maptile *
1402 maptile::xy_find (sint16 &x, sint16 &y)
1403 {
1404 if (x < 0)
1405 {
1406 if (!tile_path[3])
1407 return 0;
1408
1409 find_and_link (this, 3);
1410 x += tile_map[3]->width;
1411 return tile_map[3]->xy_find (x, y);
1412 }
1413
1414 if (x >= width)
1415 {
1416 if (!tile_path[1])
1417 return 0;
1418
1419 find_and_link (this, 1);
1420 x -= width;
1421 return tile_map[1]->xy_find (x, y);
1422 }
1423
1424 if (y < 0)
1425 {
1426 if (!tile_path[0])
1427 return 0;
1428
1429 find_and_link (this, 0);
1430 y += tile_map[0]->height;
1431 return tile_map[0]->xy_find (x, y);
1432 }
1433
1434 if (y >= height)
1435 {
1436 if (!tile_path[2])
1437 return 0;
1438
1439 find_and_link (this, 2);
1440 y -= height;
1441 return tile_map[2]->xy_find (x, y);
1442 }
1443
1444 /* Simple case - coordinates are within this local
1445 * map.
1446 */
1447 return this;
1448 }
1449
1450 /**
1451 * Return whether map2 is adjacent to map1. If so, store the distance from
1452 * map1 to map2 in dx/dy.
1453 */
1454 static int
1455 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1456 {
1457 if (!map1 || !map2)
1458 return 0;
1459
1460 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1461 //fix: compare paths instead (this is likely faster, too!)
1462 if (map1 == map2)
1463 {
1464 *dx = 0;
1465 *dy = 0;
1466 }
1467 else if (map1->tile_map[0] == map2)
1468 { /* up */
1469 *dx = 0;
1470 *dy = -map2->height;
1471 }
1472 else if (map1->tile_map[1] == map2)
1473 { /* right */
1474 *dx = map1->width;
1475 *dy = 0;
1476 }
1477 else if (map1->tile_map[2] == map2)
1478 { /* down */
1479 *dx = 0;
1480 *dy = map1->height;
1481 }
1482 else if (map1->tile_map[3] == map2)
1483 { /* left */
1484 *dx = -map2->width;
1485 *dy = 0;
1486 }
1487 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1488 { /* up right */
1489 *dx = map1->tile_map[0]->width;
1490 *dy = -map1->tile_map[0]->height;
1491 }
1492 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1493 { /* up left */
1494 *dx = -map2->width;
1495 *dy = -map1->tile_map[0]->height;
1496 }
1497 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1498 { /* right up */
1499 *dx = map1->width;
1500 *dy = -map2->height;
1501 }
1502 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1503 { /* right down */
1504 *dx = map1->width;
1505 *dy = map1->tile_map[1]->height;
1506 }
1507 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1508 { /* down right */
1509 *dx = map1->tile_map[2]->width;
1510 *dy = map1->height;
1511 }
1512 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1513 { /* down left */
1514 *dx = -map2->width;
1515 *dy = map1->height;
1516 }
1517 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1518 { /* left up */
1519 *dx = -map1->tile_map[3]->width;
1520 *dy = -map2->height;
1521 }
1522 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1523 { /* left down */
1524 *dx = -map1->tile_map[3]->width;
1525 *dy = map1->tile_map[3]->height;
1526 }
1527 else
1528 return 0;
1529
1530 return 1;
1531 }
1532
1533 maptile *
1534 maptile::xy_load (sint16 &x, sint16 &y)
1535 {
1536 maptile *map = xy_find (x, y);
1537
1538 if (map)
1539 map->load_sync ();
1540
1541 return map;
1542 }
1543
1544 maptile *
1545 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1546 {
1547 return m->xy_load (*x, *y);
1548 }
1549
1550 /* From map.c
1551 * This is used by get_player to determine where the other
1552 * creature is. get_rangevector takes into account map tiling,
1553 * so you just can not look the the map coordinates and get the
1554 * righte value. distance_x/y are distance away, which
1555 * can be negativbe. direction is the crossfire direction scheme
1556 * that the creature should head. part is the part of the
1557 * monster that is closest.
1558 *
1559 * get_rangevector looks at op1 and op2, and fills in the
1560 * structure for op1 to get to op2.
1561 * We already trust that the caller has verified that the
1562 * two objects are at least on adjacent maps. If not,
1563 * results are not likely to be what is desired.
1564 * if the objects are not on maps, results are also likely to
1565 * be unexpected
1566 *
1567 * currently, the only flag supported (0x1) is don't translate for
1568 * closest body part of 'op1'
1569 */
1570 void
1571 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1572 {
1573 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1574 {
1575 /* be conservative and fill in _some_ data */
1576 retval->distance = 100000;
1577 retval->distance_x = 32767;
1578 retval->distance_y = 32767;
1579 retval->direction = 0;
1580 retval->part = 0;
1581 }
1582 else
1583 {
1584 object *best;
1585
1586 retval->distance_x += op2->x - op1->x;
1587 retval->distance_y += op2->y - op1->y;
1588
1589 best = op1;
1590 /* If this is multipart, find the closest part now */
1591 if (!(flags & 0x1) && op1->more)
1592 {
1593 object *tmp;
1594 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1595
1596 /* we just take the offset of the piece to head to figure
1597 * distance instead of doing all that work above again
1598 * since the distance fields we set above are positive in the
1599 * same axis as is used for multipart objects, the simply arithmetic
1600 * below works.
1601 */
1602 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1603 {
1604 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1605 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1606 if (tmpi < best_distance)
1607 {
1608 best_distance = tmpi;
1609 best = tmp;
1610 }
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
1620 retval->part = best;
1621 retval->distance = idistance (retval->distance_x, retval->distance_y);
1622 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1623 }
1624 }
1625
1626 /* this is basically the same as get_rangevector above, but instead of
1627 * the first parameter being an object, it instead is the map
1628 * and x,y coordinates - this is used for path to player -
1629 * since the object is not infact moving but we are trying to traverse
1630 * the path, we need this.
1631 * flags has no meaning for this function at this time - I kept it in to
1632 * be more consistant with the above function and also in case they are needed
1633 * for something in the future. Also, since no object is pasted, the best
1634 * field of the rv_vector is set to NULL.
1635 */
1636
1637 void
1638 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1639 {
1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 {
1642 /* be conservative and fill in _some_ data */
1643 retval->distance = 100000;
1644 retval->distance_x = 32767;
1645 retval->distance_y = 32767;
1646 retval->direction = 0;
1647 retval->part = 0;
1648 }
1649 else
1650 {
1651 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y;
1653
1654 retval->part = NULL;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1657 }
1658 }
1659
1660 /* Returns true of op1 and op2 are effectively on the same map
1661 * (as related to map tiling). Note that this looks for a path from
1662 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1663 * to op1, this will still return false.
1664 * Note we only look one map out to keep the processing simple
1665 * and efficient. This could probably be a macro.
1666 * MSW 2001-08-05
1667 */
1668 int
1669 on_same_map (const object *op1, const object *op2)
1670 {
1671 int dx, dy;
1672
1673 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674 }
1675
1676 object *
1677 maptile::insert (object *op, int x, int y, object *originator, int flags)
1678 {
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683 }
1684