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/cvs/deliantra/server/common/map.C
Revision: 1.82
Committed: Mon Jan 29 16:11:48 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.81: +2 -3 lines
Log Message:
- add visibility_at to players (only), might/should be an object method
- mood spells only affect visible spaces now.

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: default_region = region::find (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 (default_region) MAP_OUT2 (region, default_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 sfree (regions, size ()), regions = 0;
938 free (regionmap), regionmap = 0;
939
940 if (spaces)
941 {
942 for (mapspace *ms = spaces + size (); ms-- > spaces; )
943 while (object *op = ms->bot)
944 {
945 if (op->head)
946 op = op->head;
947
948 op->destroy_inv (false);
949 op->destroy ();
950 }
951
952 sfree (spaces, size ()), spaces = 0;
953 }
954
955 if (buttons)
956 free_objectlinkpt (buttons), buttons = 0;
957 }
958
959 void
960 maptile::clear_header ()
961 {
962 name = 0;
963 msg = 0;
964 maplore = 0;
965 shoprace = 0;
966 delete [] shopitems, shopitems = 0;
967
968 for (int i = 0; i < 4; i++)
969 tile_path [i] = 0;
970 }
971
972 maptile::~maptile ()
973 {
974 assert (destroyed ());
975 }
976
977 void
978 maptile::clear_links_to (maptile *m)
979 {
980 /* We need to look through all the maps and see if any maps
981 * are pointing at this one for tiling information. Since
982 * tiling can be asymetric, we just can not look to see which
983 * maps this map tiles with and clears those.
984 */
985 for (int i = 0; i < 4; i++)
986 if (tile_map[i] == m)
987 tile_map[i] = 0;
988 }
989
990 void
991 maptile::do_destroy ()
992 {
993 attachable::do_destroy ();
994
995 clear ();
996 }
997
998 /*
999 * Updates every button on the map (by calling update_button() for them).
1000 */
1001 void
1002 maptile::update_buttons ()
1003 {
1004 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1005 for (objectlink *ol = obp->link; ol; ol = ol->next)
1006 {
1007 if (!ol->ob)
1008 {
1009 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1010 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1011 continue;
1012 }
1013
1014 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1015 {
1016 update_button (ol->ob);
1017 break;
1018 }
1019 }
1020 }
1021
1022 /*
1023 * This routine is supposed to find out the difficulty of the map.
1024 * difficulty does not have a lot to do with character level,
1025 * but does have a lot to do with treasure on the map.
1026 *
1027 * Difficulty can now be set by the map creature. If the value stored
1028 * in the map is zero, then use this routine. Maps should really
1029 * have a difficulty set than using this function - human calculation
1030 * is much better than this functions guesswork.
1031 */
1032 int
1033 maptile::estimate_difficulty () const
1034 {
1035 long monster_cnt = 0;
1036 double avgexp = 0;
1037 sint64 total_exp = 0;
1038
1039 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1040 for (object *op = ms->bot; op; op = op->above)
1041 {
1042 if (QUERY_FLAG (op, FLAG_MONSTER))
1043 {
1044 total_exp += op->stats.exp;
1045 monster_cnt++;
1046 }
1047
1048 if (QUERY_FLAG (op, FLAG_GENERATOR))
1049 {
1050 total_exp += op->stats.exp;
1051
1052 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1053 total_exp += at->clone.stats.exp * 8;
1054
1055 monster_cnt++;
1056 }
1057 }
1058
1059 avgexp = (double) total_exp / monster_cnt;
1060
1061 for (int i = 1; i <= settings.max_level; i++)
1062 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1063 return i;
1064
1065 return 1;
1066 }
1067
1068 /* change_map_light() - used to change map light level (darkness)
1069 * up or down. Returns true if successful. It should now be
1070 * possible to change a value by more than 1.
1071 * Move this from los.c to map.c since this is more related
1072 * to maps than los.
1073 * postive values make it darker, negative make it brighter
1074 */
1075 int
1076 maptile::change_map_light (int change)
1077 {
1078 int new_level = darkness + change;
1079
1080 /* Nothing to do */
1081 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1082 return 0;
1083
1084 /* inform all players on the map */
1085 if (change > 0)
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1087 else
1088 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1089
1090 /* Do extra checking. since darkness is a unsigned value,
1091 * we need to be extra careful about negative values.
1092 * In general, the checks below are only needed if change
1093 * is not +/-1
1094 */
1095 if (new_level < 0)
1096 darkness = 0;
1097 else if (new_level >= MAX_DARKNESS)
1098 darkness = MAX_DARKNESS;
1099 else
1100 darkness = new_level;
1101
1102 /* All clients need to get re-updated for the change */
1103 update_all_map_los (this);
1104 return 1;
1105 }
1106
1107 /*
1108 * This function updates various attributes about a specific space
1109 * on the map (what it looks like, whether it blocks magic,
1110 * has a living creatures, prevents people from passing
1111 * through, etc)
1112 */
1113 void
1114 mapspace::update_ ()
1115 {
1116 object *tmp, *last = 0;
1117 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1118 facetile *top, *floor, *middle;
1119 object *top_obj, *floor_obj, *middle_obj;
1120 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1121
1122 middle = blank_face;
1123 top = blank_face;
1124 floor = blank_face;
1125
1126 middle_obj = 0;
1127 top_obj = 0;
1128 floor_obj = 0;
1129
1130 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1131 {
1132 /* This could be made additive I guess (two lights better than
1133 * one). But if so, it shouldn't be a simple additive - 2
1134 * light bulbs do not illuminate twice as far as once since
1135 * it is a dissapation factor that is cubed.
1136 */
1137 if (tmp->glow_radius > light)
1138 light = tmp->glow_radius;
1139
1140 /* This call is needed in order to update objects the player
1141 * is standing in that have animations (ie, grass, fire, etc).
1142 * However, it also causes the look window to be re-drawn
1143 * 3 times each time the player moves, because many of the
1144 * functions the move_player calls eventualy call this.
1145 *
1146 * Always put the player down for drawing.
1147 */
1148 if (!tmp->invisible)
1149 {
1150 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1151 {
1152 top = tmp->face;
1153 top_obj = tmp;
1154 }
1155 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 {
1157 /* If we got a floor, that means middle and top were below it,
1158 * so should not be visible, so we clear them.
1159 */
1160 middle = blank_face;
1161 top = blank_face;
1162 floor = tmp->face;
1163 floor_obj = tmp;
1164 }
1165 /* Flag anywhere have high priority */
1166 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1167 {
1168 middle = tmp->face;
1169
1170 middle_obj = tmp;
1171 anywhere = 1;
1172 }
1173 /* Find the highest visible face around. If equal
1174 * visibilities, we still want the one nearer to the
1175 * top
1176 */
1177 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1178 {
1179 middle = tmp->face;
1180 middle_obj = tmp;
1181 }
1182 }
1183
1184 if (tmp == tmp->above)
1185 {
1186 LOG (llevError, "Error in structure of map\n");
1187 exit (-1);
1188 }
1189
1190 move_slow |= tmp->move_slow;
1191 move_block |= tmp->move_block;
1192 move_on |= tmp->move_on;
1193 move_off |= tmp->move_off;
1194 move_allow |= tmp->move_allow;
1195
1196 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1197 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1198 if (tmp->type == PLAYER) flags |= P_PLAYER;
1199 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1200 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1201 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1202 }
1203
1204 this->light = light;
1205 this->flags_ = flags;
1206 this->move_block = move_block & ~move_allow;
1207 this->move_on = move_on;
1208 this->move_off = move_off;
1209 this->move_slow = move_slow;
1210
1211 /* At this point, we have a floor face (if there is a floor),
1212 * and the floor is set - we are not going to touch it at
1213 * this point.
1214 * middle contains the highest visibility face.
1215 * top contains a player/monster face, if there is one.
1216 *
1217 * We now need to fill in top.face and/or middle.face.
1218 */
1219
1220 /* If the top face also happens to be high visibility, re-do our
1221 * middle face. This should not happen, as we already have the
1222 * else statement above so middle should not get set. OTOH, it
1223 * may be possible for the faces to match but be different objects.
1224 */
1225 if (top == middle)
1226 middle = blank_face;
1227
1228 /* There are three posibilities at this point:
1229 * 1) top face is set, need middle to be set.
1230 * 2) middle is set, need to set top.
1231 * 3) neither middle or top is set - need to set both.
1232 */
1233
1234 for (tmp = last; tmp; tmp = tmp->below)
1235 {
1236 /* Once we get to a floor, stop, since we already have a floor object */
1237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1238 break;
1239
1240 /* If two top faces are already set, quit processing */
1241 if ((top != blank_face) && (middle != blank_face))
1242 break;
1243
1244 /* Only show visible faces */
1245 if (!tmp->invisible)
1246 {
1247 /* Fill in top if needed */
1248 if (top == blank_face)
1249 {
1250 top = tmp->face;
1251 top_obj = tmp;
1252 if (top == middle)
1253 middle = blank_face;
1254 }
1255 else
1256 {
1257 /* top is already set - we should only get here if
1258 * middle is not set
1259 *
1260 * Set the middle face and break out, since there is nothing
1261 * more to fill in. We don't check visiblity here, since
1262 *
1263 */
1264 if (tmp->face != top)
1265 {
1266 middle = tmp->face;
1267 middle_obj = tmp;
1268 break;
1269 }
1270 }
1271 }
1272 }
1273
1274 if (middle == floor)
1275 middle = blank_face;
1276
1277 if (top == middle)
1278 middle = blank_face;
1279
1280 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1281 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1282 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1283 }
1284
1285 /* this updates the orig_map->tile_map[tile_num] value after finding
1286 * the map. It also takes care of linking back the freshly found
1287 * maps tile_map values if it tiles back to this one. It returns
1288 * the value of orig_map->tile_map[tile_num].
1289 */
1290 static inline maptile *
1291 find_and_link (maptile *orig_map, int tile_num)
1292 {
1293 maptile *mp = orig_map->tile_map [tile_num];
1294
1295 if (!mp)
1296 {
1297 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1298
1299 if (!mp)
1300 {
1301 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1302 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1303 &orig_map->tile_path[tile_num], &orig_map->path);
1304 mp = new maptile (1, 1);
1305 mp->alloc ();
1306 mp->in_memory = MAP_IN_MEMORY;
1307 }
1308 }
1309
1310 int dest_tile = (tile_num + 2) % 4;
1311
1312 orig_map->tile_map [tile_num] = mp;
1313
1314 // optimisation: back-link map to origin map if euclidean
1315 //TODO: non-euclidean maps MUST GO
1316 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1317 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1318
1319 return mp;
1320 }
1321
1322 static inline void
1323 load_and_link (maptile *orig_map, int tile_num)
1324 {
1325 find_and_link (orig_map, tile_num)->load_sync ();
1326 }
1327
1328 /* this returns TRUE if the coordinates (x,y) are out of
1329 * map m. This function also takes into account any
1330 * tiling considerations, loading adjacant maps as needed.
1331 * This is the function should always be used when it
1332 * necessary to check for valid coordinates.
1333 * This function will recursively call itself for the
1334 * tiled maps.
1335 */
1336 int
1337 out_of_map (maptile *m, int x, int y)
1338 {
1339 /* If we get passed a null map, this is obviously the
1340 * case. This generally shouldn't happen, but if the
1341 * map loads fail below, it could happen.
1342 */
1343 if (!m)
1344 return 0;
1345
1346 if (x < 0)
1347 {
1348 if (!m->tile_path[3])
1349 return 1;
1350
1351 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1352 find_and_link (m, 3);
1353
1354 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1355 }
1356
1357 if (x >= m->width)
1358 {
1359 if (!m->tile_path[1])
1360 return 1;
1361
1362 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1363 find_and_link (m, 1);
1364
1365 return out_of_map (m->tile_map[1], x - m->width, y);
1366 }
1367
1368 if (y < 0)
1369 {
1370 if (!m->tile_path[0])
1371 return 1;
1372
1373 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1374 find_and_link (m, 0);
1375
1376 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1377 }
1378
1379 if (y >= m->height)
1380 {
1381 if (!m->tile_path[2])
1382 return 1;
1383
1384 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1385 find_and_link (m, 2);
1386
1387 return out_of_map (m->tile_map[2], x, y - m->height);
1388 }
1389
1390 /* Simple case - coordinates are within this local
1391 * map.
1392 */
1393 return 0;
1394 }
1395
1396 /* This is basically the same as out_of_map above, but
1397 * instead we return NULL if no map is valid (coordinates
1398 * out of bounds and no tiled map), otherwise it returns
1399 * the map as that the coordinates are really on, and
1400 * updates x and y to be the localised coordinates.
1401 * Using this is more efficient of calling out_of_map
1402 * and then figuring out what the real map is
1403 */
1404 maptile *
1405 maptile::xy_find (sint16 &x, sint16 &y)
1406 {
1407 if (x < 0)
1408 {
1409 if (!tile_path[3])
1410 return 0;
1411
1412 find_and_link (this, 3);
1413 x += tile_map[3]->width;
1414 return tile_map[3]->xy_find (x, y);
1415 }
1416
1417 if (x >= width)
1418 {
1419 if (!tile_path[1])
1420 return 0;
1421
1422 find_and_link (this, 1);
1423 x -= width;
1424 return tile_map[1]->xy_find (x, y);
1425 }
1426
1427 if (y < 0)
1428 {
1429 if (!tile_path[0])
1430 return 0;
1431
1432 find_and_link (this, 0);
1433 y += tile_map[0]->height;
1434 return tile_map[0]->xy_find (x, y);
1435 }
1436
1437 if (y >= height)
1438 {
1439 if (!tile_path[2])
1440 return 0;
1441
1442 find_and_link (this, 2);
1443 y -= height;
1444 return tile_map[2]->xy_find (x, y);
1445 }
1446
1447 /* Simple case - coordinates are within this local
1448 * map.
1449 */
1450 return this;
1451 }
1452
1453 /**
1454 * Return whether map2 is adjacent to map1. If so, store the distance from
1455 * map1 to map2 in dx/dy.
1456 */
1457 int
1458 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1459 {
1460 if (!map1 || !map2)
1461 return 0;
1462
1463 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1464 //fix: compare paths instead (this is likely faster, too!)
1465 if (map1 == map2)
1466 {
1467 *dx = 0;
1468 *dy = 0;
1469 }
1470 else if (map1->tile_map[0] == map2)
1471 { /* up */
1472 *dx = 0;
1473 *dy = -map2->height;
1474 }
1475 else if (map1->tile_map[1] == map2)
1476 { /* right */
1477 *dx = map1->width;
1478 *dy = 0;
1479 }
1480 else if (map1->tile_map[2] == map2)
1481 { /* down */
1482 *dx = 0;
1483 *dy = map1->height;
1484 }
1485 else if (map1->tile_map[3] == map2)
1486 { /* left */
1487 *dx = -map2->width;
1488 *dy = 0;
1489 }
1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1491 { /* up right */
1492 *dx = map1->tile_map[0]->width;
1493 *dy = -map1->tile_map[0]->height;
1494 }
1495 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1496 { /* up left */
1497 *dx = -map2->width;
1498 *dy = -map1->tile_map[0]->height;
1499 }
1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1501 { /* right up */
1502 *dx = map1->width;
1503 *dy = -map2->height;
1504 }
1505 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1506 { /* right down */
1507 *dx = map1->width;
1508 *dy = map1->tile_map[1]->height;
1509 }
1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1511 { /* down right */
1512 *dx = map1->tile_map[2]->width;
1513 *dy = map1->height;
1514 }
1515 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1516 { /* down left */
1517 *dx = -map2->width;
1518 *dy = map1->height;
1519 }
1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1521 { /* left up */
1522 *dx = -map1->tile_map[3]->width;
1523 *dy = -map2->height;
1524 }
1525 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1526 { /* left down */
1527 *dx = -map1->tile_map[3]->width;
1528 *dy = map1->tile_map[3]->height;
1529 }
1530 else
1531 return 0;
1532
1533 return 1;
1534 }
1535
1536 maptile *
1537 maptile::xy_load (sint16 &x, sint16 &y)
1538 {
1539 maptile *map = xy_find (x, y);
1540
1541 if (map)
1542 map->load_sync ();
1543
1544 return map;
1545 }
1546
1547 maptile *
1548 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1549 {
1550 return m->xy_load (*x, *y);
1551 }
1552
1553 /* From map.c
1554 * This is used by get_player to determine where the other
1555 * creature is. get_rangevector takes into account map tiling,
1556 * so you just can not look the the map coordinates and get the
1557 * righte value. distance_x/y are distance away, which
1558 * can be negative. direction is the crossfire direction scheme
1559 * that the creature should head. part is the part of the
1560 * monster that is closest.
1561 *
1562 * get_rangevector looks at op1 and op2, and fills in the
1563 * structure for op1 to get to op2.
1564 * We already trust that the caller has verified that the
1565 * two objects are at least on adjacent maps. If not,
1566 * results are not likely to be what is desired.
1567 * if the objects are not on maps, results are also likely to
1568 * be unexpected
1569 *
1570 * currently, the only flag supported (0x1) is don't translate for
1571 * closest body part of 'op1'
1572 */
1573 void
1574 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1575 {
1576 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1577 {
1578 /* be conservative and fill in _some_ data */
1579 retval->distance = 100000;
1580 retval->distance_x = 32767;
1581 retval->distance_y = 32767;
1582 retval->direction = 0;
1583 retval->part = 0;
1584 }
1585 else
1586 {
1587 object *best;
1588
1589 retval->distance_x += op2->x - op1->x;
1590 retval->distance_y += op2->y - op1->y;
1591
1592 best = op1;
1593 /* If this is multipart, find the closest part now */
1594 if (!(flags & 0x1) && op1->more)
1595 {
1596 object *tmp;
1597 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1598
1599 /* we just take the offset of the piece to head to figure
1600 * distance instead of doing all that work above again
1601 * since the distance fields we set above are positive in the
1602 * same axis as is used for multipart objects, the simply arithmetic
1603 * below works.
1604 */
1605 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1606 {
1607 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1608 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1609 if (tmpi < best_distance)
1610 {
1611 best_distance = tmpi;
1612 best = tmp;
1613 }
1614 }
1615
1616 if (best != op1)
1617 {
1618 retval->distance_x += op1->x - best->x;
1619 retval->distance_y += op1->y - best->y;
1620 }
1621 }
1622
1623 retval->part = best;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y);
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 }
1627 }
1628
1629 /* this is basically the same as get_rangevector above, but instead of
1630 * the first parameter being an object, it instead is the map
1631 * and x,y coordinates - this is used for path to player -
1632 * since the object is not infact moving but we are trying to traverse
1633 * the path, we need this.
1634 * flags has no meaning for this function at this time - I kept it in to
1635 * be more consistant with the above function and also in case they are needed
1636 * for something in the future. Also, since no object is pasted, the best
1637 * field of the rv_vector is set to NULL.
1638 */
1639 void
1640 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1641 {
1642 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1643 {
1644 /* be conservative and fill in _some_ data */
1645 retval->distance = 100000;
1646 retval->distance_x = 32767;
1647 retval->distance_y = 32767;
1648 retval->direction = 0;
1649 retval->part = 0;
1650 }
1651 else
1652 {
1653 retval->distance_x += op2->x - x;
1654 retval->distance_y += op2->y - y;
1655
1656 retval->part = NULL;
1657 retval->distance = idistance (retval->distance_x, retval->distance_y);
1658 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1659 }
1660 }
1661
1662 /* Returns true of op1 and op2 are effectively on the same map
1663 * (as related to map tiling). Note that this looks for a path from
1664 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1665 * to op1, this will still return false.
1666 * Note we only look one map out to keep the processing simple
1667 * and efficient. This could probably be a macro.
1668 * MSW 2001-08-05
1669 */
1670 int
1671 on_same_map (const object *op1, const object *op2)
1672 {
1673 int dx, dy;
1674
1675 return adjacent_map (op1->map, op2->map, &dx, &dy);
1676 }
1677
1678 object *
1679 maptile::insert (object *op, int x, int y, object *originator, int flags)
1680 {
1681 if (!op->flag [FLAG_REMOVED])
1682 op->remove ();
1683
1684 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1685 }
1686
1687 region *
1688 maptile::region (int x, int y) const
1689 {
1690 if (regions
1691 && regionmap
1692 && !OUT_OF_REAL_MAP (this, x, y))
1693 if (struct region *reg = regionmap [regions [y * width + x]])
1694 return reg;
1695
1696 if (default_region)
1697 return default_region;
1698
1699 return ::region::default_region ();
1700 }
1701