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/cvs/deliantra/server/common/map.C
Revision: 1.88
Committed: Fri Feb 16 19:43:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.87: +31 -59 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

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 <unistd.h>
26
27 #include "global.h"
28 #include "funcpoint.h"
29
30 #include "loader.h"
31
32 #include "path.h"
33
34 /*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40 const char *
41 create_pathname (const char *name)
42 {
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46 }
47
48 /*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63 int
64 check_path (const char *name, int prepend_dir)
65 {
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98 }
99
100 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those
104 * values can be null, in which case if a new map is needed (returned
105 * by a P_NEW_MAP value, another call to get_map_from_coord
106 * is needed. The case of not passing values is if we're just
107 * checking for the existence of something on those spaces, but
108 * don't expect to insert/remove anything from those spaces.
109 */
110 int
111 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
112 {
113 sint16 newx = x;
114 sint16 newy = y;
115
116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
117
118 if (!mp)
119 return P_OUT_OF_MAP;
120
121 if (newmap) *newmap = mp;
122 if (nx) *nx = newx;
123 if (ny) *ny = newy;
124
125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126 }
127
128 /*
129 * Returns true if the given coordinate is blocked except by the
130 * object passed is not blocking. This is used with
131 * multipart monsters - if we want to see if a 2x2 monster
132 * can move 1 space to the left, we don't want its own area
133 * to block it from moving there.
134 * Returns TRUE if the space is blocked by something other than the
135 * monster.
136 * m, x, y are the target map/coordinates - needed for map tiling.
137 * the coordinates & map passed in should have been updated for tiling
138 * by the caller.
139 */
140 int
141 blocked_link (object *ob, maptile *m, int sx, int sy)
142 {
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this.
148 */
149 if (OUT_OF_REAL_MAP (m, sx, sy))
150 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1;
153 }
154
155 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
161
162 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special
164 * things we need to do for players.
165 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0;
168
169 /* if there isn't anytyhing alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example)
175 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0;
178
179 if (ob->head != NULL)
180 ob = ob->head;
181
182 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0.
186 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 {
189
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 {
193 /* If last_sp is set, the player/monster needs an object,
194 * so we check for it. If they don't have it, they can't
195 * pass through this space.
196 */
197 if (tmp->last_sp)
198 {
199 if (check_inv_recursive (ob, tmp) == NULL)
200 return 1;
201 else
202 continue;
203 }
204 else
205 {
206 /* In this case, the player must not have the object -
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else
216 {
217 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks
219 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a
221 * hidden dm
222 */
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1;
228 }
229
230 }
231 return 0;
232 }
233
234 /*
235 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the
239 * multipart object and makes sure they can be inserted.
240 *
241 * While this doesn't call out of map, the get_map_flags does.
242 *
243 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases,
245 * a call to one would follow the other, doesn't make a lot of sense to
246 * have two seperate functions for this.
247 *
248 * This returns nonzero if this arch can not go on the space provided,
249 * 0 otherwise. the return value will contain the P_.. value
250 * so the caller can know why this object can't go on the map.
251 * Note that callers should not expect P_NEW_MAP to be set
252 * in return codes - since the object is multispace - if
253 * we did return values, what do you return if half the object
254 * is one map, half on another.
255 *
256 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type
258 * against the move_block values.
259 */
260 int
261 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262 {
263 archetype *tmp;
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 }
277
278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281
282 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
286
287 mapspace &ms = m1->at (sx, sy);
288
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
296
297 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object.
299 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
301 return P_NO_PASS;
302 }
303
304 return 0;
305 }
306
307 /* When the map is loaded, load_object does not actually insert objects
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313 void
314 fix_container (object *container)
315 {
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333 }
334
335 void
336 maptile::set_object_flag (int flag, int value)
337 {
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344 }
345
346 /* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save
350 * the more sections and not re-add sections for them.
351 */
352 void
353 maptile::link_multipart_objects ()
354 {
355 if (!spaces)
356 return;
357
358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; )
360 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 }
394
395 tmp = above;
396 }
397 }
398
399 /*
400 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer.
402 */
403 bool
404 maptile::_load_objects (object_thawer &f)
405 {
406 for (;;)
407 {
408 coroapi::cede_every (1000); // cede once in a while
409
410 switch (f.kw)
411 {
412 case KW_arch:
413 if (object *op = object::read (f))
414 {
415 if (op->inv)
416 sum_weight (op);
417
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
419 }
420
421 continue;
422
423 case KW_EOF:
424 return true;
425
426 default:
427 if (!f.parse_error ("map file"))
428 return false;
429 break;
430 }
431
432 f.next ();
433 }
434
435 return true;
436 }
437
438 void
439 maptile::activate ()
440 {
441 if (!spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive ();
447 }
448
449 void
450 maptile::deactivate ()
451 {
452 if (!spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive ();
458 }
459
460 bool
461 maptile::_save_objects (object_freezer &f, int flags)
462 {
463 static int cede_count = 0;
464
465 if (flags & IO_HEADER)
466 _save_header (f);
467
468 if (!spaces)
469 return false;
470
471 for (int i = 0; i < size (); ++i)
472 {
473 #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479 #endif
480
481 int unique = 0;
482 for (object *op = spaces [i].bot; op; op = op->above)
483 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1;
489
490 if (!op->can_map_save ())
491 continue;
492
493 if (unique || op->flag [FLAG_UNIQUE])
494 {
495 if (flags & IO_UNIQUES)
496 op->write (f);
497 }
498 else if (flags & IO_OBJECTS)
499 op->write (f);
500 }
501 }
502
503 return true;
504 }
505
506 bool
507 maptile::_load_objects (const char *path, bool skip_header)
508 {
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526 }
527
528 bool
529 maptile::_save_objects (const char *path, int flags)
530 {
531 object_freezer freezer;
532
533 if (!_save_objects (freezer, flags))
534 return false;
535
536 return freezer.save (path);
537 }
538
539 maptile::maptile ()
540 {
541 in_memory = MAP_SWAPPED;
542
543 /* The maps used to pick up default x and y values from the
544 * map archetype. Mimic that behaviour.
545 */
546 width = 16;
547 height = 16;
548 timeout = 300;
549 max_nrof = 1000; // 1000 items of anything
550 max_volume = 2000000; // 2m³
551 }
552
553 maptile::maptile (int w, int h)
554 {
555 in_memory = MAP_SWAPPED;
556
557 width = w;
558 height = h;
559 reset_timeout = 0;
560 timeout = 300;
561 enter_x = 0;
562 enter_y = 0;
563
564 alloc ();
565 }
566
567 /*
568 * Allocates the arrays contained in a maptile.
569 * This basically allocates the dynamic array of spaces for the
570 * map.
571 */
572 void
573 maptile::alloc ()
574 {
575 if (spaces)
576 return;
577
578 spaces = salloc0<mapspace> (size ());
579 }
580
581 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
582 * corresponding to that string. Memory is allocated for this, it must be freed
583 * at a later date.
584 * Called by parse_map_headers below.
585 */
586 static shopitems *
587 parse_shop_string (const char *input_string)
588 {
589 char *shop_string, *p, *q, *next_semicolon, *next_colon;
590 shopitems *items = NULL;
591 int i = 0, number_of_entries = 0;
592 const typedata *current_type;
593
594 shop_string = strdup (input_string);
595 p = shop_string;
596 /* first we'll count the entries, we'll need that for allocating the array shortly */
597 while (p)
598 {
599 p = strchr (p, ';');
600 number_of_entries++;
601 if (p)
602 p++;
603 }
604
605 p = shop_string;
606 strip_endline (p);
607 items = new shopitems[number_of_entries + 1];
608 for (i = 0; i < number_of_entries; i++)
609 {
610 if (!p)
611 {
612 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
613 break;
614 }
615
616 next_semicolon = strchr (p, ';');
617 next_colon = strchr (p, ':');
618 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
619 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
620 items[i].strength = atoi (strchr (p, ':') + 1);
621
622 if (isdigit (*p) || *p == '*')
623 {
624 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
625 current_type = get_typedata (items[i].typenum);
626 if (current_type)
627 {
628 items[i].name = current_type->name;
629 items[i].name_pl = current_type->name_pl;
630 }
631 }
632 else
633 { /*we have a named type, let's figure out what it is */
634 q = strpbrk (p, ";:");
635 if (q)
636 *q = '\0';
637
638 current_type = get_typedata_by_name (p);
639 if (current_type)
640 {
641 items[i].name = current_type->name;
642 items[i].typenum = current_type->number;
643 items[i].name_pl = current_type->name_pl;
644 }
645 else
646 { /* oh uh, something's wrong, let's free up this one, and try
647 * the next entry while we're at it, better print a warning
648 */
649 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
650 }
651 }
652
653 items[i].index = number_of_entries;
654 if (next_semicolon)
655 p = ++next_semicolon;
656 else
657 p = NULL;
658 }
659
660 free (shop_string);
661 return items;
662 }
663
664 /* opposite of parse string, this puts the string that was originally fed in to
665 * the map (or something equivilent) into output_string. */
666 static void
667 print_shop_string (maptile *m, char *output_string)
668 {
669 int i;
670 char tmp[MAX_BUF];
671
672 strcpy (output_string, "");
673 for (i = 0; i < m->shopitems[0].index; i++)
674 {
675 if (m->shopitems[i].typenum)
676 {
677 if (m->shopitems[i].strength)
678 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
679 else
680 sprintf (tmp, "%s;", m->shopitems[i].name);
681 }
682 else
683 {
684 if (m->shopitems[i].strength)
685 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
686 else
687 sprintf (tmp, "*");
688 }
689
690 strcat (output_string, tmp);
691 }
692 }
693
694 /* This loads the header information of the map. The header
695 * contains things like difficulty, size, timeout, etc.
696 * this used to be stored in the map object, but with the
697 * addition of tiling, fields beyond that easily named in an
698 * object structure were needed, so it just made sense to
699 * put all the stuff in the map object so that names actually make
700 * sense.
701 * This could be done in lex (like the object loader), but I think
702 * currently, there are few enough fields this is not a big deal.
703 * MSW 2001-07-01
704 */
705 bool
706 maptile::_load_header (object_thawer &thawer)
707 {
708 for (;;)
709 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw)
713 {
714 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg);
716 break;
717
718 case KW_lore: // CF+ extension
719 thawer.get_ml (KW_endlore, maplore);
720 break;
721
722 case KW_maplore:
723 thawer.get_ml (KW_endmaplore, maplore);
724 break;
725
726 case KW_arch:
727 if (strcmp (thawer.get_str (), "map"))
728 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
729 break;
730
731 case KW_oid:
732 thawer.get (this, thawer.get_sint32 ());
733 break;
734
735 case KW_file_format_version: break; // nop
736
737 case KW_name: thawer.get (name); break;
738 case KW_attach: thawer.get (attach); break;
739 case KW_reset_time: thawer.get (reset_time); break;
740 case KW_shopgreed: thawer.get (shopgreed); break;
741 case KW_shopmin: thawer.get (shopmin); break;
742 case KW_shopmax: thawer.get (shopmax); break;
743 case KW_shoprace: thawer.get (shoprace); break;
744 case KW_outdoor: thawer.get (outdoor); break;
745 case KW_temp: thawer.get (temp); break;
746 case KW_pressure: thawer.get (pressure); break;
747 case KW_humid: thawer.get (humid); break;
748 case KW_windspeed: thawer.get (windspeed); break;
749 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break;
751
752 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break;
754
755 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757
758 // old names new names
759 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
760 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
761 case KW_x: case KW_width: thawer.get (width); break;
762 case KW_y: case KW_height: thawer.get (height); break;
763 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
764 case KW_value: case KW_swap_time: thawer.get (timeout); break;
765 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
766 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
767 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
768
769 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773
774 case KW_end:
775 return true;
776
777 default:
778 if (!thawer.parse_error ("map", 0))
779 return false;
780 break;
781 }
782 }
783
784 abort ();
785 }
786
787 bool
788 maptile::_load_header (const char *path)
789 {
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796 }
797
798 /******************************************************************************
799 * This is the start of unique map handling code
800 *****************************************************************************/
801
802 /* This goes through the maptile and removed any unique items on the map. */
803 void
804 maptile::clear_unique_items ()
805 {
806 for (int i = 0; i < size (); ++i)
807 {
808 int unique = 0;
809 for (object *op = spaces [i].bot; op; )
810 {
811 object *above = op->above;
812
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1;
815
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy ();
820 }
821
822 op = above;
823 }
824 }
825 }
826
827 bool
828 maptile::_save_header (object_freezer &freezer)
829 {
830 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
831 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
832
833 MAP_OUT2 (arch, "map");
834
835 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time);
837 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime);
840 MAP_OUT (difficulty);
841
842 if (default_region) MAP_OUT2 (region, default_region->name);
843
844 if (shopitems)
845 {
846 char shop[MAX_BUF];
847 print_shop_string (this, shop);
848 MAP_OUT2 (shopitems, shop);
849 }
850
851 MAP_OUT (shopgreed);
852 MAP_OUT (shopmin);
853 MAP_OUT (shopmax);
854 if (shoprace) MAP_OUT (shoprace);
855 MAP_OUT (darkness);
856 MAP_OUT (width);
857 MAP_OUT (height);
858 MAP_OUT (enter_x);
859 MAP_OUT (enter_y);
860
861 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
862 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
863
864 MAP_OUT (outdoor);
865 MAP_OUT (temp);
866 MAP_OUT (pressure);
867 MAP_OUT (humid);
868 MAP_OUT (windspeed);
869 MAP_OUT (winddir);
870 MAP_OUT (sky);
871
872 MAP_OUT (per_player);
873 MAP_OUT (per_party);
874
875 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
876 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
877 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
878 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
879
880 freezer.put (this);
881 freezer.put (KW_end);
882
883 return true;
884 }
885
886 bool
887 maptile::_save_header (const char *path)
888 {
889 object_freezer freezer;
890
891 if (!_save_header (freezer))
892 return false;
893
894 return freezer.save (path);
895 }
896
897 /*
898 * Remove and free all objects in the given map.
899 */
900 void
901 maptile::clear ()
902 {
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces)
907 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot)
910 {
911 if (op->head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 op->destroy ();
916 }
917
918 sfree (spaces, size ()), spaces = 0;
919 }
920
921 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0;
923 }
924
925 void
926 maptile::clear_header ()
927 {
928 name = 0;
929 msg = 0;
930 maplore = 0;
931 shoprace = 0;
932 delete [] shopitems, shopitems = 0;
933
934 for (int i = 0; i < 4; i++)
935 tile_path [i] = 0;
936 }
937
938 maptile::~maptile ()
939 {
940 assert (destroyed ());
941 }
942
943 void
944 maptile::clear_links_to (maptile *m)
945 {
946 /* We need to look through all the maps and see if any maps
947 * are pointing at this one for tiling information. Since
948 * tiling can be asymetric, we just can not look to see which
949 * maps this map tiles with and clears those.
950 */
951 for (int i = 0; i < 4; i++)
952 if (tile_map[i] == m)
953 tile_map[i] = 0;
954 }
955
956 void
957 maptile::do_destroy ()
958 {
959 attachable::do_destroy ();
960
961 clear ();
962 }
963
964 /*
965 * Updates every button on the map (by calling update_button() for them).
966 */
967 void
968 maptile::update_buttons ()
969 {
970 for (oblinkpt *obp = buttons; obp; obp = obp->next)
971 for (objectlink *ol = obp->link; ol; ol = ol->next)
972 {
973 if (!ol->ob)
974 {
975 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
976 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
977 continue;
978 }
979
980 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981 {
982 update_button (ol->ob);
983 break;
984 }
985 }
986 }
987
988 /*
989 * This routine is supposed to find out the difficulty of the map.
990 * difficulty does not have a lot to do with character level,
991 * but does have a lot to do with treasure on the map.
992 *
993 * Difficulty can now be set by the map creature. If the value stored
994 * in the map is zero, then use this routine. Maps should really
995 * have a difficulty set than using this function - human calculation
996 * is much better than this functions guesswork.
997 */
998 int
999 maptile::estimate_difficulty () const
1000 {
1001 long monster_cnt = 0;
1002 double avgexp = 0;
1003 sint64 total_exp = 0;
1004
1005 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1006 for (object *op = ms->bot; op; op = op->above)
1007 {
1008 if (QUERY_FLAG (op, FLAG_MONSTER))
1009 {
1010 total_exp += op->stats.exp;
1011 monster_cnt++;
1012 }
1013
1014 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 {
1016 total_exp += op->stats.exp;
1017
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1019 total_exp += at->clone.stats.exp * 8;
1020
1021 monster_cnt++;
1022 }
1023 }
1024
1025 avgexp = (double) total_exp / monster_cnt;
1026
1027 for (int i = 1; i <= settings.max_level; i++)
1028 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1029 return i;
1030
1031 return 1;
1032 }
1033
1034 /* change_map_light() - used to change map light level (darkness)
1035 * up or down. Returns true if successful. It should now be
1036 * possible to change a value by more than 1.
1037 * Move this from los.c to map.c since this is more related
1038 * to maps than los.
1039 * postive values make it darker, negative make it brighter
1040 */
1041 int
1042 maptile::change_map_light (int change)
1043 {
1044 int new_level = darkness + change;
1045
1046 /* Nothing to do */
1047 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1048 return 0;
1049
1050 /* inform all players on the map */
1051 if (change > 0)
1052 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 else
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055
1056 /* Do extra checking. since darkness is a unsigned value,
1057 * we need to be extra careful about negative values.
1058 * In general, the checks below are only needed if change
1059 * is not +/-1
1060 */
1061 if (new_level < 0)
1062 darkness = 0;
1063 else if (new_level >= MAX_DARKNESS)
1064 darkness = MAX_DARKNESS;
1065 else
1066 darkness = new_level;
1067
1068 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this);
1070 return 1;
1071 }
1072
1073 /*
1074 * This function updates various attributes about a specific space
1075 * on the map (what it looks like, whether it blocks magic,
1076 * has a living creatures, prevents people from passing
1077 * through, etc)
1078 */
1079 void
1080 mapspace::update_ ()
1081 {
1082 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 facetile *top, *floor, *middle;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087
1088 middle = blank_face;
1089 top = blank_face;
1090 floor = blank_face;
1091
1092 middle_obj = 0;
1093 top_obj = 0;
1094 floor_obj = 0;
1095
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 {
1098 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed.
1102 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius;
1105
1106 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the
1110 * functions the move_player calls eventualy call this.
1111 *
1112 * Always put the player down for drawing.
1113 */
1114 if (!tmp->invisible)
1115 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 {
1123 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them.
1125 */
1126 middle = blank_face;
1127 top = blank_face;
1128 floor = tmp->face;
1129 floor_obj = tmp;
1130 }
1131 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp;
1137 anywhere = 1;
1138 }
1139 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the
1141 * top
1142 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp;
1147 }
1148 }
1149
1150 if (tmp == tmp->above)
1151 {
1152 LOG (llevError, "Error in structure of map\n");
1153 exit (-1);
1154 }
1155
1156 move_slow |= tmp->move_slow;
1157 move_block |= tmp->move_block;
1158 move_on |= tmp->move_on;
1159 move_off |= tmp->move_off;
1160 move_allow |= tmp->move_allow;
1161
1162 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1163 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1164 if (tmp->type == PLAYER) flags |= P_PLAYER;
1165 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1166 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1167 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1168 }
1169
1170 this->light = light;
1171 this->flags_ = flags;
1172 this->move_block = move_block & ~move_allow;
1173 this->move_on = move_on;
1174 this->move_off = move_off;
1175 this->move_slow = move_slow;
1176
1177 /* At this point, we have a floor face (if there is a floor),
1178 * and the floor is set - we are not going to touch it at
1179 * this point.
1180 * middle contains the highest visibility face.
1181 * top contains a player/monster face, if there is one.
1182 *
1183 * We now need to fill in top.face and/or middle.face.
1184 */
1185
1186 /* If the top face also happens to be high visibility, re-do our
1187 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects.
1190 */
1191 if (top == middle)
1192 middle = blank_face;
1193
1194 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both.
1198 */
1199
1200 for (tmp = last; tmp; tmp = tmp->below)
1201 {
1202 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break;
1205
1206 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face))
1208 break;
1209
1210 /* Only show visible faces */
1211 if (!tmp->invisible)
1212 {
1213 /* Fill in top if needed */
1214 if (top == blank_face)
1215 {
1216 top = tmp->face;
1217 top_obj = tmp;
1218 if (top == middle)
1219 middle = blank_face;
1220 }
1221 else
1222 {
1223 /* top is already set - we should only get here if
1224 * middle is not set
1225 *
1226 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since
1228 *
1229 */
1230 if (tmp->face != top)
1231 {
1232 middle = tmp->face;
1233 middle_obj = tmp;
1234 break;
1235 }
1236 }
1237 }
1238 }
1239
1240 if (middle == floor)
1241 middle = blank_face;
1242
1243 if (top == middle)
1244 middle = blank_face;
1245
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1249 }
1250
1251 uint64
1252 mapspace::volume () const
1253 {
1254 uint64 vol = 0;
1255
1256 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1257 vol += op->volume ();
1258
1259 return vol;
1260 }
1261
1262 /* this updates the orig_map->tile_map[tile_num] value after finding
1263 * the map. It also takes care of linking back the freshly found
1264 * maps tile_map values if it tiles back to this one. It returns
1265 * the value of orig_map->tile_map[tile_num].
1266 */
1267 static inline maptile *
1268 find_and_link (maptile *orig_map, int tile_num)
1269 {
1270 maptile *mp = orig_map->tile_map [tile_num];
1271
1272 if (!mp)
1273 {
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275
1276 if (!mp)
1277 {
1278 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280 &orig_map->tile_path[tile_num], &orig_map->path);
1281 mp = new maptile (1, 1);
1282 mp->alloc ();
1283 mp->in_memory = MAP_IN_MEMORY;
1284 }
1285 }
1286
1287 int dest_tile = (tile_num + 2) % 4;
1288
1289 orig_map->tile_map [tile_num] = mp;
1290
1291 // optimisation: back-link map to origin map if euclidean
1292 //TODO: non-euclidean maps MUST GO
1293 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295
1296 return mp;
1297 }
1298
1299 static inline void
1300 load_and_link (maptile *orig_map, int tile_num)
1301 {
1302 find_and_link (orig_map, tile_num)->load_sync ();
1303 }
1304
1305 /* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed.
1308 * This is the function should always be used when it
1309 * necessary to check for valid coordinates.
1310 * This function will recursively call itself for the
1311 * tiled maps.
1312 */
1313 int
1314 out_of_map (maptile *m, int x, int y)
1315 {
1316 /* If we get passed a null map, this is obviously the
1317 * case. This generally shouldn't happen, but if the
1318 * map loads fail below, it could happen.
1319 */
1320 if (!m)
1321 return 0;
1322
1323 if (x < 0)
1324 {
1325 if (!m->tile_path[3])
1326 return 1;
1327
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 }
1333
1334 if (x >= m->width)
1335 {
1336 if (!m->tile_path[1])
1337 return 1;
1338
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y);
1343 }
1344
1345 if (y < 0)
1346 {
1347 if (!m->tile_path[0])
1348 return 1;
1349
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 }
1355
1356 if (y >= m->height)
1357 {
1358 if (!m->tile_path[2])
1359 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 2);
1363
1364 return out_of_map (m->tile_map[2], x, y - m->height);
1365 }
1366
1367 /* Simple case - coordinates are within this local
1368 * map.
1369 */
1370 return 0;
1371 }
1372
1373 /* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is
1380 */
1381 maptile *
1382 maptile::xy_find (sint16 &x, sint16 &y)
1383 {
1384 if (x < 0)
1385 {
1386 if (!tile_path[3])
1387 return 0;
1388
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y);
1392 }
1393
1394 if (x >= width)
1395 {
1396 if (!tile_path[1])
1397 return 0;
1398
1399 find_and_link (this, 1);
1400 x -= width;
1401 return tile_map[1]->xy_find (x, y);
1402 }
1403
1404 if (y < 0)
1405 {
1406 if (!tile_path[0])
1407 return 0;
1408
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y);
1412 }
1413
1414 if (y >= height)
1415 {
1416 if (!tile_path[2])
1417 return 0;
1418
1419 find_and_link (this, 2);
1420 y -= height;
1421 return tile_map[2]->xy_find (x, y);
1422 }
1423
1424 /* Simple case - coordinates are within this local
1425 * map.
1426 */
1427 return this;
1428 }
1429
1430 /**
1431 * Return whether map2 is adjacent to map1. If so, store the distance from
1432 * map1 to map2 in dx/dy.
1433 */
1434 int
1435 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436 {
1437 if (!map1 || !map2)
1438 return 0;
1439
1440 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1441 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2)
1443 {
1444 *dx = 0;
1445 *dy = 0;
1446 }
1447 else if (map1->tile_map[0] == map2)
1448 { /* up */
1449 *dx = 0;
1450 *dy = -map2->height;
1451 }
1452 else if (map1->tile_map[1] == map2)
1453 { /* right */
1454 *dx = map1->width;
1455 *dy = 0;
1456 }
1457 else if (map1->tile_map[2] == map2)
1458 { /* down */
1459 *dx = 0;
1460 *dy = map1->height;
1461 }
1462 else if (map1->tile_map[3] == map2)
1463 { /* left */
1464 *dx = -map2->width;
1465 *dy = 0;
1466 }
1467 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1468 { /* up right */
1469 *dx = map1->tile_map[0]->width;
1470 *dy = -map1->tile_map[0]->height;
1471 }
1472 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1473 { /* up left */
1474 *dx = -map2->width;
1475 *dy = -map1->tile_map[0]->height;
1476 }
1477 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1478 { /* right up */
1479 *dx = map1->width;
1480 *dy = -map2->height;
1481 }
1482 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1483 { /* right down */
1484 *dx = map1->width;
1485 *dy = map1->tile_map[1]->height;
1486 }
1487 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1488 { /* down right */
1489 *dx = map1->tile_map[2]->width;
1490 *dy = map1->height;
1491 }
1492 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1493 { /* down left */
1494 *dx = -map2->width;
1495 *dy = map1->height;
1496 }
1497 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1498 { /* left up */
1499 *dx = -map1->tile_map[3]->width;
1500 *dy = -map2->height;
1501 }
1502 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1503 { /* left down */
1504 *dx = -map1->tile_map[3]->width;
1505 *dy = map1->tile_map[3]->height;
1506 }
1507 else
1508 return 0;
1509
1510 return 1;
1511 }
1512
1513 maptile *
1514 maptile::xy_load (sint16 &x, sint16 &y)
1515 {
1516 maptile *map = xy_find (x, y);
1517
1518 if (map)
1519 map->load_sync ();
1520
1521 return map;
1522 }
1523
1524 maptile *
1525 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1526 {
1527 return m->xy_load (*x, *y);
1528 }
1529
1530 /* From map.c
1531 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which
1535 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the
1537 * monster that is closest.
1538 *
1539 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2.
1541 * We already trust that the caller has verified that the
1542 * two objects are at least on adjacent maps. If not,
1543 * results are not likely to be what is desired.
1544 * if the objects are not on maps, results are also likely to
1545 * be unexpected
1546 *
1547 * currently, the only flag supported (0x1) is don't translate for
1548 * closest body part of 'op1'
1549 */
1550 void
1551 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552 {
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 {
1555 /* be conservative and fill in _some_ data */
1556 retval->distance = 10000;
1557 retval->distance_x = 10000;
1558 retval->distance_y = 10000;
1559 retval->direction = 0;
1560 retval->part = 0;
1561 }
1562 else
1563 {
1564 object *best;
1565
1566 retval->distance_x += op2->x - op1->x;
1567 retval->distance_y += op2->y - op1->y;
1568
1569 best = op1;
1570 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more)
1572 {
1573 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1574
1575 /* we just take the offset of the piece to head to figure
1576 * distance instead of doing all that work above again
1577 * since the distance fields we set above are positive in the
1578 * same axis as is used for multipart objects, the simply arithmetic
1579 * below works.
1580 */
1581 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1582 {
1583 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1584 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1585 if (tmpi < best_distance)
1586 {
1587 best_distance = tmpi;
1588 best = tmp;
1589 }
1590 }
1591
1592 if (best != op1)
1593 {
1594 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y;
1596 }
1597 }
1598
1599 retval->part = best;
1600 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1601 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1602 }
1603 }
1604
1605 /* this is basically the same as get_rangevector above, but instead of
1606 * the first parameter being an object, it instead is the map
1607 * and x,y coordinates - this is used for path to player -
1608 * since the object is not infact moving but we are trying to traverse
1609 * the path, we need this.
1610 * flags has no meaning for this function at this time - I kept it in to
1611 * be more consistant with the above function and also in case they are needed
1612 * for something in the future. Also, since no object is pasted, the best
1613 * field of the rv_vector is set to NULL.
1614 */
1615 void
1616 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617 {
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 {
1620 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000;
1622 retval->distance_x = 32767;
1623 retval->distance_y = 32767;
1624 retval->direction = 0;
1625 retval->part = 0;
1626 }
1627 else
1628 {
1629 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y;
1631
1632 retval->part = NULL;
1633 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 }
1636 }
1637
1638 /* Returns true of op1 and op2 are effectively on the same map
1639 * (as related to map tiling). Note that this looks for a path from
1640 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1641 * to op1, this will still return false.
1642 * Note we only look one map out to keep the processing simple
1643 * and efficient. This could probably be a macro.
1644 * MSW 2001-08-05
1645 */
1646 int
1647 on_same_map (const object *op1, const object *op2)
1648 {
1649 int dx, dy;
1650
1651 return adjacent_map (op1->map, op2->map, &dx, &dy);
1652 }
1653
1654 object *
1655 maptile::insert (object *op, int x, int y, object *originator, int flags)
1656 {
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661 }
1662
1663 region *
1664 maptile::region (int x, int y) const
1665 {
1666 if (regions
1667 && regionmap
1668 && !OUT_OF_REAL_MAP (this, x, y))
1669 if (struct region *reg = regionmap [regions [y * width + x]])
1670 return reg;
1671
1672 if (default_region)
1673 return default_region;
1674
1675 return ::region::default_region ();
1676 }
1677
1678