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Revision: 1.147
Committed: Mon Sep 29 10:20:48 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +6 -5 lines
Log Message:
do the same everywhere else

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.136 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.106 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.76 *
8 root 1.132 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.110 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.76 *
13 root 1.110 * 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 pippijn 1.76 *
18 root 1.110 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.106 *
21 root 1.132 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.76 */
23 elmex 1.1
24 root 1.85 #include <unistd.h>
25    
26     #include "global.h"
27     #include "loader.h"
28 elmex 1.1 #include "path.h"
29    
30     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
31     * one function that just returns a P_.. value (see map.h)
32     * it will also do map translation for tiled maps, returning
33     * new values into newmap, nx, and ny. Any and all of those
34     * values can be null, in which case if a new map is needed (returned
35     * by a P_NEW_MAP value, another call to get_map_from_coord
36     * is needed. The case of not passing values is if we're just
37     * checking for the existence of something on those spaces, but
38     * don't expect to insert/remove anything from those spaces.
39     */
40 root 1.29 int
41 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
42 elmex 1.1 {
43 root 1.56 sint16 newx = x;
44     sint16 newy = y;
45 root 1.46
46 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
47 root 1.46
48     if (!mp)
49     return P_OUT_OF_MAP;
50    
51     if (newmap) *newmap = mp;
52     if (nx) *nx = newx;
53     if (ny) *ny = newy;
54 elmex 1.3
55 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
56 elmex 1.1 }
57    
58     /*
59     * Returns true if the given coordinate is blocked except by the
60     * object passed is not blocking. This is used with
61     * multipart monsters - if we want to see if a 2x2 monster
62     * can move 1 space to the left, we don't want its own area
63     * to block it from moving there.
64     * Returns TRUE if the space is blocked by something other than the
65     * monster.
66     * m, x, y are the target map/coordinates - needed for map tiling.
67     * the coordinates & map passed in should have been updated for tiling
68     * by the caller.
69     */
70 root 1.29 int
71 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
72 root 1.29 {
73     object *tmp;
74     int mflags, blocked;
75    
76     /* Make sure the coordinates are valid - they should be, as caller should
77     * have already checked this.
78     */
79     if (OUT_OF_REAL_MAP (m, sx, sy))
80     {
81     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82     return 1;
83 elmex 1.1 }
84    
85 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
86     * directly.
87     */
88 root 1.46 mflags = m->at (sx, sy).flags ();
89 root 1.29
90     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
91    
92     /* If space is currently not blocked by anything, no need to
93     * go further. Not true for players - all sorts of special
94     * things we need to do for players.
95     */
96     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97     return 0;
98    
99     /* if there isn't anytyhing alive on this space, and this space isn't
100     * otherwise blocked, we can return now. Only if there is a living
101     * creature do we need to investigate if it is part of this creature
102     * or another. Likewise, only if something is blocking us do we
103     * need to investigate if there is a special circumstance that would
104     * let the player through (inventory checkers for example)
105     */
106     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107     return 0;
108    
109 root 1.102 ob = ob->head_ ();
110 root 1.29
111     /* We basically go through the stack of objects, and if there is
112     * some other object that has NO_PASS or FLAG_ALIVE set, return
113     * true. If we get through the entire stack, that must mean
114     * ob is blocking it, so return 0.
115     */
116 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 root 1.29 {
118    
119     /* This must be before the checks below. Code for inventory checkers. */
120     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121     {
122     /* If last_sp is set, the player/monster needs an object,
123     * so we check for it. If they don't have it, they can't
124     * pass through this space.
125     */
126     if (tmp->last_sp)
127     {
128     if (check_inv_recursive (ob, tmp) == NULL)
129     return 1;
130     else
131     continue;
132     }
133     else
134     {
135     /* In this case, the player must not have the object -
136     * if they do, they can't pass through.
137     */
138     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139     return 1;
140     else
141     continue;
142     }
143     } /* if check_inv */
144     else
145     {
146     /* Broke apart a big nasty if into several here to make
147     * this more readable. first check - if the space blocks
148     * movement, can't move here.
149 root 1.102 * second - if a monster, can't move there, unless it is a
150 root 1.29 * hidden dm
151     */
152     if (OB_MOVE_BLOCK (ob, tmp))
153     return 1;
154 root 1.102
155 root 1.103 if (tmp->flag [FLAG_ALIVE]
156 root 1.102 && tmp->head_ () != ob
157     && tmp != ob
158     && tmp->type != DOOR
159 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 root 1.29 return 1;
161 root 1.10 }
162 elmex 1.1
163     }
164 root 1.29 return 0;
165 elmex 1.1 }
166    
167     /*
168 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
169     * spot. This is meant for multi space objects - for single space objecs,
170 elmex 1.1 * just calling get_map_blocked and checking that against movement type
171 root 1.129 * of object. This function goes through all the parts of the multipart
172     * object and makes sure they can be inserted.
173 elmex 1.1 *
174     * While this doesn't call out of map, the get_map_flags does.
175     *
176     * This function has been used to deprecate arch_out_of_map -
177     * this function also does that check, and since in most cases,
178     * a call to one would follow the other, doesn't make a lot of sense to
179     * have two seperate functions for this.
180     *
181     * This returns nonzero if this arch can not go on the space provided,
182     * 0 otherwise. the return value will contain the P_.. value
183     * so the caller can know why this object can't go on the map.
184     * Note that callers should not expect P_NEW_MAP to be set
185     * in return codes - since the object is multispace - if
186     * we did return values, what do you return if half the object
187     * is one map, half on another.
188     *
189     * Note this used to be arch_blocked, but with new movement
190     * code, we need to have actual object to check its move_type
191     * against the move_block values.
192     */
193 root 1.129 bool
194     object::blocked (maptile *m, int x, int y) const
195 root 1.29 {
196 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
197 root 1.29 {
198 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
199 elmex 1.1
200 root 1.129 if (!pos.normalise ())
201     return 1;
202 elmex 1.1
203 root 1.129 mapspace &ms = *pos;
204 elmex 1.1
205 root 1.129 if (ms.flags () & P_IS_ALIVE)
206     return 1;
207 root 1.47
208 root 1.129 /* However, often ob doesn't have any move type
209     * (signifying non-moving objects)
210 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
211     */
212 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
213 root 1.29 continue;
214 elmex 1.1
215 root 1.29 /* Note it is intentional that we check ob - the movement type of the
216     * head of the object should correspond for the entire object.
217     */
218 root 1.129 if (ms.blocks (move_type))
219     return 1;
220 root 1.45 }
221 elmex 1.1
222 root 1.29 return 0;
223 elmex 1.1 }
224    
225     /* When the map is loaded, load_object does not actually insert objects
226     * into inventory, but just links them. What this does is go through
227     * and insert them properly.
228     * The object 'container' is the object that contains the inventory.
229     * This is needed so that we can update the containers weight.
230     */
231 root 1.29 void
232     fix_container (object *container)
233 elmex 1.1 {
234 root 1.29 object *tmp = container->inv, *next;
235 elmex 1.1
236 root 1.56 container->inv = 0;
237     while (tmp)
238 root 1.29 {
239     next = tmp->below;
240     if (tmp->inv)
241     fix_container (tmp);
242 root 1.56
243     insert_ob_in_ob (tmp, container);
244 root 1.29 tmp = next;
245     }
246 root 1.56
247 root 1.135 // go through and calculate what all the containers are carrying.
248     //TODO: remove
249     container->update_weight ();
250 elmex 1.1 }
251    
252 root 1.64 void
253     maptile::set_object_flag (int flag, int value)
254     {
255     if (!spaces)
256     return;
257    
258     for (mapspace *ms = spaces + size (); ms-- > spaces; )
259     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260     tmp->flag [flag] = value;
261     }
262    
263 root 1.144 void
264     maptile::post_load_original ()
265     {
266     if (!spaces)
267     return;
268    
269     set_object_flag (FLAG_OBJ_ORIGINAL);
270    
271     for (mapspace *ms = spaces + size (); ms-- > spaces; )
272     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273     INVOKE_OBJECT (RESET, tmp);
274     }
275    
276 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
277     * for objects whose arch says they are multipart yet according to the
278     * info we have, they only have the head (as would be expected when
279 root 1.99 * they are saved).
280 elmex 1.1 */
281 root 1.56 void
282     maptile::link_multipart_objects ()
283 elmex 1.1 {
284 root 1.56 if (!spaces)
285     return;
286    
287     for (mapspace *ms = spaces + size (); ms-- > spaces; )
288 elmex 1.111 {
289     object *op = ms->bot;
290     while (op)
291     {
292     /* already multipart - don't do anything more */
293     if (op->head_ () == op && !op->more && op->arch->more)
294     {
295     op->remove ();
296     op->expand_tail ();
297    
298     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
299     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
300     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
301     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302    
303     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304     // so we have to reset the iteration through the mapspace
305     }
306     else
307     op = op->above;
308     }
309     }
310 elmex 1.1 }
311 root 1.29
312 elmex 1.1 /*
313     * Loads (ands parses) the objects into a given map from the specified
314     * file pointer.
315     */
316 root 1.56 bool
317 root 1.88 maptile::_load_objects (object_thawer &f)
318 root 1.24 {
319 root 1.88 for (;;)
320     {
321 root 1.133 coroapi::cede_to_tick (); // cede once in a while
322 elmex 1.1
323 root 1.88 switch (f.kw)
324 root 1.24 {
325 root 1.88 case KW_arch:
326 root 1.90 if (object *op = object::read (f, this))
327 root 1.88 {
328 root 1.135 // TODO: why?
329 root 1.88 if (op->inv)
330 root 1.135 op->update_weight ();
331 root 1.10
332 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333     {
334     // we insert manually because
335     // a) its way faster
336     // b) we remove manually, too, and there are good reasons for that
337     // c) its correct
338     mapspace &ms = at (op->x, op->y);
339    
340     op->flag [FLAG_REMOVED] = false;
341    
342     op->above = 0;
343     op->below = ms.top;
344    
345     if (ms.top)
346     ms.top->above = op;
347     else
348     ms.bot = op;
349    
350     ms.top = op;
351     ms.flags_ = 0;
352     }
353     else
354     {
355     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 root 1.147 op->destroy_inv (false); // be explicit about dropping
357     op->destroy (true);
358 root 1.130 }
359 root 1.88 }
360 root 1.41
361 root 1.88 continue;
362 root 1.41
363 root 1.88 case KW_EOF:
364     return true;
365 root 1.41
366 root 1.88 default:
367     if (!f.parse_error ("map file"))
368     return false;
369 root 1.41 break;
370 root 1.10 }
371 root 1.24
372 root 1.88 f.next ();
373 elmex 1.1 }
374 root 1.24
375 root 1.56 return true;
376     }
377    
378     void
379     maptile::activate ()
380     {
381 root 1.101 if (spaces)
382     for (mapspace *ms = spaces + size (); ms-- > spaces; )
383     for (object *op = ms->bot; op; op = op->above)
384     op->activate_recursive ();
385 root 1.56 }
386    
387     void
388     maptile::deactivate ()
389     {
390 root 1.101 if (spaces)
391     for (mapspace *ms = spaces + size (); ms-- > spaces; )
392     for (object *op = ms->bot; op; op = op->above)
393     op->deactivate_recursive ();
394 root 1.56 }
395    
396     bool
397 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
398 root 1.56 {
399 root 1.100 coroapi::cede_to_tick ();
400 root 1.65
401 root 1.56 if (flags & IO_HEADER)
402 root 1.88 _save_header (f);
403 root 1.56
404     if (!spaces)
405     return false;
406    
407     for (int i = 0; i < size (); ++i)
408 root 1.24 {
409 root 1.121 bool unique = 0;
410    
411 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
412 root 1.24 {
413 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
414 root 1.56
415 root 1.121 if (expect_false (!op->can_map_save ()))
416 root 1.56 continue;
417    
418 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
419 root 1.24 {
420 root 1.56 if (flags & IO_UNIQUES)
421 root 1.88 op->write (f);
422 root 1.10 }
423 root 1.121 else if (expect_true (flags & IO_OBJECTS))
424 root 1.88 op->write (f);
425 root 1.10 }
426 elmex 1.1 }
427 root 1.24
428 root 1.100 coroapi::cede_to_tick ();
429 root 1.97
430 root 1.56 return true;
431 elmex 1.1 }
432    
433 root 1.56 bool
434 root 1.72 maptile::_save_objects (const char *path, int flags)
435 root 1.56 {
436     object_freezer freezer;
437 root 1.29
438 root 1.72 if (!_save_objects (freezer, flags))
439 root 1.56 return false;
440 root 1.29
441 root 1.56 return freezer.save (path);
442 elmex 1.1 }
443    
444 root 1.34 maptile::maptile ()
445     {
446     in_memory = MAP_SWAPPED;
447 root 1.54
448 root 1.34 /* The maps used to pick up default x and y values from the
449 root 1.85 * map archetype. Mimic that behaviour.
450 root 1.34 */
451 root 1.85 width = 16;
452     height = 16;
453     timeout = 300;
454     max_nrof = 1000; // 1000 items of anything
455     max_volume = 2000000; // 2m³
456 root 1.34 }
457    
458 root 1.56 maptile::maptile (int w, int h)
459 root 1.54 {
460 root 1.56 in_memory = MAP_SWAPPED;
461 root 1.54
462 root 1.56 width = w;
463     height = h;
464     reset_timeout = 0;
465     timeout = 300;
466     enter_x = 0;
467     enter_y = 0;
468 root 1.54
469 root 1.56 alloc ();
470 elmex 1.1 }
471    
472     /*
473 root 1.31 * Allocates the arrays contained in a maptile.
474 elmex 1.1 * This basically allocates the dynamic array of spaces for the
475     * map.
476     */
477 root 1.29 void
478 root 1.56 maptile::alloc ()
479 root 1.29 {
480 root 1.34 if (spaces)
481 root 1.56 return;
482 elmex 1.1
483 root 1.53 spaces = salloc0<mapspace> (size ());
484 elmex 1.1 }
485    
486     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487     * corresponding to that string. Memory is allocated for this, it must be freed
488     * at a later date.
489     * Called by parse_map_headers below.
490     */
491 root 1.29 static shopitems *
492     parse_shop_string (const char *input_string)
493     {
494     char *shop_string, *p, *q, *next_semicolon, *next_colon;
495     shopitems *items = NULL;
496     int i = 0, number_of_entries = 0;
497     const typedata *current_type;
498    
499 root 1.43 shop_string = strdup (input_string);
500 root 1.29 p = shop_string;
501     /* first we'll count the entries, we'll need that for allocating the array shortly */
502     while (p)
503     {
504     p = strchr (p, ';');
505     number_of_entries++;
506     if (p)
507     p++;
508     }
509 root 1.54
510 root 1.29 p = shop_string;
511     strip_endline (p);
512     items = new shopitems[number_of_entries + 1];
513     for (i = 0; i < number_of_entries; i++)
514     {
515     if (!p)
516     {
517     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518     break;
519     }
520 root 1.54
521 root 1.29 next_semicolon = strchr (p, ';');
522     next_colon = strchr (p, ':');
523     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525     items[i].strength = atoi (strchr (p, ':') + 1);
526    
527     if (isdigit (*p) || *p == '*')
528     {
529     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530     current_type = get_typedata (items[i].typenum);
531     if (current_type)
532     {
533     items[i].name = current_type->name;
534     items[i].name_pl = current_type->name_pl;
535     }
536     }
537     else
538     { /*we have a named type, let's figure out what it is */
539     q = strpbrk (p, ";:");
540     if (q)
541     *q = '\0';
542    
543     current_type = get_typedata_by_name (p);
544     if (current_type)
545     {
546     items[i].name = current_type->name;
547     items[i].typenum = current_type->number;
548     items[i].name_pl = current_type->name_pl;
549     }
550     else
551     { /* oh uh, something's wrong, let's free up this one, and try
552     * the next entry while we're at it, better print a warning
553     */
554     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555     }
556     }
557 root 1.54
558 root 1.29 items[i].index = number_of_entries;
559     if (next_semicolon)
560     p = ++next_semicolon;
561     else
562     p = NULL;
563 elmex 1.1 }
564 root 1.54
565 root 1.29 free (shop_string);
566     return items;
567 elmex 1.1 }
568    
569     /* opposite of parse string, this puts the string that was originally fed in to
570     * the map (or something equivilent) into output_string. */
571 root 1.29 static void
572 root 1.31 print_shop_string (maptile *m, char *output_string)
573 root 1.29 {
574     int i;
575     char tmp[MAX_BUF];
576    
577     strcpy (output_string, "");
578     for (i = 0; i < m->shopitems[0].index; i++)
579     {
580     if (m->shopitems[i].typenum)
581     {
582     if (m->shopitems[i].strength)
583 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 root 1.29 else
585     sprintf (tmp, "%s;", m->shopitems[i].name);
586 root 1.10 }
587 root 1.29 else
588     {
589     if (m->shopitems[i].strength)
590 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
591 root 1.29 else
592     sprintf (tmp, "*");
593     }
594 root 1.54
595 root 1.29 strcat (output_string, tmp);
596 elmex 1.1 }
597     }
598    
599     /* This loads the header information of the map. The header
600     * contains things like difficulty, size, timeout, etc.
601     * this used to be stored in the map object, but with the
602     * addition of tiling, fields beyond that easily named in an
603     * object structure were needed, so it just made sense to
604     * put all the stuff in the map object so that names actually make
605     * sense.
606     * This could be done in lex (like the object loader), but I think
607     * currently, there are few enough fields this is not a big deal.
608     * MSW 2001-07-01
609     */
610 root 1.56 bool
611 root 1.72 maptile::_load_header (object_thawer &thawer)
612 elmex 1.1 {
613 root 1.56 for (;;)
614 root 1.29 {
615 root 1.105 switch (thawer.kw)
616 root 1.29 {
617 root 1.56 case KW_msg:
618     thawer.get_ml (KW_endmsg, msg);
619     break;
620 root 1.22
621 root 1.56 case KW_lore: // CF+ extension
622     thawer.get_ml (KW_endlore, maplore);
623     break;
624 root 1.10
625 root 1.56 case KW_maplore:
626     thawer.get_ml (KW_endmaplore, maplore);
627     break;
628 root 1.10
629 root 1.56 case KW_arch:
630     if (strcmp (thawer.get_str (), "map"))
631     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
632     break;
633 root 1.29
634 root 1.56 case KW_oid:
635     thawer.get (this, thawer.get_sint32 ());
636     break;
637 root 1.29
638 root 1.56 case KW_file_format_version: break; // nop
639 root 1.29
640 root 1.56 case KW_name: thawer.get (name); break;
641     case KW_attach: thawer.get (attach); break;
642     case KW_reset_time: thawer.get (reset_time); break;
643     case KW_shopgreed: thawer.get (shopgreed); break;
644     case KW_shopmin: thawer.get (shopmin); break;
645     case KW_shopmax: thawer.get (shopmax); break;
646     case KW_shoprace: thawer.get (shoprace); break;
647     case KW_outdoor: thawer.get (outdoor); break;
648     case KW_temp: thawer.get (temp); break;
649     case KW_pressure: thawer.get (pressure); break;
650     case KW_humid: thawer.get (humid); break;
651     case KW_windspeed: thawer.get (windspeed); break;
652     case KW_winddir: thawer.get (winddir); break;
653     case KW_sky: thawer.get (sky); break;
654    
655     case KW_per_player: thawer.get (per_player); break;
656     case KW_per_party: thawer.get (per_party); break;
657 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
658 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
659 root 1.56
660 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
661 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662    
663     // old names new names
664     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666     case KW_x: case KW_width: thawer.get (width); break;
667     case KW_y: case KW_height: thawer.get (height); break;
668     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669     case KW_value: case KW_swap_time: thawer.get (timeout); break;
670     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673    
674     case KW_tile_path_1: thawer.get (tile_path [0]); break;
675     case KW_tile_path_2: thawer.get (tile_path [1]); break;
676     case KW_tile_path_3: thawer.get (tile_path [2]); break;
677     case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 root 1.83
679 root 1.112 case KW_ERROR:
680 root 1.123 set_key_text (thawer.kw_str, thawer.value);
681 root 1.112 break;
682    
683 root 1.83 case KW_end:
684 root 1.124 thawer.next ();
685 root 1.83 return true;
686    
687     default:
688 root 1.87 if (!thawer.parse_error ("map", 0))
689 root 1.83 return false;
690     break;
691 root 1.10 }
692 root 1.124
693     thawer.next ();
694 elmex 1.1 }
695 root 1.41
696 root 1.56 abort ();
697 elmex 1.1 }
698    
699 root 1.56 /******************************************************************************
700     * This is the start of unique map handling code
701     *****************************************************************************/
702 root 1.29
703 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
704     void
705     maptile::clear_unique_items ()
706 root 1.29 {
707 root 1.56 for (int i = 0; i < size (); ++i)
708 root 1.29 {
709 root 1.56 int unique = 0;
710     for (object *op = spaces [i].bot; op; )
711     {
712     object *above = op->above;
713 elmex 1.1
714 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715     unique = 1;
716 root 1.14
717 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 root 1.56 {
719     op->destroy_inv (false);
720 root 1.147 op->destroy (true);
721 root 1.56 }
722 elmex 1.1
723 root 1.56 op = above;
724     }
725 root 1.29 }
726 elmex 1.1 }
727    
728 root 1.56 bool
729 root 1.72 maptile::_save_header (object_freezer &freezer)
730 root 1.29 {
731 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
732     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
733 elmex 1.1
734 root 1.56 MAP_OUT2 (arch, "map");
735 elmex 1.1
736 root 1.56 if (name) MAP_OUT (name);
737     MAP_OUT (swap_time);
738     MAP_OUT (reset_time);
739     MAP_OUT (reset_timeout);
740     MAP_OUT (fixed_resettime);
741 root 1.109 MAP_OUT (no_reset);
742 root 1.141 MAP_OUT (no_drop);
743 root 1.56 MAP_OUT (difficulty);
744 root 1.9
745 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
746 root 1.29
747 root 1.56 if (shopitems)
748 root 1.29 {
749 root 1.56 char shop[MAX_BUF];
750     print_shop_string (this, shop);
751     MAP_OUT2 (shopitems, shop);
752 elmex 1.1 }
753    
754 root 1.56 MAP_OUT (shopgreed);
755     MAP_OUT (shopmin);
756     MAP_OUT (shopmax);
757     if (shoprace) MAP_OUT (shoprace);
758     MAP_OUT (darkness);
759     MAP_OUT (width);
760     MAP_OUT (height);
761     MAP_OUT (enter_x);
762     MAP_OUT (enter_y);
763 root 1.14
764 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
765     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
766 elmex 1.1
767 root 1.56 MAP_OUT (outdoor);
768     MAP_OUT (temp);
769     MAP_OUT (pressure);
770     MAP_OUT (humid);
771     MAP_OUT (windspeed);
772     MAP_OUT (winddir);
773     MAP_OUT (sky);
774 elmex 1.1
775 root 1.56 MAP_OUT (per_player);
776     MAP_OUT (per_party);
777 elmex 1.1
778 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
779     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
780     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
781     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
782 root 1.40
783 root 1.63 freezer.put (this);
784 root 1.61 freezer.put (KW_end);
785 root 1.40
786 root 1.56 return true;
787 elmex 1.1 }
788    
789 root 1.56 bool
790 root 1.72 maptile::_save_header (const char *path)
791 root 1.29 {
792 root 1.17 object_freezer freezer;
793 root 1.10
794 root 1.72 if (!_save_header (freezer))
795 root 1.56 return false;
796 elmex 1.1
797 root 1.56 return freezer.save (path);
798 elmex 1.1 }
799    
800     /*
801     * Remove and free all objects in the given map.
802     */
803 root 1.29 void
804 root 1.56 maptile::clear ()
805 root 1.29 {
806 root 1.81 if (spaces)
807     {
808     for (mapspace *ms = spaces + size (); ms-- > spaces; )
809 root 1.104 while (object *op = ms->bot)
810 root 1.81 {
811 root 1.127 // manually remove, as to not trigger anything
812     if (ms->bot = op->above)
813     ms->bot->below = 0;
814    
815     op->flag [FLAG_REMOVED] = true;
816    
817 root 1.128 object *head = op->head_ ();
818     if (op == head)
819 root 1.127 {
820     op->destroy_inv (false);
821 root 1.147 op->destroy (true);
822 root 1.127 }
823 root 1.128 else if (head->map != op->map)
824     {
825     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 root 1.147 head->destroy (true);
827 root 1.128 }
828 root 1.81 }
829 root 1.29
830 root 1.137 sfree0 (spaces, size ());
831 root 1.81 }
832 root 1.29
833 root 1.56 if (buttons)
834     free_objectlinkpt (buttons), buttons = 0;
835 root 1.127
836 root 1.137 sfree0 (regions, size ());
837 root 1.127 delete [] regionmap; regionmap = 0;
838 elmex 1.1 }
839    
840 root 1.29 void
841 root 1.56 maptile::clear_header ()
842 root 1.29 {
843 root 1.56 name = 0;
844     msg = 0;
845     maplore = 0;
846     shoprace = 0;
847     delete [] shopitems, shopitems = 0;
848 root 1.42
849 root 1.47 for (int i = 0; i < 4; i++)
850 root 1.56 tile_path [i] = 0;
851 root 1.47 }
852 root 1.42
853 root 1.47 maptile::~maptile ()
854     {
855 root 1.53 assert (destroyed ());
856 elmex 1.1 }
857    
858 root 1.29 void
859 root 1.56 maptile::clear_links_to (maptile *m)
860 root 1.29 {
861     /* We need to look through all the maps and see if any maps
862     * are pointing at this one for tiling information. Since
863 root 1.47 * tiling can be asymetric, we just can not look to see which
864 root 1.29 * maps this map tiles with and clears those.
865     */
866 root 1.56 for (int i = 0; i < 4; i++)
867     if (tile_map[i] == m)
868     tile_map[i] = 0;
869 root 1.47 }
870 elmex 1.1
871 root 1.47 void
872 root 1.56 maptile::do_destroy ()
873 root 1.47 {
874 root 1.56 attachable::do_destroy ();
875    
876     clear ();
877 elmex 1.1 }
878    
879 root 1.109 /* decay and destroy perishable items in a map */
880     void
881     maptile::do_decay_objects ()
882     {
883     if (!spaces)
884     return;
885    
886     for (mapspace *ms = spaces + size (); ms-- > spaces; )
887     for (object *above, *op = ms->bot; op; op = above)
888     {
889     above = op->above;
890    
891     bool destroy = 0;
892    
893     // do not decay anything above unique floor tiles (yet :)
894     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
895     break;
896    
897     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
898     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899     || QUERY_FLAG (op, FLAG_UNIQUE)
900     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901     || QUERY_FLAG (op, FLAG_UNPAID)
902     || op->is_alive ())
903     ; // do not decay
904     else if (op->is_weapon ())
905     {
906     op->stats.dam--;
907     if (op->stats.dam < 0)
908     destroy = 1;
909     }
910     else if (op->is_armor ())
911     {
912     op->stats.ac--;
913     if (op->stats.ac < 0)
914     destroy = 1;
915     }
916     else if (op->type == FOOD)
917     {
918     op->stats.food -= rndm (5, 20);
919     if (op->stats.food < 0)
920     destroy = 1;
921     }
922     else
923     {
924     int mat = op->materials;
925    
926     if (mat & M_PAPER
927     || mat & M_LEATHER
928     || mat & M_WOOD
929     || mat & M_ORGANIC
930     || mat & M_CLOTH
931     || mat & M_LIQUID
932     || (mat & M_IRON && rndm (1, 5) == 1)
933     || (mat & M_GLASS && rndm (1, 2) == 1)
934     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936     || (mat & M_ICE && temp > 32))
937     destroy = 1;
938     }
939    
940     /* adjust overall chance below */
941     if (destroy && rndm (0, 1))
942 root 1.147 op->destroy (true);
943 root 1.109 }
944     }
945    
946 elmex 1.1 /*
947 root 1.56 * Updates every button on the map (by calling update_button() for them).
948 elmex 1.1 */
949 root 1.56 void
950     maptile::update_buttons ()
951 root 1.29 {
952 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953     for (objectlink *ol = obp->link; ol; ol = ol->next)
954     {
955     if (!ol->ob)
956     {
957     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959     continue;
960     }
961 elmex 1.1
962 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963     {
964     update_button (ol->ob);
965     break;
966     }
967     }
968 elmex 1.1 }
969    
970     /*
971     * This routine is supposed to find out the difficulty of the map.
972     * difficulty does not have a lot to do with character level,
973     * but does have a lot to do with treasure on the map.
974     *
975     * Difficulty can now be set by the map creature. If the value stored
976     * in the map is zero, then use this routine. Maps should really
977     * have a difficulty set than using this function - human calculation
978     * is much better than this functions guesswork.
979     */
980 root 1.29 int
981 root 1.56 maptile::estimate_difficulty () const
982 root 1.29 {
983 elmex 1.1 long monster_cnt = 0;
984     double avgexp = 0;
985     sint64 total_exp = 0;
986    
987 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988     for (object *op = ms->bot; op; op = op->above)
989     {
990     if (QUERY_FLAG (op, FLAG_MONSTER))
991     {
992     total_exp += op->stats.exp;
993     monster_cnt++;
994     }
995 elmex 1.1
996 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
997     {
998     total_exp += op->stats.exp;
999 elmex 1.1
1000 root 1.140 if (archetype *at = op->other_arch)
1001     {
1002     total_exp += at->stats.exp * 8;
1003     monster_cnt++;
1004     }
1005    
1006     for (object *inv = op->inv; inv; inv = inv->below)
1007     {
1008     total_exp += op->stats.exp * 8;
1009     monster_cnt++;
1010     }
1011 root 1.56 }
1012     }
1013 elmex 1.1
1014     avgexp = (double) total_exp / monster_cnt;
1015    
1016 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1017     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1018     return i;
1019 elmex 1.1
1020     return 1;
1021     }
1022    
1023     /* change_map_light() - used to change map light level (darkness)
1024     * up or down. Returns true if successful. It should now be
1025     * possible to change a value by more than 1.
1026     * Move this from los.c to map.c since this is more related
1027     * to maps than los.
1028     * postive values make it darker, negative make it brighter
1029     */
1030 root 1.29 int
1031 root 1.56 maptile::change_map_light (int change)
1032 root 1.29 {
1033 root 1.56 int new_level = darkness + change;
1034 root 1.29
1035     /* Nothing to do */
1036 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1037     return 0;
1038 elmex 1.1
1039 root 1.29 /* inform all players on the map */
1040     if (change > 0)
1041 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1042 root 1.29 else
1043 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1044 root 1.29
1045 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1046 root 1.29 * we need to be extra careful about negative values.
1047     * In general, the checks below are only needed if change
1048     * is not +/-1
1049     */
1050     if (new_level < 0)
1051 root 1.56 darkness = 0;
1052 root 1.29 else if (new_level >= MAX_DARKNESS)
1053 root 1.56 darkness = MAX_DARKNESS;
1054 root 1.29 else
1055 root 1.56 darkness = new_level;
1056 elmex 1.1
1057 root 1.29 /* All clients need to get re-updated for the change */
1058 root 1.56 update_all_map_los (this);
1059 root 1.142
1060 root 1.29 return 1;
1061 elmex 1.1 }
1062    
1063     /*
1064     * This function updates various attributes about a specific space
1065     * on the map (what it looks like, whether it blocks magic,
1066     * has a living creatures, prevents people from passing
1067     * through, etc)
1068     */
1069 root 1.29 void
1070 root 1.46 mapspace::update_ ()
1071 root 1.29 {
1072 root 1.142 object *last = 0;
1073 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1074 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1075    
1076 root 1.94 //object *middle = 0;
1077     //object *top = 0;
1078     //object *floor = 0;
1079     // this seems to generate better code than using locals, above
1080 root 1.95 object *&top = faces_obj[0] = 0;
1081     object *&middle = faces_obj[1] = 0;
1082     object *&floor = faces_obj[2] = 0;
1083 root 1.29
1084 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1085 root 1.29 {
1086     /* This could be made additive I guess (two lights better than
1087 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1088 root 1.29 * light bulbs do not illuminate twice as far as once since
1089 root 1.45 * it is a dissapation factor that is cubed.
1090 root 1.29 */
1091 root 1.139 light = max (light, tmp->glow_radius);
1092 root 1.29
1093     /* This call is needed in order to update objects the player
1094     * is standing in that have animations (ie, grass, fire, etc).
1095     * However, it also causes the look window to be re-drawn
1096     * 3 times each time the player moves, because many of the
1097     * functions the move_player calls eventualy call this.
1098     *
1099     * Always put the player down for drawing.
1100     */
1101     if (!tmp->invisible)
1102     {
1103     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1104 root 1.94 top = tmp;
1105 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1106     {
1107     /* If we got a floor, that means middle and top were below it,
1108     * so should not be visible, so we clear them.
1109     */
1110 root 1.94 middle = 0;
1111     top = 0;
1112     floor = tmp;
1113 root 1.29 }
1114     /* Flag anywhere have high priority */
1115     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1116     {
1117 root 1.94 middle = tmp;
1118 root 1.29 anywhere = 1;
1119     }
1120 root 1.143
1121 root 1.29 /* Find the highest visible face around. If equal
1122     * visibilities, we still want the one nearer to the
1123     * top
1124     */
1125 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1126     middle = tmp;
1127 root 1.29 }
1128 root 1.45
1129 root 1.29 if (tmp == tmp->above)
1130     {
1131     LOG (llevError, "Error in structure of map\n");
1132     exit (-1);
1133     }
1134    
1135 root 1.45 move_slow |= tmp->move_slow;
1136 root 1.29 move_block |= tmp->move_block;
1137 root 1.45 move_on |= tmp->move_on;
1138     move_off |= tmp->move_off;
1139 root 1.29 move_allow |= tmp->move_allow;
1140    
1141 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1142     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1143 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1144 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1145     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1146     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1147     }
1148 root 1.29
1149 root 1.46 this->light = light;
1150     this->flags_ = flags;
1151     this->move_block = move_block & ~move_allow;
1152     this->move_on = move_on;
1153     this->move_off = move_off;
1154     this->move_slow = move_slow;
1155 root 1.29
1156     /* At this point, we have a floor face (if there is a floor),
1157     * and the floor is set - we are not going to touch it at
1158     * this point.
1159     * middle contains the highest visibility face.
1160     * top contains a player/monster face, if there is one.
1161     *
1162     * We now need to fill in top.face and/or middle.face.
1163     */
1164    
1165     /* If the top face also happens to be high visibility, re-do our
1166     * middle face. This should not happen, as we already have the
1167     * else statement above so middle should not get set. OTOH, it
1168     * may be possible for the faces to match but be different objects.
1169     */
1170     if (top == middle)
1171 root 1.94 middle = 0;
1172 root 1.29
1173     /* There are three posibilities at this point:
1174     * 1) top face is set, need middle to be set.
1175     * 2) middle is set, need to set top.
1176     * 3) neither middle or top is set - need to set both.
1177     */
1178    
1179 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1180 root 1.29 {
1181     /* Once we get to a floor, stop, since we already have a floor object */
1182     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1183     break;
1184    
1185     /* If two top faces are already set, quit processing */
1186 root 1.94 if (top && middle)
1187 root 1.29 break;
1188 root 1.10
1189 elmex 1.67 /* Only show visible faces */
1190     if (!tmp->invisible)
1191 root 1.29 {
1192     /* Fill in top if needed */
1193 root 1.94 if (!top)
1194 root 1.29 {
1195 root 1.94 top = tmp;
1196 root 1.29 if (top == middle)
1197 root 1.94 middle = 0;
1198 root 1.29 }
1199     else
1200     {
1201     /* top is already set - we should only get here if
1202     * middle is not set
1203     *
1204     * Set the middle face and break out, since there is nothing
1205     * more to fill in. We don't check visiblity here, since
1206     *
1207     */
1208 root 1.94 if (tmp != top)
1209 root 1.29 {
1210 root 1.94 middle = tmp;
1211 root 1.29 break;
1212 root 1.10 }
1213     }
1214     }
1215 elmex 1.1 }
1216 root 1.45
1217 root 1.29 if (middle == floor)
1218 root 1.94 middle = 0;
1219 root 1.45
1220 root 1.29 if (top == middle)
1221 root 1.94 middle = 0;
1222 root 1.45
1223 root 1.94 #if 0
1224     faces_obj [0] = top;
1225     faces_obj [1] = middle;
1226     faces_obj [2] = floor;
1227     #endif
1228 elmex 1.1 }
1229    
1230 root 1.85 uint64
1231     mapspace::volume () const
1232     {
1233     uint64 vol = 0;
1234    
1235     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1236     vol += op->volume ();
1237    
1238     return vol;
1239     }
1240    
1241 root 1.117 bool
1242     maptile::tile_available (int dir, bool load)
1243 elmex 1.1 {
1244 root 1.118 if (!tile_path[dir])
1245     return 0;
1246    
1247 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 root 1.117 return 1;
1249 root 1.60
1250 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251     return 1;
1252 root 1.56
1253 root 1.117 return 0;
1254 root 1.68 }
1255    
1256 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1257     * map m. This function also takes into account any
1258     * tiling considerations, loading adjacant maps as needed.
1259     * This is the function should always be used when it
1260     * necessary to check for valid coordinates.
1261     * This function will recursively call itself for the
1262     * tiled maps.
1263     */
1264 root 1.29 int
1265 root 1.31 out_of_map (maptile *m, int x, int y)
1266 elmex 1.1 {
1267 root 1.29 /* If we get passed a null map, this is obviously the
1268     * case. This generally shouldn't happen, but if the
1269     * map loads fail below, it could happen.
1270     */
1271     if (!m)
1272     return 0;
1273 elmex 1.1
1274 root 1.29 if (x < 0)
1275     {
1276 root 1.119 if (!m->tile_available (3))
1277 root 1.29 return 1;
1278 root 1.46
1279 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1280 elmex 1.1 }
1281 root 1.46
1282 root 1.48 if (x >= m->width)
1283 root 1.29 {
1284 root 1.119 if (!m->tile_available (1))
1285 root 1.29 return 1;
1286 root 1.46
1287 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.29 if (y < 0)
1291     {
1292 root 1.119 if (!m->tile_available (0))
1293 root 1.29 return 1;
1294 root 1.46
1295 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1296 elmex 1.1 }
1297 root 1.46
1298 root 1.48 if (y >= m->height)
1299 root 1.29 {
1300 root 1.119 if (!m->tile_available (2))
1301 root 1.29 return 1;
1302 root 1.46
1303 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1304 elmex 1.1 }
1305    
1306 root 1.29 /* Simple case - coordinates are within this local
1307     * map.
1308     */
1309     return 0;
1310 elmex 1.1 }
1311    
1312     /* This is basically the same as out_of_map above, but
1313     * instead we return NULL if no map is valid (coordinates
1314     * out of bounds and no tiled map), otherwise it returns
1315     * the map as that the coordinates are really on, and
1316 pippijn 1.66 * updates x and y to be the localised coordinates.
1317 elmex 1.1 * Using this is more efficient of calling out_of_map
1318     * and then figuring out what the real map is
1319     */
1320 root 1.31 maptile *
1321 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1322 elmex 1.1 {
1323 root 1.68 if (x < 0)
1324 root 1.29 {
1325 root 1.119 if (!tile_available (3))
1326 root 1.46 return 0;
1327 root 1.56
1328 root 1.68 x += tile_map[3]->width;
1329     return tile_map[3]->xy_find (x, y);
1330 elmex 1.1 }
1331 root 1.46
1332 root 1.68 if (x >= width)
1333 root 1.29 {
1334 root 1.119 if (!tile_available (1))
1335 root 1.46 return 0;
1336    
1337 root 1.68 x -= width;
1338     return tile_map[1]->xy_find (x, y);
1339 elmex 1.1 }
1340 root 1.46
1341 root 1.68 if (y < 0)
1342 root 1.29 {
1343 root 1.119 if (!tile_available (0))
1344 root 1.46 return 0;
1345    
1346 root 1.68 y += tile_map[0]->height;
1347     return tile_map[0]->xy_find (x, y);
1348 elmex 1.1 }
1349 root 1.46
1350 root 1.68 if (y >= height)
1351 root 1.29 {
1352 root 1.119 if (!tile_available (2))
1353 root 1.46 return 0;
1354    
1355 root 1.68 y -= height;
1356     return tile_map[2]->xy_find (x, y);
1357 elmex 1.1 }
1358    
1359 root 1.29 /* Simple case - coordinates are within this local
1360     * map.
1361     */
1362 root 1.68 return this;
1363 elmex 1.1 }
1364    
1365     /**
1366     * Return whether map2 is adjacent to map1. If so, store the distance from
1367     * map1 to map2 in dx/dy.
1368     */
1369 root 1.82 int
1370 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1371 root 1.29 {
1372     if (!map1 || !map2)
1373     return 0;
1374    
1375 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1376 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1377 root 1.29 if (map1 == map2)
1378     {
1379     *dx = 0;
1380     *dy = 0;
1381     }
1382     else if (map1->tile_map[0] == map2)
1383     { /* up */
1384     *dx = 0;
1385 root 1.48 *dy = -map2->height;
1386 root 1.29 }
1387     else if (map1->tile_map[1] == map2)
1388     { /* right */
1389 root 1.48 *dx = map1->width;
1390 root 1.29 *dy = 0;
1391     }
1392     else if (map1->tile_map[2] == map2)
1393     { /* down */
1394     *dx = 0;
1395 root 1.48 *dy = map1->height;
1396 root 1.29 }
1397     else if (map1->tile_map[3] == map2)
1398     { /* left */
1399 root 1.48 *dx = -map2->width;
1400 root 1.29 *dy = 0;
1401     }
1402     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1403     { /* up right */
1404 root 1.48 *dx = map1->tile_map[0]->width;
1405     *dy = -map1->tile_map[0]->height;
1406 root 1.29 }
1407     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1408     { /* up left */
1409 root 1.48 *dx = -map2->width;
1410     *dy = -map1->tile_map[0]->height;
1411 root 1.29 }
1412     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1413     { /* right up */
1414 root 1.48 *dx = map1->width;
1415     *dy = -map2->height;
1416 root 1.29 }
1417     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1418     { /* right down */
1419 root 1.48 *dx = map1->width;
1420     *dy = map1->tile_map[1]->height;
1421 root 1.29 }
1422     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1423     { /* down right */
1424 root 1.48 *dx = map1->tile_map[2]->width;
1425     *dy = map1->height;
1426 root 1.29 }
1427     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1428     { /* down left */
1429 root 1.48 *dx = -map2->width;
1430     *dy = map1->height;
1431 root 1.29 }
1432     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1433     { /* left up */
1434 root 1.48 *dx = -map1->tile_map[3]->width;
1435     *dy = -map2->height;
1436 root 1.29 }
1437     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1438     { /* left down */
1439 root 1.48 *dx = -map1->tile_map[3]->width;
1440     *dy = map1->tile_map[3]->height;
1441 root 1.29 }
1442     else
1443 root 1.56 return 0;
1444 elmex 1.1
1445 root 1.29 return 1;
1446 elmex 1.1 }
1447    
1448 root 1.68 maptile *
1449     maptile::xy_load (sint16 &x, sint16 &y)
1450     {
1451     maptile *map = xy_find (x, y);
1452    
1453     if (map)
1454     map->load_sync ();
1455    
1456     return map;
1457     }
1458    
1459     maptile *
1460     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1461     {
1462     return m->xy_load (*x, *y);
1463     }
1464    
1465 elmex 1.1 /* From map.c
1466     * This is used by get_player to determine where the other
1467     * creature is. get_rangevector takes into account map tiling,
1468     * so you just can not look the the map coordinates and get the
1469     * righte value. distance_x/y are distance away, which
1470 root 1.79 * can be negative. direction is the crossfire direction scheme
1471 elmex 1.1 * that the creature should head. part is the part of the
1472     * monster that is closest.
1473     *
1474     * get_rangevector looks at op1 and op2, and fills in the
1475     * structure for op1 to get to op2.
1476     * We already trust that the caller has verified that the
1477     * two objects are at least on adjacent maps. If not,
1478     * results are not likely to be what is desired.
1479     * if the objects are not on maps, results are also likely to
1480     * be unexpected
1481     *
1482     * currently, the only flag supported (0x1) is don't translate for
1483     * closest body part of 'op1'
1484     */
1485 root 1.29 void
1486     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1487     {
1488     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1489     {
1490     /* be conservative and fill in _some_ data */
1491 root 1.86 retval->distance = 10000;
1492     retval->distance_x = 10000;
1493     retval->distance_y = 10000;
1494 root 1.29 retval->direction = 0;
1495     retval->part = 0;
1496     }
1497     else
1498     {
1499     object *best;
1500    
1501     retval->distance_x += op2->x - op1->x;
1502     retval->distance_y += op2->y - op1->y;
1503    
1504     best = op1;
1505     /* If this is multipart, find the closest part now */
1506     if (!(flags & 0x1) && op1->more)
1507     {
1508     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1509    
1510     /* we just take the offset of the piece to head to figure
1511     * distance instead of doing all that work above again
1512     * since the distance fields we set above are positive in the
1513     * same axis as is used for multipart objects, the simply arithmetic
1514     * below works.
1515     */
1516 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1517 root 1.29 {
1518     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1519     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1520     if (tmpi < best_distance)
1521     {
1522     best_distance = tmpi;
1523     best = tmp;
1524 elmex 1.1 }
1525     }
1526 root 1.75
1527 root 1.29 if (best != op1)
1528     {
1529     retval->distance_x += op1->x - best->x;
1530     retval->distance_y += op1->y - best->y;
1531 elmex 1.1 }
1532     }
1533 root 1.75
1534 root 1.29 retval->part = best;
1535 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1536 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1537 elmex 1.1 }
1538     }
1539    
1540     /* this is basically the same as get_rangevector above, but instead of
1541     * the first parameter being an object, it instead is the map
1542     * and x,y coordinates - this is used for path to player -
1543     * since the object is not infact moving but we are trying to traverse
1544     * the path, we need this.
1545     * flags has no meaning for this function at this time - I kept it in to
1546     * be more consistant with the above function and also in case they are needed
1547     * for something in the future. Also, since no object is pasted, the best
1548     * field of the rv_vector is set to NULL.
1549     */
1550 root 1.29 void
1551 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1552 root 1.29 {
1553     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1554     {
1555     /* be conservative and fill in _some_ data */
1556     retval->distance = 100000;
1557     retval->distance_x = 32767;
1558     retval->distance_y = 32767;
1559     retval->direction = 0;
1560     retval->part = 0;
1561     }
1562     else
1563     {
1564     retval->distance_x += op2->x - x;
1565     retval->distance_y += op2->y - y;
1566    
1567     retval->part = NULL;
1568 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1569 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1570 elmex 1.1 }
1571     }
1572    
1573     /* Returns true of op1 and op2 are effectively on the same map
1574     * (as related to map tiling). Note that this looks for a path from
1575 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1576 elmex 1.1 * to op1, this will still return false.
1577     * Note we only look one map out to keep the processing simple
1578     * and efficient. This could probably be a macro.
1579     * MSW 2001-08-05
1580     */
1581 root 1.29 int
1582     on_same_map (const object *op1, const object *op2)
1583     {
1584     int dx, dy;
1585 elmex 1.1
1586 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1587 elmex 1.1 }
1588 root 1.52
1589     object *
1590     maptile::insert (object *op, int x, int y, object *originator, int flags)
1591     {
1592     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1593     }
1594    
1595 root 1.81 region *
1596     maptile::region (int x, int y) const
1597     {
1598     if (regions
1599     && regionmap
1600     && !OUT_OF_REAL_MAP (this, x, y))
1601     if (struct region *reg = regionmap [regions [y * width + x]])
1602     return reg;
1603    
1604     if (default_region)
1605     return default_region;
1606    
1607     return ::region::default_region ();
1608     }
1609    
1610 root 1.91 /* picks a random object from a style map.
1611     */
1612     object *
1613 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1614 root 1.91 {
1615     /* while returning a null object will result in a crash, that
1616     * is actually preferable to an infinite loop. That is because
1617     * most servers will automatically restart in case of crash.
1618     * Change the logic on getting the random space - shouldn't make
1619     * any difference, but this seems clearer to me.
1620     */
1621     for (int i = 1000; --i;)
1622     {
1623 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1624 root 1.91
1625     // do not prefer big monsters just because they are big.
1626 root 1.138 if (pick && pick->is_head ())
1627 root 1.91 return pick->head_ ();
1628     }
1629    
1630     // instead of crashing in the unlikely(?) case, try to return *something*
1631 root 1.138 return archetype::find ("bug");
1632 root 1.91 }
1633 root 1.85
1634 root 1.114 void
1635     maptile::play_sound (faceidx sound, int x, int y) const
1636     {
1637     if (!sound)
1638     return;
1639    
1640     for_all_players (pl)
1641 root 1.131 if (pl->ob->map == this)
1642 root 1.114 if (client *ns = pl->ns)
1643     {
1644 root 1.131 int dx = x - pl->ob->x;
1645     int dy = y - pl->ob->y;
1646 root 1.114
1647     int distance = idistance (dx, dy);
1648    
1649     if (distance <= MAX_SOUND_DISTANCE)
1650     ns->play_sound (sound, dx, dy);
1651     }
1652     }
1653