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Revision: 1.116
Committed: Wed Aug 15 04:57:48 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +0 -4 lines
Log Message:
remove unused mapstruct.active

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.110 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.76 *
4 root 1.106 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.76 *
8 root 1.110 * Crossfire TRT 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 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     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.76 */
23 elmex 1.1
24 root 1.85 #include <unistd.h>
25    
26     #include "global.h"
27     #include "funcpoint.h"
28 elmex 1.1
29 root 1.85 #include "loader.h"
30 elmex 1.1
31     #include "path.h"
32    
33     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
34     * one function that just returns a P_.. value (see map.h)
35     * it will also do map translation for tiled maps, returning
36     * new values into newmap, nx, and ny. Any and all of those
37     * values can be null, in which case if a new map is needed (returned
38     * by a P_NEW_MAP value, another call to get_map_from_coord
39     * is needed. The case of not passing values is if we're just
40     * checking for the existence of something on those spaces, but
41     * don't expect to insert/remove anything from those spaces.
42     */
43 root 1.29 int
44 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
45 elmex 1.1 {
46 root 1.56 sint16 newx = x;
47     sint16 newy = y;
48 root 1.46
49 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50 root 1.46
51     if (!mp)
52     return P_OUT_OF_MAP;
53    
54     if (newmap) *newmap = mp;
55     if (nx) *nx = newx;
56     if (ny) *ny = newy;
57 elmex 1.3
58 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59 elmex 1.1 }
60    
61     /*
62     * Returns true if the given coordinate is blocked except by the
63     * object passed is not blocking. This is used with
64     * multipart monsters - if we want to see if a 2x2 monster
65     * can move 1 space to the left, we don't want its own area
66     * to block it from moving there.
67     * Returns TRUE if the space is blocked by something other than the
68     * monster.
69     * m, x, y are the target map/coordinates - needed for map tiling.
70     * the coordinates & map passed in should have been updated for tiling
71     * by the caller.
72     */
73 root 1.29 int
74 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
75 root 1.29 {
76     object *tmp;
77     int mflags, blocked;
78    
79     /* Make sure the coordinates are valid - they should be, as caller should
80     * have already checked this.
81     */
82     if (OUT_OF_REAL_MAP (m, sx, sy))
83     {
84     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85     return 1;
86 elmex 1.1 }
87    
88 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
89     * directly.
90     */
91 root 1.46 mflags = m->at (sx, sy).flags ();
92 root 1.29
93     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
94    
95     /* If space is currently not blocked by anything, no need to
96     * go further. Not true for players - all sorts of special
97     * things we need to do for players.
98     */
99     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100     return 0;
101    
102     /* if there isn't anytyhing alive on this space, and this space isn't
103     * otherwise blocked, we can return now. Only if there is a living
104     * creature do we need to investigate if it is part of this creature
105     * or another. Likewise, only if something is blocking us do we
106     * need to investigate if there is a special circumstance that would
107     * let the player through (inventory checkers for example)
108     */
109     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110     return 0;
111    
112 root 1.102 ob = ob->head_ ();
113 root 1.29
114     /* We basically go through the stack of objects, and if there is
115     * some other object that has NO_PASS or FLAG_ALIVE set, return
116     * true. If we get through the entire stack, that must mean
117     * ob is blocking it, so return 0.
118     */
119 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 root 1.29 {
121    
122     /* This must be before the checks below. Code for inventory checkers. */
123     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124     {
125     /* If last_sp is set, the player/monster needs an object,
126     * so we check for it. If they don't have it, they can't
127     * pass through this space.
128     */
129     if (tmp->last_sp)
130     {
131     if (check_inv_recursive (ob, tmp) == NULL)
132     return 1;
133     else
134     continue;
135     }
136     else
137     {
138     /* In this case, the player must not have the object -
139     * if they do, they can't pass through.
140     */
141     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142     return 1;
143     else
144     continue;
145     }
146     } /* if check_inv */
147     else
148     {
149     /* Broke apart a big nasty if into several here to make
150     * this more readable. first check - if the space blocks
151     * movement, can't move here.
152 root 1.102 * second - if a monster, can't move there, unless it is a
153 root 1.29 * hidden dm
154     */
155     if (OB_MOVE_BLOCK (ob, tmp))
156     return 1;
157 root 1.102
158 root 1.103 if (tmp->flag [FLAG_ALIVE]
159 root 1.102 && tmp->head_ () != ob
160     && tmp != ob
161     && tmp->type != DOOR
162 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 root 1.29 return 1;
164 root 1.10 }
165 elmex 1.1
166     }
167 root 1.29 return 0;
168 elmex 1.1 }
169    
170     /*
171     * Returns true if the given object can't fit in the given spot.
172     * This is meant for multi space objects - for single space objecs,
173     * just calling get_map_blocked and checking that against movement type
174     * of object. This function goes through all the parts of the
175     * multipart object and makes sure they can be inserted.
176     *
177     * While this doesn't call out of map, the get_map_flags does.
178     *
179     * This function has been used to deprecate arch_out_of_map -
180     * this function also does that check, and since in most cases,
181     * a call to one would follow the other, doesn't make a lot of sense to
182     * have two seperate functions for this.
183     *
184     * This returns nonzero if this arch can not go on the space provided,
185     * 0 otherwise. the return value will contain the P_.. value
186     * so the caller can know why this object can't go on the map.
187     * Note that callers should not expect P_NEW_MAP to be set
188     * in return codes - since the object is multispace - if
189     * we did return values, what do you return if half the object
190     * is one map, half on another.
191     *
192     * Note this used to be arch_blocked, but with new movement
193     * code, we need to have actual object to check its move_type
194     * against the move_block values.
195     */
196 root 1.29 int
197 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
198 root 1.29 {
199     archetype *tmp;
200     int flag;
201 root 1.31 maptile *m1;
202 root 1.29 sint16 sx, sy;
203 elmex 1.1
204 root 1.59 if (!ob)
205 root 1.29 {
206     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207     if (flag & P_OUT_OF_MAP)
208     return P_OUT_OF_MAP;
209 elmex 1.1
210 root 1.29 /* don't have object, so don't know what types would block */
211 root 1.47 return m1->at (sx, sy).move_block;
212 elmex 1.1 }
213    
214 root 1.108 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
215 root 1.29 {
216 root 1.107 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 elmex 1.1
218 root 1.29 if (flag & P_OUT_OF_MAP)
219     return P_OUT_OF_MAP;
220     if (flag & P_IS_ALIVE)
221     return P_IS_ALIVE;
222    
223 root 1.47 mapspace &ms = m1->at (sx, sy);
224    
225 root 1.29 /* find_first_free_spot() calls this function. However, often
226     * ob doesn't have any move type (when used to place exits)
227     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228     */
229 elmex 1.1
230 root 1.47 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
231 root 1.29 continue;
232 elmex 1.1
233 root 1.29 /* Note it is intentional that we check ob - the movement type of the
234     * head of the object should correspond for the entire object.
235     */
236 root 1.47 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
237 root 1.45 return P_NO_PASS;
238     }
239 elmex 1.1
240 root 1.29 return 0;
241 elmex 1.1 }
242    
243     /* When the map is loaded, load_object does not actually insert objects
244     * into inventory, but just links them. What this does is go through
245     * and insert them properly.
246     * The object 'container' is the object that contains the inventory.
247     * This is needed so that we can update the containers weight.
248     */
249 root 1.29 void
250     fix_container (object *container)
251 elmex 1.1 {
252 root 1.29 object *tmp = container->inv, *next;
253 elmex 1.1
254 root 1.56 container->inv = 0;
255     while (tmp)
256 root 1.29 {
257     next = tmp->below;
258     if (tmp->inv)
259     fix_container (tmp);
260 root 1.56
261     insert_ob_in_ob (tmp, container);
262 root 1.29 tmp = next;
263     }
264 root 1.56
265 root 1.29 /* sum_weight will go through and calculate what all the containers are
266     * carrying.
267     */
268     sum_weight (container);
269 elmex 1.1 }
270    
271 root 1.64 void
272     maptile::set_object_flag (int flag, int value)
273     {
274     if (!spaces)
275     return;
276    
277     for (mapspace *ms = spaces + size (); ms-- > spaces; )
278     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279     tmp->flag [flag] = value;
280     }
281    
282 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
283     * for objects whose arch says they are multipart yet according to the
284     * info we have, they only have the head (as would be expected when
285 root 1.99 * they are saved).
286 elmex 1.1 */
287 root 1.56 void
288     maptile::link_multipart_objects ()
289 elmex 1.1 {
290 root 1.56 if (!spaces)
291     return;
292    
293     for (mapspace *ms = spaces + size (); ms-- > spaces; )
294 elmex 1.111 {
295     object *op = ms->bot;
296     while (op)
297     {
298     /* already multipart - don't do anything more */
299     if (op->head_ () == op && !op->more && op->arch->more)
300     {
301     op->remove ();
302     op->expand_tail ();
303    
304     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
305     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
306     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
307     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308    
309     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310     // so we have to reset the iteration through the mapspace
311     }
312     else
313     op = op->above;
314     }
315     }
316 elmex 1.1 }
317 root 1.29
318 elmex 1.1 /*
319     * Loads (ands parses) the objects into a given map from the specified
320     * file pointer.
321     */
322 root 1.56 bool
323 root 1.88 maptile::_load_objects (object_thawer &f)
324 root 1.24 {
325 root 1.88 for (;;)
326     {
327 root 1.100 coroapi::cede_to_tick_every (100); // cede once in a while
328 elmex 1.1
329 root 1.88 switch (f.kw)
330 root 1.24 {
331 root 1.88 case KW_arch:
332 root 1.90 if (object *op = object::read (f, this))
333 root 1.88 {
334     if (op->inv)
335     sum_weight (op);
336 root 1.10
337 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338     }
339 root 1.41
340 root 1.88 continue;
341 root 1.41
342 root 1.88 case KW_EOF:
343     return true;
344 root 1.41
345 root 1.88 default:
346     if (!f.parse_error ("map file"))
347     return false;
348 root 1.41 break;
349 root 1.10 }
350 root 1.24
351 root 1.88 f.next ();
352 elmex 1.1 }
353 root 1.24
354 root 1.56 return true;
355     }
356    
357     void
358     maptile::activate ()
359     {
360 root 1.101 if (spaces)
361     for (mapspace *ms = spaces + size (); ms-- > spaces; )
362     for (object *op = ms->bot; op; op = op->above)
363     op->activate_recursive ();
364 root 1.56 }
365    
366     void
367     maptile::deactivate ()
368     {
369 root 1.101 if (spaces)
370     for (mapspace *ms = spaces + size (); ms-- > spaces; )
371     for (object *op = ms->bot; op; op = op->above)
372     op->deactivate_recursive ();
373 root 1.56 }
374    
375     bool
376 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
377 root 1.56 {
378 root 1.100 coroapi::cede_to_tick ();
379 root 1.65
380 root 1.56 if (flags & IO_HEADER)
381 root 1.88 _save_header (f);
382 root 1.56
383     if (!spaces)
384     return false;
385    
386     for (int i = 0; i < size (); ++i)
387 root 1.24 {
388 root 1.56 int unique = 0;
389     for (object *op = spaces [i].bot; op; op = op->above)
390 root 1.24 {
391 root 1.56 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
392     unique = 1;
393    
394     if (!op->can_map_save ())
395     continue;
396    
397     if (unique || op->flag [FLAG_UNIQUE])
398 root 1.24 {
399 root 1.56 if (flags & IO_UNIQUES)
400 root 1.88 op->write (f);
401 root 1.10 }
402 root 1.56 else if (flags & IO_OBJECTS)
403 root 1.88 op->write (f);
404 root 1.10 }
405 elmex 1.1 }
406 root 1.24
407 root 1.100 coroapi::cede_to_tick ();
408 root 1.97
409 root 1.56 return true;
410 elmex 1.1 }
411    
412 root 1.56 bool
413 root 1.72 maptile::_load_objects (const char *path, bool skip_header)
414 root 1.29 {
415 root 1.88 object_thawer f (path);
416 elmex 1.1
417 root 1.88 if (!f)
418 root 1.56 return false;
419    
420 root 1.88 f.next ();
421    
422 root 1.56 if (skip_header)
423     for (;;)
424 root 1.29 {
425 root 1.88 keyword kw = f.kw;
426     f.skip ();
427     if (kw == KW_end)
428 root 1.56 break;
429     }
430    
431 root 1.88 return _load_objects (f);
432 root 1.56 }
433 root 1.51
434 root 1.56 bool
435 root 1.72 maptile::_save_objects (const char *path, int flags)
436 root 1.56 {
437     object_freezer freezer;
438 root 1.29
439 root 1.72 if (!_save_objects (freezer, flags))
440 root 1.56 return false;
441 root 1.29
442 root 1.56 return freezer.save (path);
443 elmex 1.1 }
444    
445 root 1.34 maptile::maptile ()
446     {
447     in_memory = MAP_SWAPPED;
448 root 1.54
449 root 1.34 /* The maps used to pick up default x and y values from the
450 root 1.85 * map archetype. Mimic that behaviour.
451 root 1.34 */
452 root 1.85 width = 16;
453     height = 16;
454     timeout = 300;
455     max_nrof = 1000; // 1000 items of anything
456     max_volume = 2000000; // 2m³
457 root 1.34 }
458    
459 root 1.56 maptile::maptile (int w, int h)
460 root 1.54 {
461 root 1.56 in_memory = MAP_SWAPPED;
462 root 1.54
463 root 1.56 width = w;
464     height = h;
465     reset_timeout = 0;
466     timeout = 300;
467     enter_x = 0;
468     enter_y = 0;
469 root 1.54
470 root 1.56 alloc ();
471 elmex 1.1 }
472    
473     /*
474 root 1.31 * Allocates the arrays contained in a maptile.
475 elmex 1.1 * This basically allocates the dynamic array of spaces for the
476     * map.
477     */
478 root 1.29 void
479 root 1.56 maptile::alloc ()
480 root 1.29 {
481 root 1.34 if (spaces)
482 root 1.56 return;
483 elmex 1.1
484 root 1.53 spaces = salloc0<mapspace> (size ());
485 elmex 1.1 }
486    
487     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
488     * corresponding to that string. Memory is allocated for this, it must be freed
489     * at a later date.
490     * Called by parse_map_headers below.
491     */
492 root 1.29 static shopitems *
493     parse_shop_string (const char *input_string)
494     {
495     char *shop_string, *p, *q, *next_semicolon, *next_colon;
496     shopitems *items = NULL;
497     int i = 0, number_of_entries = 0;
498     const typedata *current_type;
499    
500 root 1.43 shop_string = strdup (input_string);
501 root 1.29 p = shop_string;
502     /* first we'll count the entries, we'll need that for allocating the array shortly */
503     while (p)
504     {
505     p = strchr (p, ';');
506     number_of_entries++;
507     if (p)
508     p++;
509     }
510 root 1.54
511 root 1.29 p = shop_string;
512     strip_endline (p);
513     items = new shopitems[number_of_entries + 1];
514     for (i = 0; i < number_of_entries; i++)
515     {
516     if (!p)
517     {
518     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
519     break;
520     }
521 root 1.54
522 root 1.29 next_semicolon = strchr (p, ';');
523     next_colon = strchr (p, ':');
524     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526     items[i].strength = atoi (strchr (p, ':') + 1);
527    
528     if (isdigit (*p) || *p == '*')
529     {
530     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531     current_type = get_typedata (items[i].typenum);
532     if (current_type)
533     {
534     items[i].name = current_type->name;
535     items[i].name_pl = current_type->name_pl;
536     }
537     }
538     else
539     { /*we have a named type, let's figure out what it is */
540     q = strpbrk (p, ";:");
541     if (q)
542     *q = '\0';
543    
544     current_type = get_typedata_by_name (p);
545     if (current_type)
546     {
547     items[i].name = current_type->name;
548     items[i].typenum = current_type->number;
549     items[i].name_pl = current_type->name_pl;
550     }
551     else
552     { /* oh uh, something's wrong, let's free up this one, and try
553     * the next entry while we're at it, better print a warning
554     */
555     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556     }
557     }
558 root 1.54
559 root 1.29 items[i].index = number_of_entries;
560     if (next_semicolon)
561     p = ++next_semicolon;
562     else
563     p = NULL;
564 elmex 1.1 }
565 root 1.54
566 root 1.29 free (shop_string);
567     return items;
568 elmex 1.1 }
569    
570     /* opposite of parse string, this puts the string that was originally fed in to
571     * the map (or something equivilent) into output_string. */
572 root 1.29 static void
573 root 1.31 print_shop_string (maptile *m, char *output_string)
574 root 1.29 {
575     int i;
576     char tmp[MAX_BUF];
577    
578     strcpy (output_string, "");
579     for (i = 0; i < m->shopitems[0].index; i++)
580     {
581     if (m->shopitems[i].typenum)
582     {
583     if (m->shopitems[i].strength)
584 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 root 1.29 else
586     sprintf (tmp, "%s;", m->shopitems[i].name);
587 root 1.10 }
588 root 1.29 else
589     {
590     if (m->shopitems[i].strength)
591 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
592 root 1.29 else
593     sprintf (tmp, "*");
594     }
595 root 1.54
596 root 1.29 strcat (output_string, tmp);
597 elmex 1.1 }
598     }
599    
600     /* This loads the header information of the map. The header
601     * contains things like difficulty, size, timeout, etc.
602     * this used to be stored in the map object, but with the
603     * addition of tiling, fields beyond that easily named in an
604     * object structure were needed, so it just made sense to
605     * put all the stuff in the map object so that names actually make
606     * sense.
607     * This could be done in lex (like the object loader), but I think
608     * currently, there are few enough fields this is not a big deal.
609     * MSW 2001-07-01
610     */
611 root 1.56 bool
612 root 1.72 maptile::_load_header (object_thawer &thawer)
613 elmex 1.1 {
614 root 1.56 for (;;)
615 root 1.29 {
616 root 1.105 thawer.next ();
617 root 1.36
618 root 1.105 switch (thawer.kw)
619 root 1.29 {
620 root 1.56 case KW_msg:
621     thawer.get_ml (KW_endmsg, msg);
622     break;
623 root 1.22
624 root 1.56 case KW_lore: // CF+ extension
625     thawer.get_ml (KW_endlore, maplore);
626     break;
627 root 1.10
628 root 1.56 case KW_maplore:
629     thawer.get_ml (KW_endmaplore, maplore);
630     break;
631 root 1.10
632 root 1.56 case KW_arch:
633     if (strcmp (thawer.get_str (), "map"))
634     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
635     break;
636 root 1.29
637 root 1.56 case KW_oid:
638     thawer.get (this, thawer.get_sint32 ());
639     break;
640 root 1.29
641 root 1.56 case KW_file_format_version: break; // nop
642 root 1.29
643 root 1.56 case KW_name: thawer.get (name); break;
644     case KW_attach: thawer.get (attach); break;
645     case KW_reset_time: thawer.get (reset_time); break;
646     case KW_shopgreed: thawer.get (shopgreed); break;
647     case KW_shopmin: thawer.get (shopmin); break;
648     case KW_shopmax: thawer.get (shopmax); break;
649     case KW_shoprace: thawer.get (shoprace); break;
650     case KW_outdoor: thawer.get (outdoor); break;
651     case KW_temp: thawer.get (temp); break;
652     case KW_pressure: thawer.get (pressure); break;
653     case KW_humid: thawer.get (humid); break;
654     case KW_windspeed: thawer.get (windspeed); break;
655     case KW_winddir: thawer.get (winddir); break;
656     case KW_sky: thawer.get (sky); break;
657    
658     case KW_per_player: thawer.get (per_player); break;
659     case KW_per_party: thawer.get (per_party); break;
660 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
661 root 1.56
662 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664    
665     // old names new names
666     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668     case KW_x: case KW_width: thawer.get (width); break;
669     case KW_y: case KW_height: thawer.get (height); break;
670     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671     case KW_value: case KW_swap_time: thawer.get (timeout); break;
672     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675    
676     case KW_tile_path_1: thawer.get (tile_path [0]); break;
677     case KW_tile_path_2: thawer.get (tile_path [1]); break;
678     case KW_tile_path_3: thawer.get (tile_path [2]); break;
679     case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 root 1.83
681 root 1.112 case KW_ERROR:
682     set_key (thawer.kw_str, thawer.value);
683     break;
684    
685 root 1.83 case KW_end:
686     return true;
687    
688     default:
689 root 1.87 if (!thawer.parse_error ("map", 0))
690 root 1.83 return false;
691     break;
692 root 1.10 }
693 elmex 1.1 }
694 root 1.41
695 root 1.56 abort ();
696 elmex 1.1 }
697    
698 root 1.56 bool
699 root 1.72 maptile::_load_header (const char *path)
700 root 1.29 {
701 root 1.56 object_thawer thawer (path);
702 root 1.9
703 root 1.29 if (!thawer)
704 root 1.56 return false;
705 elmex 1.1
706 root 1.72 return _load_header (thawer);
707 root 1.56 }
708 elmex 1.1
709 root 1.56 /******************************************************************************
710     * This is the start of unique map handling code
711     *****************************************************************************/
712 root 1.29
713 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
714     void
715     maptile::clear_unique_items ()
716 root 1.29 {
717 root 1.56 for (int i = 0; i < size (); ++i)
718 root 1.29 {
719 root 1.56 int unique = 0;
720     for (object *op = spaces [i].bot; op; )
721     {
722     object *above = op->above;
723 elmex 1.1
724 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725     unique = 1;
726 root 1.14
727 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 root 1.56 {
729     op->destroy_inv (false);
730     op->destroy ();
731     }
732 elmex 1.1
733 root 1.56 op = above;
734     }
735 root 1.29 }
736 elmex 1.1 }
737    
738 root 1.56 bool
739 root 1.72 maptile::_save_header (object_freezer &freezer)
740 root 1.29 {
741 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
742     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
743 elmex 1.1
744 root 1.56 MAP_OUT2 (arch, "map");
745 elmex 1.1
746 root 1.56 if (name) MAP_OUT (name);
747     MAP_OUT (swap_time);
748     MAP_OUT (reset_time);
749     MAP_OUT (reset_timeout);
750     MAP_OUT (fixed_resettime);
751 root 1.109 MAP_OUT (no_reset);
752 root 1.56 MAP_OUT (difficulty);
753 root 1.9
754 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
755 root 1.29
756 root 1.56 if (shopitems)
757 root 1.29 {
758 root 1.56 char shop[MAX_BUF];
759     print_shop_string (this, shop);
760     MAP_OUT2 (shopitems, shop);
761 elmex 1.1 }
762    
763 root 1.56 MAP_OUT (shopgreed);
764     MAP_OUT (shopmin);
765     MAP_OUT (shopmax);
766     if (shoprace) MAP_OUT (shoprace);
767     MAP_OUT (darkness);
768     MAP_OUT (width);
769     MAP_OUT (height);
770     MAP_OUT (enter_x);
771     MAP_OUT (enter_y);
772 root 1.14
773 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775 elmex 1.1
776 root 1.56 MAP_OUT (outdoor);
777     MAP_OUT (temp);
778     MAP_OUT (pressure);
779     MAP_OUT (humid);
780     MAP_OUT (windspeed);
781     MAP_OUT (winddir);
782     MAP_OUT (sky);
783 elmex 1.1
784 root 1.56 MAP_OUT (per_player);
785     MAP_OUT (per_party);
786 elmex 1.1
787 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791 root 1.40
792 root 1.63 freezer.put (this);
793 root 1.61 freezer.put (KW_end);
794 root 1.40
795 root 1.56 return true;
796 elmex 1.1 }
797    
798 root 1.56 bool
799 root 1.72 maptile::_save_header (const char *path)
800 root 1.29 {
801 root 1.17 object_freezer freezer;
802 root 1.10
803 root 1.72 if (!_save_header (freezer))
804 root 1.56 return false;
805 elmex 1.1
806 root 1.56 return freezer.save (path);
807 elmex 1.1 }
808    
809     /*
810     * Remove and free all objects in the given map.
811     */
812 root 1.29 void
813 root 1.56 maptile::clear ()
814 root 1.29 {
815 root 1.113 sfree (regions, size ()); regions = 0;
816     delete [] regionmap; regionmap = 0;
817 root 1.29
818 root 1.81 if (spaces)
819     {
820     for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 root 1.104 while (object *op = ms->bot)
822 root 1.81 {
823 root 1.104 op = op->head_ ();
824 root 1.81 op->destroy_inv (false);
825     op->destroy ();
826     }
827 root 1.29
828 root 1.81 sfree (spaces, size ()), spaces = 0;
829     }
830 root 1.29
831 root 1.56 if (buttons)
832     free_objectlinkpt (buttons), buttons = 0;
833 elmex 1.1 }
834    
835 root 1.29 void
836 root 1.56 maptile::clear_header ()
837 root 1.29 {
838 root 1.56 name = 0;
839     msg = 0;
840     maplore = 0;
841     shoprace = 0;
842     delete [] shopitems, shopitems = 0;
843 root 1.42
844 root 1.47 for (int i = 0; i < 4; i++)
845 root 1.56 tile_path [i] = 0;
846 root 1.47 }
847 root 1.42
848 root 1.47 maptile::~maptile ()
849     {
850 root 1.53 assert (destroyed ());
851 elmex 1.1 }
852    
853 root 1.29 void
854 root 1.56 maptile::clear_links_to (maptile *m)
855 root 1.29 {
856     /* We need to look through all the maps and see if any maps
857     * are pointing at this one for tiling information. Since
858 root 1.47 * tiling can be asymetric, we just can not look to see which
859 root 1.29 * maps this map tiles with and clears those.
860     */
861 root 1.56 for (int i = 0; i < 4; i++)
862     if (tile_map[i] == m)
863     tile_map[i] = 0;
864 root 1.47 }
865 elmex 1.1
866 root 1.47 void
867 root 1.56 maptile::do_destroy ()
868 root 1.47 {
869 root 1.56 attachable::do_destroy ();
870    
871     clear ();
872 elmex 1.1 }
873    
874 root 1.109 /* decay and destroy perishable items in a map */
875     void
876     maptile::do_decay_objects ()
877     {
878     if (!spaces)
879     return;
880    
881     for (mapspace *ms = spaces + size (); ms-- > spaces; )
882     for (object *above, *op = ms->bot; op; op = above)
883     {
884     above = op->above;
885    
886     bool destroy = 0;
887    
888     // do not decay anything above unique floor tiles (yet :)
889     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890     break;
891    
892     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894     || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895     || QUERY_FLAG (op, FLAG_UNIQUE)
896     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897     || QUERY_FLAG (op, FLAG_UNPAID)
898     || op->is_alive ())
899     ; // do not decay
900     else if (op->is_weapon ())
901     {
902     op->stats.dam--;
903     if (op->stats.dam < 0)
904     destroy = 1;
905     }
906     else if (op->is_armor ())
907     {
908     op->stats.ac--;
909     if (op->stats.ac < 0)
910     destroy = 1;
911     }
912     else if (op->type == FOOD)
913     {
914     op->stats.food -= rndm (5, 20);
915     if (op->stats.food < 0)
916     destroy = 1;
917     }
918     else
919     {
920     int mat = op->materials;
921    
922     if (mat & M_PAPER
923     || mat & M_LEATHER
924     || mat & M_WOOD
925     || mat & M_ORGANIC
926     || mat & M_CLOTH
927     || mat & M_LIQUID
928     || (mat & M_IRON && rndm (1, 5) == 1)
929     || (mat & M_GLASS && rndm (1, 2) == 1)
930     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932     || (mat & M_ICE && temp > 32))
933     destroy = 1;
934     }
935    
936     /* adjust overall chance below */
937     if (destroy && rndm (0, 1))
938     op->destroy ();
939     }
940     }
941    
942 elmex 1.1 /*
943 root 1.56 * Updates every button on the map (by calling update_button() for them).
944 elmex 1.1 */
945 root 1.56 void
946     maptile::update_buttons ()
947 root 1.29 {
948 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949     for (objectlink *ol = obp->link; ol; ol = ol->next)
950     {
951     if (!ol->ob)
952     {
953     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955     continue;
956     }
957 elmex 1.1
958 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959     {
960     update_button (ol->ob);
961     break;
962     }
963     }
964 elmex 1.1 }
965    
966     /*
967     * This routine is supposed to find out the difficulty of the map.
968     * difficulty does not have a lot to do with character level,
969     * but does have a lot to do with treasure on the map.
970     *
971     * Difficulty can now be set by the map creature. If the value stored
972     * in the map is zero, then use this routine. Maps should really
973     * have a difficulty set than using this function - human calculation
974     * is much better than this functions guesswork.
975     */
976 root 1.29 int
977 root 1.56 maptile::estimate_difficulty () const
978 root 1.29 {
979 elmex 1.1 long monster_cnt = 0;
980     double avgexp = 0;
981     sint64 total_exp = 0;
982    
983 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
984     for (object *op = ms->bot; op; op = op->above)
985     {
986     if (QUERY_FLAG (op, FLAG_MONSTER))
987     {
988     total_exp += op->stats.exp;
989     monster_cnt++;
990     }
991 elmex 1.1
992 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
993     {
994     total_exp += op->stats.exp;
995 elmex 1.1
996 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
997 root 1.107 total_exp += at->stats.exp * 8;
998 elmex 1.1
999 root 1.56 monster_cnt++;
1000     }
1001     }
1002 elmex 1.1
1003     avgexp = (double) total_exp / monster_cnt;
1004    
1005 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1006     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1007     return i;
1008 elmex 1.1
1009     return 1;
1010     }
1011    
1012     /* change_map_light() - used to change map light level (darkness)
1013     * up or down. Returns true if successful. It should now be
1014     * possible to change a value by more than 1.
1015     * Move this from los.c to map.c since this is more related
1016     * to maps than los.
1017     * postive values make it darker, negative make it brighter
1018     */
1019 root 1.29 int
1020 root 1.56 maptile::change_map_light (int change)
1021 root 1.29 {
1022 root 1.56 int new_level = darkness + change;
1023 root 1.29
1024     /* Nothing to do */
1025 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1026     return 0;
1027 elmex 1.1
1028 root 1.29 /* inform all players on the map */
1029     if (change > 0)
1030 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1031 root 1.29 else
1032 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1033 root 1.29
1034 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1035 root 1.29 * we need to be extra careful about negative values.
1036     * In general, the checks below are only needed if change
1037     * is not +/-1
1038     */
1039     if (new_level < 0)
1040 root 1.56 darkness = 0;
1041 root 1.29 else if (new_level >= MAX_DARKNESS)
1042 root 1.56 darkness = MAX_DARKNESS;
1043 root 1.29 else
1044 root 1.56 darkness = new_level;
1045 elmex 1.1
1046 root 1.29 /* All clients need to get re-updated for the change */
1047 root 1.56 update_all_map_los (this);
1048 root 1.29 return 1;
1049 elmex 1.1 }
1050    
1051     /*
1052     * This function updates various attributes about a specific space
1053     * on the map (what it looks like, whether it blocks magic,
1054     * has a living creatures, prevents people from passing
1055     * through, etc)
1056     */
1057 root 1.29 void
1058 root 1.46 mapspace::update_ ()
1059 root 1.29 {
1060 root 1.45 object *tmp, *last = 0;
1061 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1062 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063    
1064 root 1.94 //object *middle = 0;
1065     //object *top = 0;
1066     //object *floor = 0;
1067     // this seems to generate better code than using locals, above
1068 root 1.95 object *&top = faces_obj[0] = 0;
1069     object *&middle = faces_obj[1] = 0;
1070     object *&floor = faces_obj[2] = 0;
1071 root 1.29
1072 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 root 1.29 {
1074     /* This could be made additive I guess (two lights better than
1075 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1076 root 1.29 * light bulbs do not illuminate twice as far as once since
1077 root 1.45 * it is a dissapation factor that is cubed.
1078 root 1.29 */
1079     if (tmp->glow_radius > light)
1080     light = tmp->glow_radius;
1081    
1082     /* This call is needed in order to update objects the player
1083     * is standing in that have animations (ie, grass, fire, etc).
1084     * However, it also causes the look window to be re-drawn
1085     * 3 times each time the player moves, because many of the
1086     * functions the move_player calls eventualy call this.
1087     *
1088     * Always put the player down for drawing.
1089     */
1090     if (!tmp->invisible)
1091     {
1092     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1093 root 1.94 top = tmp;
1094 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1095     {
1096     /* If we got a floor, that means middle and top were below it,
1097     * so should not be visible, so we clear them.
1098     */
1099 root 1.94 middle = 0;
1100     top = 0;
1101     floor = tmp;
1102 root 1.29 }
1103     /* Flag anywhere have high priority */
1104     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105     {
1106 root 1.94 middle = tmp;
1107 root 1.29 anywhere = 1;
1108     }
1109     /* Find the highest visible face around. If equal
1110     * visibilities, we still want the one nearer to the
1111     * top
1112     */
1113 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114     middle = tmp;
1115 root 1.29 }
1116 root 1.45
1117 root 1.29 if (tmp == tmp->above)
1118     {
1119     LOG (llevError, "Error in structure of map\n");
1120     exit (-1);
1121     }
1122    
1123 root 1.45 move_slow |= tmp->move_slow;
1124 root 1.29 move_block |= tmp->move_block;
1125 root 1.45 move_on |= tmp->move_on;
1126     move_off |= tmp->move_off;
1127 root 1.29 move_allow |= tmp->move_allow;
1128    
1129 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1130     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1131     if (tmp->type == PLAYER) flags |= P_PLAYER;
1132     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135     }
1136 root 1.29
1137 root 1.46 this->light = light;
1138     this->flags_ = flags;
1139     this->move_block = move_block & ~move_allow;
1140     this->move_on = move_on;
1141     this->move_off = move_off;
1142     this->move_slow = move_slow;
1143 root 1.29
1144     /* At this point, we have a floor face (if there is a floor),
1145     * and the floor is set - we are not going to touch it at
1146     * this point.
1147     * middle contains the highest visibility face.
1148     * top contains a player/monster face, if there is one.
1149     *
1150     * We now need to fill in top.face and/or middle.face.
1151     */
1152    
1153     /* If the top face also happens to be high visibility, re-do our
1154     * middle face. This should not happen, as we already have the
1155     * else statement above so middle should not get set. OTOH, it
1156     * may be possible for the faces to match but be different objects.
1157     */
1158     if (top == middle)
1159 root 1.94 middle = 0;
1160 root 1.29
1161     /* There are three posibilities at this point:
1162     * 1) top face is set, need middle to be set.
1163     * 2) middle is set, need to set top.
1164     * 3) neither middle or top is set - need to set both.
1165     */
1166    
1167     for (tmp = last; tmp; tmp = tmp->below)
1168     {
1169     /* Once we get to a floor, stop, since we already have a floor object */
1170     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171     break;
1172    
1173     /* If two top faces are already set, quit processing */
1174 root 1.94 if (top && middle)
1175 root 1.29 break;
1176 root 1.10
1177 elmex 1.67 /* Only show visible faces */
1178     if (!tmp->invisible)
1179 root 1.29 {
1180     /* Fill in top if needed */
1181 root 1.94 if (!top)
1182 root 1.29 {
1183 root 1.94 top = tmp;
1184 root 1.29 if (top == middle)
1185 root 1.94 middle = 0;
1186 root 1.29 }
1187     else
1188     {
1189     /* top is already set - we should only get here if
1190     * middle is not set
1191     *
1192     * Set the middle face and break out, since there is nothing
1193     * more to fill in. We don't check visiblity here, since
1194     *
1195     */
1196 root 1.94 if (tmp != top)
1197 root 1.29 {
1198 root 1.94 middle = tmp;
1199 root 1.29 break;
1200 root 1.10 }
1201     }
1202     }
1203 elmex 1.1 }
1204 root 1.45
1205 root 1.29 if (middle == floor)
1206 root 1.94 middle = 0;
1207 root 1.45
1208 root 1.29 if (top == middle)
1209 root 1.94 middle = 0;
1210 root 1.45
1211 root 1.94 #if 0
1212     faces_obj [0] = top;
1213     faces_obj [1] = middle;
1214     faces_obj [2] = floor;
1215     #endif
1216 elmex 1.1 }
1217    
1218 root 1.85 uint64
1219     mapspace::volume () const
1220     {
1221     uint64 vol = 0;
1222    
1223     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224     vol += op->volume ();
1225    
1226     return vol;
1227     }
1228    
1229 root 1.68 /* this updates the orig_map->tile_map[tile_num] value after finding
1230     * the map. It also takes care of linking back the freshly found
1231 elmex 1.1 * maps tile_map values if it tiles back to this one. It returns
1232 root 1.68 * the value of orig_map->tile_map[tile_num].
1233 elmex 1.1 */
1234 root 1.68 static inline maptile *
1235     find_and_link (maptile *orig_map, int tile_num)
1236 elmex 1.1 {
1237 root 1.69 maptile *mp = orig_map->tile_map [tile_num];
1238 root 1.60
1239 root 1.68 if (!mp)
1240 root 1.60 {
1241 root 1.69 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1242    
1243     if (!mp)
1244     {
1245     // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1246     LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1247     &orig_map->tile_path[tile_num], &orig_map->path);
1248     mp = new maptile (1, 1);
1249     mp->alloc ();
1250     mp->in_memory = MAP_IN_MEMORY;
1251     }
1252 root 1.60 }
1253 root 1.56
1254 root 1.29 int dest_tile = (tile_num + 2) % 4;
1255 elmex 1.1
1256 root 1.69 orig_map->tile_map [tile_num] = mp;
1257 elmex 1.1
1258 root 1.60 // optimisation: back-link map to origin map if euclidean
1259     //TODO: non-euclidean maps MUST GO
1260     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1261 root 1.29 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1262 elmex 1.1
1263 root 1.56 return mp;
1264 elmex 1.1 }
1265    
1266 root 1.68 static inline void
1267     load_and_link (maptile *orig_map, int tile_num)
1268     {
1269     find_and_link (orig_map, tile_num)->load_sync ();
1270     }
1271    
1272 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1273     * map m. This function also takes into account any
1274     * tiling considerations, loading adjacant maps as needed.
1275     * This is the function should always be used when it
1276     * necessary to check for valid coordinates.
1277     * This function will recursively call itself for the
1278     * tiled maps.
1279     */
1280 root 1.29 int
1281 root 1.31 out_of_map (maptile *m, int x, int y)
1282 elmex 1.1 {
1283 root 1.29 /* If we get passed a null map, this is obviously the
1284     * case. This generally shouldn't happen, but if the
1285     * map loads fail below, it could happen.
1286     */
1287     if (!m)
1288     return 0;
1289 elmex 1.1
1290 root 1.29 if (x < 0)
1291     {
1292     if (!m->tile_path[3])
1293     return 1;
1294 root 1.46
1295 root 1.29 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1296 root 1.68 find_and_link (m, 3);
1297 root 1.46
1298 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1299 elmex 1.1 }
1300 root 1.46
1301 root 1.48 if (x >= m->width)
1302 root 1.29 {
1303     if (!m->tile_path[1])
1304     return 1;
1305 root 1.46
1306 root 1.29 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1307 root 1.68 find_and_link (m, 1);
1308 root 1.46
1309 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1310 elmex 1.1 }
1311 root 1.46
1312 root 1.29 if (y < 0)
1313     {
1314     if (!m->tile_path[0])
1315     return 1;
1316 root 1.46
1317 root 1.29 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1318 root 1.68 find_and_link (m, 0);
1319 root 1.46
1320 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1321 elmex 1.1 }
1322 root 1.46
1323 root 1.48 if (y >= m->height)
1324 root 1.29 {
1325     if (!m->tile_path[2])
1326     return 1;
1327 root 1.46
1328 root 1.29 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1329 root 1.68 find_and_link (m, 2);
1330 root 1.46
1331 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1332 elmex 1.1 }
1333    
1334 root 1.29 /* Simple case - coordinates are within this local
1335     * map.
1336     */
1337     return 0;
1338 elmex 1.1 }
1339    
1340     /* This is basically the same as out_of_map above, but
1341     * instead we return NULL if no map is valid (coordinates
1342     * out of bounds and no tiled map), otherwise it returns
1343     * the map as that the coordinates are really on, and
1344 pippijn 1.66 * updates x and y to be the localised coordinates.
1345 elmex 1.1 * Using this is more efficient of calling out_of_map
1346     * and then figuring out what the real map is
1347     */
1348 root 1.31 maptile *
1349 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1350 elmex 1.1 {
1351 root 1.68 if (x < 0)
1352 root 1.29 {
1353 root 1.68 if (!tile_path[3])
1354 root 1.46 return 0;
1355 root 1.56
1356 root 1.68 find_and_link (this, 3);
1357     x += tile_map[3]->width;
1358     return tile_map[3]->xy_find (x, y);
1359 elmex 1.1 }
1360 root 1.46
1361 root 1.68 if (x >= width)
1362 root 1.29 {
1363 root 1.68 if (!tile_path[1])
1364 root 1.46 return 0;
1365    
1366 root 1.68 find_and_link (this, 1);
1367     x -= width;
1368     return tile_map[1]->xy_find (x, y);
1369 elmex 1.1 }
1370 root 1.46
1371 root 1.68 if (y < 0)
1372 root 1.29 {
1373 root 1.68 if (!tile_path[0])
1374 root 1.46 return 0;
1375    
1376 root 1.68 find_and_link (this, 0);
1377     y += tile_map[0]->height;
1378     return tile_map[0]->xy_find (x, y);
1379 elmex 1.1 }
1380 root 1.46
1381 root 1.68 if (y >= height)
1382 root 1.29 {
1383 root 1.68 if (!tile_path[2])
1384 root 1.46 return 0;
1385    
1386 root 1.68 find_and_link (this, 2);
1387     y -= height;
1388     return tile_map[2]->xy_find (x, y);
1389 elmex 1.1 }
1390    
1391 root 1.29 /* Simple case - coordinates are within this local
1392     * map.
1393     */
1394 root 1.68 return this;
1395 elmex 1.1 }
1396    
1397     /**
1398     * Return whether map2 is adjacent to map1. If so, store the distance from
1399     * map1 to map2 in dx/dy.
1400     */
1401 root 1.82 int
1402 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1403 root 1.29 {
1404     if (!map1 || !map2)
1405     return 0;
1406    
1407 root 1.68 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1408     //fix: compare paths instead (this is likely faster, too!)
1409 root 1.29 if (map1 == map2)
1410     {
1411     *dx = 0;
1412     *dy = 0;
1413     }
1414     else if (map1->tile_map[0] == map2)
1415     { /* up */
1416     *dx = 0;
1417 root 1.48 *dy = -map2->height;
1418 root 1.29 }
1419     else if (map1->tile_map[1] == map2)
1420     { /* right */
1421 root 1.48 *dx = map1->width;
1422 root 1.29 *dy = 0;
1423     }
1424     else if (map1->tile_map[2] == map2)
1425     { /* down */
1426     *dx = 0;
1427 root 1.48 *dy = map1->height;
1428 root 1.29 }
1429     else if (map1->tile_map[3] == map2)
1430     { /* left */
1431 root 1.48 *dx = -map2->width;
1432 root 1.29 *dy = 0;
1433     }
1434     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1435     { /* up right */
1436 root 1.48 *dx = map1->tile_map[0]->width;
1437     *dy = -map1->tile_map[0]->height;
1438 root 1.29 }
1439     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1440     { /* up left */
1441 root 1.48 *dx = -map2->width;
1442     *dy = -map1->tile_map[0]->height;
1443 root 1.29 }
1444     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1445     { /* right up */
1446 root 1.48 *dx = map1->width;
1447     *dy = -map2->height;
1448 root 1.29 }
1449     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1450     { /* right down */
1451 root 1.48 *dx = map1->width;
1452     *dy = map1->tile_map[1]->height;
1453 root 1.29 }
1454     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1455     { /* down right */
1456 root 1.48 *dx = map1->tile_map[2]->width;
1457     *dy = map1->height;
1458 root 1.29 }
1459     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1460     { /* down left */
1461 root 1.48 *dx = -map2->width;
1462     *dy = map1->height;
1463 root 1.29 }
1464     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1465     { /* left up */
1466 root 1.48 *dx = -map1->tile_map[3]->width;
1467     *dy = -map2->height;
1468 root 1.29 }
1469     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1470     { /* left down */
1471 root 1.48 *dx = -map1->tile_map[3]->width;
1472     *dy = map1->tile_map[3]->height;
1473 root 1.29 }
1474     else
1475 root 1.56 return 0;
1476 elmex 1.1
1477 root 1.29 return 1;
1478 elmex 1.1 }
1479    
1480 root 1.68 maptile *
1481     maptile::xy_load (sint16 &x, sint16 &y)
1482     {
1483     maptile *map = xy_find (x, y);
1484    
1485     if (map)
1486     map->load_sync ();
1487    
1488     return map;
1489     }
1490    
1491     maptile *
1492     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1493     {
1494     return m->xy_load (*x, *y);
1495     }
1496    
1497 elmex 1.1 /* From map.c
1498     * This is used by get_player to determine where the other
1499     * creature is. get_rangevector takes into account map tiling,
1500     * so you just can not look the the map coordinates and get the
1501     * righte value. distance_x/y are distance away, which
1502 root 1.79 * can be negative. direction is the crossfire direction scheme
1503 elmex 1.1 * that the creature should head. part is the part of the
1504     * monster that is closest.
1505     *
1506     * get_rangevector looks at op1 and op2, and fills in the
1507     * structure for op1 to get to op2.
1508     * We already trust that the caller has verified that the
1509     * two objects are at least on adjacent maps. If not,
1510     * results are not likely to be what is desired.
1511     * if the objects are not on maps, results are also likely to
1512     * be unexpected
1513     *
1514     * currently, the only flag supported (0x1) is don't translate for
1515     * closest body part of 'op1'
1516     */
1517 root 1.29 void
1518     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1519     {
1520     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1521     {
1522     /* be conservative and fill in _some_ data */
1523 root 1.86 retval->distance = 10000;
1524     retval->distance_x = 10000;
1525     retval->distance_y = 10000;
1526 root 1.29 retval->direction = 0;
1527     retval->part = 0;
1528     }
1529     else
1530     {
1531     object *best;
1532    
1533     retval->distance_x += op2->x - op1->x;
1534     retval->distance_y += op2->y - op1->y;
1535    
1536     best = op1;
1537     /* If this is multipart, find the closest part now */
1538     if (!(flags & 0x1) && op1->more)
1539     {
1540     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1541    
1542     /* we just take the offset of the piece to head to figure
1543     * distance instead of doing all that work above again
1544     * since the distance fields we set above are positive in the
1545     * same axis as is used for multipart objects, the simply arithmetic
1546     * below works.
1547     */
1548 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1549 root 1.29 {
1550     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1551     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1552     if (tmpi < best_distance)
1553     {
1554     best_distance = tmpi;
1555     best = tmp;
1556 elmex 1.1 }
1557     }
1558 root 1.75
1559 root 1.29 if (best != op1)
1560     {
1561     retval->distance_x += op1->x - best->x;
1562     retval->distance_y += op1->y - best->y;
1563 elmex 1.1 }
1564     }
1565 root 1.75
1566 root 1.29 retval->part = best;
1567 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1568 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1569 elmex 1.1 }
1570     }
1571    
1572     /* this is basically the same as get_rangevector above, but instead of
1573     * the first parameter being an object, it instead is the map
1574     * and x,y coordinates - this is used for path to player -
1575     * since the object is not infact moving but we are trying to traverse
1576     * the path, we need this.
1577     * flags has no meaning for this function at this time - I kept it in to
1578     * be more consistant with the above function and also in case they are needed
1579     * for something in the future. Also, since no object is pasted, the best
1580     * field of the rv_vector is set to NULL.
1581     */
1582 root 1.29 void
1583 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1584 root 1.29 {
1585     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1586     {
1587     /* be conservative and fill in _some_ data */
1588     retval->distance = 100000;
1589     retval->distance_x = 32767;
1590     retval->distance_y = 32767;
1591     retval->direction = 0;
1592     retval->part = 0;
1593     }
1594     else
1595     {
1596     retval->distance_x += op2->x - x;
1597     retval->distance_y += op2->y - y;
1598    
1599     retval->part = NULL;
1600 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1601 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1602 elmex 1.1 }
1603     }
1604    
1605     /* Returns true of op1 and op2 are effectively on the same map
1606     * (as related to map tiling). Note that this looks for a path from
1607 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1608 elmex 1.1 * to op1, this will still return false.
1609     * Note we only look one map out to keep the processing simple
1610     * and efficient. This could probably be a macro.
1611     * MSW 2001-08-05
1612     */
1613 root 1.29 int
1614     on_same_map (const object *op1, const object *op2)
1615     {
1616     int dx, dy;
1617 elmex 1.1
1618 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1619 elmex 1.1 }
1620 root 1.52
1621     object *
1622     maptile::insert (object *op, int x, int y, object *originator, int flags)
1623     {
1624     if (!op->flag [FLAG_REMOVED])
1625     op->remove ();
1626    
1627     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1628     }
1629    
1630 root 1.81 region *
1631     maptile::region (int x, int y) const
1632     {
1633     if (regions
1634     && regionmap
1635     && !OUT_OF_REAL_MAP (this, x, y))
1636     if (struct region *reg = regionmap [regions [y * width + x]])
1637     return reg;
1638    
1639     if (default_region)
1640     return default_region;
1641    
1642     return ::region::default_region ();
1643     }
1644    
1645 root 1.91 /* picks a random object from a style map.
1646     * Redone by MSW so it should be faster and not use static
1647     * variables to generate tables.
1648     */
1649     object *
1650     maptile::pick_random_object () const
1651     {
1652     /* while returning a null object will result in a crash, that
1653     * is actually preferable to an infinite loop. That is because
1654     * most servers will automatically restart in case of crash.
1655     * Change the logic on getting the random space - shouldn't make
1656     * any difference, but this seems clearer to me.
1657     */
1658     for (int i = 1000; --i;)
1659     {
1660     object *pick = at (rndm (width), rndm (height)).bot;
1661    
1662     // do not prefer big monsters just because they are big.
1663 root 1.92 if (pick && pick->head_ () == pick)
1664 root 1.91 return pick->head_ ();
1665     }
1666    
1667     // instead of crashing in the unlikely(?) case, try to return *something*
1668     return get_archetype ("blocked");
1669     }
1670 root 1.85
1671 root 1.114 void
1672     maptile::play_sound (faceidx sound, int x, int y) const
1673     {
1674     if (!sound)
1675     return;
1676    
1677     for_all_players (pl)
1678     if (pl->ob->map == this)
1679     if (client *ns = pl->ns)
1680     {
1681     int dx = x - pl->ob->x;
1682     int dy = y - pl->ob->y;
1683    
1684     int distance = idistance (dx, dy);
1685    
1686     if (distance <= MAX_SOUND_DISTANCE)
1687     ns->play_sound (sound, dx, dy);
1688     }
1689     }
1690