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Revision: 1.125
Committed: Thu Sep 6 06:53:05 2007 UTC (16 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.124: +1 -1 lines
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# 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 1.121 bool unique = 0;
389    
390 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
391 root 1.24 {
392 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
393 root 1.56
394 root 1.121 if (expect_false (!op->can_map_save ()))
395 root 1.56 continue;
396    
397 root 1.121 if (expect_false (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 1.121 else if (expect_true (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::_save_objects (const char *path, int flags)
414 root 1.56 {
415     object_freezer freezer;
416 root 1.29
417 root 1.72 if (!_save_objects (freezer, flags))
418 root 1.56 return false;
419 root 1.29
420 root 1.56 return freezer.save (path);
421 elmex 1.1 }
422    
423 root 1.34 maptile::maptile ()
424     {
425     in_memory = MAP_SWAPPED;
426 root 1.54
427 root 1.34 /* The maps used to pick up default x and y values from the
428 root 1.85 * map archetype. Mimic that behaviour.
429 root 1.34 */
430 root 1.85 width = 16;
431     height = 16;
432     timeout = 300;
433     max_nrof = 1000; // 1000 items of anything
434     max_volume = 2000000; // 2m³
435 root 1.34 }
436    
437 root 1.56 maptile::maptile (int w, int h)
438 root 1.54 {
439 root 1.56 in_memory = MAP_SWAPPED;
440 root 1.54
441 root 1.56 width = w;
442     height = h;
443     reset_timeout = 0;
444     timeout = 300;
445     enter_x = 0;
446     enter_y = 0;
447 root 1.54
448 root 1.56 alloc ();
449 elmex 1.1 }
450    
451     /*
452 root 1.31 * Allocates the arrays contained in a maptile.
453 elmex 1.1 * This basically allocates the dynamic array of spaces for the
454     * map.
455     */
456 root 1.29 void
457 root 1.56 maptile::alloc ()
458 root 1.29 {
459 root 1.34 if (spaces)
460 root 1.56 return;
461 elmex 1.1
462 root 1.53 spaces = salloc0<mapspace> (size ());
463 elmex 1.1 }
464    
465     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
466     * corresponding to that string. Memory is allocated for this, it must be freed
467     * at a later date.
468     * Called by parse_map_headers below.
469     */
470 root 1.29 static shopitems *
471     parse_shop_string (const char *input_string)
472     {
473     char *shop_string, *p, *q, *next_semicolon, *next_colon;
474     shopitems *items = NULL;
475     int i = 0, number_of_entries = 0;
476     const typedata *current_type;
477    
478 root 1.43 shop_string = strdup (input_string);
479 root 1.29 p = shop_string;
480     /* first we'll count the entries, we'll need that for allocating the array shortly */
481     while (p)
482     {
483     p = strchr (p, ';');
484     number_of_entries++;
485     if (p)
486     p++;
487     }
488 root 1.54
489 root 1.29 p = shop_string;
490     strip_endline (p);
491     items = new shopitems[number_of_entries + 1];
492     for (i = 0; i < number_of_entries; i++)
493     {
494     if (!p)
495     {
496     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
497     break;
498     }
499 root 1.54
500 root 1.29 next_semicolon = strchr (p, ';');
501     next_colon = strchr (p, ':');
502     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
503     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
504     items[i].strength = atoi (strchr (p, ':') + 1);
505    
506     if (isdigit (*p) || *p == '*')
507     {
508     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
509     current_type = get_typedata (items[i].typenum);
510     if (current_type)
511     {
512     items[i].name = current_type->name;
513     items[i].name_pl = current_type->name_pl;
514     }
515     }
516     else
517     { /*we have a named type, let's figure out what it is */
518     q = strpbrk (p, ";:");
519     if (q)
520     *q = '\0';
521    
522     current_type = get_typedata_by_name (p);
523     if (current_type)
524     {
525     items[i].name = current_type->name;
526     items[i].typenum = current_type->number;
527     items[i].name_pl = current_type->name_pl;
528     }
529     else
530     { /* oh uh, something's wrong, let's free up this one, and try
531     * the next entry while we're at it, better print a warning
532     */
533     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
534     }
535     }
536 root 1.54
537 root 1.29 items[i].index = number_of_entries;
538     if (next_semicolon)
539     p = ++next_semicolon;
540     else
541     p = NULL;
542 elmex 1.1 }
543 root 1.54
544 root 1.29 free (shop_string);
545     return items;
546 elmex 1.1 }
547    
548     /* opposite of parse string, this puts the string that was originally fed in to
549     * the map (or something equivilent) into output_string. */
550 root 1.29 static void
551 root 1.31 print_shop_string (maptile *m, char *output_string)
552 root 1.29 {
553     int i;
554     char tmp[MAX_BUF];
555    
556     strcpy (output_string, "");
557     for (i = 0; i < m->shopitems[0].index; i++)
558     {
559     if (m->shopitems[i].typenum)
560     {
561     if (m->shopitems[i].strength)
562 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 root 1.29 else
564     sprintf (tmp, "%s;", m->shopitems[i].name);
565 root 1.10 }
566 root 1.29 else
567     {
568     if (m->shopitems[i].strength)
569 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
570 root 1.29 else
571     sprintf (tmp, "*");
572     }
573 root 1.54
574 root 1.29 strcat (output_string, tmp);
575 elmex 1.1 }
576     }
577    
578     /* This loads the header information of the map. The header
579     * contains things like difficulty, size, timeout, etc.
580     * this used to be stored in the map object, but with the
581     * addition of tiling, fields beyond that easily named in an
582     * object structure were needed, so it just made sense to
583     * put all the stuff in the map object so that names actually make
584     * sense.
585     * This could be done in lex (like the object loader), but I think
586     * currently, there are few enough fields this is not a big deal.
587     * MSW 2001-07-01
588     */
589 root 1.56 bool
590 root 1.72 maptile::_load_header (object_thawer &thawer)
591 elmex 1.1 {
592 root 1.56 for (;;)
593 root 1.29 {
594 root 1.105 switch (thawer.kw)
595 root 1.29 {
596 root 1.56 case KW_msg:
597     thawer.get_ml (KW_endmsg, msg);
598     break;
599 root 1.22
600 root 1.56 case KW_lore: // CF+ extension
601     thawer.get_ml (KW_endlore, maplore);
602     break;
603 root 1.10
604 root 1.56 case KW_maplore:
605     thawer.get_ml (KW_endmaplore, maplore);
606     break;
607 root 1.10
608 root 1.56 case KW_arch:
609     if (strcmp (thawer.get_str (), "map"))
610     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611     break;
612 root 1.29
613 root 1.56 case KW_oid:
614     thawer.get (this, thawer.get_sint32 ());
615     break;
616 root 1.29
617 root 1.56 case KW_file_format_version: break; // nop
618 root 1.29
619 root 1.56 case KW_name: thawer.get (name); break;
620     case KW_attach: thawer.get (attach); break;
621     case KW_reset_time: thawer.get (reset_time); break;
622     case KW_shopgreed: thawer.get (shopgreed); break;
623     case KW_shopmin: thawer.get (shopmin); break;
624     case KW_shopmax: thawer.get (shopmax); break;
625     case KW_shoprace: thawer.get (shoprace); break;
626     case KW_outdoor: thawer.get (outdoor); break;
627     case KW_temp: thawer.get (temp); break;
628     case KW_pressure: thawer.get (pressure); break;
629     case KW_humid: thawer.get (humid); break;
630     case KW_windspeed: thawer.get (windspeed); break;
631     case KW_winddir: thawer.get (winddir); break;
632     case KW_sky: thawer.get (sky); break;
633    
634     case KW_per_player: thawer.get (per_player); break;
635     case KW_per_party: thawer.get (per_party); break;
636 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
637 root 1.56
638 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640    
641     // old names new names
642     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644     case KW_x: case KW_width: thawer.get (width); break;
645     case KW_y: case KW_height: thawer.get (height); break;
646     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647     case KW_value: case KW_swap_time: thawer.get (timeout); break;
648     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651    
652     case KW_tile_path_1: thawer.get (tile_path [0]); break;
653     case KW_tile_path_2: thawer.get (tile_path [1]); break;
654     case KW_tile_path_3: thawer.get (tile_path [2]); break;
655     case KW_tile_path_4: thawer.get (tile_path [3]); break;
656 root 1.83
657 root 1.112 case KW_ERROR:
658 root 1.123 set_key_text (thawer.kw_str, thawer.value);
659 root 1.112 break;
660    
661 root 1.83 case KW_end:
662 root 1.124 thawer.next ();
663 root 1.83 return true;
664    
665     default:
666 root 1.87 if (!thawer.parse_error ("map", 0))
667 root 1.83 return false;
668     break;
669 root 1.10 }
670 root 1.124
671     thawer.next ();
672 elmex 1.1 }
673 root 1.41
674 root 1.56 abort ();
675 elmex 1.1 }
676    
677 root 1.56 /******************************************************************************
678     * This is the start of unique map handling code
679     *****************************************************************************/
680 root 1.29
681 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
682     void
683     maptile::clear_unique_items ()
684 root 1.29 {
685 root 1.56 for (int i = 0; i < size (); ++i)
686 root 1.29 {
687 root 1.56 int unique = 0;
688     for (object *op = spaces [i].bot; op; )
689     {
690     object *above = op->above;
691 elmex 1.1
692 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693     unique = 1;
694 root 1.14
695 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 root 1.56 {
697     op->destroy_inv (false);
698     op->destroy ();
699     }
700 elmex 1.1
701 root 1.56 op = above;
702     }
703 root 1.29 }
704 elmex 1.1 }
705    
706 root 1.56 bool
707 root 1.72 maptile::_save_header (object_freezer &freezer)
708 root 1.29 {
709 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
710     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711 elmex 1.1
712 root 1.56 MAP_OUT2 (arch, "map");
713 elmex 1.1
714 root 1.56 if (name) MAP_OUT (name);
715     MAP_OUT (swap_time);
716     MAP_OUT (reset_time);
717     MAP_OUT (reset_timeout);
718     MAP_OUT (fixed_resettime);
719 root 1.109 MAP_OUT (no_reset);
720 root 1.56 MAP_OUT (difficulty);
721 root 1.9
722 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
723 root 1.29
724 root 1.56 if (shopitems)
725 root 1.29 {
726 root 1.56 char shop[MAX_BUF];
727     print_shop_string (this, shop);
728     MAP_OUT2 (shopitems, shop);
729 elmex 1.1 }
730    
731 root 1.56 MAP_OUT (shopgreed);
732     MAP_OUT (shopmin);
733     MAP_OUT (shopmax);
734     if (shoprace) MAP_OUT (shoprace);
735     MAP_OUT (darkness);
736     MAP_OUT (width);
737     MAP_OUT (height);
738     MAP_OUT (enter_x);
739     MAP_OUT (enter_y);
740 root 1.14
741 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743 elmex 1.1
744 root 1.56 MAP_OUT (outdoor);
745     MAP_OUT (temp);
746     MAP_OUT (pressure);
747     MAP_OUT (humid);
748     MAP_OUT (windspeed);
749     MAP_OUT (winddir);
750     MAP_OUT (sky);
751 elmex 1.1
752 root 1.56 MAP_OUT (per_player);
753     MAP_OUT (per_party);
754 elmex 1.1
755 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759 root 1.40
760 root 1.63 freezer.put (this);
761 root 1.61 freezer.put (KW_end);
762 root 1.40
763 root 1.56 return true;
764 elmex 1.1 }
765    
766 root 1.56 bool
767 root 1.72 maptile::_save_header (const char *path)
768 root 1.29 {
769 root 1.17 object_freezer freezer;
770 root 1.10
771 root 1.72 if (!_save_header (freezer))
772 root 1.56 return false;
773 elmex 1.1
774 root 1.56 return freezer.save (path);
775 elmex 1.1 }
776    
777     /*
778     * Remove and free all objects in the given map.
779     */
780 root 1.29 void
781 root 1.56 maptile::clear ()
782 root 1.29 {
783 root 1.113 sfree (regions, size ()); regions = 0;
784     delete [] regionmap; regionmap = 0;
785 root 1.29
786 root 1.81 if (spaces)
787     {
788     for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 root 1.104 while (object *op = ms->bot)
790 root 1.81 {
791 root 1.104 op = op->head_ ();
792 root 1.81 op->destroy_inv (false);
793     op->destroy ();
794     }
795 root 1.29
796 root 1.81 sfree (spaces, size ()), spaces = 0;
797     }
798 root 1.29
799 root 1.56 if (buttons)
800     free_objectlinkpt (buttons), buttons = 0;
801 elmex 1.1 }
802    
803 root 1.29 void
804 root 1.56 maptile::clear_header ()
805 root 1.29 {
806 root 1.56 name = 0;
807     msg = 0;
808     maplore = 0;
809     shoprace = 0;
810     delete [] shopitems, shopitems = 0;
811 root 1.42
812 root 1.47 for (int i = 0; i < 4; i++)
813 root 1.56 tile_path [i] = 0;
814 root 1.47 }
815 root 1.42
816 root 1.47 maptile::~maptile ()
817     {
818 root 1.53 assert (destroyed ());
819 elmex 1.1 }
820    
821 root 1.29 void
822 root 1.56 maptile::clear_links_to (maptile *m)
823 root 1.29 {
824     /* We need to look through all the maps and see if any maps
825     * are pointing at this one for tiling information. Since
826 root 1.47 * tiling can be asymetric, we just can not look to see which
827 root 1.29 * maps this map tiles with and clears those.
828     */
829 root 1.56 for (int i = 0; i < 4; i++)
830     if (tile_map[i] == m)
831     tile_map[i] = 0;
832 root 1.47 }
833 elmex 1.1
834 root 1.47 void
835 root 1.56 maptile::do_destroy ()
836 root 1.47 {
837 root 1.56 attachable::do_destroy ();
838    
839     clear ();
840 elmex 1.1 }
841    
842 root 1.109 /* decay and destroy perishable items in a map */
843     void
844     maptile::do_decay_objects ()
845     {
846     if (!spaces)
847     return;
848    
849     for (mapspace *ms = spaces + size (); ms-- > spaces; )
850     for (object *above, *op = ms->bot; op; op = above)
851     {
852     above = op->above;
853    
854     bool destroy = 0;
855    
856     // do not decay anything above unique floor tiles (yet :)
857     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858     break;
859    
860     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862     || QUERY_FLAG (op, FLAG_UNIQUE)
863     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864     || QUERY_FLAG (op, FLAG_UNPAID)
865     || op->is_alive ())
866     ; // do not decay
867     else if (op->is_weapon ())
868     {
869     op->stats.dam--;
870     if (op->stats.dam < 0)
871     destroy = 1;
872     }
873     else if (op->is_armor ())
874     {
875     op->stats.ac--;
876     if (op->stats.ac < 0)
877     destroy = 1;
878     }
879     else if (op->type == FOOD)
880     {
881     op->stats.food -= rndm (5, 20);
882     if (op->stats.food < 0)
883     destroy = 1;
884     }
885     else
886     {
887     int mat = op->materials;
888    
889     if (mat & M_PAPER
890     || mat & M_LEATHER
891     || mat & M_WOOD
892     || mat & M_ORGANIC
893     || mat & M_CLOTH
894     || mat & M_LIQUID
895     || (mat & M_IRON && rndm (1, 5) == 1)
896     || (mat & M_GLASS && rndm (1, 2) == 1)
897     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899     || (mat & M_ICE && temp > 32))
900     destroy = 1;
901     }
902    
903     /* adjust overall chance below */
904     if (destroy && rndm (0, 1))
905     op->destroy ();
906     }
907     }
908    
909 elmex 1.1 /*
910 root 1.56 * Updates every button on the map (by calling update_button() for them).
911 elmex 1.1 */
912 root 1.56 void
913     maptile::update_buttons ()
914 root 1.29 {
915 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916     for (objectlink *ol = obp->link; ol; ol = ol->next)
917     {
918     if (!ol->ob)
919     {
920     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922     continue;
923     }
924 elmex 1.1
925 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926     {
927     update_button (ol->ob);
928     break;
929     }
930     }
931 elmex 1.1 }
932    
933     /*
934     * This routine is supposed to find out the difficulty of the map.
935     * difficulty does not have a lot to do with character level,
936     * but does have a lot to do with treasure on the map.
937     *
938     * Difficulty can now be set by the map creature. If the value stored
939     * in the map is zero, then use this routine. Maps should really
940     * have a difficulty set than using this function - human calculation
941     * is much better than this functions guesswork.
942     */
943 root 1.29 int
944 root 1.56 maptile::estimate_difficulty () const
945 root 1.29 {
946 elmex 1.1 long monster_cnt = 0;
947     double avgexp = 0;
948     sint64 total_exp = 0;
949    
950 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951     for (object *op = ms->bot; op; op = op->above)
952     {
953     if (QUERY_FLAG (op, FLAG_MONSTER))
954     {
955     total_exp += op->stats.exp;
956     monster_cnt++;
957     }
958 elmex 1.1
959 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
960     {
961     total_exp += op->stats.exp;
962 elmex 1.1
963 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
964 root 1.107 total_exp += at->stats.exp * 8;
965 elmex 1.1
966 root 1.56 monster_cnt++;
967     }
968     }
969 elmex 1.1
970     avgexp = (double) total_exp / monster_cnt;
971    
972 root 1.56 for (int i = 1; i <= settings.max_level; i++)
973     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
974     return i;
975 elmex 1.1
976     return 1;
977     }
978    
979     /* change_map_light() - used to change map light level (darkness)
980     * up or down. Returns true if successful. It should now be
981     * possible to change a value by more than 1.
982     * Move this from los.c to map.c since this is more related
983     * to maps than los.
984     * postive values make it darker, negative make it brighter
985     */
986 root 1.29 int
987 root 1.56 maptile::change_map_light (int change)
988 root 1.29 {
989 root 1.56 int new_level = darkness + change;
990 root 1.29
991     /* Nothing to do */
992 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
993     return 0;
994 elmex 1.1
995 root 1.29 /* inform all players on the map */
996     if (change > 0)
997 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 root 1.29 else
999 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 root 1.29
1001 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1002 root 1.29 * we need to be extra careful about negative values.
1003     * In general, the checks below are only needed if change
1004     * is not +/-1
1005     */
1006     if (new_level < 0)
1007 root 1.56 darkness = 0;
1008 root 1.29 else if (new_level >= MAX_DARKNESS)
1009 root 1.56 darkness = MAX_DARKNESS;
1010 root 1.29 else
1011 root 1.56 darkness = new_level;
1012 elmex 1.1
1013 root 1.29 /* All clients need to get re-updated for the change */
1014 root 1.56 update_all_map_los (this);
1015 root 1.29 return 1;
1016 elmex 1.1 }
1017    
1018     /*
1019     * This function updates various attributes about a specific space
1020     * on the map (what it looks like, whether it blocks magic,
1021     * has a living creatures, prevents people from passing
1022     * through, etc)
1023     */
1024 root 1.29 void
1025 root 1.46 mapspace::update_ ()
1026 root 1.29 {
1027 root 1.45 object *tmp, *last = 0;
1028 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1029 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1030    
1031 root 1.94 //object *middle = 0;
1032     //object *top = 0;
1033     //object *floor = 0;
1034     // this seems to generate better code than using locals, above
1035 root 1.95 object *&top = faces_obj[0] = 0;
1036     object *&middle = faces_obj[1] = 0;
1037     object *&floor = faces_obj[2] = 0;
1038 root 1.29
1039 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 root 1.29 {
1041     /* This could be made additive I guess (two lights better than
1042 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1043 root 1.29 * light bulbs do not illuminate twice as far as once since
1044 root 1.45 * it is a dissapation factor that is cubed.
1045 root 1.29 */
1046     if (tmp->glow_radius > light)
1047     light = tmp->glow_radius;
1048    
1049     /* This call is needed in order to update objects the player
1050     * is standing in that have animations (ie, grass, fire, etc).
1051     * However, it also causes the look window to be re-drawn
1052     * 3 times each time the player moves, because many of the
1053     * functions the move_player calls eventualy call this.
1054     *
1055     * Always put the player down for drawing.
1056     */
1057     if (!tmp->invisible)
1058     {
1059     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1060 root 1.94 top = tmp;
1061 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1062     {
1063     /* If we got a floor, that means middle and top were below it,
1064     * so should not be visible, so we clear them.
1065     */
1066 root 1.94 middle = 0;
1067     top = 0;
1068     floor = tmp;
1069 root 1.29 }
1070     /* Flag anywhere have high priority */
1071     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072     {
1073 root 1.94 middle = tmp;
1074 root 1.29 anywhere = 1;
1075     }
1076     /* Find the highest visible face around. If equal
1077     * visibilities, we still want the one nearer to the
1078     * top
1079     */
1080 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081     middle = tmp;
1082 root 1.29 }
1083 root 1.45
1084 root 1.29 if (tmp == tmp->above)
1085     {
1086     LOG (llevError, "Error in structure of map\n");
1087     exit (-1);
1088     }
1089    
1090 root 1.45 move_slow |= tmp->move_slow;
1091 root 1.29 move_block |= tmp->move_block;
1092 root 1.45 move_on |= tmp->move_on;
1093     move_off |= tmp->move_off;
1094 root 1.29 move_allow |= tmp->move_allow;
1095    
1096 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1097     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1098     if (tmp->type == PLAYER) flags |= P_PLAYER;
1099     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102     }
1103 root 1.29
1104 root 1.46 this->light = light;
1105     this->flags_ = flags;
1106     this->move_block = move_block & ~move_allow;
1107     this->move_on = move_on;
1108     this->move_off = move_off;
1109     this->move_slow = move_slow;
1110 root 1.29
1111     /* At this point, we have a floor face (if there is a floor),
1112     * and the floor is set - we are not going to touch it at
1113     * this point.
1114     * middle contains the highest visibility face.
1115     * top contains a player/monster face, if there is one.
1116     *
1117     * We now need to fill in top.face and/or middle.face.
1118     */
1119    
1120     /* If the top face also happens to be high visibility, re-do our
1121     * middle face. This should not happen, as we already have the
1122     * else statement above so middle should not get set. OTOH, it
1123     * may be possible for the faces to match but be different objects.
1124     */
1125     if (top == middle)
1126 root 1.94 middle = 0;
1127 root 1.29
1128     /* There are three posibilities at this point:
1129     * 1) top face is set, need middle to be set.
1130     * 2) middle is set, need to set top.
1131     * 3) neither middle or top is set - need to set both.
1132     */
1133    
1134     for (tmp = last; tmp; tmp = tmp->below)
1135     {
1136     /* Once we get to a floor, stop, since we already have a floor object */
1137     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1138     break;
1139    
1140     /* If two top faces are already set, quit processing */
1141 root 1.94 if (top && middle)
1142 root 1.29 break;
1143 root 1.10
1144 elmex 1.67 /* Only show visible faces */
1145     if (!tmp->invisible)
1146 root 1.29 {
1147     /* Fill in top if needed */
1148 root 1.94 if (!top)
1149 root 1.29 {
1150 root 1.94 top = tmp;
1151 root 1.29 if (top == middle)
1152 root 1.94 middle = 0;
1153 root 1.29 }
1154     else
1155     {
1156     /* top is already set - we should only get here if
1157     * middle is not set
1158     *
1159     * Set the middle face and break out, since there is nothing
1160     * more to fill in. We don't check visiblity here, since
1161     *
1162     */
1163 root 1.94 if (tmp != top)
1164 root 1.29 {
1165 root 1.94 middle = tmp;
1166 root 1.29 break;
1167 root 1.10 }
1168     }
1169     }
1170 elmex 1.1 }
1171 root 1.45
1172 root 1.29 if (middle == floor)
1173 root 1.94 middle = 0;
1174 root 1.45
1175 root 1.29 if (top == middle)
1176 root 1.94 middle = 0;
1177 root 1.45
1178 root 1.94 #if 0
1179     faces_obj [0] = top;
1180     faces_obj [1] = middle;
1181     faces_obj [2] = floor;
1182     #endif
1183 elmex 1.1 }
1184    
1185 root 1.85 uint64
1186     mapspace::volume () const
1187     {
1188     uint64 vol = 0;
1189    
1190     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191     vol += op->volume ();
1192    
1193     return vol;
1194     }
1195    
1196 root 1.117 bool
1197     maptile::tile_available (int dir, bool load)
1198 elmex 1.1 {
1199 root 1.118 if (!tile_path[dir])
1200     return 0;
1201    
1202 root 1.117 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1203     return 1;
1204 root 1.60
1205 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206     return 1;
1207 root 1.56
1208 root 1.117 return 0;
1209 root 1.68 }
1210    
1211 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1212     * map m. This function also takes into account any
1213     * tiling considerations, loading adjacant maps as needed.
1214     * This is the function should always be used when it
1215     * necessary to check for valid coordinates.
1216     * This function will recursively call itself for the
1217     * tiled maps.
1218     */
1219 root 1.29 int
1220 root 1.31 out_of_map (maptile *m, int x, int y)
1221 elmex 1.1 {
1222 root 1.29 /* If we get passed a null map, this is obviously the
1223     * case. This generally shouldn't happen, but if the
1224     * map loads fail below, it could happen.
1225     */
1226     if (!m)
1227     return 0;
1228 elmex 1.1
1229 root 1.29 if (x < 0)
1230     {
1231 root 1.119 if (!m->tile_available (3))
1232 root 1.29 return 1;
1233 root 1.46
1234 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1235 elmex 1.1 }
1236 root 1.46
1237 root 1.48 if (x >= m->width)
1238 root 1.29 {
1239 root 1.119 if (!m->tile_available (1))
1240 root 1.29 return 1;
1241 root 1.46
1242 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1243 elmex 1.1 }
1244 root 1.46
1245 root 1.29 if (y < 0)
1246     {
1247 root 1.119 if (!m->tile_available (0))
1248 root 1.29 return 1;
1249 root 1.46
1250 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1251 elmex 1.1 }
1252 root 1.46
1253 root 1.48 if (y >= m->height)
1254 root 1.29 {
1255 root 1.119 if (!m->tile_available (2))
1256 root 1.29 return 1;
1257 root 1.46
1258 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1259 elmex 1.1 }
1260    
1261 root 1.29 /* Simple case - coordinates are within this local
1262     * map.
1263     */
1264     return 0;
1265 elmex 1.1 }
1266    
1267     /* This is basically the same as out_of_map above, but
1268     * instead we return NULL if no map is valid (coordinates
1269     * out of bounds and no tiled map), otherwise it returns
1270     * the map as that the coordinates are really on, and
1271 pippijn 1.66 * updates x and y to be the localised coordinates.
1272 elmex 1.1 * Using this is more efficient of calling out_of_map
1273     * and then figuring out what the real map is
1274     */
1275 root 1.31 maptile *
1276 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1277 elmex 1.1 {
1278 root 1.68 if (x < 0)
1279 root 1.29 {
1280 root 1.119 if (!tile_available (3))
1281 root 1.46 return 0;
1282 root 1.56
1283 root 1.68 x += tile_map[3]->width;
1284     return tile_map[3]->xy_find (x, y);
1285 elmex 1.1 }
1286 root 1.46
1287 root 1.68 if (x >= width)
1288 root 1.29 {
1289 root 1.119 if (!tile_available (1))
1290 root 1.46 return 0;
1291    
1292 root 1.68 x -= width;
1293     return tile_map[1]->xy_find (x, y);
1294 elmex 1.1 }
1295 root 1.46
1296 root 1.68 if (y < 0)
1297 root 1.29 {
1298 root 1.119 if (!tile_available (0))
1299 root 1.46 return 0;
1300    
1301 root 1.68 y += tile_map[0]->height;
1302     return tile_map[0]->xy_find (x, y);
1303 elmex 1.1 }
1304 root 1.46
1305 root 1.68 if (y >= height)
1306 root 1.29 {
1307 root 1.119 if (!tile_available (2))
1308 root 1.46 return 0;
1309    
1310 root 1.68 y -= height;
1311     return tile_map[2]->xy_find (x, y);
1312 elmex 1.1 }
1313    
1314 root 1.29 /* Simple case - coordinates are within this local
1315     * map.
1316     */
1317 root 1.68 return this;
1318 elmex 1.1 }
1319    
1320     /**
1321     * Return whether map2 is adjacent to map1. If so, store the distance from
1322     * map1 to map2 in dx/dy.
1323     */
1324 root 1.82 int
1325 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1326 root 1.29 {
1327     if (!map1 || !map2)
1328     return 0;
1329    
1330 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1332 root 1.29 if (map1 == map2)
1333     {
1334     *dx = 0;
1335     *dy = 0;
1336     }
1337     else if (map1->tile_map[0] == map2)
1338     { /* up */
1339     *dx = 0;
1340 root 1.48 *dy = -map2->height;
1341 root 1.29 }
1342     else if (map1->tile_map[1] == map2)
1343     { /* right */
1344 root 1.48 *dx = map1->width;
1345 root 1.29 *dy = 0;
1346     }
1347     else if (map1->tile_map[2] == map2)
1348     { /* down */
1349     *dx = 0;
1350 root 1.48 *dy = map1->height;
1351 root 1.29 }
1352     else if (map1->tile_map[3] == map2)
1353     { /* left */
1354 root 1.48 *dx = -map2->width;
1355 root 1.29 *dy = 0;
1356     }
1357     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1358     { /* up right */
1359 root 1.48 *dx = map1->tile_map[0]->width;
1360     *dy = -map1->tile_map[0]->height;
1361 root 1.29 }
1362     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1363     { /* up left */
1364 root 1.48 *dx = -map2->width;
1365     *dy = -map1->tile_map[0]->height;
1366 root 1.29 }
1367     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1368     { /* right up */
1369 root 1.48 *dx = map1->width;
1370     *dy = -map2->height;
1371 root 1.29 }
1372     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1373     { /* right down */
1374 root 1.48 *dx = map1->width;
1375     *dy = map1->tile_map[1]->height;
1376 root 1.29 }
1377     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1378     { /* down right */
1379 root 1.48 *dx = map1->tile_map[2]->width;
1380     *dy = map1->height;
1381 root 1.29 }
1382     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1383     { /* down left */
1384 root 1.48 *dx = -map2->width;
1385     *dy = map1->height;
1386 root 1.29 }
1387     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1388     { /* left up */
1389 root 1.48 *dx = -map1->tile_map[3]->width;
1390     *dy = -map2->height;
1391 root 1.29 }
1392     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1393     { /* left down */
1394 root 1.48 *dx = -map1->tile_map[3]->width;
1395     *dy = map1->tile_map[3]->height;
1396 root 1.29 }
1397     else
1398 root 1.56 return 0;
1399 elmex 1.1
1400 root 1.29 return 1;
1401 elmex 1.1 }
1402    
1403 root 1.68 maptile *
1404     maptile::xy_load (sint16 &x, sint16 &y)
1405     {
1406     maptile *map = xy_find (x, y);
1407    
1408     if (map)
1409     map->load_sync ();
1410    
1411     return map;
1412     }
1413    
1414     maptile *
1415     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416     {
1417     return m->xy_load (*x, *y);
1418     }
1419    
1420 elmex 1.1 /* From map.c
1421     * This is used by get_player to determine where the other
1422     * creature is. get_rangevector takes into account map tiling,
1423     * so you just can not look the the map coordinates and get the
1424     * righte value. distance_x/y are distance away, which
1425 root 1.79 * can be negative. direction is the crossfire direction scheme
1426 elmex 1.1 * that the creature should head. part is the part of the
1427     * monster that is closest.
1428     *
1429     * get_rangevector looks at op1 and op2, and fills in the
1430     * structure for op1 to get to op2.
1431     * We already trust that the caller has verified that the
1432     * two objects are at least on adjacent maps. If not,
1433     * results are not likely to be what is desired.
1434     * if the objects are not on maps, results are also likely to
1435     * be unexpected
1436     *
1437     * currently, the only flag supported (0x1) is don't translate for
1438     * closest body part of 'op1'
1439     */
1440 root 1.29 void
1441     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1442     {
1443     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444     {
1445     /* be conservative and fill in _some_ data */
1446 root 1.86 retval->distance = 10000;
1447     retval->distance_x = 10000;
1448     retval->distance_y = 10000;
1449 root 1.29 retval->direction = 0;
1450     retval->part = 0;
1451     }
1452     else
1453     {
1454     object *best;
1455    
1456     retval->distance_x += op2->x - op1->x;
1457     retval->distance_y += op2->y - op1->y;
1458    
1459     best = op1;
1460     /* If this is multipart, find the closest part now */
1461     if (!(flags & 0x1) && op1->more)
1462     {
1463     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1464    
1465     /* we just take the offset of the piece to head to figure
1466     * distance instead of doing all that work above again
1467     * since the distance fields we set above are positive in the
1468     * same axis as is used for multipart objects, the simply arithmetic
1469     * below works.
1470     */
1471 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 root 1.29 {
1473     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1474     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1475     if (tmpi < best_distance)
1476     {
1477     best_distance = tmpi;
1478     best = tmp;
1479 elmex 1.1 }
1480     }
1481 root 1.75
1482 root 1.29 if (best != op1)
1483     {
1484     retval->distance_x += op1->x - best->x;
1485     retval->distance_y += op1->y - best->y;
1486 elmex 1.1 }
1487     }
1488 root 1.75
1489 root 1.29 retval->part = best;
1490 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1492 elmex 1.1 }
1493     }
1494    
1495     /* this is basically the same as get_rangevector above, but instead of
1496     * the first parameter being an object, it instead is the map
1497     * and x,y coordinates - this is used for path to player -
1498     * since the object is not infact moving but we are trying to traverse
1499     * the path, we need this.
1500     * flags has no meaning for this function at this time - I kept it in to
1501     * be more consistant with the above function and also in case they are needed
1502     * for something in the future. Also, since no object is pasted, the best
1503     * field of the rv_vector is set to NULL.
1504     */
1505 root 1.29 void
1506 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507 root 1.29 {
1508     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509     {
1510     /* be conservative and fill in _some_ data */
1511     retval->distance = 100000;
1512     retval->distance_x = 32767;
1513     retval->distance_y = 32767;
1514     retval->direction = 0;
1515     retval->part = 0;
1516     }
1517     else
1518     {
1519     retval->distance_x += op2->x - x;
1520     retval->distance_y += op2->y - y;
1521    
1522     retval->part = NULL;
1523 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1524 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 elmex 1.1 }
1526     }
1527    
1528     /* Returns true of op1 and op2 are effectively on the same map
1529     * (as related to map tiling). Note that this looks for a path from
1530 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1531 elmex 1.1 * to op1, this will still return false.
1532     * Note we only look one map out to keep the processing simple
1533     * and efficient. This could probably be a macro.
1534     * MSW 2001-08-05
1535     */
1536 root 1.29 int
1537     on_same_map (const object *op1, const object *op2)
1538     {
1539     int dx, dy;
1540 elmex 1.1
1541 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542 elmex 1.1 }
1543 root 1.52
1544     object *
1545     maptile::insert (object *op, int x, int y, object *originator, int flags)
1546     {
1547     if (!op->flag [FLAG_REMOVED])
1548     op->remove ();
1549    
1550     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551     }
1552    
1553 root 1.81 region *
1554     maptile::region (int x, int y) const
1555     {
1556     if (regions
1557     && regionmap
1558     && !OUT_OF_REAL_MAP (this, x, y))
1559     if (struct region *reg = regionmap [regions [y * width + x]])
1560     return reg;
1561    
1562     if (default_region)
1563     return default_region;
1564    
1565     return ::region::default_region ();
1566     }
1567    
1568 root 1.91 /* picks a random object from a style map.
1569     * Redone by MSW so it should be faster and not use static
1570     * variables to generate tables.
1571     */
1572     object *
1573     maptile::pick_random_object () const
1574     {
1575     /* while returning a null object will result in a crash, that
1576     * is actually preferable to an infinite loop. That is because
1577     * most servers will automatically restart in case of crash.
1578     * Change the logic on getting the random space - shouldn't make
1579     * any difference, but this seems clearer to me.
1580     */
1581     for (int i = 1000; --i;)
1582     {
1583     object *pick = at (rndm (width), rndm (height)).bot;
1584    
1585     // do not prefer big monsters just because they are big.
1586 root 1.92 if (pick && pick->head_ () == pick)
1587 root 1.91 return pick->head_ ();
1588     }
1589    
1590     // instead of crashing in the unlikely(?) case, try to return *something*
1591     return get_archetype ("blocked");
1592     }
1593 root 1.85
1594 root 1.114 void
1595     maptile::play_sound (faceidx sound, int x, int y) const
1596     {
1597     if (!sound)
1598     return;
1599    
1600     for_all_players (pl)
1601 root 1.125 if (pl->observe->map == this)
1602 root 1.114 if (client *ns = pl->ns)
1603     {
1604     int dx = x - pl->ob->x;
1605     int dy = y - pl->ob->y;
1606    
1607     int distance = idistance (dx, dy);
1608    
1609     if (distance <= MAX_SOUND_DISTANCE)
1610     ns->play_sound (sound, dx, dy);
1611     }
1612     }
1613