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Revision: 1.129
Committed: Wed Sep 12 11:10:09 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.128: +18 -33 lines
Log Message:
- rewrite/cleanup ob_blocked a little. its more efficient now, probably
  has less bugs and more bugs.
- get rid of now unused P_NO_PASS.

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 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
172     * spot. This is meant for multi space objects - for single space objecs,
173 elmex 1.1 * just calling get_map_blocked and checking that against movement type
174 root 1.129 * of object. This function goes through all the parts of the multipart
175     * object and makes sure they can be inserted.
176 elmex 1.1 *
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 1.129 bool
197     object::blocked (maptile *m, int x, int y) const
198 root 1.29 {
199 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 root 1.29 {
201 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
202 elmex 1.1
203 root 1.129 if (!pos.normalise ())
204     return 1;
205 elmex 1.1
206 root 1.129 mapspace &ms = *pos;
207 elmex 1.1
208 root 1.129 if (ms.flags () & P_IS_ALIVE)
209     return 1;
210 root 1.47
211 root 1.129 /* However, often ob doesn't have any move type
212     * (signifying non-moving objects)
213 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
214     */
215 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
216 root 1.29 continue;
217 elmex 1.1
218 root 1.29 /* Note it is intentional that we check ob - the movement type of the
219     * head of the object should correspond for the entire object.
220     */
221 root 1.129 if (ms.blocks (move_type))
222     return 1;
223 root 1.45 }
224 elmex 1.1
225 root 1.29 return 0;
226 elmex 1.1 }
227    
228     /* When the map is loaded, load_object does not actually insert objects
229     * into inventory, but just links them. What this does is go through
230     * and insert them properly.
231     * The object 'container' is the object that contains the inventory.
232     * This is needed so that we can update the containers weight.
233     */
234 root 1.29 void
235     fix_container (object *container)
236 elmex 1.1 {
237 root 1.29 object *tmp = container->inv, *next;
238 elmex 1.1
239 root 1.56 container->inv = 0;
240     while (tmp)
241 root 1.29 {
242     next = tmp->below;
243     if (tmp->inv)
244     fix_container (tmp);
245 root 1.56
246     insert_ob_in_ob (tmp, container);
247 root 1.29 tmp = next;
248     }
249 root 1.56
250 root 1.29 /* sum_weight will go through and calculate what all the containers are
251     * carrying.
252     */
253     sum_weight (container);
254 elmex 1.1 }
255    
256 root 1.64 void
257     maptile::set_object_flag (int flag, int value)
258     {
259     if (!spaces)
260     return;
261    
262     for (mapspace *ms = spaces + size (); ms-- > spaces; )
263     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264     tmp->flag [flag] = value;
265     }
266    
267 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
268     * for objects whose arch says they are multipart yet according to the
269     * info we have, they only have the head (as would be expected when
270 root 1.99 * they are saved).
271 elmex 1.1 */
272 root 1.56 void
273     maptile::link_multipart_objects ()
274 elmex 1.1 {
275 root 1.56 if (!spaces)
276     return;
277    
278     for (mapspace *ms = spaces + size (); ms-- > spaces; )
279 elmex 1.111 {
280     object *op = ms->bot;
281     while (op)
282     {
283     /* already multipart - don't do anything more */
284     if (op->head_ () == op && !op->more && op->arch->more)
285     {
286     op->remove ();
287     op->expand_tail ();
288    
289     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
290     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
291     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
292     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
293    
294     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
295     // so we have to reset the iteration through the mapspace
296     }
297     else
298     op = op->above;
299     }
300     }
301 elmex 1.1 }
302 root 1.29
303 elmex 1.1 /*
304     * Loads (ands parses) the objects into a given map from the specified
305     * file pointer.
306     */
307 root 1.56 bool
308 root 1.88 maptile::_load_objects (object_thawer &f)
309 root 1.24 {
310 root 1.88 for (;;)
311     {
312 root 1.100 coroapi::cede_to_tick_every (100); // cede once in a while
313 elmex 1.1
314 root 1.88 switch (f.kw)
315 root 1.24 {
316 root 1.88 case KW_arch:
317 root 1.90 if (object *op = object::read (f, this))
318 root 1.88 {
319     if (op->inv)
320     sum_weight (op);
321 root 1.10
322 root 1.88 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
323     }
324 root 1.41
325 root 1.88 continue;
326 root 1.41
327 root 1.88 case KW_EOF:
328     return true;
329 root 1.41
330 root 1.88 default:
331     if (!f.parse_error ("map file"))
332     return false;
333 root 1.41 break;
334 root 1.10 }
335 root 1.24
336 root 1.88 f.next ();
337 elmex 1.1 }
338 root 1.24
339 root 1.56 return true;
340     }
341    
342     void
343     maptile::activate ()
344     {
345 root 1.101 if (spaces)
346     for (mapspace *ms = spaces + size (); ms-- > spaces; )
347     for (object *op = ms->bot; op; op = op->above)
348     op->activate_recursive ();
349 root 1.56 }
350    
351     void
352     maptile::deactivate ()
353     {
354 root 1.101 if (spaces)
355     for (mapspace *ms = spaces + size (); ms-- > spaces; )
356     for (object *op = ms->bot; op; op = op->above)
357     op->deactivate_recursive ();
358 root 1.56 }
359    
360     bool
361 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
362 root 1.56 {
363 root 1.100 coroapi::cede_to_tick ();
364 root 1.65
365 root 1.56 if (flags & IO_HEADER)
366 root 1.88 _save_header (f);
367 root 1.56
368     if (!spaces)
369     return false;
370    
371     for (int i = 0; i < size (); ++i)
372 root 1.24 {
373 root 1.121 bool unique = 0;
374    
375 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
376 root 1.24 {
377 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
378 root 1.56
379 root 1.121 if (expect_false (!op->can_map_save ()))
380 root 1.56 continue;
381    
382 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
383 root 1.24 {
384 root 1.56 if (flags & IO_UNIQUES)
385 root 1.88 op->write (f);
386 root 1.10 }
387 root 1.121 else if (expect_true (flags & IO_OBJECTS))
388 root 1.88 op->write (f);
389 root 1.10 }
390 elmex 1.1 }
391 root 1.24
392 root 1.100 coroapi::cede_to_tick ();
393 root 1.97
394 root 1.56 return true;
395 elmex 1.1 }
396    
397 root 1.56 bool
398 root 1.72 maptile::_save_objects (const char *path, int flags)
399 root 1.56 {
400     object_freezer freezer;
401 root 1.29
402 root 1.72 if (!_save_objects (freezer, flags))
403 root 1.56 return false;
404 root 1.29
405 root 1.56 return freezer.save (path);
406 elmex 1.1 }
407    
408 root 1.34 maptile::maptile ()
409     {
410     in_memory = MAP_SWAPPED;
411 root 1.54
412 root 1.34 /* The maps used to pick up default x and y values from the
413 root 1.85 * map archetype. Mimic that behaviour.
414 root 1.34 */
415 root 1.85 width = 16;
416     height = 16;
417     timeout = 300;
418     max_nrof = 1000; // 1000 items of anything
419     max_volume = 2000000; // 2m³
420 root 1.34 }
421    
422 root 1.56 maptile::maptile (int w, int h)
423 root 1.54 {
424 root 1.56 in_memory = MAP_SWAPPED;
425 root 1.54
426 root 1.56 width = w;
427     height = h;
428     reset_timeout = 0;
429     timeout = 300;
430     enter_x = 0;
431     enter_y = 0;
432 root 1.54
433 root 1.56 alloc ();
434 elmex 1.1 }
435    
436     /*
437 root 1.31 * Allocates the arrays contained in a maptile.
438 elmex 1.1 * This basically allocates the dynamic array of spaces for the
439     * map.
440     */
441 root 1.29 void
442 root 1.56 maptile::alloc ()
443 root 1.29 {
444 root 1.34 if (spaces)
445 root 1.56 return;
446 elmex 1.1
447 root 1.53 spaces = salloc0<mapspace> (size ());
448 elmex 1.1 }
449    
450     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
451     * corresponding to that string. Memory is allocated for this, it must be freed
452     * at a later date.
453     * Called by parse_map_headers below.
454     */
455 root 1.29 static shopitems *
456     parse_shop_string (const char *input_string)
457     {
458     char *shop_string, *p, *q, *next_semicolon, *next_colon;
459     shopitems *items = NULL;
460     int i = 0, number_of_entries = 0;
461     const typedata *current_type;
462    
463 root 1.43 shop_string = strdup (input_string);
464 root 1.29 p = shop_string;
465     /* first we'll count the entries, we'll need that for allocating the array shortly */
466     while (p)
467     {
468     p = strchr (p, ';');
469     number_of_entries++;
470     if (p)
471     p++;
472     }
473 root 1.54
474 root 1.29 p = shop_string;
475     strip_endline (p);
476     items = new shopitems[number_of_entries + 1];
477     for (i = 0; i < number_of_entries; i++)
478     {
479     if (!p)
480     {
481     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
482     break;
483     }
484 root 1.54
485 root 1.29 next_semicolon = strchr (p, ';');
486     next_colon = strchr (p, ':');
487     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
488     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
489     items[i].strength = atoi (strchr (p, ':') + 1);
490    
491     if (isdigit (*p) || *p == '*')
492     {
493     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
494     current_type = get_typedata (items[i].typenum);
495     if (current_type)
496     {
497     items[i].name = current_type->name;
498     items[i].name_pl = current_type->name_pl;
499     }
500     }
501     else
502     { /*we have a named type, let's figure out what it is */
503     q = strpbrk (p, ";:");
504     if (q)
505     *q = '\0';
506    
507     current_type = get_typedata_by_name (p);
508     if (current_type)
509     {
510     items[i].name = current_type->name;
511     items[i].typenum = current_type->number;
512     items[i].name_pl = current_type->name_pl;
513     }
514     else
515     { /* oh uh, something's wrong, let's free up this one, and try
516     * the next entry while we're at it, better print a warning
517     */
518     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
519     }
520     }
521 root 1.54
522 root 1.29 items[i].index = number_of_entries;
523     if (next_semicolon)
524     p = ++next_semicolon;
525     else
526     p = NULL;
527 elmex 1.1 }
528 root 1.54
529 root 1.29 free (shop_string);
530     return items;
531 elmex 1.1 }
532    
533     /* opposite of parse string, this puts the string that was originally fed in to
534     * the map (or something equivilent) into output_string. */
535 root 1.29 static void
536 root 1.31 print_shop_string (maptile *m, char *output_string)
537 root 1.29 {
538     int i;
539     char tmp[MAX_BUF];
540    
541     strcpy (output_string, "");
542     for (i = 0; i < m->shopitems[0].index; i++)
543     {
544     if (m->shopitems[i].typenum)
545     {
546     if (m->shopitems[i].strength)
547 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
548 root 1.29 else
549     sprintf (tmp, "%s;", m->shopitems[i].name);
550 root 1.10 }
551 root 1.29 else
552     {
553     if (m->shopitems[i].strength)
554 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
555 root 1.29 else
556     sprintf (tmp, "*");
557     }
558 root 1.54
559 root 1.29 strcat (output_string, tmp);
560 elmex 1.1 }
561     }
562    
563     /* This loads the header information of the map. The header
564     * contains things like difficulty, size, timeout, etc.
565     * this used to be stored in the map object, but with the
566     * addition of tiling, fields beyond that easily named in an
567     * object structure were needed, so it just made sense to
568     * put all the stuff in the map object so that names actually make
569     * sense.
570     * This could be done in lex (like the object loader), but I think
571     * currently, there are few enough fields this is not a big deal.
572     * MSW 2001-07-01
573     */
574 root 1.56 bool
575 root 1.72 maptile::_load_header (object_thawer &thawer)
576 elmex 1.1 {
577 root 1.56 for (;;)
578 root 1.29 {
579 root 1.105 switch (thawer.kw)
580 root 1.29 {
581 root 1.56 case KW_msg:
582     thawer.get_ml (KW_endmsg, msg);
583     break;
584 root 1.22
585 root 1.56 case KW_lore: // CF+ extension
586     thawer.get_ml (KW_endlore, maplore);
587     break;
588 root 1.10
589 root 1.56 case KW_maplore:
590     thawer.get_ml (KW_endmaplore, maplore);
591     break;
592 root 1.10
593 root 1.56 case KW_arch:
594     if (strcmp (thawer.get_str (), "map"))
595     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
596     break;
597 root 1.29
598 root 1.56 case KW_oid:
599     thawer.get (this, thawer.get_sint32 ());
600     break;
601 root 1.29
602 root 1.56 case KW_file_format_version: break; // nop
603 root 1.29
604 root 1.56 case KW_name: thawer.get (name); break;
605     case KW_attach: thawer.get (attach); break;
606     case KW_reset_time: thawer.get (reset_time); break;
607     case KW_shopgreed: thawer.get (shopgreed); break;
608     case KW_shopmin: thawer.get (shopmin); break;
609     case KW_shopmax: thawer.get (shopmax); break;
610     case KW_shoprace: thawer.get (shoprace); break;
611     case KW_outdoor: thawer.get (outdoor); break;
612     case KW_temp: thawer.get (temp); break;
613     case KW_pressure: thawer.get (pressure); break;
614     case KW_humid: thawer.get (humid); break;
615     case KW_windspeed: thawer.get (windspeed); break;
616     case KW_winddir: thawer.get (winddir); break;
617     case KW_sky: thawer.get (sky); break;
618    
619     case KW_per_player: thawer.get (per_player); break;
620     case KW_per_party: thawer.get (per_party); break;
621 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
622 root 1.56
623 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625    
626     // old names new names
627     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
628     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
629     case KW_x: case KW_width: thawer.get (width); break;
630     case KW_y: case KW_height: thawer.get (height); break;
631     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
632     case KW_value: case KW_swap_time: thawer.get (timeout); break;
633     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
634     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
635     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
636    
637     case KW_tile_path_1: thawer.get (tile_path [0]); break;
638     case KW_tile_path_2: thawer.get (tile_path [1]); break;
639     case KW_tile_path_3: thawer.get (tile_path [2]); break;
640     case KW_tile_path_4: thawer.get (tile_path [3]); break;
641 root 1.83
642 root 1.112 case KW_ERROR:
643 root 1.123 set_key_text (thawer.kw_str, thawer.value);
644 root 1.112 break;
645    
646 root 1.83 case KW_end:
647 root 1.124 thawer.next ();
648 root 1.83 return true;
649    
650     default:
651 root 1.87 if (!thawer.parse_error ("map", 0))
652 root 1.83 return false;
653     break;
654 root 1.10 }
655 root 1.124
656     thawer.next ();
657 elmex 1.1 }
658 root 1.41
659 root 1.56 abort ();
660 elmex 1.1 }
661    
662 root 1.56 /******************************************************************************
663     * This is the start of unique map handling code
664     *****************************************************************************/
665 root 1.29
666 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
667     void
668     maptile::clear_unique_items ()
669 root 1.29 {
670 root 1.56 for (int i = 0; i < size (); ++i)
671 root 1.29 {
672 root 1.56 int unique = 0;
673     for (object *op = spaces [i].bot; op; )
674     {
675     object *above = op->above;
676 elmex 1.1
677 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678     unique = 1;
679 root 1.14
680 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 root 1.56 {
682     op->destroy_inv (false);
683     op->destroy ();
684     }
685 elmex 1.1
686 root 1.56 op = above;
687     }
688 root 1.29 }
689 elmex 1.1 }
690    
691 root 1.56 bool
692 root 1.72 maptile::_save_header (object_freezer &freezer)
693 root 1.29 {
694 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
695     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
696 elmex 1.1
697 root 1.56 MAP_OUT2 (arch, "map");
698 elmex 1.1
699 root 1.56 if (name) MAP_OUT (name);
700     MAP_OUT (swap_time);
701     MAP_OUT (reset_time);
702     MAP_OUT (reset_timeout);
703     MAP_OUT (fixed_resettime);
704 root 1.109 MAP_OUT (no_reset);
705 root 1.56 MAP_OUT (difficulty);
706 root 1.9
707 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
708 root 1.29
709 root 1.56 if (shopitems)
710 root 1.29 {
711 root 1.56 char shop[MAX_BUF];
712     print_shop_string (this, shop);
713     MAP_OUT2 (shopitems, shop);
714 elmex 1.1 }
715    
716 root 1.56 MAP_OUT (shopgreed);
717     MAP_OUT (shopmin);
718     MAP_OUT (shopmax);
719     if (shoprace) MAP_OUT (shoprace);
720     MAP_OUT (darkness);
721     MAP_OUT (width);
722     MAP_OUT (height);
723     MAP_OUT (enter_x);
724     MAP_OUT (enter_y);
725 root 1.14
726 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
727     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
728 elmex 1.1
729 root 1.56 MAP_OUT (outdoor);
730     MAP_OUT (temp);
731     MAP_OUT (pressure);
732     MAP_OUT (humid);
733     MAP_OUT (windspeed);
734     MAP_OUT (winddir);
735     MAP_OUT (sky);
736 elmex 1.1
737 root 1.56 MAP_OUT (per_player);
738     MAP_OUT (per_party);
739 elmex 1.1
740 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
741     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
742     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
743     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
744 root 1.40
745 root 1.63 freezer.put (this);
746 root 1.61 freezer.put (KW_end);
747 root 1.40
748 root 1.56 return true;
749 elmex 1.1 }
750    
751 root 1.56 bool
752 root 1.72 maptile::_save_header (const char *path)
753 root 1.29 {
754 root 1.17 object_freezer freezer;
755 root 1.10
756 root 1.72 if (!_save_header (freezer))
757 root 1.56 return false;
758 elmex 1.1
759 root 1.56 return freezer.save (path);
760 elmex 1.1 }
761    
762     /*
763     * Remove and free all objects in the given map.
764     */
765 root 1.29 void
766 root 1.56 maptile::clear ()
767 root 1.29 {
768 root 1.81 if (spaces)
769     {
770     for (mapspace *ms = spaces + size (); ms-- > spaces; )
771 root 1.104 while (object *op = ms->bot)
772 root 1.81 {
773 root 1.127 // manually remove, as to not trigger anything
774     if (ms->bot = op->above)
775     ms->bot->below = 0;
776    
777     op->flag [FLAG_REMOVED] = true;
778    
779 root 1.128 object *head = op->head_ ();
780     if (op == head)
781 root 1.127 {
782     op->destroy_inv (false);
783     op->destroy ();
784     }
785 root 1.128 else if (head->map != op->map)
786     {
787     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788     head->destroy ();
789     }
790 root 1.81 }
791 root 1.29
792 root 1.81 sfree (spaces, size ()), spaces = 0;
793     }
794 root 1.29
795 root 1.56 if (buttons)
796     free_objectlinkpt (buttons), buttons = 0;
797 root 1.127
798     sfree (regions, size ()); regions = 0;
799     delete [] regionmap; regionmap = 0;
800 elmex 1.1 }
801    
802 root 1.29 void
803 root 1.56 maptile::clear_header ()
804 root 1.29 {
805 root 1.56 name = 0;
806     msg = 0;
807     maplore = 0;
808     shoprace = 0;
809     delete [] shopitems, shopitems = 0;
810 root 1.42
811 root 1.47 for (int i = 0; i < 4; i++)
812 root 1.56 tile_path [i] = 0;
813 root 1.47 }
814 root 1.42
815 root 1.47 maptile::~maptile ()
816     {
817 root 1.53 assert (destroyed ());
818 elmex 1.1 }
819    
820 root 1.29 void
821 root 1.56 maptile::clear_links_to (maptile *m)
822 root 1.29 {
823     /* We need to look through all the maps and see if any maps
824     * are pointing at this one for tiling information. Since
825 root 1.47 * tiling can be asymetric, we just can not look to see which
826 root 1.29 * maps this map tiles with and clears those.
827     */
828 root 1.56 for (int i = 0; i < 4; i++)
829     if (tile_map[i] == m)
830     tile_map[i] = 0;
831 root 1.47 }
832 elmex 1.1
833 root 1.47 void
834 root 1.56 maptile::do_destroy ()
835 root 1.47 {
836 root 1.56 attachable::do_destroy ();
837    
838     clear ();
839 elmex 1.1 }
840    
841 root 1.109 /* decay and destroy perishable items in a map */
842     void
843     maptile::do_decay_objects ()
844     {
845     if (!spaces)
846     return;
847    
848     for (mapspace *ms = spaces + size (); ms-- > spaces; )
849     for (object *above, *op = ms->bot; op; op = above)
850     {
851     above = op->above;
852    
853     bool destroy = 0;
854    
855     // do not decay anything above unique floor tiles (yet :)
856     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
857     break;
858    
859     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
860     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
861     || QUERY_FLAG (op, FLAG_UNIQUE)
862     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
863     || QUERY_FLAG (op, FLAG_UNPAID)
864     || op->is_alive ())
865     ; // do not decay
866     else if (op->is_weapon ())
867     {
868     op->stats.dam--;
869     if (op->stats.dam < 0)
870     destroy = 1;
871     }
872     else if (op->is_armor ())
873     {
874     op->stats.ac--;
875     if (op->stats.ac < 0)
876     destroy = 1;
877     }
878     else if (op->type == FOOD)
879     {
880     op->stats.food -= rndm (5, 20);
881     if (op->stats.food < 0)
882     destroy = 1;
883     }
884     else
885     {
886     int mat = op->materials;
887    
888     if (mat & M_PAPER
889     || mat & M_LEATHER
890     || mat & M_WOOD
891     || mat & M_ORGANIC
892     || mat & M_CLOTH
893     || mat & M_LIQUID
894     || (mat & M_IRON && rndm (1, 5) == 1)
895     || (mat & M_GLASS && rndm (1, 2) == 1)
896     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
897     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
898     || (mat & M_ICE && temp > 32))
899     destroy = 1;
900     }
901    
902     /* adjust overall chance below */
903     if (destroy && rndm (0, 1))
904     op->destroy ();
905     }
906     }
907    
908 elmex 1.1 /*
909 root 1.56 * Updates every button on the map (by calling update_button() for them).
910 elmex 1.1 */
911 root 1.56 void
912     maptile::update_buttons ()
913 root 1.29 {
914 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915     for (objectlink *ol = obp->link; ol; ol = ol->next)
916     {
917     if (!ol->ob)
918     {
919     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921     continue;
922     }
923 elmex 1.1
924 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925     {
926     update_button (ol->ob);
927     break;
928     }
929     }
930 elmex 1.1 }
931    
932     /*
933     * This routine is supposed to find out the difficulty of the map.
934     * difficulty does not have a lot to do with character level,
935     * but does have a lot to do with treasure on the map.
936     *
937     * Difficulty can now be set by the map creature. If the value stored
938     * in the map is zero, then use this routine. Maps should really
939     * have a difficulty set than using this function - human calculation
940     * is much better than this functions guesswork.
941     */
942 root 1.29 int
943 root 1.56 maptile::estimate_difficulty () const
944 root 1.29 {
945 elmex 1.1 long monster_cnt = 0;
946     double avgexp = 0;
947     sint64 total_exp = 0;
948    
949 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950     for (object *op = ms->bot; op; op = op->above)
951     {
952     if (QUERY_FLAG (op, FLAG_MONSTER))
953     {
954     total_exp += op->stats.exp;
955     monster_cnt++;
956     }
957 elmex 1.1
958 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
959     {
960     total_exp += op->stats.exp;
961 elmex 1.1
962 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
963 root 1.107 total_exp += at->stats.exp * 8;
964 elmex 1.1
965 root 1.56 monster_cnt++;
966     }
967     }
968 elmex 1.1
969     avgexp = (double) total_exp / monster_cnt;
970    
971 root 1.56 for (int i = 1; i <= settings.max_level; i++)
972     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
973     return i;
974 elmex 1.1
975     return 1;
976     }
977    
978     /* change_map_light() - used to change map light level (darkness)
979     * up or down. Returns true if successful. It should now be
980     * possible to change a value by more than 1.
981     * Move this from los.c to map.c since this is more related
982     * to maps than los.
983     * postive values make it darker, negative make it brighter
984     */
985 root 1.29 int
986 root 1.56 maptile::change_map_light (int change)
987 root 1.29 {
988 root 1.56 int new_level = darkness + change;
989 root 1.29
990     /* Nothing to do */
991 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
992     return 0;
993 elmex 1.1
994 root 1.29 /* inform all players on the map */
995     if (change > 0)
996 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 root 1.29 else
998 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 root 1.29
1000 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1001 root 1.29 * we need to be extra careful about negative values.
1002     * In general, the checks below are only needed if change
1003     * is not +/-1
1004     */
1005     if (new_level < 0)
1006 root 1.56 darkness = 0;
1007 root 1.29 else if (new_level >= MAX_DARKNESS)
1008 root 1.56 darkness = MAX_DARKNESS;
1009 root 1.29 else
1010 root 1.56 darkness = new_level;
1011 elmex 1.1
1012 root 1.29 /* All clients need to get re-updated for the change */
1013 root 1.56 update_all_map_los (this);
1014 root 1.29 return 1;
1015 elmex 1.1 }
1016    
1017     /*
1018     * This function updates various attributes about a specific space
1019     * on the map (what it looks like, whether it blocks magic,
1020     * has a living creatures, prevents people from passing
1021     * through, etc)
1022     */
1023 root 1.29 void
1024 root 1.46 mapspace::update_ ()
1025 root 1.29 {
1026 root 1.45 object *tmp, *last = 0;
1027 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1028 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1029    
1030 root 1.94 //object *middle = 0;
1031     //object *top = 0;
1032     //object *floor = 0;
1033     // this seems to generate better code than using locals, above
1034 root 1.95 object *&top = faces_obj[0] = 0;
1035     object *&middle = faces_obj[1] = 0;
1036     object *&floor = faces_obj[2] = 0;
1037 root 1.29
1038 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 root 1.29 {
1040     /* This could be made additive I guess (two lights better than
1041 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1042 root 1.29 * light bulbs do not illuminate twice as far as once since
1043 root 1.45 * it is a dissapation factor that is cubed.
1044 root 1.29 */
1045     if (tmp->glow_radius > light)
1046     light = tmp->glow_radius;
1047    
1048     /* This call is needed in order to update objects the player
1049     * is standing in that have animations (ie, grass, fire, etc).
1050     * However, it also causes the look window to be re-drawn
1051     * 3 times each time the player moves, because many of the
1052     * functions the move_player calls eventualy call this.
1053     *
1054     * Always put the player down for drawing.
1055     */
1056     if (!tmp->invisible)
1057     {
1058     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1059 root 1.94 top = tmp;
1060 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1061     {
1062     /* If we got a floor, that means middle and top were below it,
1063     * so should not be visible, so we clear them.
1064     */
1065 root 1.94 middle = 0;
1066     top = 0;
1067     floor = tmp;
1068 root 1.29 }
1069     /* Flag anywhere have high priority */
1070     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071     {
1072 root 1.94 middle = tmp;
1073 root 1.29 anywhere = 1;
1074     }
1075     /* Find the highest visible face around. If equal
1076     * visibilities, we still want the one nearer to the
1077     * top
1078     */
1079 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080     middle = tmp;
1081 root 1.29 }
1082 root 1.45
1083 root 1.29 if (tmp == tmp->above)
1084     {
1085     LOG (llevError, "Error in structure of map\n");
1086     exit (-1);
1087     }
1088    
1089 root 1.45 move_slow |= tmp->move_slow;
1090 root 1.29 move_block |= tmp->move_block;
1091 root 1.45 move_on |= tmp->move_on;
1092     move_off |= tmp->move_off;
1093 root 1.29 move_allow |= tmp->move_allow;
1094    
1095 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1096     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1097     if (tmp->type == PLAYER) flags |= P_PLAYER;
1098     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101     }
1102 root 1.29
1103 root 1.46 this->light = light;
1104     this->flags_ = flags;
1105     this->move_block = move_block & ~move_allow;
1106     this->move_on = move_on;
1107     this->move_off = move_off;
1108     this->move_slow = move_slow;
1109 root 1.29
1110     /* At this point, we have a floor face (if there is a floor),
1111     * and the floor is set - we are not going to touch it at
1112     * this point.
1113     * middle contains the highest visibility face.
1114     * top contains a player/monster face, if there is one.
1115     *
1116     * We now need to fill in top.face and/or middle.face.
1117     */
1118    
1119     /* If the top face also happens to be high visibility, re-do our
1120     * middle face. This should not happen, as we already have the
1121     * else statement above so middle should not get set. OTOH, it
1122     * may be possible for the faces to match but be different objects.
1123     */
1124     if (top == middle)
1125 root 1.94 middle = 0;
1126 root 1.29
1127     /* There are three posibilities at this point:
1128     * 1) top face is set, need middle to be set.
1129     * 2) middle is set, need to set top.
1130     * 3) neither middle or top is set - need to set both.
1131     */
1132    
1133     for (tmp = last; tmp; tmp = tmp->below)
1134     {
1135     /* Once we get to a floor, stop, since we already have a floor object */
1136     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137     break;
1138    
1139     /* If two top faces are already set, quit processing */
1140 root 1.94 if (top && middle)
1141 root 1.29 break;
1142 root 1.10
1143 elmex 1.67 /* Only show visible faces */
1144     if (!tmp->invisible)
1145 root 1.29 {
1146     /* Fill in top if needed */
1147 root 1.94 if (!top)
1148 root 1.29 {
1149 root 1.94 top = tmp;
1150 root 1.29 if (top == middle)
1151 root 1.94 middle = 0;
1152 root 1.29 }
1153     else
1154     {
1155     /* top is already set - we should only get here if
1156     * middle is not set
1157     *
1158     * Set the middle face and break out, since there is nothing
1159     * more to fill in. We don't check visiblity here, since
1160     *
1161     */
1162 root 1.94 if (tmp != top)
1163 root 1.29 {
1164 root 1.94 middle = tmp;
1165 root 1.29 break;
1166 root 1.10 }
1167     }
1168     }
1169 elmex 1.1 }
1170 root 1.45
1171 root 1.29 if (middle == floor)
1172 root 1.94 middle = 0;
1173 root 1.45
1174 root 1.29 if (top == middle)
1175 root 1.94 middle = 0;
1176 root 1.45
1177 root 1.94 #if 0
1178     faces_obj [0] = top;
1179     faces_obj [1] = middle;
1180     faces_obj [2] = floor;
1181     #endif
1182 elmex 1.1 }
1183    
1184 root 1.85 uint64
1185     mapspace::volume () const
1186     {
1187     uint64 vol = 0;
1188    
1189     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190     vol += op->volume ();
1191    
1192     return vol;
1193     }
1194    
1195 root 1.117 bool
1196     maptile::tile_available (int dir, bool load)
1197 elmex 1.1 {
1198 root 1.118 if (!tile_path[dir])
1199     return 0;
1200    
1201 root 1.117 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1202     return 1;
1203 root 1.60
1204 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205     return 1;
1206 root 1.56
1207 root 1.117 return 0;
1208 root 1.68 }
1209    
1210 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1211     * map m. This function also takes into account any
1212     * tiling considerations, loading adjacant maps as needed.
1213     * This is the function should always be used when it
1214     * necessary to check for valid coordinates.
1215     * This function will recursively call itself for the
1216     * tiled maps.
1217     */
1218 root 1.29 int
1219 root 1.31 out_of_map (maptile *m, int x, int y)
1220 elmex 1.1 {
1221 root 1.29 /* If we get passed a null map, this is obviously the
1222     * case. This generally shouldn't happen, but if the
1223     * map loads fail below, it could happen.
1224     */
1225     if (!m)
1226     return 0;
1227 elmex 1.1
1228 root 1.29 if (x < 0)
1229     {
1230 root 1.119 if (!m->tile_available (3))
1231 root 1.29 return 1;
1232 root 1.46
1233 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1234 elmex 1.1 }
1235 root 1.46
1236 root 1.48 if (x >= m->width)
1237 root 1.29 {
1238 root 1.119 if (!m->tile_available (1))
1239 root 1.29 return 1;
1240 root 1.46
1241 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1242 elmex 1.1 }
1243 root 1.46
1244 root 1.29 if (y < 0)
1245     {
1246 root 1.119 if (!m->tile_available (0))
1247 root 1.29 return 1;
1248 root 1.46
1249 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1250 elmex 1.1 }
1251 root 1.46
1252 root 1.48 if (y >= m->height)
1253 root 1.29 {
1254 root 1.119 if (!m->tile_available (2))
1255 root 1.29 return 1;
1256 root 1.46
1257 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1258 elmex 1.1 }
1259    
1260 root 1.29 /* Simple case - coordinates are within this local
1261     * map.
1262     */
1263     return 0;
1264 elmex 1.1 }
1265    
1266     /* This is basically the same as out_of_map above, but
1267     * instead we return NULL if no map is valid (coordinates
1268     * out of bounds and no tiled map), otherwise it returns
1269     * the map as that the coordinates are really on, and
1270 pippijn 1.66 * updates x and y to be the localised coordinates.
1271 elmex 1.1 * Using this is more efficient of calling out_of_map
1272     * and then figuring out what the real map is
1273     */
1274 root 1.31 maptile *
1275 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1276 elmex 1.1 {
1277 root 1.68 if (x < 0)
1278 root 1.29 {
1279 root 1.119 if (!tile_available (3))
1280 root 1.46 return 0;
1281 root 1.56
1282 root 1.68 x += tile_map[3]->width;
1283     return tile_map[3]->xy_find (x, y);
1284 elmex 1.1 }
1285 root 1.46
1286 root 1.68 if (x >= width)
1287 root 1.29 {
1288 root 1.119 if (!tile_available (1))
1289 root 1.46 return 0;
1290    
1291 root 1.68 x -= width;
1292     return tile_map[1]->xy_find (x, y);
1293 elmex 1.1 }
1294 root 1.46
1295 root 1.68 if (y < 0)
1296 root 1.29 {
1297 root 1.119 if (!tile_available (0))
1298 root 1.46 return 0;
1299    
1300 root 1.68 y += tile_map[0]->height;
1301     return tile_map[0]->xy_find (x, y);
1302 elmex 1.1 }
1303 root 1.46
1304 root 1.68 if (y >= height)
1305 root 1.29 {
1306 root 1.119 if (!tile_available (2))
1307 root 1.46 return 0;
1308    
1309 root 1.68 y -= height;
1310     return tile_map[2]->xy_find (x, y);
1311 elmex 1.1 }
1312    
1313 root 1.29 /* Simple case - coordinates are within this local
1314     * map.
1315     */
1316 root 1.68 return this;
1317 elmex 1.1 }
1318    
1319     /**
1320     * Return whether map2 is adjacent to map1. If so, store the distance from
1321     * map1 to map2 in dx/dy.
1322     */
1323 root 1.82 int
1324 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1325 root 1.29 {
1326     if (!map1 || !map2)
1327     return 0;
1328    
1329 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1331 root 1.29 if (map1 == map2)
1332     {
1333     *dx = 0;
1334     *dy = 0;
1335     }
1336     else if (map1->tile_map[0] == map2)
1337     { /* up */
1338     *dx = 0;
1339 root 1.48 *dy = -map2->height;
1340 root 1.29 }
1341     else if (map1->tile_map[1] == map2)
1342     { /* right */
1343 root 1.48 *dx = map1->width;
1344 root 1.29 *dy = 0;
1345     }
1346     else if (map1->tile_map[2] == map2)
1347     { /* down */
1348     *dx = 0;
1349 root 1.48 *dy = map1->height;
1350 root 1.29 }
1351     else if (map1->tile_map[3] == map2)
1352     { /* left */
1353 root 1.48 *dx = -map2->width;
1354 root 1.29 *dy = 0;
1355     }
1356     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1357     { /* up right */
1358 root 1.48 *dx = map1->tile_map[0]->width;
1359     *dy = -map1->tile_map[0]->height;
1360 root 1.29 }
1361     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1362     { /* up left */
1363 root 1.48 *dx = -map2->width;
1364     *dy = -map1->tile_map[0]->height;
1365 root 1.29 }
1366     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1367     { /* right up */
1368 root 1.48 *dx = map1->width;
1369     *dy = -map2->height;
1370 root 1.29 }
1371     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1372     { /* right down */
1373 root 1.48 *dx = map1->width;
1374     *dy = map1->tile_map[1]->height;
1375 root 1.29 }
1376     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1377     { /* down right */
1378 root 1.48 *dx = map1->tile_map[2]->width;
1379     *dy = map1->height;
1380 root 1.29 }
1381     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1382     { /* down left */
1383 root 1.48 *dx = -map2->width;
1384     *dy = map1->height;
1385 root 1.29 }
1386     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1387     { /* left up */
1388 root 1.48 *dx = -map1->tile_map[3]->width;
1389     *dy = -map2->height;
1390 root 1.29 }
1391     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1392     { /* left down */
1393 root 1.48 *dx = -map1->tile_map[3]->width;
1394     *dy = map1->tile_map[3]->height;
1395 root 1.29 }
1396     else
1397 root 1.56 return 0;
1398 elmex 1.1
1399 root 1.29 return 1;
1400 elmex 1.1 }
1401    
1402 root 1.68 maptile *
1403     maptile::xy_load (sint16 &x, sint16 &y)
1404     {
1405     maptile *map = xy_find (x, y);
1406    
1407     if (map)
1408     map->load_sync ();
1409    
1410     return map;
1411     }
1412    
1413     maptile *
1414     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1415     {
1416     return m->xy_load (*x, *y);
1417     }
1418    
1419 elmex 1.1 /* From map.c
1420     * This is used by get_player to determine where the other
1421     * creature is. get_rangevector takes into account map tiling,
1422     * so you just can not look the the map coordinates and get the
1423     * righte value. distance_x/y are distance away, which
1424 root 1.79 * can be negative. direction is the crossfire direction scheme
1425 elmex 1.1 * that the creature should head. part is the part of the
1426     * monster that is closest.
1427     *
1428     * get_rangevector looks at op1 and op2, and fills in the
1429     * structure for op1 to get to op2.
1430     * We already trust that the caller has verified that the
1431     * two objects are at least on adjacent maps. If not,
1432     * results are not likely to be what is desired.
1433     * if the objects are not on maps, results are also likely to
1434     * be unexpected
1435     *
1436     * currently, the only flag supported (0x1) is don't translate for
1437     * closest body part of 'op1'
1438     */
1439 root 1.29 void
1440     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1441     {
1442     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443     {
1444     /* be conservative and fill in _some_ data */
1445 root 1.86 retval->distance = 10000;
1446     retval->distance_x = 10000;
1447     retval->distance_y = 10000;
1448 root 1.29 retval->direction = 0;
1449     retval->part = 0;
1450     }
1451     else
1452     {
1453     object *best;
1454    
1455     retval->distance_x += op2->x - op1->x;
1456     retval->distance_y += op2->y - op1->y;
1457    
1458     best = op1;
1459     /* If this is multipart, find the closest part now */
1460     if (!(flags & 0x1) && op1->more)
1461     {
1462     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463    
1464     /* we just take the offset of the piece to head to figure
1465     * distance instead of doing all that work above again
1466     * since the distance fields we set above are positive in the
1467     * same axis as is used for multipart objects, the simply arithmetic
1468     * below works.
1469     */
1470 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 root 1.29 {
1472     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1473     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1474     if (tmpi < best_distance)
1475     {
1476     best_distance = tmpi;
1477     best = tmp;
1478 elmex 1.1 }
1479     }
1480 root 1.75
1481 root 1.29 if (best != op1)
1482     {
1483     retval->distance_x += op1->x - best->x;
1484     retval->distance_y += op1->y - best->y;
1485 elmex 1.1 }
1486     }
1487 root 1.75
1488 root 1.29 retval->part = best;
1489 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1491 elmex 1.1 }
1492     }
1493    
1494     /* this is basically the same as get_rangevector above, but instead of
1495     * the first parameter being an object, it instead is the map
1496     * and x,y coordinates - this is used for path to player -
1497     * since the object is not infact moving but we are trying to traverse
1498     * the path, we need this.
1499     * flags has no meaning for this function at this time - I kept it in to
1500     * be more consistant with the above function and also in case they are needed
1501     * for something in the future. Also, since no object is pasted, the best
1502     * field of the rv_vector is set to NULL.
1503     */
1504 root 1.29 void
1505 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506 root 1.29 {
1507     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508     {
1509     /* be conservative and fill in _some_ data */
1510     retval->distance = 100000;
1511     retval->distance_x = 32767;
1512     retval->distance_y = 32767;
1513     retval->direction = 0;
1514     retval->part = 0;
1515     }
1516     else
1517     {
1518     retval->distance_x += op2->x - x;
1519     retval->distance_y += op2->y - y;
1520    
1521     retval->part = NULL;
1522 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1523 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 elmex 1.1 }
1525     }
1526    
1527     /* Returns true of op1 and op2 are effectively on the same map
1528     * (as related to map tiling). Note that this looks for a path from
1529 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1530 elmex 1.1 * to op1, this will still return false.
1531     * Note we only look one map out to keep the processing simple
1532     * and efficient. This could probably be a macro.
1533     * MSW 2001-08-05
1534     */
1535 root 1.29 int
1536     on_same_map (const object *op1, const object *op2)
1537     {
1538     int dx, dy;
1539 elmex 1.1
1540 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541 elmex 1.1 }
1542 root 1.52
1543     object *
1544     maptile::insert (object *op, int x, int y, object *originator, int flags)
1545     {
1546     if (!op->flag [FLAG_REMOVED])
1547     op->remove ();
1548    
1549     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550     }
1551    
1552 root 1.81 region *
1553     maptile::region (int x, int y) const
1554     {
1555     if (regions
1556     && regionmap
1557     && !OUT_OF_REAL_MAP (this, x, y))
1558     if (struct region *reg = regionmap [regions [y * width + x]])
1559     return reg;
1560    
1561     if (default_region)
1562     return default_region;
1563    
1564     return ::region::default_region ();
1565     }
1566    
1567 root 1.91 /* picks a random object from a style map.
1568     * Redone by MSW so it should be faster and not use static
1569     * variables to generate tables.
1570     */
1571     object *
1572     maptile::pick_random_object () const
1573     {
1574     /* while returning a null object will result in a crash, that
1575     * is actually preferable to an infinite loop. That is because
1576     * most servers will automatically restart in case of crash.
1577     * Change the logic on getting the random space - shouldn't make
1578     * any difference, but this seems clearer to me.
1579     */
1580     for (int i = 1000; --i;)
1581     {
1582     object *pick = at (rndm (width), rndm (height)).bot;
1583    
1584     // do not prefer big monsters just because they are big.
1585 root 1.92 if (pick && pick->head_ () == pick)
1586 root 1.91 return pick->head_ ();
1587     }
1588    
1589     // instead of crashing in the unlikely(?) case, try to return *something*
1590     return get_archetype ("blocked");
1591     }
1592 root 1.85
1593 root 1.114 void
1594     maptile::play_sound (faceidx sound, int x, int y) const
1595     {
1596     if (!sound)
1597     return;
1598    
1599     for_all_players (pl)
1600 root 1.125 if (pl->observe->map == this)
1601 root 1.114 if (client *ns = pl->ns)
1602     {
1603 root 1.126 int dx = x - pl->observe->x;
1604     int dy = y - pl->observe->y;
1605 root 1.114
1606     int distance = idistance (dx, dy);
1607    
1608     if (distance <= MAX_SOUND_DISTANCE)
1609     ns->play_sound (sound, dx, dy);
1610     }
1611     }
1612