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Revision: 1.131
Committed: Thu Oct 4 11:48:06 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.130: +3 -3 lines
Log Message:
do not observe sound anymore

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 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323     {
324     // we insert manually because
325     // a) its way faster
326     // b) we remove manually, too, and there are good reasons for that
327     // c) its correct
328     mapspace &ms = at (op->x, op->y);
329    
330     op->flag [FLAG_REMOVED] = false;
331    
332     op->above = 0;
333     op->below = ms.top;
334    
335     if (ms.top)
336     ms.top->above = op;
337     else
338     ms.bot = op;
339    
340     ms.top = op;
341     ms.flags_ = 0;
342     }
343     else
344     {
345     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346     op->destroy ();
347     }
348 root 1.88 }
349 root 1.41
350 root 1.88 continue;
351 root 1.41
352 root 1.88 case KW_EOF:
353     return true;
354 root 1.41
355 root 1.88 default:
356     if (!f.parse_error ("map file"))
357     return false;
358 root 1.41 break;
359 root 1.10 }
360 root 1.24
361 root 1.88 f.next ();
362 elmex 1.1 }
363 root 1.24
364 root 1.56 return true;
365     }
366    
367     void
368     maptile::activate ()
369     {
370 root 1.101 if (spaces)
371     for (mapspace *ms = spaces + size (); ms-- > spaces; )
372     for (object *op = ms->bot; op; op = op->above)
373     op->activate_recursive ();
374 root 1.56 }
375    
376     void
377     maptile::deactivate ()
378     {
379 root 1.101 if (spaces)
380     for (mapspace *ms = spaces + size (); ms-- > spaces; )
381     for (object *op = ms->bot; op; op = op->above)
382     op->deactivate_recursive ();
383 root 1.56 }
384    
385     bool
386 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
387 root 1.56 {
388 root 1.100 coroapi::cede_to_tick ();
389 root 1.65
390 root 1.56 if (flags & IO_HEADER)
391 root 1.88 _save_header (f);
392 root 1.56
393     if (!spaces)
394     return false;
395    
396     for (int i = 0; i < size (); ++i)
397 root 1.24 {
398 root 1.121 bool unique = 0;
399    
400 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
401 root 1.24 {
402 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
403 root 1.56
404 root 1.121 if (expect_false (!op->can_map_save ()))
405 root 1.56 continue;
406    
407 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
408 root 1.24 {
409 root 1.56 if (flags & IO_UNIQUES)
410 root 1.88 op->write (f);
411 root 1.10 }
412 root 1.121 else if (expect_true (flags & IO_OBJECTS))
413 root 1.88 op->write (f);
414 root 1.10 }
415 elmex 1.1 }
416 root 1.24
417 root 1.100 coroapi::cede_to_tick ();
418 root 1.97
419 root 1.56 return true;
420 elmex 1.1 }
421    
422 root 1.56 bool
423 root 1.72 maptile::_save_objects (const char *path, int flags)
424 root 1.56 {
425     object_freezer freezer;
426 root 1.29
427 root 1.72 if (!_save_objects (freezer, flags))
428 root 1.56 return false;
429 root 1.29
430 root 1.56 return freezer.save (path);
431 elmex 1.1 }
432    
433 root 1.34 maptile::maptile ()
434     {
435     in_memory = MAP_SWAPPED;
436 root 1.54
437 root 1.34 /* The maps used to pick up default x and y values from the
438 root 1.85 * map archetype. Mimic that behaviour.
439 root 1.34 */
440 root 1.85 width = 16;
441     height = 16;
442     timeout = 300;
443     max_nrof = 1000; // 1000 items of anything
444     max_volume = 2000000; // 2m³
445 root 1.34 }
446    
447 root 1.56 maptile::maptile (int w, int h)
448 root 1.54 {
449 root 1.56 in_memory = MAP_SWAPPED;
450 root 1.54
451 root 1.56 width = w;
452     height = h;
453     reset_timeout = 0;
454     timeout = 300;
455     enter_x = 0;
456     enter_y = 0;
457 root 1.54
458 root 1.56 alloc ();
459 elmex 1.1 }
460    
461     /*
462 root 1.31 * Allocates the arrays contained in a maptile.
463 elmex 1.1 * This basically allocates the dynamic array of spaces for the
464     * map.
465     */
466 root 1.29 void
467 root 1.56 maptile::alloc ()
468 root 1.29 {
469 root 1.34 if (spaces)
470 root 1.56 return;
471 elmex 1.1
472 root 1.53 spaces = salloc0<mapspace> (size ());
473 elmex 1.1 }
474    
475     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
476     * corresponding to that string. Memory is allocated for this, it must be freed
477     * at a later date.
478     * Called by parse_map_headers below.
479     */
480 root 1.29 static shopitems *
481     parse_shop_string (const char *input_string)
482     {
483     char *shop_string, *p, *q, *next_semicolon, *next_colon;
484     shopitems *items = NULL;
485     int i = 0, number_of_entries = 0;
486     const typedata *current_type;
487    
488 root 1.43 shop_string = strdup (input_string);
489 root 1.29 p = shop_string;
490     /* first we'll count the entries, we'll need that for allocating the array shortly */
491     while (p)
492     {
493     p = strchr (p, ';');
494     number_of_entries++;
495     if (p)
496     p++;
497     }
498 root 1.54
499 root 1.29 p = shop_string;
500     strip_endline (p);
501     items = new shopitems[number_of_entries + 1];
502     for (i = 0; i < number_of_entries; i++)
503     {
504     if (!p)
505     {
506     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
507     break;
508     }
509 root 1.54
510 root 1.29 next_semicolon = strchr (p, ';');
511     next_colon = strchr (p, ':');
512     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
513     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
514     items[i].strength = atoi (strchr (p, ':') + 1);
515    
516     if (isdigit (*p) || *p == '*')
517     {
518     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
519     current_type = get_typedata (items[i].typenum);
520     if (current_type)
521     {
522     items[i].name = current_type->name;
523     items[i].name_pl = current_type->name_pl;
524     }
525     }
526     else
527     { /*we have a named type, let's figure out what it is */
528     q = strpbrk (p, ";:");
529     if (q)
530     *q = '\0';
531    
532     current_type = get_typedata_by_name (p);
533     if (current_type)
534     {
535     items[i].name = current_type->name;
536     items[i].typenum = current_type->number;
537     items[i].name_pl = current_type->name_pl;
538     }
539     else
540     { /* oh uh, something's wrong, let's free up this one, and try
541     * the next entry while we're at it, better print a warning
542     */
543     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544     }
545     }
546 root 1.54
547 root 1.29 items[i].index = number_of_entries;
548     if (next_semicolon)
549     p = ++next_semicolon;
550     else
551     p = NULL;
552 elmex 1.1 }
553 root 1.54
554 root 1.29 free (shop_string);
555     return items;
556 elmex 1.1 }
557    
558     /* opposite of parse string, this puts the string that was originally fed in to
559     * the map (or something equivilent) into output_string. */
560 root 1.29 static void
561 root 1.31 print_shop_string (maptile *m, char *output_string)
562 root 1.29 {
563     int i;
564     char tmp[MAX_BUF];
565    
566     strcpy (output_string, "");
567     for (i = 0; i < m->shopitems[0].index; i++)
568     {
569     if (m->shopitems[i].typenum)
570     {
571     if (m->shopitems[i].strength)
572 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
573 root 1.29 else
574     sprintf (tmp, "%s;", m->shopitems[i].name);
575 root 1.10 }
576 root 1.29 else
577     {
578     if (m->shopitems[i].strength)
579 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
580 root 1.29 else
581     sprintf (tmp, "*");
582     }
583 root 1.54
584 root 1.29 strcat (output_string, tmp);
585 elmex 1.1 }
586     }
587    
588     /* This loads the header information of the map. The header
589     * contains things like difficulty, size, timeout, etc.
590     * this used to be stored in the map object, but with the
591     * addition of tiling, fields beyond that easily named in an
592     * object structure were needed, so it just made sense to
593     * put all the stuff in the map object so that names actually make
594     * sense.
595     * This could be done in lex (like the object loader), but I think
596     * currently, there are few enough fields this is not a big deal.
597     * MSW 2001-07-01
598     */
599 root 1.56 bool
600 root 1.72 maptile::_load_header (object_thawer &thawer)
601 elmex 1.1 {
602 root 1.56 for (;;)
603 root 1.29 {
604 root 1.105 switch (thawer.kw)
605 root 1.29 {
606 root 1.56 case KW_msg:
607     thawer.get_ml (KW_endmsg, msg);
608     break;
609 root 1.22
610 root 1.56 case KW_lore: // CF+ extension
611     thawer.get_ml (KW_endlore, maplore);
612     break;
613 root 1.10
614 root 1.56 case KW_maplore:
615     thawer.get_ml (KW_endmaplore, maplore);
616     break;
617 root 1.10
618 root 1.56 case KW_arch:
619     if (strcmp (thawer.get_str (), "map"))
620     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621     break;
622 root 1.29
623 root 1.56 case KW_oid:
624     thawer.get (this, thawer.get_sint32 ());
625     break;
626 root 1.29
627 root 1.56 case KW_file_format_version: break; // nop
628 root 1.29
629 root 1.56 case KW_name: thawer.get (name); break;
630     case KW_attach: thawer.get (attach); break;
631     case KW_reset_time: thawer.get (reset_time); break;
632     case KW_shopgreed: thawer.get (shopgreed); break;
633     case KW_shopmin: thawer.get (shopmin); break;
634     case KW_shopmax: thawer.get (shopmax); break;
635     case KW_shoprace: thawer.get (shoprace); break;
636     case KW_outdoor: thawer.get (outdoor); break;
637     case KW_temp: thawer.get (temp); break;
638     case KW_pressure: thawer.get (pressure); break;
639     case KW_humid: thawer.get (humid); break;
640     case KW_windspeed: thawer.get (windspeed); break;
641     case KW_winddir: thawer.get (winddir); break;
642     case KW_sky: thawer.get (sky); break;
643    
644     case KW_per_player: thawer.get (per_player); break;
645     case KW_per_party: thawer.get (per_party); break;
646 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
647 root 1.56
648 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650    
651     // old names new names
652     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654     case KW_x: case KW_width: thawer.get (width); break;
655     case KW_y: case KW_height: thawer.get (height); break;
656     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657     case KW_value: case KW_swap_time: thawer.get (timeout); break;
658     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661    
662     case KW_tile_path_1: thawer.get (tile_path [0]); break;
663     case KW_tile_path_2: thawer.get (tile_path [1]); break;
664     case KW_tile_path_3: thawer.get (tile_path [2]); break;
665     case KW_tile_path_4: thawer.get (tile_path [3]); break;
666 root 1.83
667 root 1.112 case KW_ERROR:
668 root 1.123 set_key_text (thawer.kw_str, thawer.value);
669 root 1.112 break;
670    
671 root 1.83 case KW_end:
672 root 1.124 thawer.next ();
673 root 1.83 return true;
674    
675     default:
676 root 1.87 if (!thawer.parse_error ("map", 0))
677 root 1.83 return false;
678     break;
679 root 1.10 }
680 root 1.124
681     thawer.next ();
682 elmex 1.1 }
683 root 1.41
684 root 1.56 abort ();
685 elmex 1.1 }
686    
687 root 1.56 /******************************************************************************
688     * This is the start of unique map handling code
689     *****************************************************************************/
690 root 1.29
691 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
692     void
693     maptile::clear_unique_items ()
694 root 1.29 {
695 root 1.56 for (int i = 0; i < size (); ++i)
696 root 1.29 {
697 root 1.56 int unique = 0;
698     for (object *op = spaces [i].bot; op; )
699     {
700     object *above = op->above;
701 elmex 1.1
702 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703     unique = 1;
704 root 1.14
705 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 root 1.56 {
707     op->destroy_inv (false);
708     op->destroy ();
709     }
710 elmex 1.1
711 root 1.56 op = above;
712     }
713 root 1.29 }
714 elmex 1.1 }
715    
716 root 1.56 bool
717 root 1.72 maptile::_save_header (object_freezer &freezer)
718 root 1.29 {
719 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
720     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721 elmex 1.1
722 root 1.56 MAP_OUT2 (arch, "map");
723 elmex 1.1
724 root 1.56 if (name) MAP_OUT (name);
725     MAP_OUT (swap_time);
726     MAP_OUT (reset_time);
727     MAP_OUT (reset_timeout);
728     MAP_OUT (fixed_resettime);
729 root 1.109 MAP_OUT (no_reset);
730 root 1.56 MAP_OUT (difficulty);
731 root 1.9
732 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
733 root 1.29
734 root 1.56 if (shopitems)
735 root 1.29 {
736 root 1.56 char shop[MAX_BUF];
737     print_shop_string (this, shop);
738     MAP_OUT2 (shopitems, shop);
739 elmex 1.1 }
740    
741 root 1.56 MAP_OUT (shopgreed);
742     MAP_OUT (shopmin);
743     MAP_OUT (shopmax);
744     if (shoprace) MAP_OUT (shoprace);
745     MAP_OUT (darkness);
746     MAP_OUT (width);
747     MAP_OUT (height);
748     MAP_OUT (enter_x);
749     MAP_OUT (enter_y);
750 root 1.14
751 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
753 elmex 1.1
754 root 1.56 MAP_OUT (outdoor);
755     MAP_OUT (temp);
756     MAP_OUT (pressure);
757     MAP_OUT (humid);
758     MAP_OUT (windspeed);
759     MAP_OUT (winddir);
760     MAP_OUT (sky);
761 elmex 1.1
762 root 1.56 MAP_OUT (per_player);
763     MAP_OUT (per_party);
764 elmex 1.1
765 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769 root 1.40
770 root 1.63 freezer.put (this);
771 root 1.61 freezer.put (KW_end);
772 root 1.40
773 root 1.56 return true;
774 elmex 1.1 }
775    
776 root 1.56 bool
777 root 1.72 maptile::_save_header (const char *path)
778 root 1.29 {
779 root 1.17 object_freezer freezer;
780 root 1.10
781 root 1.72 if (!_save_header (freezer))
782 root 1.56 return false;
783 elmex 1.1
784 root 1.56 return freezer.save (path);
785 elmex 1.1 }
786    
787     /*
788     * Remove and free all objects in the given map.
789     */
790 root 1.29 void
791 root 1.56 maptile::clear ()
792 root 1.29 {
793 root 1.81 if (spaces)
794     {
795     for (mapspace *ms = spaces + size (); ms-- > spaces; )
796 root 1.104 while (object *op = ms->bot)
797 root 1.81 {
798 root 1.127 // manually remove, as to not trigger anything
799     if (ms->bot = op->above)
800     ms->bot->below = 0;
801    
802     op->flag [FLAG_REMOVED] = true;
803    
804 root 1.128 object *head = op->head_ ();
805     if (op == head)
806 root 1.127 {
807     op->destroy_inv (false);
808     op->destroy ();
809     }
810 root 1.128 else if (head->map != op->map)
811     {
812     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813     head->destroy ();
814     }
815 root 1.81 }
816 root 1.29
817 root 1.81 sfree (spaces, size ()), spaces = 0;
818     }
819 root 1.29
820 root 1.56 if (buttons)
821     free_objectlinkpt (buttons), buttons = 0;
822 root 1.127
823     sfree (regions, size ()); regions = 0;
824     delete [] regionmap; regionmap = 0;
825 elmex 1.1 }
826    
827 root 1.29 void
828 root 1.56 maptile::clear_header ()
829 root 1.29 {
830 root 1.56 name = 0;
831     msg = 0;
832     maplore = 0;
833     shoprace = 0;
834     delete [] shopitems, shopitems = 0;
835 root 1.42
836 root 1.47 for (int i = 0; i < 4; i++)
837 root 1.56 tile_path [i] = 0;
838 root 1.47 }
839 root 1.42
840 root 1.47 maptile::~maptile ()
841     {
842 root 1.53 assert (destroyed ());
843 elmex 1.1 }
844    
845 root 1.29 void
846 root 1.56 maptile::clear_links_to (maptile *m)
847 root 1.29 {
848     /* We need to look through all the maps and see if any maps
849     * are pointing at this one for tiling information. Since
850 root 1.47 * tiling can be asymetric, we just can not look to see which
851 root 1.29 * maps this map tiles with and clears those.
852     */
853 root 1.56 for (int i = 0; i < 4; i++)
854     if (tile_map[i] == m)
855     tile_map[i] = 0;
856 root 1.47 }
857 elmex 1.1
858 root 1.47 void
859 root 1.56 maptile::do_destroy ()
860 root 1.47 {
861 root 1.56 attachable::do_destroy ();
862    
863     clear ();
864 elmex 1.1 }
865    
866 root 1.109 /* decay and destroy perishable items in a map */
867     void
868     maptile::do_decay_objects ()
869     {
870     if (!spaces)
871     return;
872    
873     for (mapspace *ms = spaces + size (); ms-- > spaces; )
874     for (object *above, *op = ms->bot; op; op = above)
875     {
876     above = op->above;
877    
878     bool destroy = 0;
879    
880     // do not decay anything above unique floor tiles (yet :)
881     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882     break;
883    
884     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886     || QUERY_FLAG (op, FLAG_UNIQUE)
887     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888     || QUERY_FLAG (op, FLAG_UNPAID)
889     || op->is_alive ())
890     ; // do not decay
891     else if (op->is_weapon ())
892     {
893     op->stats.dam--;
894     if (op->stats.dam < 0)
895     destroy = 1;
896     }
897     else if (op->is_armor ())
898     {
899     op->stats.ac--;
900     if (op->stats.ac < 0)
901     destroy = 1;
902     }
903     else if (op->type == FOOD)
904     {
905     op->stats.food -= rndm (5, 20);
906     if (op->stats.food < 0)
907     destroy = 1;
908     }
909     else
910     {
911     int mat = op->materials;
912    
913     if (mat & M_PAPER
914     || mat & M_LEATHER
915     || mat & M_WOOD
916     || mat & M_ORGANIC
917     || mat & M_CLOTH
918     || mat & M_LIQUID
919     || (mat & M_IRON && rndm (1, 5) == 1)
920     || (mat & M_GLASS && rndm (1, 2) == 1)
921     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923     || (mat & M_ICE && temp > 32))
924     destroy = 1;
925     }
926    
927     /* adjust overall chance below */
928     if (destroy && rndm (0, 1))
929     op->destroy ();
930     }
931     }
932    
933 elmex 1.1 /*
934 root 1.56 * Updates every button on the map (by calling update_button() for them).
935 elmex 1.1 */
936 root 1.56 void
937     maptile::update_buttons ()
938 root 1.29 {
939 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940     for (objectlink *ol = obp->link; ol; ol = ol->next)
941     {
942     if (!ol->ob)
943     {
944     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946     continue;
947     }
948 elmex 1.1
949 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950     {
951     update_button (ol->ob);
952     break;
953     }
954     }
955 elmex 1.1 }
956    
957     /*
958     * This routine is supposed to find out the difficulty of the map.
959     * difficulty does not have a lot to do with character level,
960     * but does have a lot to do with treasure on the map.
961     *
962     * Difficulty can now be set by the map creature. If the value stored
963     * in the map is zero, then use this routine. Maps should really
964     * have a difficulty set than using this function - human calculation
965     * is much better than this functions guesswork.
966     */
967 root 1.29 int
968 root 1.56 maptile::estimate_difficulty () const
969 root 1.29 {
970 elmex 1.1 long monster_cnt = 0;
971     double avgexp = 0;
972     sint64 total_exp = 0;
973    
974 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
975     for (object *op = ms->bot; op; op = op->above)
976     {
977     if (QUERY_FLAG (op, FLAG_MONSTER))
978     {
979     total_exp += op->stats.exp;
980     monster_cnt++;
981     }
982 elmex 1.1
983 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
984     {
985     total_exp += op->stats.exp;
986 elmex 1.1
987 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
988 root 1.107 total_exp += at->stats.exp * 8;
989 elmex 1.1
990 root 1.56 monster_cnt++;
991     }
992     }
993 elmex 1.1
994     avgexp = (double) total_exp / monster_cnt;
995    
996 root 1.56 for (int i = 1; i <= settings.max_level; i++)
997     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
998     return i;
999 elmex 1.1
1000     return 1;
1001     }
1002    
1003     /* change_map_light() - used to change map light level (darkness)
1004     * up or down. Returns true if successful. It should now be
1005     * possible to change a value by more than 1.
1006     * Move this from los.c to map.c since this is more related
1007     * to maps than los.
1008     * postive values make it darker, negative make it brighter
1009     */
1010 root 1.29 int
1011 root 1.56 maptile::change_map_light (int change)
1012 root 1.29 {
1013 root 1.56 int new_level = darkness + change;
1014 root 1.29
1015     /* Nothing to do */
1016 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1017     return 0;
1018 elmex 1.1
1019 root 1.29 /* inform all players on the map */
1020     if (change > 0)
1021 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 root 1.29 else
1023 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 root 1.29
1025 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1026 root 1.29 * we need to be extra careful about negative values.
1027     * In general, the checks below are only needed if change
1028     * is not +/-1
1029     */
1030     if (new_level < 0)
1031 root 1.56 darkness = 0;
1032 root 1.29 else if (new_level >= MAX_DARKNESS)
1033 root 1.56 darkness = MAX_DARKNESS;
1034 root 1.29 else
1035 root 1.56 darkness = new_level;
1036 elmex 1.1
1037 root 1.29 /* All clients need to get re-updated for the change */
1038 root 1.56 update_all_map_los (this);
1039 root 1.29 return 1;
1040 elmex 1.1 }
1041    
1042     /*
1043     * This function updates various attributes about a specific space
1044     * on the map (what it looks like, whether it blocks magic,
1045     * has a living creatures, prevents people from passing
1046     * through, etc)
1047     */
1048 root 1.29 void
1049 root 1.46 mapspace::update_ ()
1050 root 1.29 {
1051 root 1.45 object *tmp, *last = 0;
1052 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1053 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054    
1055 root 1.94 //object *middle = 0;
1056     //object *top = 0;
1057     //object *floor = 0;
1058     // this seems to generate better code than using locals, above
1059 root 1.95 object *&top = faces_obj[0] = 0;
1060     object *&middle = faces_obj[1] = 0;
1061     object *&floor = faces_obj[2] = 0;
1062 root 1.29
1063 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 root 1.29 {
1065     /* This could be made additive I guess (two lights better than
1066 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1067 root 1.29 * light bulbs do not illuminate twice as far as once since
1068 root 1.45 * it is a dissapation factor that is cubed.
1069 root 1.29 */
1070     if (tmp->glow_radius > light)
1071     light = tmp->glow_radius;
1072    
1073     /* This call is needed in order to update objects the player
1074     * is standing in that have animations (ie, grass, fire, etc).
1075     * However, it also causes the look window to be re-drawn
1076     * 3 times each time the player moves, because many of the
1077     * functions the move_player calls eventualy call this.
1078     *
1079     * Always put the player down for drawing.
1080     */
1081     if (!tmp->invisible)
1082     {
1083     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1084 root 1.94 top = tmp;
1085 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1086     {
1087     /* If we got a floor, that means middle and top were below it,
1088     * so should not be visible, so we clear them.
1089     */
1090 root 1.94 middle = 0;
1091     top = 0;
1092     floor = tmp;
1093 root 1.29 }
1094     /* Flag anywhere have high priority */
1095     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096     {
1097 root 1.94 middle = tmp;
1098 root 1.29 anywhere = 1;
1099     }
1100     /* Find the highest visible face around. If equal
1101     * visibilities, we still want the one nearer to the
1102     * top
1103     */
1104 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1105     middle = tmp;
1106 root 1.29 }
1107 root 1.45
1108 root 1.29 if (tmp == tmp->above)
1109     {
1110     LOG (llevError, "Error in structure of map\n");
1111     exit (-1);
1112     }
1113    
1114 root 1.45 move_slow |= tmp->move_slow;
1115 root 1.29 move_block |= tmp->move_block;
1116 root 1.45 move_on |= tmp->move_on;
1117     move_off |= tmp->move_off;
1118 root 1.29 move_allow |= tmp->move_allow;
1119    
1120 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1121     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1122     if (tmp->type == PLAYER) flags |= P_PLAYER;
1123     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126     }
1127 root 1.29
1128 root 1.46 this->light = light;
1129     this->flags_ = flags;
1130     this->move_block = move_block & ~move_allow;
1131     this->move_on = move_on;
1132     this->move_off = move_off;
1133     this->move_slow = move_slow;
1134 root 1.29
1135     /* At this point, we have a floor face (if there is a floor),
1136     * and the floor is set - we are not going to touch it at
1137     * this point.
1138     * middle contains the highest visibility face.
1139     * top contains a player/monster face, if there is one.
1140     *
1141     * We now need to fill in top.face and/or middle.face.
1142     */
1143    
1144     /* If the top face also happens to be high visibility, re-do our
1145     * middle face. This should not happen, as we already have the
1146     * else statement above so middle should not get set. OTOH, it
1147     * may be possible for the faces to match but be different objects.
1148     */
1149     if (top == middle)
1150 root 1.94 middle = 0;
1151 root 1.29
1152     /* There are three posibilities at this point:
1153     * 1) top face is set, need middle to be set.
1154     * 2) middle is set, need to set top.
1155     * 3) neither middle or top is set - need to set both.
1156     */
1157    
1158     for (tmp = last; tmp; tmp = tmp->below)
1159     {
1160     /* Once we get to a floor, stop, since we already have a floor object */
1161     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162     break;
1163    
1164     /* If two top faces are already set, quit processing */
1165 root 1.94 if (top && middle)
1166 root 1.29 break;
1167 root 1.10
1168 elmex 1.67 /* Only show visible faces */
1169     if (!tmp->invisible)
1170 root 1.29 {
1171     /* Fill in top if needed */
1172 root 1.94 if (!top)
1173 root 1.29 {
1174 root 1.94 top = tmp;
1175 root 1.29 if (top == middle)
1176 root 1.94 middle = 0;
1177 root 1.29 }
1178     else
1179     {
1180     /* top is already set - we should only get here if
1181     * middle is not set
1182     *
1183     * Set the middle face and break out, since there is nothing
1184     * more to fill in. We don't check visiblity here, since
1185     *
1186     */
1187 root 1.94 if (tmp != top)
1188 root 1.29 {
1189 root 1.94 middle = tmp;
1190 root 1.29 break;
1191 root 1.10 }
1192     }
1193     }
1194 elmex 1.1 }
1195 root 1.45
1196 root 1.29 if (middle == floor)
1197 root 1.94 middle = 0;
1198 root 1.45
1199 root 1.29 if (top == middle)
1200 root 1.94 middle = 0;
1201 root 1.45
1202 root 1.94 #if 0
1203     faces_obj [0] = top;
1204     faces_obj [1] = middle;
1205     faces_obj [2] = floor;
1206     #endif
1207 elmex 1.1 }
1208    
1209 root 1.85 uint64
1210     mapspace::volume () const
1211     {
1212     uint64 vol = 0;
1213    
1214     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215     vol += op->volume ();
1216    
1217     return vol;
1218     }
1219    
1220 root 1.117 bool
1221     maptile::tile_available (int dir, bool load)
1222 elmex 1.1 {
1223 root 1.118 if (!tile_path[dir])
1224     return 0;
1225    
1226 root 1.117 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1227     return 1;
1228 root 1.60
1229 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230     return 1;
1231 root 1.56
1232 root 1.117 return 0;
1233 root 1.68 }
1234    
1235 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1236     * map m. This function also takes into account any
1237     * tiling considerations, loading adjacant maps as needed.
1238     * This is the function should always be used when it
1239     * necessary to check for valid coordinates.
1240     * This function will recursively call itself for the
1241     * tiled maps.
1242     */
1243 root 1.29 int
1244 root 1.31 out_of_map (maptile *m, int x, int y)
1245 elmex 1.1 {
1246 root 1.29 /* If we get passed a null map, this is obviously the
1247     * case. This generally shouldn't happen, but if the
1248     * map loads fail below, it could happen.
1249     */
1250     if (!m)
1251     return 0;
1252 elmex 1.1
1253 root 1.29 if (x < 0)
1254     {
1255 root 1.119 if (!m->tile_available (3))
1256 root 1.29 return 1;
1257 root 1.46
1258 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1259 elmex 1.1 }
1260 root 1.46
1261 root 1.48 if (x >= m->width)
1262 root 1.29 {
1263 root 1.119 if (!m->tile_available (1))
1264 root 1.29 return 1;
1265 root 1.46
1266 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1267 elmex 1.1 }
1268 root 1.46
1269 root 1.29 if (y < 0)
1270     {
1271 root 1.119 if (!m->tile_available (0))
1272 root 1.29 return 1;
1273 root 1.46
1274 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1275 elmex 1.1 }
1276 root 1.46
1277 root 1.48 if (y >= m->height)
1278 root 1.29 {
1279 root 1.119 if (!m->tile_available (2))
1280 root 1.29 return 1;
1281 root 1.46
1282 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1283 elmex 1.1 }
1284    
1285 root 1.29 /* Simple case - coordinates are within this local
1286     * map.
1287     */
1288     return 0;
1289 elmex 1.1 }
1290    
1291     /* This is basically the same as out_of_map above, but
1292     * instead we return NULL if no map is valid (coordinates
1293     * out of bounds and no tiled map), otherwise it returns
1294     * the map as that the coordinates are really on, and
1295 pippijn 1.66 * updates x and y to be the localised coordinates.
1296 elmex 1.1 * Using this is more efficient of calling out_of_map
1297     * and then figuring out what the real map is
1298     */
1299 root 1.31 maptile *
1300 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1301 elmex 1.1 {
1302 root 1.68 if (x < 0)
1303 root 1.29 {
1304 root 1.119 if (!tile_available (3))
1305 root 1.46 return 0;
1306 root 1.56
1307 root 1.68 x += tile_map[3]->width;
1308     return tile_map[3]->xy_find (x, y);
1309 elmex 1.1 }
1310 root 1.46
1311 root 1.68 if (x >= width)
1312 root 1.29 {
1313 root 1.119 if (!tile_available (1))
1314 root 1.46 return 0;
1315    
1316 root 1.68 x -= width;
1317     return tile_map[1]->xy_find (x, y);
1318 elmex 1.1 }
1319 root 1.46
1320 root 1.68 if (y < 0)
1321 root 1.29 {
1322 root 1.119 if (!tile_available (0))
1323 root 1.46 return 0;
1324    
1325 root 1.68 y += tile_map[0]->height;
1326     return tile_map[0]->xy_find (x, y);
1327 elmex 1.1 }
1328 root 1.46
1329 root 1.68 if (y >= height)
1330 root 1.29 {
1331 root 1.119 if (!tile_available (2))
1332 root 1.46 return 0;
1333    
1334 root 1.68 y -= height;
1335     return tile_map[2]->xy_find (x, y);
1336 elmex 1.1 }
1337    
1338 root 1.29 /* Simple case - coordinates are within this local
1339     * map.
1340     */
1341 root 1.68 return this;
1342 elmex 1.1 }
1343    
1344     /**
1345     * Return whether map2 is adjacent to map1. If so, store the distance from
1346     * map1 to map2 in dx/dy.
1347     */
1348 root 1.82 int
1349 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1350 root 1.29 {
1351     if (!map1 || !map2)
1352     return 0;
1353    
1354 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1356 root 1.29 if (map1 == map2)
1357     {
1358     *dx = 0;
1359     *dy = 0;
1360     }
1361     else if (map1->tile_map[0] == map2)
1362     { /* up */
1363     *dx = 0;
1364 root 1.48 *dy = -map2->height;
1365 root 1.29 }
1366     else if (map1->tile_map[1] == map2)
1367     { /* right */
1368 root 1.48 *dx = map1->width;
1369 root 1.29 *dy = 0;
1370     }
1371     else if (map1->tile_map[2] == map2)
1372     { /* down */
1373     *dx = 0;
1374 root 1.48 *dy = map1->height;
1375 root 1.29 }
1376     else if (map1->tile_map[3] == map2)
1377     { /* left */
1378 root 1.48 *dx = -map2->width;
1379 root 1.29 *dy = 0;
1380     }
1381     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1382     { /* up right */
1383 root 1.48 *dx = map1->tile_map[0]->width;
1384     *dy = -map1->tile_map[0]->height;
1385 root 1.29 }
1386     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1387     { /* up left */
1388 root 1.48 *dx = -map2->width;
1389     *dy = -map1->tile_map[0]->height;
1390 root 1.29 }
1391     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1392     { /* right up */
1393 root 1.48 *dx = map1->width;
1394     *dy = -map2->height;
1395 root 1.29 }
1396     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1397     { /* right down */
1398 root 1.48 *dx = map1->width;
1399     *dy = map1->tile_map[1]->height;
1400 root 1.29 }
1401     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1402     { /* down right */
1403 root 1.48 *dx = map1->tile_map[2]->width;
1404     *dy = map1->height;
1405 root 1.29 }
1406     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1407     { /* down left */
1408 root 1.48 *dx = -map2->width;
1409     *dy = map1->height;
1410 root 1.29 }
1411     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1412     { /* left up */
1413 root 1.48 *dx = -map1->tile_map[3]->width;
1414     *dy = -map2->height;
1415 root 1.29 }
1416     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1417     { /* left down */
1418 root 1.48 *dx = -map1->tile_map[3]->width;
1419     *dy = map1->tile_map[3]->height;
1420 root 1.29 }
1421     else
1422 root 1.56 return 0;
1423 elmex 1.1
1424 root 1.29 return 1;
1425 elmex 1.1 }
1426    
1427 root 1.68 maptile *
1428     maptile::xy_load (sint16 &x, sint16 &y)
1429     {
1430     maptile *map = xy_find (x, y);
1431    
1432     if (map)
1433     map->load_sync ();
1434    
1435     return map;
1436     }
1437    
1438     maptile *
1439     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440     {
1441     return m->xy_load (*x, *y);
1442     }
1443    
1444 elmex 1.1 /* From map.c
1445     * This is used by get_player to determine where the other
1446     * creature is. get_rangevector takes into account map tiling,
1447     * so you just can not look the the map coordinates and get the
1448     * righte value. distance_x/y are distance away, which
1449 root 1.79 * can be negative. direction is the crossfire direction scheme
1450 elmex 1.1 * that the creature should head. part is the part of the
1451     * monster that is closest.
1452     *
1453     * get_rangevector looks at op1 and op2, and fills in the
1454     * structure for op1 to get to op2.
1455     * We already trust that the caller has verified that the
1456     * two objects are at least on adjacent maps. If not,
1457     * results are not likely to be what is desired.
1458     * if the objects are not on maps, results are also likely to
1459     * be unexpected
1460     *
1461     * currently, the only flag supported (0x1) is don't translate for
1462     * closest body part of 'op1'
1463     */
1464 root 1.29 void
1465     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1466     {
1467     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1468     {
1469     /* be conservative and fill in _some_ data */
1470 root 1.86 retval->distance = 10000;
1471     retval->distance_x = 10000;
1472     retval->distance_y = 10000;
1473 root 1.29 retval->direction = 0;
1474     retval->part = 0;
1475     }
1476     else
1477     {
1478     object *best;
1479    
1480     retval->distance_x += op2->x - op1->x;
1481     retval->distance_y += op2->y - op1->y;
1482    
1483     best = op1;
1484     /* If this is multipart, find the closest part now */
1485     if (!(flags & 0x1) && op1->more)
1486     {
1487     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1488    
1489     /* we just take the offset of the piece to head to figure
1490     * distance instead of doing all that work above again
1491     * since the distance fields we set above are positive in the
1492     * same axis as is used for multipart objects, the simply arithmetic
1493     * below works.
1494     */
1495 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1496 root 1.29 {
1497     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1498     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1499     if (tmpi < best_distance)
1500     {
1501     best_distance = tmpi;
1502     best = tmp;
1503 elmex 1.1 }
1504     }
1505 root 1.75
1506 root 1.29 if (best != op1)
1507     {
1508     retval->distance_x += op1->x - best->x;
1509     retval->distance_y += op1->y - best->y;
1510 elmex 1.1 }
1511     }
1512 root 1.75
1513 root 1.29 retval->part = best;
1514 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1515 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1516 elmex 1.1 }
1517     }
1518    
1519     /* this is basically the same as get_rangevector above, but instead of
1520     * the first parameter being an object, it instead is the map
1521     * and x,y coordinates - this is used for path to player -
1522     * since the object is not infact moving but we are trying to traverse
1523     * the path, we need this.
1524     * flags has no meaning for this function at this time - I kept it in to
1525     * be more consistant with the above function and also in case they are needed
1526     * for something in the future. Also, since no object is pasted, the best
1527     * field of the rv_vector is set to NULL.
1528     */
1529 root 1.29 void
1530 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1531 root 1.29 {
1532     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1533     {
1534     /* be conservative and fill in _some_ data */
1535     retval->distance = 100000;
1536     retval->distance_x = 32767;
1537     retval->distance_y = 32767;
1538     retval->direction = 0;
1539     retval->part = 0;
1540     }
1541     else
1542     {
1543     retval->distance_x += op2->x - x;
1544     retval->distance_y += op2->y - y;
1545    
1546     retval->part = NULL;
1547 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1548 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 elmex 1.1 }
1550     }
1551    
1552     /* Returns true of op1 and op2 are effectively on the same map
1553     * (as related to map tiling). Note that this looks for a path from
1554 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1555 elmex 1.1 * to op1, this will still return false.
1556     * Note we only look one map out to keep the processing simple
1557     * and efficient. This could probably be a macro.
1558     * MSW 2001-08-05
1559     */
1560 root 1.29 int
1561     on_same_map (const object *op1, const object *op2)
1562     {
1563     int dx, dy;
1564 elmex 1.1
1565 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566 elmex 1.1 }
1567 root 1.52
1568     object *
1569     maptile::insert (object *op, int x, int y, object *originator, int flags)
1570     {
1571     if (!op->flag [FLAG_REMOVED])
1572     op->remove ();
1573    
1574     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575     }
1576    
1577 root 1.81 region *
1578     maptile::region (int x, int y) const
1579     {
1580     if (regions
1581     && regionmap
1582     && !OUT_OF_REAL_MAP (this, x, y))
1583     if (struct region *reg = regionmap [regions [y * width + x]])
1584     return reg;
1585    
1586     if (default_region)
1587     return default_region;
1588    
1589     return ::region::default_region ();
1590     }
1591    
1592 root 1.91 /* picks a random object from a style map.
1593     * Redone by MSW so it should be faster and not use static
1594     * variables to generate tables.
1595     */
1596     object *
1597     maptile::pick_random_object () const
1598     {
1599     /* while returning a null object will result in a crash, that
1600     * is actually preferable to an infinite loop. That is because
1601     * most servers will automatically restart in case of crash.
1602     * Change the logic on getting the random space - shouldn't make
1603     * any difference, but this seems clearer to me.
1604     */
1605     for (int i = 1000; --i;)
1606     {
1607     object *pick = at (rndm (width), rndm (height)).bot;
1608    
1609     // do not prefer big monsters just because they are big.
1610 root 1.92 if (pick && pick->head_ () == pick)
1611 root 1.91 return pick->head_ ();
1612     }
1613    
1614     // instead of crashing in the unlikely(?) case, try to return *something*
1615     return get_archetype ("blocked");
1616     }
1617 root 1.85
1618 root 1.114 void
1619     maptile::play_sound (faceidx sound, int x, int y) const
1620     {
1621     if (!sound)
1622     return;
1623    
1624     for_all_players (pl)
1625 root 1.131 if (pl->ob->map == this)
1626 root 1.114 if (client *ns = pl->ns)
1627     {
1628 root 1.131 int dx = x - pl->ob->x;
1629     int dy = y - pl->ob->y;
1630 root 1.114
1631     int distance = idistance (dx, dy);
1632    
1633     if (distance <= MAX_SOUND_DISTANCE)
1634     ns->play_sound (sound, dx, dy);
1635     }
1636     }
1637