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Revision: 1.138
Committed: Sun May 4 14:12:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.137: +4 -6 lines
Log Message:
lotsa

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.136 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.106 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.76 *
8 root 1.132 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.110 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.76 *
13 root 1.110 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.76 *
18 root 1.110 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.106 *
21 root 1.132 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.76 */
23 elmex 1.1
24 root 1.85 #include <unistd.h>
25    
26     #include "global.h"
27 elmex 1.1
28 root 1.85 #include "loader.h"
29 elmex 1.1
30     #include "path.h"
31    
32     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
33     * one function that just returns a P_.. value (see map.h)
34     * it will also do map translation for tiled maps, returning
35     * new values into newmap, nx, and ny. Any and all of those
36     * values can be null, in which case if a new map is needed (returned
37     * by a P_NEW_MAP value, another call to get_map_from_coord
38     * is needed. The case of not passing values is if we're just
39     * checking for the existence of something on those spaces, but
40     * don't expect to insert/remove anything from those spaces.
41     */
42 root 1.29 int
43 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
44 elmex 1.1 {
45 root 1.56 sint16 newx = x;
46     sint16 newy = y;
47 root 1.46
48 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49 root 1.46
50     if (!mp)
51     return P_OUT_OF_MAP;
52    
53     if (newmap) *newmap = mp;
54     if (nx) *nx = newx;
55     if (ny) *ny = newy;
56 elmex 1.3
57 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58 elmex 1.1 }
59    
60     /*
61     * Returns true if the given coordinate is blocked except by the
62     * object passed is not blocking. This is used with
63     * multipart monsters - if we want to see if a 2x2 monster
64     * can move 1 space to the left, we don't want its own area
65     * to block it from moving there.
66     * Returns TRUE if the space is blocked by something other than the
67     * monster.
68     * m, x, y are the target map/coordinates - needed for map tiling.
69     * the coordinates & map passed in should have been updated for tiling
70     * by the caller.
71     */
72 root 1.29 int
73 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
74 root 1.29 {
75     object *tmp;
76     int mflags, blocked;
77    
78     /* Make sure the coordinates are valid - they should be, as caller should
79     * have already checked this.
80     */
81     if (OUT_OF_REAL_MAP (m, sx, sy))
82     {
83     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84     return 1;
85 elmex 1.1 }
86    
87 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
88     * directly.
89     */
90 root 1.46 mflags = m->at (sx, sy).flags ();
91 root 1.29
92     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
93    
94     /* If space is currently not blocked by anything, no need to
95     * go further. Not true for players - all sorts of special
96     * things we need to do for players.
97     */
98     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99     return 0;
100    
101     /* if there isn't anytyhing alive on this space, and this space isn't
102     * otherwise blocked, we can return now. Only if there is a living
103     * creature do we need to investigate if it is part of this creature
104     * or another. Likewise, only if something is blocking us do we
105     * need to investigate if there is a special circumstance that would
106     * let the player through (inventory checkers for example)
107     */
108     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109     return 0;
110    
111 root 1.102 ob = ob->head_ ();
112 root 1.29
113     /* We basically go through the stack of objects, and if there is
114     * some other object that has NO_PASS or FLAG_ALIVE set, return
115     * true. If we get through the entire stack, that must mean
116     * ob is blocking it, so return 0.
117     */
118 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 root 1.29 {
120    
121     /* This must be before the checks below. Code for inventory checkers. */
122     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123     {
124     /* If last_sp is set, the player/monster needs an object,
125     * so we check for it. If they don't have it, they can't
126     * pass through this space.
127     */
128     if (tmp->last_sp)
129     {
130     if (check_inv_recursive (ob, tmp) == NULL)
131     return 1;
132     else
133     continue;
134     }
135     else
136     {
137     /* In this case, the player must not have the object -
138     * if they do, they can't pass through.
139     */
140     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141     return 1;
142     else
143     continue;
144     }
145     } /* if check_inv */
146     else
147     {
148     /* Broke apart a big nasty if into several here to make
149     * this more readable. first check - if the space blocks
150     * movement, can't move here.
151 root 1.102 * second - if a monster, can't move there, unless it is a
152 root 1.29 * hidden dm
153     */
154     if (OB_MOVE_BLOCK (ob, tmp))
155     return 1;
156 root 1.102
157 root 1.103 if (tmp->flag [FLAG_ALIVE]
158 root 1.102 && tmp->head_ () != ob
159     && tmp != ob
160     && tmp->type != DOOR
161 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 root 1.29 return 1;
163 root 1.10 }
164 elmex 1.1
165     }
166 root 1.29 return 0;
167 elmex 1.1 }
168    
169     /*
170 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
171     * spot. This is meant for multi space objects - for single space objecs,
172 elmex 1.1 * just calling get_map_blocked and checking that against movement type
173 root 1.129 * of object. This function goes through all the parts of the multipart
174     * object and makes sure they can be inserted.
175 elmex 1.1 *
176     * While this doesn't call out of map, the get_map_flags does.
177     *
178     * This function has been used to deprecate arch_out_of_map -
179     * this function also does that check, and since in most cases,
180     * a call to one would follow the other, doesn't make a lot of sense to
181     * have two seperate functions for this.
182     *
183     * This returns nonzero if this arch can not go on the space provided,
184     * 0 otherwise. the return value will contain the P_.. value
185     * so the caller can know why this object can't go on the map.
186     * Note that callers should not expect P_NEW_MAP to be set
187     * in return codes - since the object is multispace - if
188     * we did return values, what do you return if half the object
189     * is one map, half on another.
190     *
191     * Note this used to be arch_blocked, but with new movement
192     * code, we need to have actual object to check its move_type
193     * against the move_block values.
194     */
195 root 1.129 bool
196     object::blocked (maptile *m, int x, int y) const
197 root 1.29 {
198 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
199 root 1.29 {
200 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
201 elmex 1.1
202 root 1.129 if (!pos.normalise ())
203     return 1;
204 elmex 1.1
205 root 1.129 mapspace &ms = *pos;
206 elmex 1.1
207 root 1.129 if (ms.flags () & P_IS_ALIVE)
208     return 1;
209 root 1.47
210 root 1.129 /* However, often ob doesn't have any move type
211     * (signifying non-moving objects)
212 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
213     */
214 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
215 root 1.29 continue;
216 elmex 1.1
217 root 1.29 /* Note it is intentional that we check ob - the movement type of the
218     * head of the object should correspond for the entire object.
219     */
220 root 1.129 if (ms.blocks (move_type))
221     return 1;
222 root 1.45 }
223 elmex 1.1
224 root 1.29 return 0;
225 elmex 1.1 }
226    
227     /* When the map is loaded, load_object does not actually insert objects
228     * into inventory, but just links them. What this does is go through
229     * and insert them properly.
230     * The object 'container' is the object that contains the inventory.
231     * This is needed so that we can update the containers weight.
232     */
233 root 1.29 void
234     fix_container (object *container)
235 elmex 1.1 {
236 root 1.29 object *tmp = container->inv, *next;
237 elmex 1.1
238 root 1.56 container->inv = 0;
239     while (tmp)
240 root 1.29 {
241     next = tmp->below;
242     if (tmp->inv)
243     fix_container (tmp);
244 root 1.56
245     insert_ob_in_ob (tmp, container);
246 root 1.29 tmp = next;
247     }
248 root 1.56
249 root 1.135 // go through and calculate what all the containers are carrying.
250     //TODO: remove
251     container->update_weight ();
252 elmex 1.1 }
253    
254 root 1.64 void
255     maptile::set_object_flag (int flag, int value)
256     {
257     if (!spaces)
258     return;
259    
260     for (mapspace *ms = spaces + size (); ms-- > spaces; )
261     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262     tmp->flag [flag] = value;
263     }
264    
265 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
266     * for objects whose arch says they are multipart yet according to the
267     * info we have, they only have the head (as would be expected when
268 root 1.99 * they are saved).
269 elmex 1.1 */
270 root 1.56 void
271     maptile::link_multipart_objects ()
272 elmex 1.1 {
273 root 1.56 if (!spaces)
274     return;
275    
276     for (mapspace *ms = spaces + size (); ms-- > spaces; )
277 elmex 1.111 {
278     object *op = ms->bot;
279     while (op)
280     {
281     /* already multipart - don't do anything more */
282     if (op->head_ () == op && !op->more && op->arch->more)
283     {
284     op->remove ();
285     op->expand_tail ();
286    
287     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
288     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
289     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
290     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291    
292     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293     // so we have to reset the iteration through the mapspace
294     }
295     else
296     op = op->above;
297     }
298     }
299 elmex 1.1 }
300 root 1.29
301 elmex 1.1 /*
302     * Loads (ands parses) the objects into a given map from the specified
303     * file pointer.
304     */
305 root 1.56 bool
306 root 1.88 maptile::_load_objects (object_thawer &f)
307 root 1.24 {
308 root 1.88 for (;;)
309     {
310 root 1.133 coroapi::cede_to_tick (); // cede once in a while
311 elmex 1.1
312 root 1.88 switch (f.kw)
313 root 1.24 {
314 root 1.88 case KW_arch:
315 root 1.90 if (object *op = object::read (f, this))
316 root 1.88 {
317 root 1.135 // TODO: why?
318 root 1.88 if (op->inv)
319 root 1.135 op->update_weight ();
320 root 1.10
321 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322     {
323     // we insert manually because
324     // a) its way faster
325     // b) we remove manually, too, and there are good reasons for that
326     // c) its correct
327     mapspace &ms = at (op->x, op->y);
328    
329     op->flag [FLAG_REMOVED] = false;
330    
331     op->above = 0;
332     op->below = ms.top;
333    
334     if (ms.top)
335     ms.top->above = op;
336     else
337     ms.bot = op;
338    
339     ms.top = op;
340     ms.flags_ = 0;
341     }
342     else
343     {
344     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345     op->destroy ();
346     }
347 root 1.88 }
348 root 1.41
349 root 1.88 continue;
350 root 1.41
351 root 1.88 case KW_EOF:
352     return true;
353 root 1.41
354 root 1.88 default:
355     if (!f.parse_error ("map file"))
356     return false;
357 root 1.41 break;
358 root 1.10 }
359 root 1.24
360 root 1.88 f.next ();
361 elmex 1.1 }
362 root 1.24
363 root 1.56 return true;
364     }
365    
366     void
367     maptile::activate ()
368     {
369 root 1.101 if (spaces)
370     for (mapspace *ms = spaces + size (); ms-- > spaces; )
371     for (object *op = ms->bot; op; op = op->above)
372     op->activate_recursive ();
373 root 1.56 }
374    
375     void
376     maptile::deactivate ()
377     {
378 root 1.101 if (spaces)
379     for (mapspace *ms = spaces + size (); ms-- > spaces; )
380     for (object *op = ms->bot; op; op = op->above)
381     op->deactivate_recursive ();
382 root 1.56 }
383    
384     bool
385 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
386 root 1.56 {
387 root 1.100 coroapi::cede_to_tick ();
388 root 1.65
389 root 1.56 if (flags & IO_HEADER)
390 root 1.88 _save_header (f);
391 root 1.56
392     if (!spaces)
393     return false;
394    
395     for (int i = 0; i < size (); ++i)
396 root 1.24 {
397 root 1.121 bool unique = 0;
398    
399 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
400 root 1.24 {
401 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
402 root 1.56
403 root 1.121 if (expect_false (!op->can_map_save ()))
404 root 1.56 continue;
405    
406 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 root 1.24 {
408 root 1.56 if (flags & IO_UNIQUES)
409 root 1.88 op->write (f);
410 root 1.10 }
411 root 1.121 else if (expect_true (flags & IO_OBJECTS))
412 root 1.88 op->write (f);
413 root 1.10 }
414 elmex 1.1 }
415 root 1.24
416 root 1.100 coroapi::cede_to_tick ();
417 root 1.97
418 root 1.56 return true;
419 elmex 1.1 }
420    
421 root 1.56 bool
422 root 1.72 maptile::_save_objects (const char *path, int flags)
423 root 1.56 {
424     object_freezer freezer;
425 root 1.29
426 root 1.72 if (!_save_objects (freezer, flags))
427 root 1.56 return false;
428 root 1.29
429 root 1.56 return freezer.save (path);
430 elmex 1.1 }
431    
432 root 1.34 maptile::maptile ()
433     {
434     in_memory = MAP_SWAPPED;
435 root 1.54
436 root 1.34 /* The maps used to pick up default x and y values from the
437 root 1.85 * map archetype. Mimic that behaviour.
438 root 1.34 */
439 root 1.85 width = 16;
440     height = 16;
441     timeout = 300;
442     max_nrof = 1000; // 1000 items of anything
443     max_volume = 2000000; // 2m³
444 root 1.34 }
445    
446 root 1.56 maptile::maptile (int w, int h)
447 root 1.54 {
448 root 1.56 in_memory = MAP_SWAPPED;
449 root 1.54
450 root 1.56 width = w;
451     height = h;
452     reset_timeout = 0;
453     timeout = 300;
454     enter_x = 0;
455     enter_y = 0;
456 root 1.54
457 root 1.56 alloc ();
458 elmex 1.1 }
459    
460     /*
461 root 1.31 * Allocates the arrays contained in a maptile.
462 elmex 1.1 * This basically allocates the dynamic array of spaces for the
463     * map.
464     */
465 root 1.29 void
466 root 1.56 maptile::alloc ()
467 root 1.29 {
468 root 1.34 if (spaces)
469 root 1.56 return;
470 elmex 1.1
471 root 1.53 spaces = salloc0<mapspace> (size ());
472 elmex 1.1 }
473    
474     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
475     * corresponding to that string. Memory is allocated for this, it must be freed
476     * at a later date.
477     * Called by parse_map_headers below.
478     */
479 root 1.29 static shopitems *
480     parse_shop_string (const char *input_string)
481     {
482     char *shop_string, *p, *q, *next_semicolon, *next_colon;
483     shopitems *items = NULL;
484     int i = 0, number_of_entries = 0;
485     const typedata *current_type;
486    
487 root 1.43 shop_string = strdup (input_string);
488 root 1.29 p = shop_string;
489     /* first we'll count the entries, we'll need that for allocating the array shortly */
490     while (p)
491     {
492     p = strchr (p, ';');
493     number_of_entries++;
494     if (p)
495     p++;
496     }
497 root 1.54
498 root 1.29 p = shop_string;
499     strip_endline (p);
500     items = new shopitems[number_of_entries + 1];
501     for (i = 0; i < number_of_entries; i++)
502     {
503     if (!p)
504     {
505     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
506     break;
507     }
508 root 1.54
509 root 1.29 next_semicolon = strchr (p, ';');
510     next_colon = strchr (p, ':');
511     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513     items[i].strength = atoi (strchr (p, ':') + 1);
514    
515     if (isdigit (*p) || *p == '*')
516     {
517     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518     current_type = get_typedata (items[i].typenum);
519     if (current_type)
520     {
521     items[i].name = current_type->name;
522     items[i].name_pl = current_type->name_pl;
523     }
524     }
525     else
526     { /*we have a named type, let's figure out what it is */
527     q = strpbrk (p, ";:");
528     if (q)
529     *q = '\0';
530    
531     current_type = get_typedata_by_name (p);
532     if (current_type)
533     {
534     items[i].name = current_type->name;
535     items[i].typenum = current_type->number;
536     items[i].name_pl = current_type->name_pl;
537     }
538     else
539     { /* oh uh, something's wrong, let's free up this one, and try
540     * the next entry while we're at it, better print a warning
541     */
542     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543     }
544     }
545 root 1.54
546 root 1.29 items[i].index = number_of_entries;
547     if (next_semicolon)
548     p = ++next_semicolon;
549     else
550     p = NULL;
551 elmex 1.1 }
552 root 1.54
553 root 1.29 free (shop_string);
554     return items;
555 elmex 1.1 }
556    
557     /* opposite of parse string, this puts the string that was originally fed in to
558     * the map (or something equivilent) into output_string. */
559 root 1.29 static void
560 root 1.31 print_shop_string (maptile *m, char *output_string)
561 root 1.29 {
562     int i;
563     char tmp[MAX_BUF];
564    
565     strcpy (output_string, "");
566     for (i = 0; i < m->shopitems[0].index; i++)
567     {
568     if (m->shopitems[i].typenum)
569     {
570     if (m->shopitems[i].strength)
571 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 root 1.29 else
573     sprintf (tmp, "%s;", m->shopitems[i].name);
574 root 1.10 }
575 root 1.29 else
576     {
577     if (m->shopitems[i].strength)
578 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
579 root 1.29 else
580     sprintf (tmp, "*");
581     }
582 root 1.54
583 root 1.29 strcat (output_string, tmp);
584 elmex 1.1 }
585     }
586    
587     /* This loads the header information of the map. The header
588     * contains things like difficulty, size, timeout, etc.
589     * this used to be stored in the map object, but with the
590     * addition of tiling, fields beyond that easily named in an
591     * object structure were needed, so it just made sense to
592     * put all the stuff in the map object so that names actually make
593     * sense.
594     * This could be done in lex (like the object loader), but I think
595     * currently, there are few enough fields this is not a big deal.
596     * MSW 2001-07-01
597     */
598 root 1.56 bool
599 root 1.72 maptile::_load_header (object_thawer &thawer)
600 elmex 1.1 {
601 root 1.56 for (;;)
602 root 1.29 {
603 root 1.105 switch (thawer.kw)
604 root 1.29 {
605 root 1.56 case KW_msg:
606     thawer.get_ml (KW_endmsg, msg);
607     break;
608 root 1.22
609 root 1.56 case KW_lore: // CF+ extension
610     thawer.get_ml (KW_endlore, maplore);
611     break;
612 root 1.10
613 root 1.56 case KW_maplore:
614     thawer.get_ml (KW_endmaplore, maplore);
615     break;
616 root 1.10
617 root 1.56 case KW_arch:
618     if (strcmp (thawer.get_str (), "map"))
619     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
620     break;
621 root 1.29
622 root 1.56 case KW_oid:
623     thawer.get (this, thawer.get_sint32 ());
624     break;
625 root 1.29
626 root 1.56 case KW_file_format_version: break; // nop
627 root 1.29
628 root 1.56 case KW_name: thawer.get (name); break;
629     case KW_attach: thawer.get (attach); break;
630     case KW_reset_time: thawer.get (reset_time); break;
631     case KW_shopgreed: thawer.get (shopgreed); break;
632     case KW_shopmin: thawer.get (shopmin); break;
633     case KW_shopmax: thawer.get (shopmax); break;
634     case KW_shoprace: thawer.get (shoprace); break;
635     case KW_outdoor: thawer.get (outdoor); break;
636     case KW_temp: thawer.get (temp); break;
637     case KW_pressure: thawer.get (pressure); break;
638     case KW_humid: thawer.get (humid); break;
639     case KW_windspeed: thawer.get (windspeed); break;
640     case KW_winddir: thawer.get (winddir); break;
641     case KW_sky: thawer.get (sky); break;
642    
643     case KW_per_player: thawer.get (per_player); break;
644     case KW_per_party: thawer.get (per_party); break;
645 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
646 root 1.56
647 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649    
650     // old names new names
651     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653     case KW_x: case KW_width: thawer.get (width); break;
654     case KW_y: case KW_height: thawer.get (height); break;
655     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656     case KW_value: case KW_swap_time: thawer.get (timeout); break;
657     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660    
661     case KW_tile_path_1: thawer.get (tile_path [0]); break;
662     case KW_tile_path_2: thawer.get (tile_path [1]); break;
663     case KW_tile_path_3: thawer.get (tile_path [2]); break;
664     case KW_tile_path_4: thawer.get (tile_path [3]); break;
665 root 1.83
666 root 1.112 case KW_ERROR:
667 root 1.123 set_key_text (thawer.kw_str, thawer.value);
668 root 1.112 break;
669    
670 root 1.83 case KW_end:
671 root 1.124 thawer.next ();
672 root 1.83 return true;
673    
674     default:
675 root 1.87 if (!thawer.parse_error ("map", 0))
676 root 1.83 return false;
677     break;
678 root 1.10 }
679 root 1.124
680     thawer.next ();
681 elmex 1.1 }
682 root 1.41
683 root 1.56 abort ();
684 elmex 1.1 }
685    
686 root 1.56 /******************************************************************************
687     * This is the start of unique map handling code
688     *****************************************************************************/
689 root 1.29
690 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
691     void
692     maptile::clear_unique_items ()
693 root 1.29 {
694 root 1.56 for (int i = 0; i < size (); ++i)
695 root 1.29 {
696 root 1.56 int unique = 0;
697     for (object *op = spaces [i].bot; op; )
698     {
699     object *above = op->above;
700 elmex 1.1
701 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702     unique = 1;
703 root 1.14
704 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 root 1.56 {
706     op->destroy_inv (false);
707     op->destroy ();
708     }
709 elmex 1.1
710 root 1.56 op = above;
711     }
712 root 1.29 }
713 elmex 1.1 }
714    
715 root 1.56 bool
716 root 1.72 maptile::_save_header (object_freezer &freezer)
717 root 1.29 {
718 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
719     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
720 elmex 1.1
721 root 1.56 MAP_OUT2 (arch, "map");
722 elmex 1.1
723 root 1.56 if (name) MAP_OUT (name);
724     MAP_OUT (swap_time);
725     MAP_OUT (reset_time);
726     MAP_OUT (reset_timeout);
727     MAP_OUT (fixed_resettime);
728 root 1.109 MAP_OUT (no_reset);
729 root 1.56 MAP_OUT (difficulty);
730 root 1.9
731 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
732 root 1.29
733 root 1.56 if (shopitems)
734 root 1.29 {
735 root 1.56 char shop[MAX_BUF];
736     print_shop_string (this, shop);
737     MAP_OUT2 (shopitems, shop);
738 elmex 1.1 }
739    
740 root 1.56 MAP_OUT (shopgreed);
741     MAP_OUT (shopmin);
742     MAP_OUT (shopmax);
743     if (shoprace) MAP_OUT (shoprace);
744     MAP_OUT (darkness);
745     MAP_OUT (width);
746     MAP_OUT (height);
747     MAP_OUT (enter_x);
748     MAP_OUT (enter_y);
749 root 1.14
750 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
751     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
752 elmex 1.1
753 root 1.56 MAP_OUT (outdoor);
754     MAP_OUT (temp);
755     MAP_OUT (pressure);
756     MAP_OUT (humid);
757     MAP_OUT (windspeed);
758     MAP_OUT (winddir);
759     MAP_OUT (sky);
760 elmex 1.1
761 root 1.56 MAP_OUT (per_player);
762     MAP_OUT (per_party);
763 elmex 1.1
764 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
765     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
766     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
767     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
768 root 1.40
769 root 1.63 freezer.put (this);
770 root 1.61 freezer.put (KW_end);
771 root 1.40
772 root 1.56 return true;
773 elmex 1.1 }
774    
775 root 1.56 bool
776 root 1.72 maptile::_save_header (const char *path)
777 root 1.29 {
778 root 1.17 object_freezer freezer;
779 root 1.10
780 root 1.72 if (!_save_header (freezer))
781 root 1.56 return false;
782 elmex 1.1
783 root 1.56 return freezer.save (path);
784 elmex 1.1 }
785    
786     /*
787     * Remove and free all objects in the given map.
788     */
789 root 1.29 void
790 root 1.56 maptile::clear ()
791 root 1.29 {
792 root 1.81 if (spaces)
793     {
794     for (mapspace *ms = spaces + size (); ms-- > spaces; )
795 root 1.104 while (object *op = ms->bot)
796 root 1.81 {
797 root 1.127 // manually remove, as to not trigger anything
798     if (ms->bot = op->above)
799     ms->bot->below = 0;
800    
801     op->flag [FLAG_REMOVED] = true;
802    
803 root 1.128 object *head = op->head_ ();
804     if (op == head)
805 root 1.127 {
806     op->destroy_inv (false);
807     op->destroy ();
808     }
809 root 1.128 else if (head->map != op->map)
810     {
811     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812     head->destroy ();
813     }
814 root 1.81 }
815 root 1.29
816 root 1.137 sfree0 (spaces, size ());
817 root 1.81 }
818 root 1.29
819 root 1.56 if (buttons)
820     free_objectlinkpt (buttons), buttons = 0;
821 root 1.127
822 root 1.137 sfree0 (regions, size ());
823 root 1.127 delete [] regionmap; regionmap = 0;
824 elmex 1.1 }
825    
826 root 1.29 void
827 root 1.56 maptile::clear_header ()
828 root 1.29 {
829 root 1.56 name = 0;
830     msg = 0;
831     maplore = 0;
832     shoprace = 0;
833     delete [] shopitems, shopitems = 0;
834 root 1.42
835 root 1.47 for (int i = 0; i < 4; i++)
836 root 1.56 tile_path [i] = 0;
837 root 1.47 }
838 root 1.42
839 root 1.47 maptile::~maptile ()
840     {
841 root 1.53 assert (destroyed ());
842 elmex 1.1 }
843    
844 root 1.29 void
845 root 1.56 maptile::clear_links_to (maptile *m)
846 root 1.29 {
847     /* We need to look through all the maps and see if any maps
848     * are pointing at this one for tiling information. Since
849 root 1.47 * tiling can be asymetric, we just can not look to see which
850 root 1.29 * maps this map tiles with and clears those.
851     */
852 root 1.56 for (int i = 0; i < 4; i++)
853     if (tile_map[i] == m)
854     tile_map[i] = 0;
855 root 1.47 }
856 elmex 1.1
857 root 1.47 void
858 root 1.56 maptile::do_destroy ()
859 root 1.47 {
860 root 1.56 attachable::do_destroy ();
861    
862     clear ();
863 elmex 1.1 }
864    
865 root 1.109 /* decay and destroy perishable items in a map */
866     void
867     maptile::do_decay_objects ()
868     {
869     if (!spaces)
870     return;
871    
872     for (mapspace *ms = spaces + size (); ms-- > spaces; )
873     for (object *above, *op = ms->bot; op; op = above)
874     {
875     above = op->above;
876    
877     bool destroy = 0;
878    
879     // do not decay anything above unique floor tiles (yet :)
880     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881     break;
882    
883     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885     || QUERY_FLAG (op, FLAG_UNIQUE)
886     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887     || QUERY_FLAG (op, FLAG_UNPAID)
888     || op->is_alive ())
889     ; // do not decay
890     else if (op->is_weapon ())
891     {
892     op->stats.dam--;
893     if (op->stats.dam < 0)
894     destroy = 1;
895     }
896     else if (op->is_armor ())
897     {
898     op->stats.ac--;
899     if (op->stats.ac < 0)
900     destroy = 1;
901     }
902     else if (op->type == FOOD)
903     {
904     op->stats.food -= rndm (5, 20);
905     if (op->stats.food < 0)
906     destroy = 1;
907     }
908     else
909     {
910     int mat = op->materials;
911    
912     if (mat & M_PAPER
913     || mat & M_LEATHER
914     || mat & M_WOOD
915     || mat & M_ORGANIC
916     || mat & M_CLOTH
917     || mat & M_LIQUID
918     || (mat & M_IRON && rndm (1, 5) == 1)
919     || (mat & M_GLASS && rndm (1, 2) == 1)
920     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922     || (mat & M_ICE && temp > 32))
923     destroy = 1;
924     }
925    
926     /* adjust overall chance below */
927     if (destroy && rndm (0, 1))
928     op->destroy ();
929     }
930     }
931    
932 elmex 1.1 /*
933 root 1.56 * Updates every button on the map (by calling update_button() for them).
934 elmex 1.1 */
935 root 1.56 void
936     maptile::update_buttons ()
937 root 1.29 {
938 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939     for (objectlink *ol = obp->link; ol; ol = ol->next)
940     {
941     if (!ol->ob)
942     {
943     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945     continue;
946     }
947 elmex 1.1
948 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949     {
950     update_button (ol->ob);
951     break;
952     }
953     }
954 elmex 1.1 }
955    
956     /*
957     * This routine is supposed to find out the difficulty of the map.
958     * difficulty does not have a lot to do with character level,
959     * but does have a lot to do with treasure on the map.
960     *
961     * Difficulty can now be set by the map creature. If the value stored
962     * in the map is zero, then use this routine. Maps should really
963     * have a difficulty set than using this function - human calculation
964     * is much better than this functions guesswork.
965     */
966 root 1.29 int
967 root 1.56 maptile::estimate_difficulty () const
968 root 1.29 {
969 elmex 1.1 long monster_cnt = 0;
970     double avgexp = 0;
971     sint64 total_exp = 0;
972    
973 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
974     for (object *op = ms->bot; op; op = op->above)
975     {
976     if (QUERY_FLAG (op, FLAG_MONSTER))
977     {
978     total_exp += op->stats.exp;
979     monster_cnt++;
980     }
981 elmex 1.1
982 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
983     {
984     total_exp += op->stats.exp;
985 elmex 1.1
986 root 1.56 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
987 root 1.107 total_exp += at->stats.exp * 8;
988 elmex 1.1
989 root 1.56 monster_cnt++;
990     }
991     }
992 elmex 1.1
993     avgexp = (double) total_exp / monster_cnt;
994    
995 root 1.56 for (int i = 1; i <= settings.max_level; i++)
996     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
997     return i;
998 elmex 1.1
999     return 1;
1000     }
1001    
1002     /* change_map_light() - used to change map light level (darkness)
1003     * up or down. Returns true if successful. It should now be
1004     * possible to change a value by more than 1.
1005     * Move this from los.c to map.c since this is more related
1006     * to maps than los.
1007     * postive values make it darker, negative make it brighter
1008     */
1009 root 1.29 int
1010 root 1.56 maptile::change_map_light (int change)
1011 root 1.29 {
1012 root 1.56 int new_level = darkness + change;
1013 root 1.29
1014     /* Nothing to do */
1015 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1016     return 0;
1017 elmex 1.1
1018 root 1.29 /* inform all players on the map */
1019     if (change > 0)
1020 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 root 1.29 else
1022 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023 root 1.29
1024 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1025 root 1.29 * we need to be extra careful about negative values.
1026     * In general, the checks below are only needed if change
1027     * is not +/-1
1028     */
1029     if (new_level < 0)
1030 root 1.56 darkness = 0;
1031 root 1.29 else if (new_level >= MAX_DARKNESS)
1032 root 1.56 darkness = MAX_DARKNESS;
1033 root 1.29 else
1034 root 1.56 darkness = new_level;
1035 elmex 1.1
1036 root 1.29 /* All clients need to get re-updated for the change */
1037 root 1.56 update_all_map_los (this);
1038 root 1.29 return 1;
1039 elmex 1.1 }
1040    
1041     /*
1042     * This function updates various attributes about a specific space
1043     * on the map (what it looks like, whether it blocks magic,
1044     * has a living creatures, prevents people from passing
1045     * through, etc)
1046     */
1047 root 1.29 void
1048 root 1.46 mapspace::update_ ()
1049 root 1.29 {
1050 root 1.45 object *tmp, *last = 0;
1051 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1052 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053    
1054 root 1.94 //object *middle = 0;
1055     //object *top = 0;
1056     //object *floor = 0;
1057     // this seems to generate better code than using locals, above
1058 root 1.95 object *&top = faces_obj[0] = 0;
1059     object *&middle = faces_obj[1] = 0;
1060     object *&floor = faces_obj[2] = 0;
1061 root 1.29
1062 root 1.49 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 root 1.29 {
1064     /* This could be made additive I guess (two lights better than
1065 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1066 root 1.29 * light bulbs do not illuminate twice as far as once since
1067 root 1.45 * it is a dissapation factor that is cubed.
1068 root 1.29 */
1069     if (tmp->glow_radius > light)
1070     light = tmp->glow_radius;
1071    
1072     /* This call is needed in order to update objects the player
1073     * is standing in that have animations (ie, grass, fire, etc).
1074     * However, it also causes the look window to be re-drawn
1075     * 3 times each time the player moves, because many of the
1076     * functions the move_player calls eventualy call this.
1077     *
1078     * Always put the player down for drawing.
1079     */
1080     if (!tmp->invisible)
1081     {
1082     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1083 root 1.94 top = tmp;
1084 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1085     {
1086     /* If we got a floor, that means middle and top were below it,
1087     * so should not be visible, so we clear them.
1088     */
1089 root 1.94 middle = 0;
1090     top = 0;
1091     floor = tmp;
1092 root 1.29 }
1093     /* Flag anywhere have high priority */
1094     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1095     {
1096 root 1.94 middle = tmp;
1097 root 1.29 anywhere = 1;
1098     }
1099     /* Find the highest visible face around. If equal
1100     * visibilities, we still want the one nearer to the
1101     * top
1102     */
1103 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1104     middle = tmp;
1105 root 1.29 }
1106 root 1.45
1107 root 1.29 if (tmp == tmp->above)
1108     {
1109     LOG (llevError, "Error in structure of map\n");
1110     exit (-1);
1111     }
1112    
1113 root 1.45 move_slow |= tmp->move_slow;
1114 root 1.29 move_block |= tmp->move_block;
1115 root 1.45 move_on |= tmp->move_on;
1116     move_off |= tmp->move_off;
1117 root 1.29 move_allow |= tmp->move_allow;
1118    
1119 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1120     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1121     if (tmp->type == PLAYER) flags |= P_PLAYER;
1122     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1123     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1124     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1125     }
1126 root 1.29
1127 root 1.46 this->light = light;
1128     this->flags_ = flags;
1129     this->move_block = move_block & ~move_allow;
1130     this->move_on = move_on;
1131     this->move_off = move_off;
1132     this->move_slow = move_slow;
1133 root 1.29
1134     /* At this point, we have a floor face (if there is a floor),
1135     * and the floor is set - we are not going to touch it at
1136     * this point.
1137     * middle contains the highest visibility face.
1138     * top contains a player/monster face, if there is one.
1139     *
1140     * We now need to fill in top.face and/or middle.face.
1141     */
1142    
1143     /* If the top face also happens to be high visibility, re-do our
1144     * middle face. This should not happen, as we already have the
1145     * else statement above so middle should not get set. OTOH, it
1146     * may be possible for the faces to match but be different objects.
1147     */
1148     if (top == middle)
1149 root 1.94 middle = 0;
1150 root 1.29
1151     /* There are three posibilities at this point:
1152     * 1) top face is set, need middle to be set.
1153     * 2) middle is set, need to set top.
1154     * 3) neither middle or top is set - need to set both.
1155     */
1156    
1157     for (tmp = last; tmp; tmp = tmp->below)
1158     {
1159     /* Once we get to a floor, stop, since we already have a floor object */
1160     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161     break;
1162    
1163     /* If two top faces are already set, quit processing */
1164 root 1.94 if (top && middle)
1165 root 1.29 break;
1166 root 1.10
1167 elmex 1.67 /* Only show visible faces */
1168     if (!tmp->invisible)
1169 root 1.29 {
1170     /* Fill in top if needed */
1171 root 1.94 if (!top)
1172 root 1.29 {
1173 root 1.94 top = tmp;
1174 root 1.29 if (top == middle)
1175 root 1.94 middle = 0;
1176 root 1.29 }
1177     else
1178     {
1179     /* top is already set - we should only get here if
1180     * middle is not set
1181     *
1182     * Set the middle face and break out, since there is nothing
1183     * more to fill in. We don't check visiblity here, since
1184     *
1185     */
1186 root 1.94 if (tmp != top)
1187 root 1.29 {
1188 root 1.94 middle = tmp;
1189 root 1.29 break;
1190 root 1.10 }
1191     }
1192     }
1193 elmex 1.1 }
1194 root 1.45
1195 root 1.29 if (middle == floor)
1196 root 1.94 middle = 0;
1197 root 1.45
1198 root 1.29 if (top == middle)
1199 root 1.94 middle = 0;
1200 root 1.45
1201 root 1.94 #if 0
1202     faces_obj [0] = top;
1203     faces_obj [1] = middle;
1204     faces_obj [2] = floor;
1205     #endif
1206 elmex 1.1 }
1207    
1208 root 1.85 uint64
1209     mapspace::volume () const
1210     {
1211     uint64 vol = 0;
1212    
1213     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1214     vol += op->volume ();
1215    
1216     return vol;
1217     }
1218    
1219 root 1.117 bool
1220     maptile::tile_available (int dir, bool load)
1221 elmex 1.1 {
1222 root 1.118 if (!tile_path[dir])
1223     return 0;
1224    
1225 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1226 root 1.117 return 1;
1227 root 1.60
1228 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1229     return 1;
1230 root 1.56
1231 root 1.117 return 0;
1232 root 1.68 }
1233    
1234 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1235     * map m. This function also takes into account any
1236     * tiling considerations, loading adjacant maps as needed.
1237     * This is the function should always be used when it
1238     * necessary to check for valid coordinates.
1239     * This function will recursively call itself for the
1240     * tiled maps.
1241     */
1242 root 1.29 int
1243 root 1.31 out_of_map (maptile *m, int x, int y)
1244 elmex 1.1 {
1245 root 1.29 /* If we get passed a null map, this is obviously the
1246     * case. This generally shouldn't happen, but if the
1247     * map loads fail below, it could happen.
1248     */
1249     if (!m)
1250     return 0;
1251 elmex 1.1
1252 root 1.29 if (x < 0)
1253     {
1254 root 1.119 if (!m->tile_available (3))
1255 root 1.29 return 1;
1256 root 1.46
1257 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1258 elmex 1.1 }
1259 root 1.46
1260 root 1.48 if (x >= m->width)
1261 root 1.29 {
1262 root 1.119 if (!m->tile_available (1))
1263 root 1.29 return 1;
1264 root 1.46
1265 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1266 elmex 1.1 }
1267 root 1.46
1268 root 1.29 if (y < 0)
1269     {
1270 root 1.119 if (!m->tile_available (0))
1271 root 1.29 return 1;
1272 root 1.46
1273 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1274 elmex 1.1 }
1275 root 1.46
1276 root 1.48 if (y >= m->height)
1277 root 1.29 {
1278 root 1.119 if (!m->tile_available (2))
1279 root 1.29 return 1;
1280 root 1.46
1281 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1282 elmex 1.1 }
1283    
1284 root 1.29 /* Simple case - coordinates are within this local
1285     * map.
1286     */
1287     return 0;
1288 elmex 1.1 }
1289    
1290     /* This is basically the same as out_of_map above, but
1291     * instead we return NULL if no map is valid (coordinates
1292     * out of bounds and no tiled map), otherwise it returns
1293     * the map as that the coordinates are really on, and
1294 pippijn 1.66 * updates x and y to be the localised coordinates.
1295 elmex 1.1 * Using this is more efficient of calling out_of_map
1296     * and then figuring out what the real map is
1297     */
1298 root 1.31 maptile *
1299 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1300 elmex 1.1 {
1301 root 1.68 if (x < 0)
1302 root 1.29 {
1303 root 1.119 if (!tile_available (3))
1304 root 1.46 return 0;
1305 root 1.56
1306 root 1.68 x += tile_map[3]->width;
1307     return tile_map[3]->xy_find (x, y);
1308 elmex 1.1 }
1309 root 1.46
1310 root 1.68 if (x >= width)
1311 root 1.29 {
1312 root 1.119 if (!tile_available (1))
1313 root 1.46 return 0;
1314    
1315 root 1.68 x -= width;
1316     return tile_map[1]->xy_find (x, y);
1317 elmex 1.1 }
1318 root 1.46
1319 root 1.68 if (y < 0)
1320 root 1.29 {
1321 root 1.119 if (!tile_available (0))
1322 root 1.46 return 0;
1323    
1324 root 1.68 y += tile_map[0]->height;
1325     return tile_map[0]->xy_find (x, y);
1326 elmex 1.1 }
1327 root 1.46
1328 root 1.68 if (y >= height)
1329 root 1.29 {
1330 root 1.119 if (!tile_available (2))
1331 root 1.46 return 0;
1332    
1333 root 1.68 y -= height;
1334     return tile_map[2]->xy_find (x, y);
1335 elmex 1.1 }
1336    
1337 root 1.29 /* Simple case - coordinates are within this local
1338     * map.
1339     */
1340 root 1.68 return this;
1341 elmex 1.1 }
1342    
1343     /**
1344     * Return whether map2 is adjacent to map1. If so, store the distance from
1345     * map1 to map2 in dx/dy.
1346     */
1347 root 1.82 int
1348 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1349 root 1.29 {
1350     if (!map1 || !map2)
1351     return 0;
1352    
1353 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1354 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1355 root 1.29 if (map1 == map2)
1356     {
1357     *dx = 0;
1358     *dy = 0;
1359     }
1360     else if (map1->tile_map[0] == map2)
1361     { /* up */
1362     *dx = 0;
1363 root 1.48 *dy = -map2->height;
1364 root 1.29 }
1365     else if (map1->tile_map[1] == map2)
1366     { /* right */
1367 root 1.48 *dx = map1->width;
1368 root 1.29 *dy = 0;
1369     }
1370     else if (map1->tile_map[2] == map2)
1371     { /* down */
1372     *dx = 0;
1373 root 1.48 *dy = map1->height;
1374 root 1.29 }
1375     else if (map1->tile_map[3] == map2)
1376     { /* left */
1377 root 1.48 *dx = -map2->width;
1378 root 1.29 *dy = 0;
1379     }
1380     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1381     { /* up right */
1382 root 1.48 *dx = map1->tile_map[0]->width;
1383     *dy = -map1->tile_map[0]->height;
1384 root 1.29 }
1385     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1386     { /* up left */
1387 root 1.48 *dx = -map2->width;
1388     *dy = -map1->tile_map[0]->height;
1389 root 1.29 }
1390     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1391     { /* right up */
1392 root 1.48 *dx = map1->width;
1393     *dy = -map2->height;
1394 root 1.29 }
1395     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1396     { /* right down */
1397 root 1.48 *dx = map1->width;
1398     *dy = map1->tile_map[1]->height;
1399 root 1.29 }
1400     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1401     { /* down right */
1402 root 1.48 *dx = map1->tile_map[2]->width;
1403     *dy = map1->height;
1404 root 1.29 }
1405     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1406     { /* down left */
1407 root 1.48 *dx = -map2->width;
1408     *dy = map1->height;
1409 root 1.29 }
1410     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1411     { /* left up */
1412 root 1.48 *dx = -map1->tile_map[3]->width;
1413     *dy = -map2->height;
1414 root 1.29 }
1415     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1416     { /* left down */
1417 root 1.48 *dx = -map1->tile_map[3]->width;
1418     *dy = map1->tile_map[3]->height;
1419 root 1.29 }
1420     else
1421 root 1.56 return 0;
1422 elmex 1.1
1423 root 1.29 return 1;
1424 elmex 1.1 }
1425    
1426 root 1.68 maptile *
1427     maptile::xy_load (sint16 &x, sint16 &y)
1428     {
1429     maptile *map = xy_find (x, y);
1430    
1431     if (map)
1432     map->load_sync ();
1433    
1434     return map;
1435     }
1436    
1437     maptile *
1438     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1439     {
1440     return m->xy_load (*x, *y);
1441     }
1442    
1443 elmex 1.1 /* From map.c
1444     * This is used by get_player to determine where the other
1445     * creature is. get_rangevector takes into account map tiling,
1446     * so you just can not look the the map coordinates and get the
1447     * righte value. distance_x/y are distance away, which
1448 root 1.79 * can be negative. direction is the crossfire direction scheme
1449 elmex 1.1 * that the creature should head. part is the part of the
1450     * monster that is closest.
1451     *
1452     * get_rangevector looks at op1 and op2, and fills in the
1453     * structure for op1 to get to op2.
1454     * We already trust that the caller has verified that the
1455     * two objects are at least on adjacent maps. If not,
1456     * results are not likely to be what is desired.
1457     * if the objects are not on maps, results are also likely to
1458     * be unexpected
1459     *
1460     * currently, the only flag supported (0x1) is don't translate for
1461     * closest body part of 'op1'
1462     */
1463 root 1.29 void
1464     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1465     {
1466     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1467     {
1468     /* be conservative and fill in _some_ data */
1469 root 1.86 retval->distance = 10000;
1470     retval->distance_x = 10000;
1471     retval->distance_y = 10000;
1472 root 1.29 retval->direction = 0;
1473     retval->part = 0;
1474     }
1475     else
1476     {
1477     object *best;
1478    
1479     retval->distance_x += op2->x - op1->x;
1480     retval->distance_y += op2->y - op1->y;
1481    
1482     best = op1;
1483     /* If this is multipart, find the closest part now */
1484     if (!(flags & 0x1) && op1->more)
1485     {
1486     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1487    
1488     /* we just take the offset of the piece to head to figure
1489     * distance instead of doing all that work above again
1490     * since the distance fields we set above are positive in the
1491     * same axis as is used for multipart objects, the simply arithmetic
1492     * below works.
1493     */
1494 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1495 root 1.29 {
1496     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1497     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1498     if (tmpi < best_distance)
1499     {
1500     best_distance = tmpi;
1501     best = tmp;
1502 elmex 1.1 }
1503     }
1504 root 1.75
1505 root 1.29 if (best != op1)
1506     {
1507     retval->distance_x += op1->x - best->x;
1508     retval->distance_y += op1->y - best->y;
1509 elmex 1.1 }
1510     }
1511 root 1.75
1512 root 1.29 retval->part = best;
1513 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1514 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1515 elmex 1.1 }
1516     }
1517    
1518     /* this is basically the same as get_rangevector above, but instead of
1519     * the first parameter being an object, it instead is the map
1520     * and x,y coordinates - this is used for path to player -
1521     * since the object is not infact moving but we are trying to traverse
1522     * the path, we need this.
1523     * flags has no meaning for this function at this time - I kept it in to
1524     * be more consistant with the above function and also in case they are needed
1525     * for something in the future. Also, since no object is pasted, the best
1526     * field of the rv_vector is set to NULL.
1527     */
1528 root 1.29 void
1529 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1530 root 1.29 {
1531     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1532     {
1533     /* be conservative and fill in _some_ data */
1534     retval->distance = 100000;
1535     retval->distance_x = 32767;
1536     retval->distance_y = 32767;
1537     retval->direction = 0;
1538     retval->part = 0;
1539     }
1540     else
1541     {
1542     retval->distance_x += op2->x - x;
1543     retval->distance_y += op2->y - y;
1544    
1545     retval->part = NULL;
1546 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1547 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1548 elmex 1.1 }
1549     }
1550    
1551     /* Returns true of op1 and op2 are effectively on the same map
1552     * (as related to map tiling). Note that this looks for a path from
1553 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1554 elmex 1.1 * to op1, this will still return false.
1555     * Note we only look one map out to keep the processing simple
1556     * and efficient. This could probably be a macro.
1557     * MSW 2001-08-05
1558     */
1559 root 1.29 int
1560     on_same_map (const object *op1, const object *op2)
1561     {
1562     int dx, dy;
1563 elmex 1.1
1564 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1565 elmex 1.1 }
1566 root 1.52
1567     object *
1568     maptile::insert (object *op, int x, int y, object *originator, int flags)
1569     {
1570     if (!op->flag [FLAG_REMOVED])
1571     op->remove ();
1572    
1573     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1574     }
1575    
1576 root 1.81 region *
1577     maptile::region (int x, int y) const
1578     {
1579     if (regions
1580     && regionmap
1581     && !OUT_OF_REAL_MAP (this, x, y))
1582     if (struct region *reg = regionmap [regions [y * width + x]])
1583     return reg;
1584    
1585     if (default_region)
1586     return default_region;
1587    
1588     return ::region::default_region ();
1589     }
1590    
1591 root 1.91 /* picks a random object from a style map.
1592     */
1593     object *
1594 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1595 root 1.91 {
1596     /* while returning a null object will result in a crash, that
1597     * is actually preferable to an infinite loop. That is because
1598     * most servers will automatically restart in case of crash.
1599     * Change the logic on getting the random space - shouldn't make
1600     * any difference, but this seems clearer to me.
1601     */
1602     for (int i = 1000; --i;)
1603     {
1604 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1605 root 1.91
1606     // do not prefer big monsters just because they are big.
1607 root 1.138 if (pick && pick->is_head ())
1608 root 1.91 return pick->head_ ();
1609     }
1610    
1611     // instead of crashing in the unlikely(?) case, try to return *something*
1612 root 1.138 return archetype::find ("bug");
1613 root 1.91 }
1614 root 1.85
1615 root 1.114 void
1616     maptile::play_sound (faceidx sound, int x, int y) const
1617     {
1618     if (!sound)
1619     return;
1620    
1621     for_all_players (pl)
1622 root 1.131 if (pl->ob->map == this)
1623 root 1.114 if (client *ns = pl->ns)
1624     {
1625 root 1.131 int dx = x - pl->ob->x;
1626     int dy = y - pl->ob->y;
1627 root 1.114
1628     int distance = idistance (dx, dy);
1629    
1630     if (distance <= MAX_SOUND_DISTANCE)
1631     ns->play_sound (sound, dx, dy);
1632     }
1633     }
1634