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Revision: 1.143
Committed: Sun May 18 19:53:07 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.142: +1 -0 lines
Log Message:
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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 1.141 case KW_no_drop: thawer.get (no_drop); 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 1.141 MAP_OUT (no_drop);
731 root 1.56 MAP_OUT (difficulty);
732 root 1.9
733 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
734 root 1.29
735 root 1.56 if (shopitems)
736 root 1.29 {
737 root 1.56 char shop[MAX_BUF];
738     print_shop_string (this, shop);
739     MAP_OUT2 (shopitems, shop);
740 elmex 1.1 }
741    
742 root 1.56 MAP_OUT (shopgreed);
743     MAP_OUT (shopmin);
744     MAP_OUT (shopmax);
745     if (shoprace) MAP_OUT (shoprace);
746     MAP_OUT (darkness);
747     MAP_OUT (width);
748     MAP_OUT (height);
749     MAP_OUT (enter_x);
750     MAP_OUT (enter_y);
751 root 1.14
752 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
753     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
754 elmex 1.1
755 root 1.56 MAP_OUT (outdoor);
756     MAP_OUT (temp);
757     MAP_OUT (pressure);
758     MAP_OUT (humid);
759     MAP_OUT (windspeed);
760     MAP_OUT (winddir);
761     MAP_OUT (sky);
762 elmex 1.1
763 root 1.56 MAP_OUT (per_player);
764     MAP_OUT (per_party);
765 elmex 1.1
766 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
767     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
768     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
769     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
770 root 1.40
771 root 1.63 freezer.put (this);
772 root 1.61 freezer.put (KW_end);
773 root 1.40
774 root 1.56 return true;
775 elmex 1.1 }
776    
777 root 1.56 bool
778 root 1.72 maptile::_save_header (const char *path)
779 root 1.29 {
780 root 1.17 object_freezer freezer;
781 root 1.10
782 root 1.72 if (!_save_header (freezer))
783 root 1.56 return false;
784 elmex 1.1
785 root 1.56 return freezer.save (path);
786 elmex 1.1 }
787    
788     /*
789     * Remove and free all objects in the given map.
790     */
791 root 1.29 void
792 root 1.56 maptile::clear ()
793 root 1.29 {
794 root 1.81 if (spaces)
795     {
796     for (mapspace *ms = spaces + size (); ms-- > spaces; )
797 root 1.104 while (object *op = ms->bot)
798 root 1.81 {
799 root 1.127 // manually remove, as to not trigger anything
800     if (ms->bot = op->above)
801     ms->bot->below = 0;
802    
803     op->flag [FLAG_REMOVED] = true;
804    
805 root 1.128 object *head = op->head_ ();
806     if (op == head)
807 root 1.127 {
808     op->destroy_inv (false);
809     op->destroy ();
810     }
811 root 1.128 else if (head->map != op->map)
812     {
813     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814     head->destroy ();
815     }
816 root 1.81 }
817 root 1.29
818 root 1.137 sfree0 (spaces, size ());
819 root 1.81 }
820 root 1.29
821 root 1.56 if (buttons)
822     free_objectlinkpt (buttons), buttons = 0;
823 root 1.127
824 root 1.137 sfree0 (regions, size ());
825 root 1.127 delete [] regionmap; regionmap = 0;
826 elmex 1.1 }
827    
828 root 1.29 void
829 root 1.56 maptile::clear_header ()
830 root 1.29 {
831 root 1.56 name = 0;
832     msg = 0;
833     maplore = 0;
834     shoprace = 0;
835     delete [] shopitems, shopitems = 0;
836 root 1.42
837 root 1.47 for (int i = 0; i < 4; i++)
838 root 1.56 tile_path [i] = 0;
839 root 1.47 }
840 root 1.42
841 root 1.47 maptile::~maptile ()
842     {
843 root 1.53 assert (destroyed ());
844 elmex 1.1 }
845    
846 root 1.29 void
847 root 1.56 maptile::clear_links_to (maptile *m)
848 root 1.29 {
849     /* We need to look through all the maps and see if any maps
850     * are pointing at this one for tiling information. Since
851 root 1.47 * tiling can be asymetric, we just can not look to see which
852 root 1.29 * maps this map tiles with and clears those.
853     */
854 root 1.56 for (int i = 0; i < 4; i++)
855     if (tile_map[i] == m)
856     tile_map[i] = 0;
857 root 1.47 }
858 elmex 1.1
859 root 1.47 void
860 root 1.56 maptile::do_destroy ()
861 root 1.47 {
862 root 1.56 attachable::do_destroy ();
863    
864     clear ();
865 elmex 1.1 }
866    
867 root 1.109 /* decay and destroy perishable items in a map */
868     void
869     maptile::do_decay_objects ()
870     {
871     if (!spaces)
872     return;
873    
874     for (mapspace *ms = spaces + size (); ms-- > spaces; )
875     for (object *above, *op = ms->bot; op; op = above)
876     {
877     above = op->above;
878    
879     bool destroy = 0;
880    
881     // do not decay anything above unique floor tiles (yet :)
882     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883     break;
884    
885     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887     || QUERY_FLAG (op, FLAG_UNIQUE)
888     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889     || QUERY_FLAG (op, FLAG_UNPAID)
890     || op->is_alive ())
891     ; // do not decay
892     else if (op->is_weapon ())
893     {
894     op->stats.dam--;
895     if (op->stats.dam < 0)
896     destroy = 1;
897     }
898     else if (op->is_armor ())
899     {
900     op->stats.ac--;
901     if (op->stats.ac < 0)
902     destroy = 1;
903     }
904     else if (op->type == FOOD)
905     {
906     op->stats.food -= rndm (5, 20);
907     if (op->stats.food < 0)
908     destroy = 1;
909     }
910     else
911     {
912     int mat = op->materials;
913    
914     if (mat & M_PAPER
915     || mat & M_LEATHER
916     || mat & M_WOOD
917     || mat & M_ORGANIC
918     || mat & M_CLOTH
919     || mat & M_LIQUID
920     || (mat & M_IRON && rndm (1, 5) == 1)
921     || (mat & M_GLASS && rndm (1, 2) == 1)
922     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924     || (mat & M_ICE && temp > 32))
925     destroy = 1;
926     }
927    
928     /* adjust overall chance below */
929     if (destroy && rndm (0, 1))
930     op->destroy ();
931     }
932     }
933    
934 elmex 1.1 /*
935 root 1.56 * Updates every button on the map (by calling update_button() for them).
936 elmex 1.1 */
937 root 1.56 void
938     maptile::update_buttons ()
939 root 1.29 {
940 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941     for (objectlink *ol = obp->link; ol; ol = ol->next)
942     {
943     if (!ol->ob)
944     {
945     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947     continue;
948     }
949 elmex 1.1
950 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951     {
952     update_button (ol->ob);
953     break;
954     }
955     }
956 elmex 1.1 }
957    
958     /*
959     * This routine is supposed to find out the difficulty of the map.
960     * difficulty does not have a lot to do with character level,
961     * but does have a lot to do with treasure on the map.
962     *
963     * Difficulty can now be set by the map creature. If the value stored
964     * in the map is zero, then use this routine. Maps should really
965     * have a difficulty set than using this function - human calculation
966     * is much better than this functions guesswork.
967     */
968 root 1.29 int
969 root 1.56 maptile::estimate_difficulty () const
970 root 1.29 {
971 elmex 1.1 long monster_cnt = 0;
972     double avgexp = 0;
973     sint64 total_exp = 0;
974    
975 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976     for (object *op = ms->bot; op; op = op->above)
977     {
978     if (QUERY_FLAG (op, FLAG_MONSTER))
979     {
980     total_exp += op->stats.exp;
981     monster_cnt++;
982     }
983 elmex 1.1
984 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
985     {
986     total_exp += op->stats.exp;
987 elmex 1.1
988 root 1.140 if (archetype *at = op->other_arch)
989     {
990     total_exp += at->stats.exp * 8;
991     monster_cnt++;
992     }
993    
994     for (object *inv = op->inv; inv; inv = inv->below)
995     {
996     total_exp += op->stats.exp * 8;
997     monster_cnt++;
998     }
999 root 1.56 }
1000     }
1001 elmex 1.1
1002     avgexp = (double) total_exp / monster_cnt;
1003    
1004 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1005     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1006     return i;
1007 elmex 1.1
1008     return 1;
1009     }
1010    
1011     /* change_map_light() - used to change map light level (darkness)
1012     * up or down. Returns true if successful. It should now be
1013     * possible to change a value by more than 1.
1014     * Move this from los.c to map.c since this is more related
1015     * to maps than los.
1016     * postive values make it darker, negative make it brighter
1017     */
1018 root 1.29 int
1019 root 1.56 maptile::change_map_light (int change)
1020 root 1.29 {
1021 root 1.56 int new_level = darkness + change;
1022 root 1.29
1023     /* Nothing to do */
1024 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1025     return 0;
1026 elmex 1.1
1027 root 1.29 /* inform all players on the map */
1028     if (change > 0)
1029 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 root 1.29 else
1031 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 root 1.29
1033 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1034 root 1.29 * we need to be extra careful about negative values.
1035     * In general, the checks below are only needed if change
1036     * is not +/-1
1037     */
1038     if (new_level < 0)
1039 root 1.56 darkness = 0;
1040 root 1.29 else if (new_level >= MAX_DARKNESS)
1041 root 1.56 darkness = MAX_DARKNESS;
1042 root 1.29 else
1043 root 1.56 darkness = new_level;
1044 elmex 1.1
1045 root 1.29 /* All clients need to get re-updated for the change */
1046 root 1.56 update_all_map_los (this);
1047 root 1.142
1048 root 1.29 return 1;
1049 elmex 1.1 }
1050    
1051     /*
1052     * This function updates various attributes about a specific space
1053     * on the map (what it looks like, whether it blocks magic,
1054     * has a living creatures, prevents people from passing
1055     * through, etc)
1056     */
1057 root 1.29 void
1058 root 1.46 mapspace::update_ ()
1059 root 1.29 {
1060 root 1.142 object *last = 0;
1061 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1062 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063    
1064 root 1.94 //object *middle = 0;
1065     //object *top = 0;
1066     //object *floor = 0;
1067     // this seems to generate better code than using locals, above
1068 root 1.95 object *&top = faces_obj[0] = 0;
1069     object *&middle = faces_obj[1] = 0;
1070     object *&floor = faces_obj[2] = 0;
1071 root 1.29
1072 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 root 1.29 {
1074     /* This could be made additive I guess (two lights better than
1075 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1076 root 1.29 * light bulbs do not illuminate twice as far as once since
1077 root 1.45 * it is a dissapation factor that is cubed.
1078 root 1.29 */
1079 root 1.139 light = max (light, tmp->glow_radius);
1080 root 1.29
1081     /* This call is needed in order to update objects the player
1082     * is standing in that have animations (ie, grass, fire, etc).
1083     * However, it also causes the look window to be re-drawn
1084     * 3 times each time the player moves, because many of the
1085     * functions the move_player calls eventualy call this.
1086     *
1087     * Always put the player down for drawing.
1088     */
1089     if (!tmp->invisible)
1090     {
1091     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1092 root 1.94 top = tmp;
1093 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1094     {
1095     /* If we got a floor, that means middle and top were below it,
1096     * so should not be visible, so we clear them.
1097     */
1098 root 1.94 middle = 0;
1099     top = 0;
1100     floor = tmp;
1101 root 1.29 }
1102     /* Flag anywhere have high priority */
1103     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104     {
1105 root 1.94 middle = tmp;
1106 root 1.29 anywhere = 1;
1107     }
1108 root 1.143
1109 root 1.29 /* Find the highest visible face around. If equal
1110     * visibilities, we still want the one nearer to the
1111     * top
1112     */
1113 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114     middle = tmp;
1115 root 1.29 }
1116 root 1.45
1117 root 1.29 if (tmp == tmp->above)
1118     {
1119     LOG (llevError, "Error in structure of map\n");
1120     exit (-1);
1121     }
1122    
1123 root 1.45 move_slow |= tmp->move_slow;
1124 root 1.29 move_block |= tmp->move_block;
1125 root 1.45 move_on |= tmp->move_on;
1126     move_off |= tmp->move_off;
1127 root 1.29 move_allow |= tmp->move_allow;
1128    
1129 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1130     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1131     if (tmp->type == PLAYER) flags |= P_PLAYER;
1132     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135     }
1136 root 1.29
1137 root 1.46 this->light = light;
1138     this->flags_ = flags;
1139     this->move_block = move_block & ~move_allow;
1140     this->move_on = move_on;
1141     this->move_off = move_off;
1142     this->move_slow = move_slow;
1143 root 1.29
1144     /* At this point, we have a floor face (if there is a floor),
1145     * and the floor is set - we are not going to touch it at
1146     * this point.
1147     * middle contains the highest visibility face.
1148     * top contains a player/monster face, if there is one.
1149     *
1150     * We now need to fill in top.face and/or middle.face.
1151     */
1152    
1153     /* If the top face also happens to be high visibility, re-do our
1154     * middle face. This should not happen, as we already have the
1155     * else statement above so middle should not get set. OTOH, it
1156     * may be possible for the faces to match but be different objects.
1157     */
1158     if (top == middle)
1159 root 1.94 middle = 0;
1160 root 1.29
1161     /* There are three posibilities at this point:
1162     * 1) top face is set, need middle to be set.
1163     * 2) middle is set, need to set top.
1164     * 3) neither middle or top is set - need to set both.
1165     */
1166    
1167 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1168 root 1.29 {
1169     /* Once we get to a floor, stop, since we already have a floor object */
1170     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171     break;
1172    
1173     /* If two top faces are already set, quit processing */
1174 root 1.94 if (top && middle)
1175 root 1.29 break;
1176 root 1.10
1177 elmex 1.67 /* Only show visible faces */
1178     if (!tmp->invisible)
1179 root 1.29 {
1180     /* Fill in top if needed */
1181 root 1.94 if (!top)
1182 root 1.29 {
1183 root 1.94 top = tmp;
1184 root 1.29 if (top == middle)
1185 root 1.94 middle = 0;
1186 root 1.29 }
1187     else
1188     {
1189     /* top is already set - we should only get here if
1190     * middle is not set
1191     *
1192     * Set the middle face and break out, since there is nothing
1193     * more to fill in. We don't check visiblity here, since
1194     *
1195     */
1196 root 1.94 if (tmp != top)
1197 root 1.29 {
1198 root 1.94 middle = tmp;
1199 root 1.29 break;
1200 root 1.10 }
1201     }
1202     }
1203 elmex 1.1 }
1204 root 1.45
1205 root 1.29 if (middle == floor)
1206 root 1.94 middle = 0;
1207 root 1.45
1208 root 1.29 if (top == middle)
1209 root 1.94 middle = 0;
1210 root 1.45
1211 root 1.94 #if 0
1212     faces_obj [0] = top;
1213     faces_obj [1] = middle;
1214     faces_obj [2] = floor;
1215     #endif
1216 elmex 1.1 }
1217    
1218 root 1.85 uint64
1219     mapspace::volume () const
1220     {
1221     uint64 vol = 0;
1222    
1223     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224     vol += op->volume ();
1225    
1226     return vol;
1227     }
1228    
1229 root 1.117 bool
1230     maptile::tile_available (int dir, bool load)
1231 elmex 1.1 {
1232 root 1.118 if (!tile_path[dir])
1233     return 0;
1234    
1235 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1236 root 1.117 return 1;
1237 root 1.60
1238 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239     return 1;
1240 root 1.56
1241 root 1.117 return 0;
1242 root 1.68 }
1243    
1244 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1245     * map m. This function also takes into account any
1246     * tiling considerations, loading adjacant maps as needed.
1247     * This is the function should always be used when it
1248     * necessary to check for valid coordinates.
1249     * This function will recursively call itself for the
1250     * tiled maps.
1251     */
1252 root 1.29 int
1253 root 1.31 out_of_map (maptile *m, int x, int y)
1254 elmex 1.1 {
1255 root 1.29 /* If we get passed a null map, this is obviously the
1256     * case. This generally shouldn't happen, but if the
1257     * map loads fail below, it could happen.
1258     */
1259     if (!m)
1260     return 0;
1261 elmex 1.1
1262 root 1.29 if (x < 0)
1263     {
1264 root 1.119 if (!m->tile_available (3))
1265 root 1.29 return 1;
1266 root 1.46
1267 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1268 elmex 1.1 }
1269 root 1.46
1270 root 1.48 if (x >= m->width)
1271 root 1.29 {
1272 root 1.119 if (!m->tile_available (1))
1273 root 1.29 return 1;
1274 root 1.46
1275 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1276 elmex 1.1 }
1277 root 1.46
1278 root 1.29 if (y < 0)
1279     {
1280 root 1.119 if (!m->tile_available (0))
1281 root 1.29 return 1;
1282 root 1.46
1283 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1284 elmex 1.1 }
1285 root 1.46
1286 root 1.48 if (y >= m->height)
1287 root 1.29 {
1288 root 1.119 if (!m->tile_available (2))
1289 root 1.29 return 1;
1290 root 1.46
1291 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1292 elmex 1.1 }
1293    
1294 root 1.29 /* Simple case - coordinates are within this local
1295     * map.
1296     */
1297     return 0;
1298 elmex 1.1 }
1299    
1300     /* This is basically the same as out_of_map above, but
1301     * instead we return NULL if no map is valid (coordinates
1302     * out of bounds and no tiled map), otherwise it returns
1303     * the map as that the coordinates are really on, and
1304 pippijn 1.66 * updates x and y to be the localised coordinates.
1305 elmex 1.1 * Using this is more efficient of calling out_of_map
1306     * and then figuring out what the real map is
1307     */
1308 root 1.31 maptile *
1309 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1310 elmex 1.1 {
1311 root 1.68 if (x < 0)
1312 root 1.29 {
1313 root 1.119 if (!tile_available (3))
1314 root 1.46 return 0;
1315 root 1.56
1316 root 1.68 x += tile_map[3]->width;
1317     return tile_map[3]->xy_find (x, y);
1318 elmex 1.1 }
1319 root 1.46
1320 root 1.68 if (x >= width)
1321 root 1.29 {
1322 root 1.119 if (!tile_available (1))
1323 root 1.46 return 0;
1324    
1325 root 1.68 x -= width;
1326     return tile_map[1]->xy_find (x, y);
1327 elmex 1.1 }
1328 root 1.46
1329 root 1.68 if (y < 0)
1330 root 1.29 {
1331 root 1.119 if (!tile_available (0))
1332 root 1.46 return 0;
1333    
1334 root 1.68 y += tile_map[0]->height;
1335     return tile_map[0]->xy_find (x, y);
1336 elmex 1.1 }
1337 root 1.46
1338 root 1.68 if (y >= height)
1339 root 1.29 {
1340 root 1.119 if (!tile_available (2))
1341 root 1.46 return 0;
1342    
1343 root 1.68 y -= height;
1344     return tile_map[2]->xy_find (x, y);
1345 elmex 1.1 }
1346    
1347 root 1.29 /* Simple case - coordinates are within this local
1348     * map.
1349     */
1350 root 1.68 return this;
1351 elmex 1.1 }
1352    
1353     /**
1354     * Return whether map2 is adjacent to map1. If so, store the distance from
1355     * map1 to map2 in dx/dy.
1356     */
1357 root 1.82 int
1358 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1359 root 1.29 {
1360     if (!map1 || !map2)
1361     return 0;
1362    
1363 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1364 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1365 root 1.29 if (map1 == map2)
1366     {
1367     *dx = 0;
1368     *dy = 0;
1369     }
1370     else if (map1->tile_map[0] == map2)
1371     { /* up */
1372     *dx = 0;
1373 root 1.48 *dy = -map2->height;
1374 root 1.29 }
1375     else if (map1->tile_map[1] == map2)
1376     { /* right */
1377 root 1.48 *dx = map1->width;
1378 root 1.29 *dy = 0;
1379     }
1380     else if (map1->tile_map[2] == map2)
1381     { /* down */
1382     *dx = 0;
1383 root 1.48 *dy = map1->height;
1384 root 1.29 }
1385     else if (map1->tile_map[3] == map2)
1386     { /* left */
1387 root 1.48 *dx = -map2->width;
1388 root 1.29 *dy = 0;
1389     }
1390     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1391     { /* up right */
1392 root 1.48 *dx = map1->tile_map[0]->width;
1393     *dy = -map1->tile_map[0]->height;
1394 root 1.29 }
1395     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1396     { /* up left */
1397 root 1.48 *dx = -map2->width;
1398     *dy = -map1->tile_map[0]->height;
1399 root 1.29 }
1400     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1401     { /* right up */
1402 root 1.48 *dx = map1->width;
1403     *dy = -map2->height;
1404 root 1.29 }
1405     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1406     { /* right down */
1407 root 1.48 *dx = map1->width;
1408     *dy = map1->tile_map[1]->height;
1409 root 1.29 }
1410     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1411     { /* down right */
1412 root 1.48 *dx = map1->tile_map[2]->width;
1413     *dy = map1->height;
1414 root 1.29 }
1415     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1416     { /* down left */
1417 root 1.48 *dx = -map2->width;
1418     *dy = map1->height;
1419 root 1.29 }
1420     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1421     { /* left up */
1422 root 1.48 *dx = -map1->tile_map[3]->width;
1423     *dy = -map2->height;
1424 root 1.29 }
1425     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1426     { /* left down */
1427 root 1.48 *dx = -map1->tile_map[3]->width;
1428     *dy = map1->tile_map[3]->height;
1429 root 1.29 }
1430     else
1431 root 1.56 return 0;
1432 elmex 1.1
1433 root 1.29 return 1;
1434 elmex 1.1 }
1435    
1436 root 1.68 maptile *
1437     maptile::xy_load (sint16 &x, sint16 &y)
1438     {
1439     maptile *map = xy_find (x, y);
1440    
1441     if (map)
1442     map->load_sync ();
1443    
1444     return map;
1445     }
1446    
1447     maptile *
1448     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1449     {
1450     return m->xy_load (*x, *y);
1451     }
1452    
1453 elmex 1.1 /* From map.c
1454     * This is used by get_player to determine where the other
1455     * creature is. get_rangevector takes into account map tiling,
1456     * so you just can not look the the map coordinates and get the
1457     * righte value. distance_x/y are distance away, which
1458 root 1.79 * can be negative. direction is the crossfire direction scheme
1459 elmex 1.1 * that the creature should head. part is the part of the
1460     * monster that is closest.
1461     *
1462     * get_rangevector looks at op1 and op2, and fills in the
1463     * structure for op1 to get to op2.
1464     * We already trust that the caller has verified that the
1465     * two objects are at least on adjacent maps. If not,
1466     * results are not likely to be what is desired.
1467     * if the objects are not on maps, results are also likely to
1468     * be unexpected
1469     *
1470     * currently, the only flag supported (0x1) is don't translate for
1471     * closest body part of 'op1'
1472     */
1473 root 1.29 void
1474     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1475     {
1476     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1477     {
1478     /* be conservative and fill in _some_ data */
1479 root 1.86 retval->distance = 10000;
1480     retval->distance_x = 10000;
1481     retval->distance_y = 10000;
1482 root 1.29 retval->direction = 0;
1483     retval->part = 0;
1484     }
1485     else
1486     {
1487     object *best;
1488    
1489     retval->distance_x += op2->x - op1->x;
1490     retval->distance_y += op2->y - op1->y;
1491    
1492     best = op1;
1493     /* If this is multipart, find the closest part now */
1494     if (!(flags & 0x1) && op1->more)
1495     {
1496     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1497    
1498     /* we just take the offset of the piece to head to figure
1499     * distance instead of doing all that work above again
1500     * since the distance fields we set above are positive in the
1501     * same axis as is used for multipart objects, the simply arithmetic
1502     * below works.
1503     */
1504 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1505 root 1.29 {
1506     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1507     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1508     if (tmpi < best_distance)
1509     {
1510     best_distance = tmpi;
1511     best = tmp;
1512 elmex 1.1 }
1513     }
1514 root 1.75
1515 root 1.29 if (best != op1)
1516     {
1517     retval->distance_x += op1->x - best->x;
1518     retval->distance_y += op1->y - best->y;
1519 elmex 1.1 }
1520     }
1521 root 1.75
1522 root 1.29 retval->part = best;
1523 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 elmex 1.1 }
1526     }
1527    
1528     /* this is basically the same as get_rangevector above, but instead of
1529     * the first parameter being an object, it instead is the map
1530     * and x,y coordinates - this is used for path to player -
1531     * since the object is not infact moving but we are trying to traverse
1532     * the path, we need this.
1533     * flags has no meaning for this function at this time - I kept it in to
1534     * be more consistant with the above function and also in case they are needed
1535     * for something in the future. Also, since no object is pasted, the best
1536     * field of the rv_vector is set to NULL.
1537     */
1538 root 1.29 void
1539 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1540 root 1.29 {
1541     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1542     {
1543     /* be conservative and fill in _some_ data */
1544     retval->distance = 100000;
1545     retval->distance_x = 32767;
1546     retval->distance_y = 32767;
1547     retval->direction = 0;
1548     retval->part = 0;
1549     }
1550     else
1551     {
1552     retval->distance_x += op2->x - x;
1553     retval->distance_y += op2->y - y;
1554    
1555     retval->part = NULL;
1556 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1557 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1558 elmex 1.1 }
1559     }
1560    
1561     /* Returns true of op1 and op2 are effectively on the same map
1562     * (as related to map tiling). Note that this looks for a path from
1563 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1564 elmex 1.1 * to op1, this will still return false.
1565     * Note we only look one map out to keep the processing simple
1566     * and efficient. This could probably be a macro.
1567     * MSW 2001-08-05
1568     */
1569 root 1.29 int
1570     on_same_map (const object *op1, const object *op2)
1571     {
1572     int dx, dy;
1573 elmex 1.1
1574 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1575 elmex 1.1 }
1576 root 1.52
1577     object *
1578     maptile::insert (object *op, int x, int y, object *originator, int flags)
1579     {
1580     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1581     }
1582    
1583 root 1.81 region *
1584     maptile::region (int x, int y) const
1585     {
1586     if (regions
1587     && regionmap
1588     && !OUT_OF_REAL_MAP (this, x, y))
1589     if (struct region *reg = regionmap [regions [y * width + x]])
1590     return reg;
1591    
1592     if (default_region)
1593     return default_region;
1594    
1595     return ::region::default_region ();
1596     }
1597    
1598 root 1.91 /* picks a random object from a style map.
1599     */
1600     object *
1601 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1602 root 1.91 {
1603     /* while returning a null object will result in a crash, that
1604     * is actually preferable to an infinite loop. That is because
1605     * most servers will automatically restart in case of crash.
1606     * Change the logic on getting the random space - shouldn't make
1607     * any difference, but this seems clearer to me.
1608     */
1609     for (int i = 1000; --i;)
1610     {
1611 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1612 root 1.91
1613     // do not prefer big monsters just because they are big.
1614 root 1.138 if (pick && pick->is_head ())
1615 root 1.91 return pick->head_ ();
1616     }
1617    
1618     // instead of crashing in the unlikely(?) case, try to return *something*
1619 root 1.138 return archetype::find ("bug");
1620 root 1.91 }
1621 root 1.85
1622 root 1.114 void
1623     maptile::play_sound (faceidx sound, int x, int y) const
1624     {
1625     if (!sound)
1626     return;
1627    
1628     for_all_players (pl)
1629 root 1.131 if (pl->ob->map == this)
1630 root 1.114 if (client *ns = pl->ns)
1631     {
1632 root 1.131 int dx = x - pl->ob->x;
1633     int dy = y - pl->ob->y;
1634 root 1.114
1635     int distance = idistance (dx, dy);
1636    
1637     if (distance <= MAX_SOUND_DISTANCE)
1638     ns->play_sound (sound, dx, dy);
1639     }
1640     }
1641