ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.144
Committed: Mon Jul 14 16:42:48 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_61
Changes since 1.143: +13 -2 lines
Log Message:
new objetc event: reset

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     #include "loader.h"
28 elmex 1.1 #include "path.h"
29    
30     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
31     * one function that just returns a P_.. value (see map.h)
32     * it will also do map translation for tiled maps, returning
33     * new values into newmap, nx, and ny. Any and all of those
34     * values can be null, in which case if a new map is needed (returned
35     * by a P_NEW_MAP value, another call to get_map_from_coord
36     * is needed. The case of not passing values is if we're just
37     * checking for the existence of something on those spaces, but
38     * don't expect to insert/remove anything from those spaces.
39     */
40 root 1.29 int
41 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
42 elmex 1.1 {
43 root 1.56 sint16 newx = x;
44     sint16 newy = y;
45 root 1.46
46 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
47 root 1.46
48     if (!mp)
49     return P_OUT_OF_MAP;
50    
51     if (newmap) *newmap = mp;
52     if (nx) *nx = newx;
53     if (ny) *ny = newy;
54 elmex 1.3
55 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
56 elmex 1.1 }
57    
58     /*
59     * Returns true if the given coordinate is blocked except by the
60     * object passed is not blocking. This is used with
61     * multipart monsters - if we want to see if a 2x2 monster
62     * can move 1 space to the left, we don't want its own area
63     * to block it from moving there.
64     * Returns TRUE if the space is blocked by something other than the
65     * monster.
66     * m, x, y are the target map/coordinates - needed for map tiling.
67     * the coordinates & map passed in should have been updated for tiling
68     * by the caller.
69     */
70 root 1.29 int
71 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
72 root 1.29 {
73     object *tmp;
74     int mflags, blocked;
75    
76     /* Make sure the coordinates are valid - they should be, as caller should
77     * have already checked this.
78     */
79     if (OUT_OF_REAL_MAP (m, sx, sy))
80     {
81     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82     return 1;
83 elmex 1.1 }
84    
85 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
86     * directly.
87     */
88 root 1.46 mflags = m->at (sx, sy).flags ();
89 root 1.29
90     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
91    
92     /* If space is currently not blocked by anything, no need to
93     * go further. Not true for players - all sorts of special
94     * things we need to do for players.
95     */
96     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97     return 0;
98    
99     /* if there isn't anytyhing alive on this space, and this space isn't
100     * otherwise blocked, we can return now. Only if there is a living
101     * creature do we need to investigate if it is part of this creature
102     * or another. Likewise, only if something is blocking us do we
103     * need to investigate if there is a special circumstance that would
104     * let the player through (inventory checkers for example)
105     */
106     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107     return 0;
108    
109 root 1.102 ob = ob->head_ ();
110 root 1.29
111     /* We basically go through the stack of objects, and if there is
112     * some other object that has NO_PASS or FLAG_ALIVE set, return
113     * true. If we get through the entire stack, that must mean
114     * ob is blocking it, so return 0.
115     */
116 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 root 1.29 {
118    
119     /* This must be before the checks below. Code for inventory checkers. */
120     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121     {
122     /* If last_sp is set, the player/monster needs an object,
123     * so we check for it. If they don't have it, they can't
124     * pass through this space.
125     */
126     if (tmp->last_sp)
127     {
128     if (check_inv_recursive (ob, tmp) == NULL)
129     return 1;
130     else
131     continue;
132     }
133     else
134     {
135     /* In this case, the player must not have the object -
136     * if they do, they can't pass through.
137     */
138     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139     return 1;
140     else
141     continue;
142     }
143     } /* if check_inv */
144     else
145     {
146     /* Broke apart a big nasty if into several here to make
147     * this more readable. first check - if the space blocks
148     * movement, can't move here.
149 root 1.102 * second - if a monster, can't move there, unless it is a
150 root 1.29 * hidden dm
151     */
152     if (OB_MOVE_BLOCK (ob, tmp))
153     return 1;
154 root 1.102
155 root 1.103 if (tmp->flag [FLAG_ALIVE]
156 root 1.102 && tmp->head_ () != ob
157     && tmp != ob
158     && tmp->type != DOOR
159 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 root 1.29 return 1;
161 root 1.10 }
162 elmex 1.1
163     }
164 root 1.29 return 0;
165 elmex 1.1 }
166    
167     /*
168 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
169     * spot. This is meant for multi space objects - for single space objecs,
170 elmex 1.1 * just calling get_map_blocked and checking that against movement type
171 root 1.129 * of object. This function goes through all the parts of the multipart
172     * object and makes sure they can be inserted.
173 elmex 1.1 *
174     * While this doesn't call out of map, the get_map_flags does.
175     *
176     * This function has been used to deprecate arch_out_of_map -
177     * this function also does that check, and since in most cases,
178     * a call to one would follow the other, doesn't make a lot of sense to
179     * have two seperate functions for this.
180     *
181     * This returns nonzero if this arch can not go on the space provided,
182     * 0 otherwise. the return value will contain the P_.. value
183     * so the caller can know why this object can't go on the map.
184     * Note that callers should not expect P_NEW_MAP to be set
185     * in return codes - since the object is multispace - if
186     * we did return values, what do you return if half the object
187     * is one map, half on another.
188     *
189     * Note this used to be arch_blocked, but with new movement
190     * code, we need to have actual object to check its move_type
191     * against the move_block values.
192     */
193 root 1.129 bool
194     object::blocked (maptile *m, int x, int y) const
195 root 1.29 {
196 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
197 root 1.29 {
198 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
199 elmex 1.1
200 root 1.129 if (!pos.normalise ())
201     return 1;
202 elmex 1.1
203 root 1.129 mapspace &ms = *pos;
204 elmex 1.1
205 root 1.129 if (ms.flags () & P_IS_ALIVE)
206     return 1;
207 root 1.47
208 root 1.129 /* However, often ob doesn't have any move type
209     * (signifying non-moving objects)
210 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
211     */
212 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
213 root 1.29 continue;
214 elmex 1.1
215 root 1.29 /* Note it is intentional that we check ob - the movement type of the
216     * head of the object should correspond for the entire object.
217     */
218 root 1.129 if (ms.blocks (move_type))
219     return 1;
220 root 1.45 }
221 elmex 1.1
222 root 1.29 return 0;
223 elmex 1.1 }
224    
225     /* When the map is loaded, load_object does not actually insert objects
226     * into inventory, but just links them. What this does is go through
227     * and insert them properly.
228     * The object 'container' is the object that contains the inventory.
229     * This is needed so that we can update the containers weight.
230     */
231 root 1.29 void
232     fix_container (object *container)
233 elmex 1.1 {
234 root 1.29 object *tmp = container->inv, *next;
235 elmex 1.1
236 root 1.56 container->inv = 0;
237     while (tmp)
238 root 1.29 {
239     next = tmp->below;
240     if (tmp->inv)
241     fix_container (tmp);
242 root 1.56
243     insert_ob_in_ob (tmp, container);
244 root 1.29 tmp = next;
245     }
246 root 1.56
247 root 1.135 // go through and calculate what all the containers are carrying.
248     //TODO: remove
249     container->update_weight ();
250 elmex 1.1 }
251    
252 root 1.64 void
253     maptile::set_object_flag (int flag, int value)
254     {
255     if (!spaces)
256     return;
257    
258     for (mapspace *ms = spaces + size (); ms-- > spaces; )
259     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260     tmp->flag [flag] = value;
261     }
262    
263 root 1.144 void
264     maptile::post_load_original ()
265     {
266     if (!spaces)
267     return;
268    
269     set_object_flag (FLAG_OBJ_ORIGINAL);
270    
271     for (mapspace *ms = spaces + size (); ms-- > spaces; )
272     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273     INVOKE_OBJECT (RESET, tmp);
274     }
275    
276 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
277     * for objects whose arch says they are multipart yet according to the
278     * info we have, they only have the head (as would be expected when
279 root 1.99 * they are saved).
280 elmex 1.1 */
281 root 1.56 void
282     maptile::link_multipart_objects ()
283 elmex 1.1 {
284 root 1.56 if (!spaces)
285     return;
286    
287     for (mapspace *ms = spaces + size (); ms-- > spaces; )
288 elmex 1.111 {
289     object *op = ms->bot;
290     while (op)
291     {
292     /* already multipart - don't do anything more */
293     if (op->head_ () == op && !op->more && op->arch->more)
294     {
295     op->remove ();
296     op->expand_tail ();
297    
298     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
299     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
300     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
301     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302    
303     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304     // so we have to reset the iteration through the mapspace
305     }
306     else
307     op = op->above;
308     }
309     }
310 elmex 1.1 }
311 root 1.29
312 elmex 1.1 /*
313     * Loads (ands parses) the objects into a given map from the specified
314     * file pointer.
315     */
316 root 1.56 bool
317 root 1.88 maptile::_load_objects (object_thawer &f)
318 root 1.24 {
319 root 1.88 for (;;)
320     {
321 root 1.133 coroapi::cede_to_tick (); // cede once in a while
322 elmex 1.1
323 root 1.88 switch (f.kw)
324 root 1.24 {
325 root 1.88 case KW_arch:
326 root 1.90 if (object *op = object::read (f, this))
327 root 1.88 {
328 root 1.135 // TODO: why?
329 root 1.88 if (op->inv)
330 root 1.135 op->update_weight ();
331 root 1.10
332 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333     {
334     // we insert manually because
335     // a) its way faster
336     // b) we remove manually, too, and there are good reasons for that
337     // c) its correct
338     mapspace &ms = at (op->x, op->y);
339    
340     op->flag [FLAG_REMOVED] = false;
341    
342     op->above = 0;
343     op->below = ms.top;
344    
345     if (ms.top)
346     ms.top->above = op;
347     else
348     ms.bot = op;
349    
350     ms.top = op;
351     ms.flags_ = 0;
352     }
353     else
354     {
355     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356     op->destroy ();
357     }
358 root 1.88 }
359 root 1.41
360 root 1.88 continue;
361 root 1.41
362 root 1.88 case KW_EOF:
363     return true;
364 root 1.41
365 root 1.88 default:
366     if (!f.parse_error ("map file"))
367     return false;
368 root 1.41 break;
369 root 1.10 }
370 root 1.24
371 root 1.88 f.next ();
372 elmex 1.1 }
373 root 1.24
374 root 1.56 return true;
375     }
376    
377     void
378     maptile::activate ()
379     {
380 root 1.101 if (spaces)
381     for (mapspace *ms = spaces + size (); ms-- > spaces; )
382     for (object *op = ms->bot; op; op = op->above)
383     op->activate_recursive ();
384 root 1.56 }
385    
386     void
387     maptile::deactivate ()
388     {
389 root 1.101 if (spaces)
390     for (mapspace *ms = spaces + size (); ms-- > spaces; )
391     for (object *op = ms->bot; op; op = op->above)
392     op->deactivate_recursive ();
393 root 1.56 }
394    
395     bool
396 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
397 root 1.56 {
398 root 1.100 coroapi::cede_to_tick ();
399 root 1.65
400 root 1.56 if (flags & IO_HEADER)
401 root 1.88 _save_header (f);
402 root 1.56
403     if (!spaces)
404     return false;
405    
406     for (int i = 0; i < size (); ++i)
407 root 1.24 {
408 root 1.121 bool unique = 0;
409    
410 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
411 root 1.24 {
412 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413 root 1.56
414 root 1.121 if (expect_false (!op->can_map_save ()))
415 root 1.56 continue;
416    
417 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 root 1.24 {
419 root 1.56 if (flags & IO_UNIQUES)
420 root 1.88 op->write (f);
421 root 1.10 }
422 root 1.121 else if (expect_true (flags & IO_OBJECTS))
423 root 1.88 op->write (f);
424 root 1.10 }
425 elmex 1.1 }
426 root 1.24
427 root 1.100 coroapi::cede_to_tick ();
428 root 1.97
429 root 1.56 return true;
430 elmex 1.1 }
431    
432 root 1.56 bool
433 root 1.72 maptile::_save_objects (const char *path, int flags)
434 root 1.56 {
435     object_freezer freezer;
436 root 1.29
437 root 1.72 if (!_save_objects (freezer, flags))
438 root 1.56 return false;
439 root 1.29
440 root 1.56 return freezer.save (path);
441 elmex 1.1 }
442    
443 root 1.34 maptile::maptile ()
444     {
445     in_memory = MAP_SWAPPED;
446 root 1.54
447 root 1.34 /* The maps used to pick up default x and y values from the
448 root 1.85 * map archetype. Mimic that behaviour.
449 root 1.34 */
450 root 1.85 width = 16;
451     height = 16;
452     timeout = 300;
453     max_nrof = 1000; // 1000 items of anything
454     max_volume = 2000000; // 2m³
455 root 1.34 }
456    
457 root 1.56 maptile::maptile (int w, int h)
458 root 1.54 {
459 root 1.56 in_memory = MAP_SWAPPED;
460 root 1.54
461 root 1.56 width = w;
462     height = h;
463     reset_timeout = 0;
464     timeout = 300;
465     enter_x = 0;
466     enter_y = 0;
467 root 1.54
468 root 1.56 alloc ();
469 elmex 1.1 }
470    
471     /*
472 root 1.31 * Allocates the arrays contained in a maptile.
473 elmex 1.1 * This basically allocates the dynamic array of spaces for the
474     * map.
475     */
476 root 1.29 void
477 root 1.56 maptile::alloc ()
478 root 1.29 {
479 root 1.34 if (spaces)
480 root 1.56 return;
481 elmex 1.1
482 root 1.53 spaces = salloc0<mapspace> (size ());
483 elmex 1.1 }
484    
485     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
486     * corresponding to that string. Memory is allocated for this, it must be freed
487     * at a later date.
488     * Called by parse_map_headers below.
489     */
490 root 1.29 static shopitems *
491     parse_shop_string (const char *input_string)
492     {
493     char *shop_string, *p, *q, *next_semicolon, *next_colon;
494     shopitems *items = NULL;
495     int i = 0, number_of_entries = 0;
496     const typedata *current_type;
497    
498 root 1.43 shop_string = strdup (input_string);
499 root 1.29 p = shop_string;
500     /* first we'll count the entries, we'll need that for allocating the array shortly */
501     while (p)
502     {
503     p = strchr (p, ';');
504     number_of_entries++;
505     if (p)
506     p++;
507     }
508 root 1.54
509 root 1.29 p = shop_string;
510     strip_endline (p);
511     items = new shopitems[number_of_entries + 1];
512     for (i = 0; i < number_of_entries; i++)
513     {
514     if (!p)
515     {
516     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
517     break;
518     }
519 root 1.54
520 root 1.29 next_semicolon = strchr (p, ';');
521     next_colon = strchr (p, ':');
522     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524     items[i].strength = atoi (strchr (p, ':') + 1);
525    
526     if (isdigit (*p) || *p == '*')
527     {
528     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529     current_type = get_typedata (items[i].typenum);
530     if (current_type)
531     {
532     items[i].name = current_type->name;
533     items[i].name_pl = current_type->name_pl;
534     }
535     }
536     else
537     { /*we have a named type, let's figure out what it is */
538     q = strpbrk (p, ";:");
539     if (q)
540     *q = '\0';
541    
542     current_type = get_typedata_by_name (p);
543     if (current_type)
544     {
545     items[i].name = current_type->name;
546     items[i].typenum = current_type->number;
547     items[i].name_pl = current_type->name_pl;
548     }
549     else
550     { /* oh uh, something's wrong, let's free up this one, and try
551     * the next entry while we're at it, better print a warning
552     */
553     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554     }
555     }
556 root 1.54
557 root 1.29 items[i].index = number_of_entries;
558     if (next_semicolon)
559     p = ++next_semicolon;
560     else
561     p = NULL;
562 elmex 1.1 }
563 root 1.54
564 root 1.29 free (shop_string);
565     return items;
566 elmex 1.1 }
567    
568     /* opposite of parse string, this puts the string that was originally fed in to
569     * the map (or something equivilent) into output_string. */
570 root 1.29 static void
571 root 1.31 print_shop_string (maptile *m, char *output_string)
572 root 1.29 {
573     int i;
574     char tmp[MAX_BUF];
575    
576     strcpy (output_string, "");
577     for (i = 0; i < m->shopitems[0].index; i++)
578     {
579     if (m->shopitems[i].typenum)
580     {
581     if (m->shopitems[i].strength)
582 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 root 1.29 else
584     sprintf (tmp, "%s;", m->shopitems[i].name);
585 root 1.10 }
586 root 1.29 else
587     {
588     if (m->shopitems[i].strength)
589 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
590 root 1.29 else
591     sprintf (tmp, "*");
592     }
593 root 1.54
594 root 1.29 strcat (output_string, tmp);
595 elmex 1.1 }
596     }
597    
598     /* This loads the header information of the map. The header
599     * contains things like difficulty, size, timeout, etc.
600     * this used to be stored in the map object, but with the
601     * addition of tiling, fields beyond that easily named in an
602     * object structure were needed, so it just made sense to
603     * put all the stuff in the map object so that names actually make
604     * sense.
605     * This could be done in lex (like the object loader), but I think
606     * currently, there are few enough fields this is not a big deal.
607     * MSW 2001-07-01
608     */
609 root 1.56 bool
610 root 1.72 maptile::_load_header (object_thawer &thawer)
611 elmex 1.1 {
612 root 1.56 for (;;)
613 root 1.29 {
614 root 1.105 switch (thawer.kw)
615 root 1.29 {
616 root 1.56 case KW_msg:
617     thawer.get_ml (KW_endmsg, msg);
618     break;
619 root 1.22
620 root 1.56 case KW_lore: // CF+ extension
621     thawer.get_ml (KW_endlore, maplore);
622     break;
623 root 1.10
624 root 1.56 case KW_maplore:
625     thawer.get_ml (KW_endmaplore, maplore);
626     break;
627 root 1.10
628 root 1.56 case KW_arch:
629     if (strcmp (thawer.get_str (), "map"))
630     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631     break;
632 root 1.29
633 root 1.56 case KW_oid:
634     thawer.get (this, thawer.get_sint32 ());
635     break;
636 root 1.29
637 root 1.56 case KW_file_format_version: break; // nop
638 root 1.29
639 root 1.56 case KW_name: thawer.get (name); break;
640     case KW_attach: thawer.get (attach); break;
641     case KW_reset_time: thawer.get (reset_time); break;
642     case KW_shopgreed: thawer.get (shopgreed); break;
643     case KW_shopmin: thawer.get (shopmin); break;
644     case KW_shopmax: thawer.get (shopmax); break;
645     case KW_shoprace: thawer.get (shoprace); break;
646     case KW_outdoor: thawer.get (outdoor); break;
647     case KW_temp: thawer.get (temp); break;
648     case KW_pressure: thawer.get (pressure); break;
649     case KW_humid: thawer.get (humid); break;
650     case KW_windspeed: thawer.get (windspeed); break;
651     case KW_winddir: thawer.get (winddir); break;
652     case KW_sky: thawer.get (sky); break;
653    
654     case KW_per_player: thawer.get (per_player); break;
655     case KW_per_party: thawer.get (per_party); break;
656 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
657 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
658 root 1.56
659 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661    
662     // old names new names
663     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665     case KW_x: case KW_width: thawer.get (width); break;
666     case KW_y: case KW_height: thawer.get (height); break;
667     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668     case KW_value: case KW_swap_time: thawer.get (timeout); break;
669     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672    
673     case KW_tile_path_1: thawer.get (tile_path [0]); break;
674     case KW_tile_path_2: thawer.get (tile_path [1]); break;
675     case KW_tile_path_3: thawer.get (tile_path [2]); break;
676     case KW_tile_path_4: thawer.get (tile_path [3]); break;
677 root 1.83
678 root 1.112 case KW_ERROR:
679 root 1.123 set_key_text (thawer.kw_str, thawer.value);
680 root 1.112 break;
681    
682 root 1.83 case KW_end:
683 root 1.124 thawer.next ();
684 root 1.83 return true;
685    
686     default:
687 root 1.87 if (!thawer.parse_error ("map", 0))
688 root 1.83 return false;
689     break;
690 root 1.10 }
691 root 1.124
692     thawer.next ();
693 elmex 1.1 }
694 root 1.41
695 root 1.56 abort ();
696 elmex 1.1 }
697    
698 root 1.56 /******************************************************************************
699     * This is the start of unique map handling code
700     *****************************************************************************/
701 root 1.29
702 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
703     void
704     maptile::clear_unique_items ()
705 root 1.29 {
706 root 1.56 for (int i = 0; i < size (); ++i)
707 root 1.29 {
708 root 1.56 int unique = 0;
709     for (object *op = spaces [i].bot; op; )
710     {
711     object *above = op->above;
712 elmex 1.1
713 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714     unique = 1;
715 root 1.14
716 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 root 1.56 {
718     op->destroy_inv (false);
719     op->destroy ();
720     }
721 elmex 1.1
722 root 1.56 op = above;
723     }
724 root 1.29 }
725 elmex 1.1 }
726    
727 root 1.56 bool
728 root 1.72 maptile::_save_header (object_freezer &freezer)
729 root 1.29 {
730 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
731     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
732 elmex 1.1
733 root 1.56 MAP_OUT2 (arch, "map");
734 elmex 1.1
735 root 1.56 if (name) MAP_OUT (name);
736     MAP_OUT (swap_time);
737     MAP_OUT (reset_time);
738     MAP_OUT (reset_timeout);
739     MAP_OUT (fixed_resettime);
740 root 1.109 MAP_OUT (no_reset);
741 root 1.141 MAP_OUT (no_drop);
742 root 1.56 MAP_OUT (difficulty);
743 root 1.9
744 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
745 root 1.29
746 root 1.56 if (shopitems)
747 root 1.29 {
748 root 1.56 char shop[MAX_BUF];
749     print_shop_string (this, shop);
750     MAP_OUT2 (shopitems, shop);
751 elmex 1.1 }
752    
753 root 1.56 MAP_OUT (shopgreed);
754     MAP_OUT (shopmin);
755     MAP_OUT (shopmax);
756     if (shoprace) MAP_OUT (shoprace);
757     MAP_OUT (darkness);
758     MAP_OUT (width);
759     MAP_OUT (height);
760     MAP_OUT (enter_x);
761     MAP_OUT (enter_y);
762 root 1.14
763 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
764     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
765 elmex 1.1
766 root 1.56 MAP_OUT (outdoor);
767     MAP_OUT (temp);
768     MAP_OUT (pressure);
769     MAP_OUT (humid);
770     MAP_OUT (windspeed);
771     MAP_OUT (winddir);
772     MAP_OUT (sky);
773 elmex 1.1
774 root 1.56 MAP_OUT (per_player);
775     MAP_OUT (per_party);
776 elmex 1.1
777 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
781 root 1.40
782 root 1.63 freezer.put (this);
783 root 1.61 freezer.put (KW_end);
784 root 1.40
785 root 1.56 return true;
786 elmex 1.1 }
787    
788 root 1.56 bool
789 root 1.72 maptile::_save_header (const char *path)
790 root 1.29 {
791 root 1.17 object_freezer freezer;
792 root 1.10
793 root 1.72 if (!_save_header (freezer))
794 root 1.56 return false;
795 elmex 1.1
796 root 1.56 return freezer.save (path);
797 elmex 1.1 }
798    
799     /*
800     * Remove and free all objects in the given map.
801     */
802 root 1.29 void
803 root 1.56 maptile::clear ()
804 root 1.29 {
805 root 1.81 if (spaces)
806     {
807     for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 root 1.104 while (object *op = ms->bot)
809 root 1.81 {
810 root 1.127 // manually remove, as to not trigger anything
811     if (ms->bot = op->above)
812     ms->bot->below = 0;
813    
814     op->flag [FLAG_REMOVED] = true;
815    
816 root 1.128 object *head = op->head_ ();
817     if (op == head)
818 root 1.127 {
819     op->destroy_inv (false);
820     op->destroy ();
821     }
822 root 1.128 else if (head->map != op->map)
823     {
824     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825     head->destroy ();
826     }
827 root 1.81 }
828 root 1.29
829 root 1.137 sfree0 (spaces, size ());
830 root 1.81 }
831 root 1.29
832 root 1.56 if (buttons)
833     free_objectlinkpt (buttons), buttons = 0;
834 root 1.127
835 root 1.137 sfree0 (regions, size ());
836 root 1.127 delete [] regionmap; regionmap = 0;
837 elmex 1.1 }
838    
839 root 1.29 void
840 root 1.56 maptile::clear_header ()
841 root 1.29 {
842 root 1.56 name = 0;
843     msg = 0;
844     maplore = 0;
845     shoprace = 0;
846     delete [] shopitems, shopitems = 0;
847 root 1.42
848 root 1.47 for (int i = 0; i < 4; i++)
849 root 1.56 tile_path [i] = 0;
850 root 1.47 }
851 root 1.42
852 root 1.47 maptile::~maptile ()
853     {
854 root 1.53 assert (destroyed ());
855 elmex 1.1 }
856    
857 root 1.29 void
858 root 1.56 maptile::clear_links_to (maptile *m)
859 root 1.29 {
860     /* We need to look through all the maps and see if any maps
861     * are pointing at this one for tiling information. Since
862 root 1.47 * tiling can be asymetric, we just can not look to see which
863 root 1.29 * maps this map tiles with and clears those.
864     */
865 root 1.56 for (int i = 0; i < 4; i++)
866     if (tile_map[i] == m)
867     tile_map[i] = 0;
868 root 1.47 }
869 elmex 1.1
870 root 1.47 void
871 root 1.56 maptile::do_destroy ()
872 root 1.47 {
873 root 1.56 attachable::do_destroy ();
874    
875     clear ();
876 elmex 1.1 }
877    
878 root 1.109 /* decay and destroy perishable items in a map */
879     void
880     maptile::do_decay_objects ()
881     {
882     if (!spaces)
883     return;
884    
885     for (mapspace *ms = spaces + size (); ms-- > spaces; )
886     for (object *above, *op = ms->bot; op; op = above)
887     {
888     above = op->above;
889    
890     bool destroy = 0;
891    
892     // do not decay anything above unique floor tiles (yet :)
893     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894     break;
895    
896     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898     || QUERY_FLAG (op, FLAG_UNIQUE)
899     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900     || QUERY_FLAG (op, FLAG_UNPAID)
901     || op->is_alive ())
902     ; // do not decay
903     else if (op->is_weapon ())
904     {
905     op->stats.dam--;
906     if (op->stats.dam < 0)
907     destroy = 1;
908     }
909     else if (op->is_armor ())
910     {
911     op->stats.ac--;
912     if (op->stats.ac < 0)
913     destroy = 1;
914     }
915     else if (op->type == FOOD)
916     {
917     op->stats.food -= rndm (5, 20);
918     if (op->stats.food < 0)
919     destroy = 1;
920     }
921     else
922     {
923     int mat = op->materials;
924    
925     if (mat & M_PAPER
926     || mat & M_LEATHER
927     || mat & M_WOOD
928     || mat & M_ORGANIC
929     || mat & M_CLOTH
930     || mat & M_LIQUID
931     || (mat & M_IRON && rndm (1, 5) == 1)
932     || (mat & M_GLASS && rndm (1, 2) == 1)
933     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935     || (mat & M_ICE && temp > 32))
936     destroy = 1;
937     }
938    
939     /* adjust overall chance below */
940     if (destroy && rndm (0, 1))
941     op->destroy ();
942     }
943     }
944    
945 elmex 1.1 /*
946 root 1.56 * Updates every button on the map (by calling update_button() for them).
947 elmex 1.1 */
948 root 1.56 void
949     maptile::update_buttons ()
950 root 1.29 {
951 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952     for (objectlink *ol = obp->link; ol; ol = ol->next)
953     {
954     if (!ol->ob)
955     {
956     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958     continue;
959     }
960 elmex 1.1
961 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962     {
963     update_button (ol->ob);
964     break;
965     }
966     }
967 elmex 1.1 }
968    
969     /*
970     * This routine is supposed to find out the difficulty of the map.
971     * difficulty does not have a lot to do with character level,
972     * but does have a lot to do with treasure on the map.
973     *
974     * Difficulty can now be set by the map creature. If the value stored
975     * in the map is zero, then use this routine. Maps should really
976     * have a difficulty set than using this function - human calculation
977     * is much better than this functions guesswork.
978     */
979 root 1.29 int
980 root 1.56 maptile::estimate_difficulty () const
981 root 1.29 {
982 elmex 1.1 long monster_cnt = 0;
983     double avgexp = 0;
984     sint64 total_exp = 0;
985    
986 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
987     for (object *op = ms->bot; op; op = op->above)
988     {
989     if (QUERY_FLAG (op, FLAG_MONSTER))
990     {
991     total_exp += op->stats.exp;
992     monster_cnt++;
993     }
994 elmex 1.1
995 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
996     {
997     total_exp += op->stats.exp;
998 elmex 1.1
999 root 1.140 if (archetype *at = op->other_arch)
1000     {
1001     total_exp += at->stats.exp * 8;
1002     monster_cnt++;
1003     }
1004    
1005     for (object *inv = op->inv; inv; inv = inv->below)
1006     {
1007     total_exp += op->stats.exp * 8;
1008     monster_cnt++;
1009     }
1010 root 1.56 }
1011     }
1012 elmex 1.1
1013     avgexp = (double) total_exp / monster_cnt;
1014    
1015 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1016     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1017     return i;
1018 elmex 1.1
1019     return 1;
1020     }
1021    
1022     /* change_map_light() - used to change map light level (darkness)
1023     * up or down. Returns true if successful. It should now be
1024     * possible to change a value by more than 1.
1025     * Move this from los.c to map.c since this is more related
1026     * to maps than los.
1027     * postive values make it darker, negative make it brighter
1028     */
1029 root 1.29 int
1030 root 1.56 maptile::change_map_light (int change)
1031 root 1.29 {
1032 root 1.56 int new_level = darkness + change;
1033 root 1.29
1034     /* Nothing to do */
1035 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1036     return 0;
1037 elmex 1.1
1038 root 1.29 /* inform all players on the map */
1039     if (change > 0)
1040 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 root 1.29 else
1042 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 root 1.29
1044 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1045 root 1.29 * we need to be extra careful about negative values.
1046     * In general, the checks below are only needed if change
1047     * is not +/-1
1048     */
1049     if (new_level < 0)
1050 root 1.56 darkness = 0;
1051 root 1.29 else if (new_level >= MAX_DARKNESS)
1052 root 1.56 darkness = MAX_DARKNESS;
1053 root 1.29 else
1054 root 1.56 darkness = new_level;
1055 elmex 1.1
1056 root 1.29 /* All clients need to get re-updated for the change */
1057 root 1.56 update_all_map_los (this);
1058 root 1.142
1059 root 1.29 return 1;
1060 elmex 1.1 }
1061    
1062     /*
1063     * This function updates various attributes about a specific space
1064     * on the map (what it looks like, whether it blocks magic,
1065     * has a living creatures, prevents people from passing
1066     * through, etc)
1067     */
1068 root 1.29 void
1069 root 1.46 mapspace::update_ ()
1070 root 1.29 {
1071 root 1.142 object *last = 0;
1072 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1073 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1074    
1075 root 1.94 //object *middle = 0;
1076     //object *top = 0;
1077     //object *floor = 0;
1078     // this seems to generate better code than using locals, above
1079 root 1.95 object *&top = faces_obj[0] = 0;
1080     object *&middle = faces_obj[1] = 0;
1081     object *&floor = faces_obj[2] = 0;
1082 root 1.29
1083 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 root 1.29 {
1085     /* This could be made additive I guess (two lights better than
1086 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1087 root 1.29 * light bulbs do not illuminate twice as far as once since
1088 root 1.45 * it is a dissapation factor that is cubed.
1089 root 1.29 */
1090 root 1.139 light = max (light, tmp->glow_radius);
1091 root 1.29
1092     /* This call is needed in order to update objects the player
1093     * is standing in that have animations (ie, grass, fire, etc).
1094     * However, it also causes the look window to be re-drawn
1095     * 3 times each time the player moves, because many of the
1096     * functions the move_player calls eventualy call this.
1097     *
1098     * Always put the player down for drawing.
1099     */
1100     if (!tmp->invisible)
1101     {
1102     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1103 root 1.94 top = tmp;
1104 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1105     {
1106     /* If we got a floor, that means middle and top were below it,
1107     * so should not be visible, so we clear them.
1108     */
1109 root 1.94 middle = 0;
1110     top = 0;
1111     floor = tmp;
1112 root 1.29 }
1113     /* Flag anywhere have high priority */
1114     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1115     {
1116 root 1.94 middle = tmp;
1117 root 1.29 anywhere = 1;
1118     }
1119 root 1.143
1120 root 1.29 /* Find the highest visible face around. If equal
1121     * visibilities, we still want the one nearer to the
1122     * top
1123     */
1124 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1125     middle = tmp;
1126 root 1.29 }
1127 root 1.45
1128 root 1.29 if (tmp == tmp->above)
1129     {
1130     LOG (llevError, "Error in structure of map\n");
1131     exit (-1);
1132     }
1133    
1134 root 1.45 move_slow |= tmp->move_slow;
1135 root 1.29 move_block |= tmp->move_block;
1136 root 1.45 move_on |= tmp->move_on;
1137     move_off |= tmp->move_off;
1138 root 1.29 move_allow |= tmp->move_allow;
1139    
1140 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1142     if (tmp->type == PLAYER) flags |= P_PLAYER;
1143     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1144     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1145     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1146     }
1147 root 1.29
1148 root 1.46 this->light = light;
1149     this->flags_ = flags;
1150     this->move_block = move_block & ~move_allow;
1151     this->move_on = move_on;
1152     this->move_off = move_off;
1153     this->move_slow = move_slow;
1154 root 1.29
1155     /* At this point, we have a floor face (if there is a floor),
1156     * and the floor is set - we are not going to touch it at
1157     * this point.
1158     * middle contains the highest visibility face.
1159     * top contains a player/monster face, if there is one.
1160     *
1161     * We now need to fill in top.face and/or middle.face.
1162     */
1163    
1164     /* If the top face also happens to be high visibility, re-do our
1165     * middle face. This should not happen, as we already have the
1166     * else statement above so middle should not get set. OTOH, it
1167     * may be possible for the faces to match but be different objects.
1168     */
1169     if (top == middle)
1170 root 1.94 middle = 0;
1171 root 1.29
1172     /* There are three posibilities at this point:
1173     * 1) top face is set, need middle to be set.
1174     * 2) middle is set, need to set top.
1175     * 3) neither middle or top is set - need to set both.
1176     */
1177    
1178 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1179 root 1.29 {
1180     /* Once we get to a floor, stop, since we already have a floor object */
1181     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1182     break;
1183    
1184     /* If two top faces are already set, quit processing */
1185 root 1.94 if (top && middle)
1186 root 1.29 break;
1187 root 1.10
1188 elmex 1.67 /* Only show visible faces */
1189     if (!tmp->invisible)
1190 root 1.29 {
1191     /* Fill in top if needed */
1192 root 1.94 if (!top)
1193 root 1.29 {
1194 root 1.94 top = tmp;
1195 root 1.29 if (top == middle)
1196 root 1.94 middle = 0;
1197 root 1.29 }
1198     else
1199     {
1200     /* top is already set - we should only get here if
1201     * middle is not set
1202     *
1203     * Set the middle face and break out, since there is nothing
1204     * more to fill in. We don't check visiblity here, since
1205     *
1206     */
1207 root 1.94 if (tmp != top)
1208 root 1.29 {
1209 root 1.94 middle = tmp;
1210 root 1.29 break;
1211 root 1.10 }
1212     }
1213     }
1214 elmex 1.1 }
1215 root 1.45
1216 root 1.29 if (middle == floor)
1217 root 1.94 middle = 0;
1218 root 1.45
1219 root 1.29 if (top == middle)
1220 root 1.94 middle = 0;
1221 root 1.45
1222 root 1.94 #if 0
1223     faces_obj [0] = top;
1224     faces_obj [1] = middle;
1225     faces_obj [2] = floor;
1226     #endif
1227 elmex 1.1 }
1228    
1229 root 1.85 uint64
1230     mapspace::volume () const
1231     {
1232     uint64 vol = 0;
1233    
1234     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1235     vol += op->volume ();
1236    
1237     return vol;
1238     }
1239    
1240 root 1.117 bool
1241     maptile::tile_available (int dir, bool load)
1242 elmex 1.1 {
1243 root 1.118 if (!tile_path[dir])
1244     return 0;
1245    
1246 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1247 root 1.117 return 1;
1248 root 1.60
1249 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250     return 1;
1251 root 1.56
1252 root 1.117 return 0;
1253 root 1.68 }
1254    
1255 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1256     * map m. This function also takes into account any
1257     * tiling considerations, loading adjacant maps as needed.
1258     * This is the function should always be used when it
1259     * necessary to check for valid coordinates.
1260     * This function will recursively call itself for the
1261     * tiled maps.
1262     */
1263 root 1.29 int
1264 root 1.31 out_of_map (maptile *m, int x, int y)
1265 elmex 1.1 {
1266 root 1.29 /* If we get passed a null map, this is obviously the
1267     * case. This generally shouldn't happen, but if the
1268     * map loads fail below, it could happen.
1269     */
1270     if (!m)
1271     return 0;
1272 elmex 1.1
1273 root 1.29 if (x < 0)
1274     {
1275 root 1.119 if (!m->tile_available (3))
1276 root 1.29 return 1;
1277 root 1.46
1278 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1279 elmex 1.1 }
1280 root 1.46
1281 root 1.48 if (x >= m->width)
1282 root 1.29 {
1283 root 1.119 if (!m->tile_available (1))
1284 root 1.29 return 1;
1285 root 1.46
1286 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1287 elmex 1.1 }
1288 root 1.46
1289 root 1.29 if (y < 0)
1290     {
1291 root 1.119 if (!m->tile_available (0))
1292 root 1.29 return 1;
1293 root 1.46
1294 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1295 elmex 1.1 }
1296 root 1.46
1297 root 1.48 if (y >= m->height)
1298 root 1.29 {
1299 root 1.119 if (!m->tile_available (2))
1300 root 1.29 return 1;
1301 root 1.46
1302 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1303 elmex 1.1 }
1304    
1305 root 1.29 /* Simple case - coordinates are within this local
1306     * map.
1307     */
1308     return 0;
1309 elmex 1.1 }
1310    
1311     /* This is basically the same as out_of_map above, but
1312     * instead we return NULL if no map is valid (coordinates
1313     * out of bounds and no tiled map), otherwise it returns
1314     * the map as that the coordinates are really on, and
1315 pippijn 1.66 * updates x and y to be the localised coordinates.
1316 elmex 1.1 * Using this is more efficient of calling out_of_map
1317     * and then figuring out what the real map is
1318     */
1319 root 1.31 maptile *
1320 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1321 elmex 1.1 {
1322 root 1.68 if (x < 0)
1323 root 1.29 {
1324 root 1.119 if (!tile_available (3))
1325 root 1.46 return 0;
1326 root 1.56
1327 root 1.68 x += tile_map[3]->width;
1328     return tile_map[3]->xy_find (x, y);
1329 elmex 1.1 }
1330 root 1.46
1331 root 1.68 if (x >= width)
1332 root 1.29 {
1333 root 1.119 if (!tile_available (1))
1334 root 1.46 return 0;
1335    
1336 root 1.68 x -= width;
1337     return tile_map[1]->xy_find (x, y);
1338 elmex 1.1 }
1339 root 1.46
1340 root 1.68 if (y < 0)
1341 root 1.29 {
1342 root 1.119 if (!tile_available (0))
1343 root 1.46 return 0;
1344    
1345 root 1.68 y += tile_map[0]->height;
1346     return tile_map[0]->xy_find (x, y);
1347 elmex 1.1 }
1348 root 1.46
1349 root 1.68 if (y >= height)
1350 root 1.29 {
1351 root 1.119 if (!tile_available (2))
1352 root 1.46 return 0;
1353    
1354 root 1.68 y -= height;
1355     return tile_map[2]->xy_find (x, y);
1356 elmex 1.1 }
1357    
1358 root 1.29 /* Simple case - coordinates are within this local
1359     * map.
1360     */
1361 root 1.68 return this;
1362 elmex 1.1 }
1363    
1364     /**
1365     * Return whether map2 is adjacent to map1. If so, store the distance from
1366     * map1 to map2 in dx/dy.
1367     */
1368 root 1.82 int
1369 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1370 root 1.29 {
1371     if (!map1 || !map2)
1372     return 0;
1373    
1374 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1375 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1376 root 1.29 if (map1 == map2)
1377     {
1378     *dx = 0;
1379     *dy = 0;
1380     }
1381     else if (map1->tile_map[0] == map2)
1382     { /* up */
1383     *dx = 0;
1384 root 1.48 *dy = -map2->height;
1385 root 1.29 }
1386     else if (map1->tile_map[1] == map2)
1387     { /* right */
1388 root 1.48 *dx = map1->width;
1389 root 1.29 *dy = 0;
1390     }
1391     else if (map1->tile_map[2] == map2)
1392     { /* down */
1393     *dx = 0;
1394 root 1.48 *dy = map1->height;
1395 root 1.29 }
1396     else if (map1->tile_map[3] == map2)
1397     { /* left */
1398 root 1.48 *dx = -map2->width;
1399 root 1.29 *dy = 0;
1400     }
1401     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1402     { /* up right */
1403 root 1.48 *dx = map1->tile_map[0]->width;
1404     *dy = -map1->tile_map[0]->height;
1405 root 1.29 }
1406     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1407     { /* up left */
1408 root 1.48 *dx = -map2->width;
1409     *dy = -map1->tile_map[0]->height;
1410 root 1.29 }
1411     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1412     { /* right up */
1413 root 1.48 *dx = map1->width;
1414     *dy = -map2->height;
1415 root 1.29 }
1416     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1417     { /* right down */
1418 root 1.48 *dx = map1->width;
1419     *dy = map1->tile_map[1]->height;
1420 root 1.29 }
1421     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1422     { /* down right */
1423 root 1.48 *dx = map1->tile_map[2]->width;
1424     *dy = map1->height;
1425 root 1.29 }
1426     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1427     { /* down left */
1428 root 1.48 *dx = -map2->width;
1429     *dy = map1->height;
1430 root 1.29 }
1431     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1432     { /* left up */
1433 root 1.48 *dx = -map1->tile_map[3]->width;
1434     *dy = -map2->height;
1435 root 1.29 }
1436     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1437     { /* left down */
1438 root 1.48 *dx = -map1->tile_map[3]->width;
1439     *dy = map1->tile_map[3]->height;
1440 root 1.29 }
1441     else
1442 root 1.56 return 0;
1443 elmex 1.1
1444 root 1.29 return 1;
1445 elmex 1.1 }
1446    
1447 root 1.68 maptile *
1448     maptile::xy_load (sint16 &x, sint16 &y)
1449     {
1450     maptile *map = xy_find (x, y);
1451    
1452     if (map)
1453     map->load_sync ();
1454    
1455     return map;
1456     }
1457    
1458     maptile *
1459     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1460     {
1461     return m->xy_load (*x, *y);
1462     }
1463    
1464 elmex 1.1 /* From map.c
1465     * This is used by get_player to determine where the other
1466     * creature is. get_rangevector takes into account map tiling,
1467     * so you just can not look the the map coordinates and get the
1468     * righte value. distance_x/y are distance away, which
1469 root 1.79 * can be negative. direction is the crossfire direction scheme
1470 elmex 1.1 * that the creature should head. part is the part of the
1471     * monster that is closest.
1472     *
1473     * get_rangevector looks at op1 and op2, and fills in the
1474     * structure for op1 to get to op2.
1475     * We already trust that the caller has verified that the
1476     * two objects are at least on adjacent maps. If not,
1477     * results are not likely to be what is desired.
1478     * if the objects are not on maps, results are also likely to
1479     * be unexpected
1480     *
1481     * currently, the only flag supported (0x1) is don't translate for
1482     * closest body part of 'op1'
1483     */
1484 root 1.29 void
1485     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1486     {
1487     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1488     {
1489     /* be conservative and fill in _some_ data */
1490 root 1.86 retval->distance = 10000;
1491     retval->distance_x = 10000;
1492     retval->distance_y = 10000;
1493 root 1.29 retval->direction = 0;
1494     retval->part = 0;
1495     }
1496     else
1497     {
1498     object *best;
1499    
1500     retval->distance_x += op2->x - op1->x;
1501     retval->distance_y += op2->y - op1->y;
1502    
1503     best = op1;
1504     /* If this is multipart, find the closest part now */
1505     if (!(flags & 0x1) && op1->more)
1506     {
1507     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1508    
1509     /* we just take the offset of the piece to head to figure
1510     * distance instead of doing all that work above again
1511     * since the distance fields we set above are positive in the
1512     * same axis as is used for multipart objects, the simply arithmetic
1513     * below works.
1514     */
1515 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1516 root 1.29 {
1517     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1518     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1519     if (tmpi < best_distance)
1520     {
1521     best_distance = tmpi;
1522     best = tmp;
1523 elmex 1.1 }
1524     }
1525 root 1.75
1526 root 1.29 if (best != op1)
1527     {
1528     retval->distance_x += op1->x - best->x;
1529     retval->distance_y += op1->y - best->y;
1530 elmex 1.1 }
1531     }
1532 root 1.75
1533 root 1.29 retval->part = best;
1534 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1535 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1536 elmex 1.1 }
1537     }
1538    
1539     /* this is basically the same as get_rangevector above, but instead of
1540     * the first parameter being an object, it instead is the map
1541     * and x,y coordinates - this is used for path to player -
1542     * since the object is not infact moving but we are trying to traverse
1543     * the path, we need this.
1544     * flags has no meaning for this function at this time - I kept it in to
1545     * be more consistant with the above function and also in case they are needed
1546     * for something in the future. Also, since no object is pasted, the best
1547     * field of the rv_vector is set to NULL.
1548     */
1549 root 1.29 void
1550 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1551 root 1.29 {
1552     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1553     {
1554     /* be conservative and fill in _some_ data */
1555     retval->distance = 100000;
1556     retval->distance_x = 32767;
1557     retval->distance_y = 32767;
1558     retval->direction = 0;
1559     retval->part = 0;
1560     }
1561     else
1562     {
1563     retval->distance_x += op2->x - x;
1564     retval->distance_y += op2->y - y;
1565    
1566     retval->part = NULL;
1567 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1568 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1569 elmex 1.1 }
1570     }
1571    
1572     /* Returns true of op1 and op2 are effectively on the same map
1573     * (as related to map tiling). Note that this looks for a path from
1574 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1575 elmex 1.1 * to op1, this will still return false.
1576     * Note we only look one map out to keep the processing simple
1577     * and efficient. This could probably be a macro.
1578     * MSW 2001-08-05
1579     */
1580 root 1.29 int
1581     on_same_map (const object *op1, const object *op2)
1582     {
1583     int dx, dy;
1584 elmex 1.1
1585 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1586 elmex 1.1 }
1587 root 1.52
1588     object *
1589     maptile::insert (object *op, int x, int y, object *originator, int flags)
1590     {
1591     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1592     }
1593    
1594 root 1.81 region *
1595     maptile::region (int x, int y) const
1596     {
1597     if (regions
1598     && regionmap
1599     && !OUT_OF_REAL_MAP (this, x, y))
1600     if (struct region *reg = regionmap [regions [y * width + x]])
1601     return reg;
1602    
1603     if (default_region)
1604     return default_region;
1605    
1606     return ::region::default_region ();
1607     }
1608    
1609 root 1.91 /* picks a random object from a style map.
1610     */
1611     object *
1612 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1613 root 1.91 {
1614     /* while returning a null object will result in a crash, that
1615     * is actually preferable to an infinite loop. That is because
1616     * most servers will automatically restart in case of crash.
1617     * Change the logic on getting the random space - shouldn't make
1618     * any difference, but this seems clearer to me.
1619     */
1620     for (int i = 1000; --i;)
1621     {
1622 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1623 root 1.91
1624     // do not prefer big monsters just because they are big.
1625 root 1.138 if (pick && pick->is_head ())
1626 root 1.91 return pick->head_ ();
1627     }
1628    
1629     // instead of crashing in the unlikely(?) case, try to return *something*
1630 root 1.138 return archetype::find ("bug");
1631 root 1.91 }
1632 root 1.85
1633 root 1.114 void
1634     maptile::play_sound (faceidx sound, int x, int y) const
1635     {
1636     if (!sound)
1637     return;
1638    
1639     for_all_players (pl)
1640 root 1.131 if (pl->ob->map == this)
1641 root 1.114 if (client *ns = pl->ns)
1642     {
1643 root 1.131 int dx = x - pl->ob->x;
1644     int dy = y - pl->ob->y;
1645 root 1.114
1646     int distance = idistance (dx, dy);
1647    
1648     if (distance <= MAX_SOUND_DISTANCE)
1649     ns->play_sound (sound, dx, dy);
1650     }
1651     }
1652