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Revision: 1.148
Committed: Mon Sep 29 10:31:32 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.147: +4 -11 lines
Log Message:
introduce drop_and_destroy and use it

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 root 1.148 op->destroy ();
357 root 1.130 }
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 1.148 op->destroy ();
718 elmex 1.1
719 root 1.56 op = above;
720     }
721 root 1.29 }
722 elmex 1.1 }
723    
724 root 1.56 bool
725 root 1.72 maptile::_save_header (object_freezer &freezer)
726 root 1.29 {
727 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
728     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729 elmex 1.1
730 root 1.56 MAP_OUT2 (arch, "map");
731 elmex 1.1
732 root 1.56 if (name) MAP_OUT (name);
733     MAP_OUT (swap_time);
734     MAP_OUT (reset_time);
735     MAP_OUT (reset_timeout);
736     MAP_OUT (fixed_resettime);
737 root 1.109 MAP_OUT (no_reset);
738 root 1.141 MAP_OUT (no_drop);
739 root 1.56 MAP_OUT (difficulty);
740 root 1.9
741 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
742 root 1.29
743 root 1.56 if (shopitems)
744 root 1.29 {
745 root 1.56 char shop[MAX_BUF];
746     print_shop_string (this, shop);
747     MAP_OUT2 (shopitems, shop);
748 elmex 1.1 }
749    
750 root 1.56 MAP_OUT (shopgreed);
751     MAP_OUT (shopmin);
752     MAP_OUT (shopmax);
753     if (shoprace) MAP_OUT (shoprace);
754     MAP_OUT (darkness);
755     MAP_OUT (width);
756     MAP_OUT (height);
757     MAP_OUT (enter_x);
758     MAP_OUT (enter_y);
759 root 1.14
760 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762 elmex 1.1
763 root 1.56 MAP_OUT (outdoor);
764     MAP_OUT (temp);
765     MAP_OUT (pressure);
766     MAP_OUT (humid);
767     MAP_OUT (windspeed);
768     MAP_OUT (winddir);
769     MAP_OUT (sky);
770 elmex 1.1
771 root 1.56 MAP_OUT (per_player);
772     MAP_OUT (per_party);
773 elmex 1.1
774 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 root 1.40
779 root 1.63 freezer.put (this);
780 root 1.61 freezer.put (KW_end);
781 root 1.40
782 root 1.56 return true;
783 elmex 1.1 }
784    
785 root 1.56 bool
786 root 1.72 maptile::_save_header (const char *path)
787 root 1.29 {
788 root 1.17 object_freezer freezer;
789 root 1.10
790 root 1.72 if (!_save_header (freezer))
791 root 1.56 return false;
792 elmex 1.1
793 root 1.56 return freezer.save (path);
794 elmex 1.1 }
795    
796     /*
797     * Remove and free all objects in the given map.
798     */
799 root 1.29 void
800 root 1.56 maptile::clear ()
801 root 1.29 {
802 root 1.81 if (spaces)
803     {
804     for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 root 1.104 while (object *op = ms->bot)
806 root 1.81 {
807 root 1.127 // manually remove, as to not trigger anything
808     if (ms->bot = op->above)
809     ms->bot->below = 0;
810    
811     op->flag [FLAG_REMOVED] = true;
812    
813 root 1.128 object *head = op->head_ ();
814     if (op == head)
815 root 1.148 op->destroy ();
816 root 1.128 else if (head->map != op->map)
817     {
818     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 root 1.148 head->destroy ();
820 root 1.128 }
821 root 1.81 }
822 root 1.29
823 root 1.137 sfree0 (spaces, size ());
824 root 1.81 }
825 root 1.29
826 root 1.56 if (buttons)
827     free_objectlinkpt (buttons), buttons = 0;
828 root 1.127
829 root 1.137 sfree0 (regions, size ());
830 root 1.127 delete [] regionmap; regionmap = 0;
831 elmex 1.1 }
832    
833 root 1.29 void
834 root 1.56 maptile::clear_header ()
835 root 1.29 {
836 root 1.56 name = 0;
837     msg = 0;
838     maplore = 0;
839     shoprace = 0;
840     delete [] shopitems, shopitems = 0;
841 root 1.42
842 root 1.47 for (int i = 0; i < 4; i++)
843 root 1.56 tile_path [i] = 0;
844 root 1.47 }
845 root 1.42
846 root 1.47 maptile::~maptile ()
847     {
848 root 1.53 assert (destroyed ());
849 elmex 1.1 }
850    
851 root 1.29 void
852 root 1.56 maptile::clear_links_to (maptile *m)
853 root 1.29 {
854     /* We need to look through all the maps and see if any maps
855     * are pointing at this one for tiling information. Since
856 root 1.47 * tiling can be asymetric, we just can not look to see which
857 root 1.29 * maps this map tiles with and clears those.
858     */
859 root 1.56 for (int i = 0; i < 4; i++)
860     if (tile_map[i] == m)
861     tile_map[i] = 0;
862 root 1.47 }
863 elmex 1.1
864 root 1.47 void
865 root 1.56 maptile::do_destroy ()
866 root 1.47 {
867 root 1.56 attachable::do_destroy ();
868    
869     clear ();
870 elmex 1.1 }
871    
872 root 1.109 /* decay and destroy perishable items in a map */
873     void
874     maptile::do_decay_objects ()
875     {
876     if (!spaces)
877     return;
878    
879     for (mapspace *ms = spaces + size (); ms-- > spaces; )
880     for (object *above, *op = ms->bot; op; op = above)
881     {
882     above = op->above;
883    
884     bool destroy = 0;
885    
886     // do not decay anything above unique floor tiles (yet :)
887     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888     break;
889    
890     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892     || QUERY_FLAG (op, FLAG_UNIQUE)
893     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894     || QUERY_FLAG (op, FLAG_UNPAID)
895     || op->is_alive ())
896     ; // do not decay
897     else if (op->is_weapon ())
898     {
899     op->stats.dam--;
900     if (op->stats.dam < 0)
901     destroy = 1;
902     }
903     else if (op->is_armor ())
904     {
905     op->stats.ac--;
906     if (op->stats.ac < 0)
907     destroy = 1;
908     }
909     else if (op->type == FOOD)
910     {
911     op->stats.food -= rndm (5, 20);
912     if (op->stats.food < 0)
913     destroy = 1;
914     }
915     else
916     {
917     int mat = op->materials;
918    
919     if (mat & M_PAPER
920     || mat & M_LEATHER
921     || mat & M_WOOD
922     || mat & M_ORGANIC
923     || mat & M_CLOTH
924     || mat & M_LIQUID
925     || (mat & M_IRON && rndm (1, 5) == 1)
926     || (mat & M_GLASS && rndm (1, 2) == 1)
927     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929     || (mat & M_ICE && temp > 32))
930     destroy = 1;
931     }
932    
933     /* adjust overall chance below */
934     if (destroy && rndm (0, 1))
935 root 1.147 op->destroy (true);
936 root 1.109 }
937     }
938    
939 elmex 1.1 /*
940 root 1.56 * Updates every button on the map (by calling update_button() for them).
941 elmex 1.1 */
942 root 1.56 void
943     maptile::update_buttons ()
944 root 1.29 {
945 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946     for (objectlink *ol = obp->link; ol; ol = ol->next)
947     {
948     if (!ol->ob)
949     {
950     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952     continue;
953     }
954 elmex 1.1
955 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956     {
957     update_button (ol->ob);
958     break;
959     }
960     }
961 elmex 1.1 }
962    
963     /*
964     * This routine is supposed to find out the difficulty of the map.
965     * difficulty does not have a lot to do with character level,
966     * but does have a lot to do with treasure on the map.
967     *
968     * Difficulty can now be set by the map creature. If the value stored
969     * in the map is zero, then use this routine. Maps should really
970     * have a difficulty set than using this function - human calculation
971     * is much better than this functions guesswork.
972     */
973 root 1.29 int
974 root 1.56 maptile::estimate_difficulty () const
975 root 1.29 {
976 elmex 1.1 long monster_cnt = 0;
977     double avgexp = 0;
978     sint64 total_exp = 0;
979    
980 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
981     for (object *op = ms->bot; op; op = op->above)
982     {
983     if (QUERY_FLAG (op, FLAG_MONSTER))
984     {
985     total_exp += op->stats.exp;
986     monster_cnt++;
987     }
988 elmex 1.1
989 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
990     {
991     total_exp += op->stats.exp;
992 elmex 1.1
993 root 1.140 if (archetype *at = op->other_arch)
994     {
995     total_exp += at->stats.exp * 8;
996     monster_cnt++;
997     }
998    
999     for (object *inv = op->inv; inv; inv = inv->below)
1000     {
1001     total_exp += op->stats.exp * 8;
1002     monster_cnt++;
1003     }
1004 root 1.56 }
1005     }
1006 elmex 1.1
1007     avgexp = (double) total_exp / monster_cnt;
1008    
1009 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1010     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1011     return i;
1012 elmex 1.1
1013     return 1;
1014     }
1015    
1016     /* change_map_light() - used to change map light level (darkness)
1017     * up or down. Returns true if successful. It should now be
1018     * possible to change a value by more than 1.
1019     * Move this from los.c to map.c since this is more related
1020     * to maps than los.
1021     * postive values make it darker, negative make it brighter
1022     */
1023 root 1.29 int
1024 root 1.56 maptile::change_map_light (int change)
1025 root 1.29 {
1026 root 1.56 int new_level = darkness + change;
1027 root 1.29
1028     /* Nothing to do */
1029 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1030     return 0;
1031 elmex 1.1
1032 root 1.29 /* inform all players on the map */
1033     if (change > 0)
1034 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 root 1.29 else
1036 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 root 1.29
1038 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1039 root 1.29 * we need to be extra careful about negative values.
1040     * In general, the checks below are only needed if change
1041     * is not +/-1
1042     */
1043     if (new_level < 0)
1044 root 1.56 darkness = 0;
1045 root 1.29 else if (new_level >= MAX_DARKNESS)
1046 root 1.56 darkness = MAX_DARKNESS;
1047 root 1.29 else
1048 root 1.56 darkness = new_level;
1049 elmex 1.1
1050 root 1.29 /* All clients need to get re-updated for the change */
1051 root 1.56 update_all_map_los (this);
1052 root 1.142
1053 root 1.29 return 1;
1054 elmex 1.1 }
1055    
1056     /*
1057     * This function updates various attributes about a specific space
1058     * on the map (what it looks like, whether it blocks magic,
1059     * has a living creatures, prevents people from passing
1060     * through, etc)
1061     */
1062 root 1.29 void
1063 root 1.46 mapspace::update_ ()
1064 root 1.29 {
1065 root 1.142 object *last = 0;
1066 root 1.74 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1067 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1068    
1069 root 1.94 //object *middle = 0;
1070     //object *top = 0;
1071     //object *floor = 0;
1072     // this seems to generate better code than using locals, above
1073 root 1.95 object *&top = faces_obj[0] = 0;
1074     object *&middle = faces_obj[1] = 0;
1075     object *&floor = faces_obj[2] = 0;
1076 root 1.29
1077 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 root 1.29 {
1079     /* This could be made additive I guess (two lights better than
1080 root 1.45 * one). But if so, it shouldn't be a simple additive - 2
1081 root 1.29 * light bulbs do not illuminate twice as far as once since
1082 root 1.45 * it is a dissapation factor that is cubed.
1083 root 1.29 */
1084 root 1.139 light = max (light, tmp->glow_radius);
1085 root 1.29
1086     /* This call is needed in order to update objects the player
1087     * is standing in that have animations (ie, grass, fire, etc).
1088     * However, it also causes the look window to be re-drawn
1089     * 3 times each time the player moves, because many of the
1090     * functions the move_player calls eventualy call this.
1091     *
1092     * Always put the player down for drawing.
1093     */
1094     if (!tmp->invisible)
1095     {
1096     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1097 root 1.94 top = tmp;
1098 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1099     {
1100     /* If we got a floor, that means middle and top were below it,
1101     * so should not be visible, so we clear them.
1102     */
1103 root 1.94 middle = 0;
1104     top = 0;
1105     floor = tmp;
1106 root 1.29 }
1107     /* Flag anywhere have high priority */
1108     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109     {
1110 root 1.94 middle = tmp;
1111 root 1.29 anywhere = 1;
1112     }
1113 root 1.143
1114 root 1.29 /* Find the highest visible face around. If equal
1115     * visibilities, we still want the one nearer to the
1116     * top
1117     */
1118 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1119     middle = tmp;
1120 root 1.29 }
1121 root 1.45
1122 root 1.29 if (tmp == tmp->above)
1123     {
1124     LOG (llevError, "Error in structure of map\n");
1125     exit (-1);
1126     }
1127    
1128 root 1.45 move_slow |= tmp->move_slow;
1129 root 1.29 move_block |= tmp->move_block;
1130 root 1.45 move_on |= tmp->move_on;
1131     move_off |= tmp->move_off;
1132 root 1.29 move_allow |= tmp->move_allow;
1133    
1134 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1135     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1136 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1137 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140     }
1141 root 1.29
1142 root 1.46 this->light = light;
1143     this->flags_ = flags;
1144     this->move_block = move_block & ~move_allow;
1145     this->move_on = move_on;
1146     this->move_off = move_off;
1147     this->move_slow = move_slow;
1148 root 1.29
1149     /* At this point, we have a floor face (if there is a floor),
1150     * and the floor is set - we are not going to touch it at
1151     * this point.
1152     * middle contains the highest visibility face.
1153     * top contains a player/monster face, if there is one.
1154     *
1155     * We now need to fill in top.face and/or middle.face.
1156     */
1157    
1158     /* If the top face also happens to be high visibility, re-do our
1159     * middle face. This should not happen, as we already have the
1160     * else statement above so middle should not get set. OTOH, it
1161     * may be possible for the faces to match but be different objects.
1162     */
1163     if (top == middle)
1164 root 1.94 middle = 0;
1165 root 1.29
1166     /* There are three posibilities at this point:
1167     * 1) top face is set, need middle to be set.
1168     * 2) middle is set, need to set top.
1169     * 3) neither middle or top is set - need to set both.
1170     */
1171    
1172 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1173 root 1.29 {
1174     /* Once we get to a floor, stop, since we already have a floor object */
1175     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1176     break;
1177    
1178     /* If two top faces are already set, quit processing */
1179 root 1.94 if (top && middle)
1180 root 1.29 break;
1181 root 1.10
1182 elmex 1.67 /* Only show visible faces */
1183     if (!tmp->invisible)
1184 root 1.29 {
1185     /* Fill in top if needed */
1186 root 1.94 if (!top)
1187 root 1.29 {
1188 root 1.94 top = tmp;
1189 root 1.29 if (top == middle)
1190 root 1.94 middle = 0;
1191 root 1.29 }
1192     else
1193     {
1194     /* top is already set - we should only get here if
1195     * middle is not set
1196     *
1197     * Set the middle face and break out, since there is nothing
1198     * more to fill in. We don't check visiblity here, since
1199     *
1200     */
1201 root 1.94 if (tmp != top)
1202 root 1.29 {
1203 root 1.94 middle = tmp;
1204 root 1.29 break;
1205 root 1.10 }
1206     }
1207     }
1208 elmex 1.1 }
1209 root 1.45
1210 root 1.29 if (middle == floor)
1211 root 1.94 middle = 0;
1212 root 1.45
1213 root 1.29 if (top == middle)
1214 root 1.94 middle = 0;
1215 root 1.45
1216 root 1.94 #if 0
1217     faces_obj [0] = top;
1218     faces_obj [1] = middle;
1219     faces_obj [2] = floor;
1220     #endif
1221 elmex 1.1 }
1222    
1223 root 1.85 uint64
1224     mapspace::volume () const
1225     {
1226     uint64 vol = 0;
1227    
1228     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1229     vol += op->volume ();
1230    
1231     return vol;
1232     }
1233    
1234 root 1.117 bool
1235     maptile::tile_available (int dir, bool load)
1236 elmex 1.1 {
1237 root 1.118 if (!tile_path[dir])
1238     return 0;
1239    
1240 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 root 1.117 return 1;
1242 root 1.60
1243 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1244     return 1;
1245 root 1.56
1246 root 1.117 return 0;
1247 root 1.68 }
1248    
1249 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1250     * map m. This function also takes into account any
1251     * tiling considerations, loading adjacant maps as needed.
1252     * This is the function should always be used when it
1253     * necessary to check for valid coordinates.
1254     * This function will recursively call itself for the
1255     * tiled maps.
1256     */
1257 root 1.29 int
1258 root 1.31 out_of_map (maptile *m, int x, int y)
1259 elmex 1.1 {
1260 root 1.29 /* If we get passed a null map, this is obviously the
1261     * case. This generally shouldn't happen, but if the
1262     * map loads fail below, it could happen.
1263     */
1264     if (!m)
1265     return 0;
1266 elmex 1.1
1267 root 1.29 if (x < 0)
1268     {
1269 root 1.119 if (!m->tile_available (3))
1270 root 1.29 return 1;
1271 root 1.46
1272 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1273 elmex 1.1 }
1274 root 1.46
1275 root 1.48 if (x >= m->width)
1276 root 1.29 {
1277 root 1.119 if (!m->tile_available (1))
1278 root 1.29 return 1;
1279 root 1.46
1280 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1281 elmex 1.1 }
1282 root 1.46
1283 root 1.29 if (y < 0)
1284     {
1285 root 1.119 if (!m->tile_available (0))
1286 root 1.29 return 1;
1287 root 1.46
1288 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1289 elmex 1.1 }
1290 root 1.46
1291 root 1.48 if (y >= m->height)
1292 root 1.29 {
1293 root 1.119 if (!m->tile_available (2))
1294 root 1.29 return 1;
1295 root 1.46
1296 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1297 elmex 1.1 }
1298    
1299 root 1.29 /* Simple case - coordinates are within this local
1300     * map.
1301     */
1302     return 0;
1303 elmex 1.1 }
1304    
1305     /* This is basically the same as out_of_map above, but
1306     * instead we return NULL if no map is valid (coordinates
1307     * out of bounds and no tiled map), otherwise it returns
1308     * the map as that the coordinates are really on, and
1309 pippijn 1.66 * updates x and y to be the localised coordinates.
1310 elmex 1.1 * Using this is more efficient of calling out_of_map
1311     * and then figuring out what the real map is
1312     */
1313 root 1.31 maptile *
1314 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1315 elmex 1.1 {
1316 root 1.68 if (x < 0)
1317 root 1.29 {
1318 root 1.119 if (!tile_available (3))
1319 root 1.46 return 0;
1320 root 1.56
1321 root 1.68 x += tile_map[3]->width;
1322     return tile_map[3]->xy_find (x, y);
1323 elmex 1.1 }
1324 root 1.46
1325 root 1.68 if (x >= width)
1326 root 1.29 {
1327 root 1.119 if (!tile_available (1))
1328 root 1.46 return 0;
1329    
1330 root 1.68 x -= width;
1331     return tile_map[1]->xy_find (x, y);
1332 elmex 1.1 }
1333 root 1.46
1334 root 1.68 if (y < 0)
1335 root 1.29 {
1336 root 1.119 if (!tile_available (0))
1337 root 1.46 return 0;
1338    
1339 root 1.68 y += tile_map[0]->height;
1340     return tile_map[0]->xy_find (x, y);
1341 elmex 1.1 }
1342 root 1.46
1343 root 1.68 if (y >= height)
1344 root 1.29 {
1345 root 1.119 if (!tile_available (2))
1346 root 1.46 return 0;
1347    
1348 root 1.68 y -= height;
1349     return tile_map[2]->xy_find (x, y);
1350 elmex 1.1 }
1351    
1352 root 1.29 /* Simple case - coordinates are within this local
1353     * map.
1354     */
1355 root 1.68 return this;
1356 elmex 1.1 }
1357    
1358     /**
1359     * Return whether map2 is adjacent to map1. If so, store the distance from
1360     * map1 to map2 in dx/dy.
1361     */
1362 root 1.82 int
1363 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1364 root 1.29 {
1365     if (!map1 || !map2)
1366     return 0;
1367    
1368 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1369 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1370 root 1.29 if (map1 == map2)
1371     {
1372     *dx = 0;
1373     *dy = 0;
1374     }
1375     else if (map1->tile_map[0] == map2)
1376     { /* up */
1377     *dx = 0;
1378 root 1.48 *dy = -map2->height;
1379 root 1.29 }
1380     else if (map1->tile_map[1] == map2)
1381     { /* right */
1382 root 1.48 *dx = map1->width;
1383 root 1.29 *dy = 0;
1384     }
1385     else if (map1->tile_map[2] == map2)
1386     { /* down */
1387     *dx = 0;
1388 root 1.48 *dy = map1->height;
1389 root 1.29 }
1390     else if (map1->tile_map[3] == map2)
1391     { /* left */
1392 root 1.48 *dx = -map2->width;
1393 root 1.29 *dy = 0;
1394     }
1395     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1396     { /* up right */
1397 root 1.48 *dx = map1->tile_map[0]->width;
1398     *dy = -map1->tile_map[0]->height;
1399 root 1.29 }
1400     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1401     { /* up left */
1402 root 1.48 *dx = -map2->width;
1403     *dy = -map1->tile_map[0]->height;
1404 root 1.29 }
1405     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1406     { /* right up */
1407 root 1.48 *dx = map1->width;
1408     *dy = -map2->height;
1409 root 1.29 }
1410     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1411     { /* right down */
1412 root 1.48 *dx = map1->width;
1413     *dy = map1->tile_map[1]->height;
1414 root 1.29 }
1415     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1416     { /* down right */
1417 root 1.48 *dx = map1->tile_map[2]->width;
1418     *dy = map1->height;
1419 root 1.29 }
1420     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1421     { /* down left */
1422 root 1.48 *dx = -map2->width;
1423     *dy = map1->height;
1424 root 1.29 }
1425     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1426     { /* left up */
1427 root 1.48 *dx = -map1->tile_map[3]->width;
1428     *dy = -map2->height;
1429 root 1.29 }
1430     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1431     { /* left down */
1432 root 1.48 *dx = -map1->tile_map[3]->width;
1433     *dy = map1->tile_map[3]->height;
1434 root 1.29 }
1435     else
1436 root 1.56 return 0;
1437 elmex 1.1
1438 root 1.29 return 1;
1439 elmex 1.1 }
1440    
1441 root 1.68 maptile *
1442     maptile::xy_load (sint16 &x, sint16 &y)
1443     {
1444     maptile *map = xy_find (x, y);
1445    
1446     if (map)
1447     map->load_sync ();
1448    
1449     return map;
1450     }
1451    
1452     maptile *
1453     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1454     {
1455     return m->xy_load (*x, *y);
1456     }
1457    
1458 elmex 1.1 /* From map.c
1459     * This is used by get_player to determine where the other
1460     * creature is. get_rangevector takes into account map tiling,
1461     * so you just can not look the the map coordinates and get the
1462     * righte value. distance_x/y are distance away, which
1463 root 1.79 * can be negative. direction is the crossfire direction scheme
1464 elmex 1.1 * that the creature should head. part is the part of the
1465     * monster that is closest.
1466     *
1467     * get_rangevector looks at op1 and op2, and fills in the
1468     * structure for op1 to get to op2.
1469     * We already trust that the caller has verified that the
1470     * two objects are at least on adjacent maps. If not,
1471     * results are not likely to be what is desired.
1472     * if the objects are not on maps, results are also likely to
1473     * be unexpected
1474     *
1475     * currently, the only flag supported (0x1) is don't translate for
1476     * closest body part of 'op1'
1477     */
1478 root 1.29 void
1479     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1480     {
1481     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1482     {
1483     /* be conservative and fill in _some_ data */
1484 root 1.86 retval->distance = 10000;
1485     retval->distance_x = 10000;
1486     retval->distance_y = 10000;
1487 root 1.29 retval->direction = 0;
1488     retval->part = 0;
1489     }
1490     else
1491     {
1492     object *best;
1493    
1494     retval->distance_x += op2->x - op1->x;
1495     retval->distance_y += op2->y - op1->y;
1496    
1497     best = op1;
1498     /* If this is multipart, find the closest part now */
1499     if (!(flags & 0x1) && op1->more)
1500     {
1501     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1502    
1503     /* we just take the offset of the piece to head to figure
1504     * distance instead of doing all that work above again
1505     * since the distance fields we set above are positive in the
1506     * same axis as is used for multipart objects, the simply arithmetic
1507     * below works.
1508     */
1509 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1510 root 1.29 {
1511     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1512     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1513     if (tmpi < best_distance)
1514     {
1515     best_distance = tmpi;
1516     best = tmp;
1517 elmex 1.1 }
1518     }
1519 root 1.75
1520 root 1.29 if (best != op1)
1521     {
1522     retval->distance_x += op1->x - best->x;
1523     retval->distance_y += op1->y - best->y;
1524 elmex 1.1 }
1525     }
1526 root 1.75
1527 root 1.29 retval->part = best;
1528 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1529 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1530 elmex 1.1 }
1531     }
1532    
1533     /* this is basically the same as get_rangevector above, but instead of
1534     * the first parameter being an object, it instead is the map
1535     * and x,y coordinates - this is used for path to player -
1536     * since the object is not infact moving but we are trying to traverse
1537     * the path, we need this.
1538     * flags has no meaning for this function at this time - I kept it in to
1539     * be more consistant with the above function and also in case they are needed
1540     * for something in the future. Also, since no object is pasted, the best
1541     * field of the rv_vector is set to NULL.
1542     */
1543 root 1.29 void
1544 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1545 root 1.29 {
1546     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1547     {
1548     /* be conservative and fill in _some_ data */
1549     retval->distance = 100000;
1550     retval->distance_x = 32767;
1551     retval->distance_y = 32767;
1552     retval->direction = 0;
1553     retval->part = 0;
1554     }
1555     else
1556     {
1557     retval->distance_x += op2->x - x;
1558     retval->distance_y += op2->y - y;
1559    
1560     retval->part = NULL;
1561 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1562 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1563 elmex 1.1 }
1564     }
1565    
1566     /* Returns true of op1 and op2 are effectively on the same map
1567     * (as related to map tiling). Note that this looks for a path from
1568 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1569 elmex 1.1 * to op1, this will still return false.
1570     * Note we only look one map out to keep the processing simple
1571     * and efficient. This could probably be a macro.
1572     * MSW 2001-08-05
1573     */
1574 root 1.29 int
1575     on_same_map (const object *op1, const object *op2)
1576     {
1577     int dx, dy;
1578 elmex 1.1
1579 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1580 elmex 1.1 }
1581 root 1.52
1582     object *
1583     maptile::insert (object *op, int x, int y, object *originator, int flags)
1584     {
1585     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1586     }
1587    
1588 root 1.81 region *
1589     maptile::region (int x, int y) const
1590     {
1591     if (regions
1592     && regionmap
1593     && !OUT_OF_REAL_MAP (this, x, y))
1594     if (struct region *reg = regionmap [regions [y * width + x]])
1595     return reg;
1596    
1597     if (default_region)
1598     return default_region;
1599    
1600     return ::region::default_region ();
1601     }
1602    
1603 root 1.91 /* picks a random object from a style map.
1604     */
1605     object *
1606 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1607 root 1.91 {
1608     /* while returning a null object will result in a crash, that
1609     * is actually preferable to an infinite loop. That is because
1610     * most servers will automatically restart in case of crash.
1611     * Change the logic on getting the random space - shouldn't make
1612     * any difference, but this seems clearer to me.
1613     */
1614     for (int i = 1000; --i;)
1615     {
1616 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1617 root 1.91
1618     // do not prefer big monsters just because they are big.
1619 root 1.138 if (pick && pick->is_head ())
1620 root 1.91 return pick->head_ ();
1621     }
1622    
1623     // instead of crashing in the unlikely(?) case, try to return *something*
1624 root 1.138 return archetype::find ("bug");
1625 root 1.91 }
1626 root 1.85
1627 root 1.114 void
1628     maptile::play_sound (faceidx sound, int x, int y) const
1629     {
1630     if (!sound)
1631     return;
1632    
1633     for_all_players (pl)
1634 root 1.131 if (pl->ob->map == this)
1635 root 1.114 if (client *ns = pl->ns)
1636     {
1637 root 1.131 int dx = x - pl->ob->x;
1638     int dy = y - pl->ob->y;
1639 root 1.114
1640     int distance = idistance (dx, dy);
1641    
1642     if (distance <= MAX_SOUND_DISTANCE)
1643     ns->play_sound (sound, dx, dy);
1644     }
1645     }
1646