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Revision: 1.153
Committed: Tue Dec 23 06:58:23 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.152: +4 -4 lines
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# 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 root 1.152 sint8 maptile::outdoor_darkness;
31    
32 elmex 1.1 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
33     * one function that just returns a P_.. value (see map.h)
34     * it will also do map translation for tiled maps, returning
35     * new values into newmap, nx, and ny. Any and all of those
36     * values can be null, in which case if a new map is needed (returned
37     * by a P_NEW_MAP value, another call to get_map_from_coord
38     * is needed. The case of not passing values is if we're just
39     * checking for the existence of something on those spaces, but
40     * don't expect to insert/remove anything from those spaces.
41     */
42 root 1.29 int
43 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
44 elmex 1.1 {
45 root 1.56 sint16 newx = x;
46     sint16 newy = y;
47 root 1.46
48 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49 root 1.46
50     if (!mp)
51     return P_OUT_OF_MAP;
52    
53     if (newmap) *newmap = mp;
54     if (nx) *nx = newx;
55     if (ny) *ny = newy;
56 elmex 1.3
57 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58 elmex 1.1 }
59    
60     /*
61     * Returns true if the given coordinate is blocked except by the
62     * object passed is not blocking. This is used with
63     * multipart monsters - if we want to see if a 2x2 monster
64     * can move 1 space to the left, we don't want its own area
65     * to block it from moving there.
66     * Returns TRUE if the space is blocked by something other than the
67     * monster.
68     * m, x, y are the target map/coordinates - needed for map tiling.
69     * the coordinates & map passed in should have been updated for tiling
70     * by the caller.
71     */
72 root 1.29 int
73 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
74 root 1.29 {
75     object *tmp;
76     int mflags, blocked;
77    
78     /* Make sure the coordinates are valid - they should be, as caller should
79     * have already checked this.
80     */
81     if (OUT_OF_REAL_MAP (m, sx, sy))
82     {
83     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84     return 1;
85 elmex 1.1 }
86    
87 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
88     * directly.
89     */
90 root 1.46 mflags = m->at (sx, sy).flags ();
91 root 1.29
92     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
93    
94     /* If space is currently not blocked by anything, no need to
95     * go further. Not true for players - all sorts of special
96     * things we need to do for players.
97     */
98     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99     return 0;
100    
101     /* if there isn't anytyhing alive on this space, and this space isn't
102     * otherwise blocked, we can return now. Only if there is a living
103     * creature do we need to investigate if it is part of this creature
104     * or another. Likewise, only if something is blocking us do we
105     * need to investigate if there is a special circumstance that would
106     * let the player through (inventory checkers for example)
107     */
108     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109     return 0;
110    
111 root 1.102 ob = ob->head_ ();
112 root 1.29
113     /* We basically go through the stack of objects, and if there is
114     * some other object that has NO_PASS or FLAG_ALIVE set, return
115     * true. If we get through the entire stack, that must mean
116     * ob is blocking it, so return 0.
117     */
118 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 root 1.29 {
120    
121     /* This must be before the checks below. Code for inventory checkers. */
122     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123     {
124     /* If last_sp is set, the player/monster needs an object,
125     * so we check for it. If they don't have it, they can't
126     * pass through this space.
127     */
128     if (tmp->last_sp)
129     {
130     if (check_inv_recursive (ob, tmp) == NULL)
131     return 1;
132     else
133     continue;
134     }
135     else
136     {
137     /* In this case, the player must not have the object -
138     * if they do, they can't pass through.
139     */
140     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141     return 1;
142     else
143     continue;
144     }
145     } /* if check_inv */
146     else
147     {
148     /* Broke apart a big nasty if into several here to make
149     * this more readable. first check - if the space blocks
150     * movement, can't move here.
151 root 1.102 * second - if a monster, can't move there, unless it is a
152 root 1.29 * hidden dm
153     */
154     if (OB_MOVE_BLOCK (ob, tmp))
155     return 1;
156 root 1.102
157 root 1.103 if (tmp->flag [FLAG_ALIVE]
158 root 1.102 && tmp->head_ () != ob
159     && tmp != ob
160     && tmp->type != DOOR
161 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 root 1.29 return 1;
163 root 1.10 }
164 elmex 1.1
165     }
166 root 1.29 return 0;
167 elmex 1.1 }
168    
169     /*
170 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
171     * spot. This is meant for multi space objects - for single space objecs,
172 elmex 1.1 * just calling get_map_blocked and checking that against movement type
173 root 1.129 * of object. This function goes through all the parts of the multipart
174     * object and makes sure they can be inserted.
175 elmex 1.1 *
176     * While this doesn't call out of map, the get_map_flags does.
177     *
178     * This function has been used to deprecate arch_out_of_map -
179     * this function also does that check, and since in most cases,
180     * a call to one would follow the other, doesn't make a lot of sense to
181     * have two seperate functions for this.
182     *
183     * This returns nonzero if this arch can not go on the space provided,
184     * 0 otherwise. the return value will contain the P_.. value
185     * so the caller can know why this object can't go on the map.
186     * Note that callers should not expect P_NEW_MAP to be set
187     * in return codes - since the object is multispace - if
188     * we did return values, what do you return if half the object
189     * is one map, half on another.
190     *
191     * Note this used to be arch_blocked, but with new movement
192     * code, we need to have actual object to check its move_type
193     * against the move_block values.
194     */
195 root 1.129 bool
196     object::blocked (maptile *m, int x, int y) const
197 root 1.29 {
198 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
199 root 1.29 {
200 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
201 elmex 1.1
202 root 1.129 if (!pos.normalise ())
203     return 1;
204 elmex 1.1
205 root 1.129 mapspace &ms = *pos;
206 elmex 1.1
207 root 1.129 if (ms.flags () & P_IS_ALIVE)
208     return 1;
209 root 1.47
210 root 1.129 /* However, often ob doesn't have any move type
211     * (signifying non-moving objects)
212 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
213     */
214 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
215 root 1.29 continue;
216 elmex 1.1
217 root 1.29 /* Note it is intentional that we check ob - the movement type of the
218     * head of the object should correspond for the entire object.
219     */
220 root 1.129 if (ms.blocks (move_type))
221     return 1;
222 root 1.45 }
223 elmex 1.1
224 root 1.29 return 0;
225 elmex 1.1 }
226    
227     /* When the map is loaded, load_object does not actually insert objects
228     * into inventory, but just links them. What this does is go through
229     * and insert them properly.
230     * The object 'container' is the object that contains the inventory.
231     * This is needed so that we can update the containers weight.
232     */
233 root 1.29 void
234     fix_container (object *container)
235 elmex 1.1 {
236 root 1.29 object *tmp = container->inv, *next;
237 elmex 1.1
238 root 1.56 container->inv = 0;
239     while (tmp)
240 root 1.29 {
241     next = tmp->below;
242     if (tmp->inv)
243     fix_container (tmp);
244 root 1.56
245     insert_ob_in_ob (tmp, container);
246 root 1.29 tmp = next;
247     }
248 root 1.56
249 root 1.135 // go through and calculate what all the containers are carrying.
250     //TODO: remove
251     container->update_weight ();
252 elmex 1.1 }
253    
254 root 1.64 void
255     maptile::set_object_flag (int flag, int value)
256     {
257     if (!spaces)
258     return;
259    
260     for (mapspace *ms = spaces + size (); ms-- > spaces; )
261     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262     tmp->flag [flag] = value;
263     }
264    
265 root 1.144 void
266     maptile::post_load_original ()
267     {
268     if (!spaces)
269     return;
270    
271     set_object_flag (FLAG_OBJ_ORIGINAL);
272    
273     for (mapspace *ms = spaces + size (); ms-- > spaces; )
274     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275     INVOKE_OBJECT (RESET, tmp);
276     }
277    
278 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
279     * for objects whose arch says they are multipart yet according to the
280     * info we have, they only have the head (as would be expected when
281 root 1.99 * they are saved).
282 elmex 1.1 */
283 root 1.56 void
284     maptile::link_multipart_objects ()
285 elmex 1.1 {
286 root 1.56 if (!spaces)
287     return;
288    
289     for (mapspace *ms = spaces + size (); ms-- > spaces; )
290 elmex 1.111 {
291     object *op = ms->bot;
292     while (op)
293     {
294     /* already multipart - don't do anything more */
295     if (op->head_ () == op && !op->more && op->arch->more)
296     {
297     op->remove ();
298     op->expand_tail ();
299    
300     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
301     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
302     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
303     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304    
305     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306     // so we have to reset the iteration through the mapspace
307     }
308     else
309     op = op->above;
310     }
311     }
312 elmex 1.1 }
313 root 1.29
314 elmex 1.1 /*
315     * Loads (ands parses) the objects into a given map from the specified
316     * file pointer.
317     */
318 root 1.56 bool
319 root 1.88 maptile::_load_objects (object_thawer &f)
320 root 1.24 {
321 root 1.88 for (;;)
322     {
323 root 1.133 coroapi::cede_to_tick (); // cede once in a while
324 elmex 1.1
325 root 1.88 switch (f.kw)
326 root 1.24 {
327 root 1.88 case KW_arch:
328 root 1.90 if (object *op = object::read (f, this))
329 root 1.88 {
330 root 1.135 // TODO: why?
331 root 1.88 if (op->inv)
332 root 1.135 op->update_weight ();
333 root 1.10
334 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335     {
336     // we insert manually because
337     // a) its way faster
338     // b) we remove manually, too, and there are good reasons for that
339     // c) its correct
340     mapspace &ms = at (op->x, op->y);
341    
342     op->flag [FLAG_REMOVED] = false;
343    
344     op->above = 0;
345     op->below = ms.top;
346    
347     if (ms.top)
348     ms.top->above = op;
349     else
350     ms.bot = op;
351    
352     ms.top = op;
353     ms.flags_ = 0;
354     }
355     else
356     {
357     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 root 1.148 op->destroy ();
359 root 1.130 }
360 root 1.88 }
361 root 1.41
362 root 1.88 continue;
363 root 1.41
364 root 1.88 case KW_EOF:
365     return true;
366 root 1.41
367 root 1.88 default:
368     if (!f.parse_error ("map file"))
369     return false;
370 root 1.41 break;
371 root 1.10 }
372 root 1.24
373 root 1.88 f.next ();
374 elmex 1.1 }
375 root 1.24
376 root 1.56 return true;
377     }
378    
379     void
380     maptile::activate ()
381     {
382 root 1.101 if (spaces)
383     for (mapspace *ms = spaces + size (); ms-- > spaces; )
384     for (object *op = ms->bot; op; op = op->above)
385     op->activate_recursive ();
386 root 1.56 }
387    
388     void
389     maptile::deactivate ()
390     {
391 root 1.101 if (spaces)
392     for (mapspace *ms = spaces + size (); ms-- > spaces; )
393     for (object *op = ms->bot; op; op = op->above)
394     op->deactivate_recursive ();
395 root 1.56 }
396    
397     bool
398 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
399 root 1.56 {
400 root 1.100 coroapi::cede_to_tick ();
401 root 1.65
402 root 1.56 if (flags & IO_HEADER)
403 root 1.88 _save_header (f);
404 root 1.56
405     if (!spaces)
406     return false;
407    
408     for (int i = 0; i < size (); ++i)
409 root 1.24 {
410 root 1.121 bool unique = 0;
411    
412 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
413 root 1.24 {
414 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
415 root 1.56
416 root 1.121 if (expect_false (!op->can_map_save ()))
417 root 1.56 continue;
418    
419 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
420 root 1.24 {
421 root 1.56 if (flags & IO_UNIQUES)
422 root 1.88 op->write (f);
423 root 1.10 }
424 root 1.121 else if (expect_true (flags & IO_OBJECTS))
425 root 1.88 op->write (f);
426 root 1.10 }
427 elmex 1.1 }
428 root 1.24
429 root 1.100 coroapi::cede_to_tick ();
430 root 1.97
431 root 1.56 return true;
432 elmex 1.1 }
433    
434 root 1.56 bool
435 root 1.72 maptile::_save_objects (const char *path, int flags)
436 root 1.56 {
437     object_freezer freezer;
438 root 1.29
439 root 1.72 if (!_save_objects (freezer, flags))
440 root 1.56 return false;
441 root 1.29
442 root 1.56 return freezer.save (path);
443 elmex 1.1 }
444    
445 root 1.34 maptile::maptile ()
446     {
447     in_memory = MAP_SWAPPED;
448 root 1.54
449 root 1.34 /* The maps used to pick up default x and y values from the
450 root 1.85 * map archetype. Mimic that behaviour.
451 root 1.34 */
452 root 1.85 width = 16;
453     height = 16;
454     timeout = 300;
455     max_nrof = 1000; // 1000 items of anything
456     max_volume = 2000000; // 2m³
457 root 1.34 }
458    
459 root 1.56 maptile::maptile (int w, int h)
460 root 1.54 {
461 root 1.56 in_memory = MAP_SWAPPED;
462 root 1.54
463 root 1.56 width = w;
464     height = h;
465     reset_timeout = 0;
466     timeout = 300;
467     enter_x = 0;
468     enter_y = 0;
469 root 1.54
470 root 1.56 alloc ();
471 elmex 1.1 }
472    
473     /*
474 root 1.31 * Allocates the arrays contained in a maptile.
475 elmex 1.1 * This basically allocates the dynamic array of spaces for the
476     * map.
477     */
478 root 1.29 void
479 root 1.56 maptile::alloc ()
480 root 1.29 {
481 root 1.34 if (spaces)
482 root 1.56 return;
483 elmex 1.1
484 root 1.53 spaces = salloc0<mapspace> (size ());
485 elmex 1.1 }
486    
487     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
488     * corresponding to that string. Memory is allocated for this, it must be freed
489     * at a later date.
490     * Called by parse_map_headers below.
491     */
492 root 1.29 static shopitems *
493     parse_shop_string (const char *input_string)
494     {
495     char *shop_string, *p, *q, *next_semicolon, *next_colon;
496     shopitems *items = NULL;
497     int i = 0, number_of_entries = 0;
498     const typedata *current_type;
499    
500 root 1.43 shop_string = strdup (input_string);
501 root 1.29 p = shop_string;
502     /* first we'll count the entries, we'll need that for allocating the array shortly */
503     while (p)
504     {
505     p = strchr (p, ';');
506     number_of_entries++;
507     if (p)
508     p++;
509     }
510 root 1.54
511 root 1.29 p = shop_string;
512     strip_endline (p);
513     items = new shopitems[number_of_entries + 1];
514     for (i = 0; i < number_of_entries; i++)
515     {
516     if (!p)
517     {
518     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
519     break;
520     }
521 root 1.54
522 root 1.29 next_semicolon = strchr (p, ';');
523     next_colon = strchr (p, ':');
524     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526     items[i].strength = atoi (strchr (p, ':') + 1);
527    
528     if (isdigit (*p) || *p == '*')
529     {
530     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531     current_type = get_typedata (items[i].typenum);
532     if (current_type)
533     {
534     items[i].name = current_type->name;
535     items[i].name_pl = current_type->name_pl;
536     }
537     }
538     else
539     { /*we have a named type, let's figure out what it is */
540     q = strpbrk (p, ";:");
541     if (q)
542     *q = '\0';
543    
544     current_type = get_typedata_by_name (p);
545     if (current_type)
546     {
547     items[i].name = current_type->name;
548     items[i].typenum = current_type->number;
549     items[i].name_pl = current_type->name_pl;
550     }
551     else
552     { /* oh uh, something's wrong, let's free up this one, and try
553     * the next entry while we're at it, better print a warning
554     */
555     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556     }
557     }
558 root 1.54
559 root 1.29 items[i].index = number_of_entries;
560     if (next_semicolon)
561     p = ++next_semicolon;
562     else
563     p = NULL;
564 elmex 1.1 }
565 root 1.54
566 root 1.29 free (shop_string);
567     return items;
568 elmex 1.1 }
569    
570     /* opposite of parse string, this puts the string that was originally fed in to
571     * the map (or something equivilent) into output_string. */
572 root 1.29 static void
573 root 1.31 print_shop_string (maptile *m, char *output_string)
574 root 1.29 {
575     int i;
576     char tmp[MAX_BUF];
577    
578     strcpy (output_string, "");
579     for (i = 0; i < m->shopitems[0].index; i++)
580     {
581     if (m->shopitems[i].typenum)
582     {
583     if (m->shopitems[i].strength)
584 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 root 1.29 else
586     sprintf (tmp, "%s;", m->shopitems[i].name);
587 root 1.10 }
588 root 1.29 else
589     {
590     if (m->shopitems[i].strength)
591 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
592 root 1.29 else
593     sprintf (tmp, "*");
594     }
595 root 1.54
596 root 1.29 strcat (output_string, tmp);
597 elmex 1.1 }
598     }
599    
600     /* This loads the header information of the map. The header
601     * contains things like difficulty, size, timeout, etc.
602     * this used to be stored in the map object, but with the
603     * addition of tiling, fields beyond that easily named in an
604     * object structure were needed, so it just made sense to
605     * put all the stuff in the map object so that names actually make
606     * sense.
607     * This could be done in lex (like the object loader), but I think
608     * currently, there are few enough fields this is not a big deal.
609     * MSW 2001-07-01
610     */
611 root 1.56 bool
612 root 1.72 maptile::_load_header (object_thawer &thawer)
613 elmex 1.1 {
614 root 1.56 for (;;)
615 root 1.29 {
616 root 1.105 switch (thawer.kw)
617 root 1.29 {
618 root 1.56 case KW_msg:
619     thawer.get_ml (KW_endmsg, msg);
620     break;
621 root 1.22
622 root 1.56 case KW_lore: // CF+ extension
623     thawer.get_ml (KW_endlore, maplore);
624     break;
625 root 1.10
626 root 1.56 case KW_maplore:
627     thawer.get_ml (KW_endmaplore, maplore);
628     break;
629 root 1.10
630 root 1.56 case KW_arch:
631     if (strcmp (thawer.get_str (), "map"))
632     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633     break;
634 root 1.29
635 root 1.56 case KW_oid:
636     thawer.get (this, thawer.get_sint32 ());
637     break;
638 root 1.29
639 root 1.56 case KW_file_format_version: break; // nop
640 root 1.29
641 root 1.56 case KW_name: thawer.get (name); break;
642     case KW_attach: thawer.get (attach); break;
643     case KW_reset_time: thawer.get (reset_time); break;
644     case KW_shopgreed: thawer.get (shopgreed); break;
645     case KW_shopmin: thawer.get (shopmin); break;
646     case KW_shopmax: thawer.get (shopmax); break;
647     case KW_shoprace: thawer.get (shoprace); break;
648     case KW_outdoor: thawer.get (outdoor); break;
649     case KW_temp: thawer.get (temp); break;
650     case KW_pressure: thawer.get (pressure); break;
651     case KW_humid: thawer.get (humid); break;
652     case KW_windspeed: thawer.get (windspeed); break;
653     case KW_winddir: thawer.get (winddir); break;
654     case KW_sky: thawer.get (sky); break;
655    
656     case KW_per_player: thawer.get (per_player); break;
657     case KW_per_party: thawer.get (per_party); break;
658 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
659 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
660 root 1.56
661 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663    
664     // old names new names
665     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667     case KW_x: case KW_width: thawer.get (width); break;
668     case KW_y: case KW_height: thawer.get (height); break;
669     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670     case KW_value: case KW_swap_time: thawer.get (timeout); break;
671     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674    
675     case KW_tile_path_1: thawer.get (tile_path [0]); break;
676     case KW_tile_path_2: thawer.get (tile_path [1]); break;
677     case KW_tile_path_3: thawer.get (tile_path [2]); break;
678     case KW_tile_path_4: thawer.get (tile_path [3]); break;
679 root 1.83
680 root 1.112 case KW_ERROR:
681 root 1.123 set_key_text (thawer.kw_str, thawer.value);
682 root 1.112 break;
683    
684 root 1.83 case KW_end:
685 root 1.124 thawer.next ();
686 root 1.83 return true;
687    
688     default:
689 root 1.87 if (!thawer.parse_error ("map", 0))
690 root 1.83 return false;
691     break;
692 root 1.10 }
693 root 1.124
694     thawer.next ();
695 elmex 1.1 }
696 root 1.41
697 root 1.56 abort ();
698 elmex 1.1 }
699    
700 root 1.56 /******************************************************************************
701     * This is the start of unique map handling code
702     *****************************************************************************/
703 root 1.29
704 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
705     void
706     maptile::clear_unique_items ()
707 root 1.29 {
708 root 1.56 for (int i = 0; i < size (); ++i)
709 root 1.29 {
710 root 1.56 int unique = 0;
711     for (object *op = spaces [i].bot; op; )
712     {
713     object *above = op->above;
714 elmex 1.1
715 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
716     unique = 1;
717 root 1.14
718 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
719 root 1.148 op->destroy ();
720 elmex 1.1
721 root 1.56 op = above;
722     }
723 root 1.29 }
724 elmex 1.1 }
725    
726 root 1.56 bool
727 root 1.72 maptile::_save_header (object_freezer &freezer)
728 root 1.29 {
729 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
730     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
731 elmex 1.1
732 root 1.56 MAP_OUT2 (arch, "map");
733 elmex 1.1
734 root 1.56 if (name) MAP_OUT (name);
735     MAP_OUT (swap_time);
736     MAP_OUT (reset_time);
737     MAP_OUT (reset_timeout);
738     MAP_OUT (fixed_resettime);
739 root 1.109 MAP_OUT (no_reset);
740 root 1.141 MAP_OUT (no_drop);
741 root 1.56 MAP_OUT (difficulty);
742 root 1.9
743 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
744 root 1.29
745 root 1.56 if (shopitems)
746 root 1.29 {
747 root 1.56 char shop[MAX_BUF];
748     print_shop_string (this, shop);
749     MAP_OUT2 (shopitems, shop);
750 elmex 1.1 }
751    
752 root 1.56 MAP_OUT (shopgreed);
753     MAP_OUT (shopmin);
754     MAP_OUT (shopmax);
755     if (shoprace) MAP_OUT (shoprace);
756     MAP_OUT (darkness);
757     MAP_OUT (width);
758     MAP_OUT (height);
759     MAP_OUT (enter_x);
760     MAP_OUT (enter_y);
761 root 1.14
762 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
764 elmex 1.1
765 root 1.56 MAP_OUT (outdoor);
766     MAP_OUT (temp);
767     MAP_OUT (pressure);
768     MAP_OUT (humid);
769     MAP_OUT (windspeed);
770     MAP_OUT (winddir);
771     MAP_OUT (sky);
772 elmex 1.1
773 root 1.56 MAP_OUT (per_player);
774     MAP_OUT (per_party);
775 elmex 1.1
776 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
777     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
778     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
779     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
780 root 1.40
781 root 1.63 freezer.put (this);
782 root 1.61 freezer.put (KW_end);
783 root 1.40
784 root 1.56 return true;
785 elmex 1.1 }
786    
787 root 1.56 bool
788 root 1.72 maptile::_save_header (const char *path)
789 root 1.29 {
790 root 1.17 object_freezer freezer;
791 root 1.10
792 root 1.72 if (!_save_header (freezer))
793 root 1.56 return false;
794 elmex 1.1
795 root 1.56 return freezer.save (path);
796 elmex 1.1 }
797    
798     /*
799     * Remove and free all objects in the given map.
800     */
801 root 1.29 void
802 root 1.56 maptile::clear ()
803 root 1.29 {
804 root 1.81 if (spaces)
805     {
806     for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 root 1.104 while (object *op = ms->bot)
808 root 1.81 {
809 root 1.127 // manually remove, as to not trigger anything
810     if (ms->bot = op->above)
811     ms->bot->below = 0;
812    
813     op->flag [FLAG_REMOVED] = true;
814    
815 root 1.128 object *head = op->head_ ();
816     if (op == head)
817 root 1.148 op->destroy ();
818 root 1.128 else if (head->map != op->map)
819     {
820     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 root 1.148 head->destroy ();
822 root 1.128 }
823 root 1.81 }
824 root 1.29
825 root 1.137 sfree0 (spaces, size ());
826 root 1.81 }
827 root 1.29
828 root 1.56 if (buttons)
829     free_objectlinkpt (buttons), buttons = 0;
830 root 1.127
831 root 1.137 sfree0 (regions, size ());
832 root 1.127 delete [] regionmap; regionmap = 0;
833 elmex 1.1 }
834    
835 root 1.29 void
836 root 1.56 maptile::clear_header ()
837 root 1.29 {
838 root 1.56 name = 0;
839     msg = 0;
840     maplore = 0;
841     shoprace = 0;
842     delete [] shopitems, shopitems = 0;
843 root 1.42
844 root 1.47 for (int i = 0; i < 4; i++)
845 root 1.56 tile_path [i] = 0;
846 root 1.47 }
847 root 1.42
848 root 1.47 maptile::~maptile ()
849     {
850 root 1.53 assert (destroyed ());
851 elmex 1.1 }
852    
853 root 1.29 void
854 root 1.56 maptile::clear_links_to (maptile *m)
855 root 1.29 {
856     /* We need to look through all the maps and see if any maps
857     * are pointing at this one for tiling information. Since
858 root 1.47 * tiling can be asymetric, we just can not look to see which
859 root 1.29 * maps this map tiles with and clears those.
860     */
861 root 1.56 for (int i = 0; i < 4; i++)
862     if (tile_map[i] == m)
863     tile_map[i] = 0;
864 root 1.47 }
865 elmex 1.1
866 root 1.47 void
867 root 1.56 maptile::do_destroy ()
868 root 1.47 {
869 root 1.56 attachable::do_destroy ();
870    
871     clear ();
872 elmex 1.1 }
873    
874 root 1.109 /* decay and destroy perishable items in a map */
875     void
876     maptile::do_decay_objects ()
877     {
878     if (!spaces)
879     return;
880    
881     for (mapspace *ms = spaces + size (); ms-- > spaces; )
882     for (object *above, *op = ms->bot; op; op = above)
883     {
884     above = op->above;
885    
886     bool destroy = 0;
887    
888     // do not decay anything above unique floor tiles (yet :)
889     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890     break;
891    
892     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894     || QUERY_FLAG (op, FLAG_UNIQUE)
895     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896     || QUERY_FLAG (op, FLAG_UNPAID)
897     || op->is_alive ())
898     ; // do not decay
899     else if (op->is_weapon ())
900     {
901     op->stats.dam--;
902     if (op->stats.dam < 0)
903     destroy = 1;
904     }
905     else if (op->is_armor ())
906     {
907     op->stats.ac--;
908     if (op->stats.ac < 0)
909     destroy = 1;
910     }
911     else if (op->type == FOOD)
912     {
913     op->stats.food -= rndm (5, 20);
914     if (op->stats.food < 0)
915     destroy = 1;
916     }
917     else
918     {
919     int mat = op->materials;
920    
921     if (mat & M_PAPER
922     || mat & M_LEATHER
923     || mat & M_WOOD
924     || mat & M_ORGANIC
925     || mat & M_CLOTH
926     || mat & M_LIQUID
927     || (mat & M_IRON && rndm (1, 5) == 1)
928     || (mat & M_GLASS && rndm (1, 2) == 1)
929     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931     || (mat & M_ICE && temp > 32))
932     destroy = 1;
933     }
934    
935     /* adjust overall chance below */
936     if (destroy && rndm (0, 1))
937 root 1.149 op->destroy ();
938 root 1.109 }
939     }
940    
941 elmex 1.1 /*
942 root 1.56 * Updates every button on the map (by calling update_button() for them).
943 elmex 1.1 */
944 root 1.56 void
945     maptile::update_buttons ()
946 root 1.29 {
947 root 1.56 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948     for (objectlink *ol = obp->link; ol; ol = ol->next)
949     {
950     if (!ol->ob)
951     {
952     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954     continue;
955     }
956 elmex 1.1
957 root 1.56 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958     {
959     update_button (ol->ob);
960     break;
961     }
962     }
963 elmex 1.1 }
964    
965     /*
966     * This routine is supposed to find out the difficulty of the map.
967     * difficulty does not have a lot to do with character level,
968     * but does have a lot to do with treasure on the map.
969     *
970 root 1.153 * Difficulty can now be set by the map creator. If the value stored
971     * in the map is zero, then use this routine. Maps should really
972     * have a difficulty set rather than using this function - human calculation
973     * is much better than this function's guesswork.
974 elmex 1.1 */
975 root 1.29 int
976 root 1.56 maptile::estimate_difficulty () const
977 root 1.29 {
978 elmex 1.1 long monster_cnt = 0;
979     double avgexp = 0;
980     sint64 total_exp = 0;
981    
982 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
983     for (object *op = ms->bot; op; op = op->above)
984     {
985     if (QUERY_FLAG (op, FLAG_MONSTER))
986     {
987     total_exp += op->stats.exp;
988     monster_cnt++;
989     }
990 elmex 1.1
991 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
992     {
993     total_exp += op->stats.exp;
994 elmex 1.1
995 root 1.140 if (archetype *at = op->other_arch)
996     {
997     total_exp += at->stats.exp * 8;
998     monster_cnt++;
999     }
1000    
1001     for (object *inv = op->inv; inv; inv = inv->below)
1002     {
1003     total_exp += op->stats.exp * 8;
1004     monster_cnt++;
1005     }
1006 root 1.56 }
1007     }
1008 elmex 1.1
1009     avgexp = (double) total_exp / monster_cnt;
1010    
1011 root 1.56 for (int i = 1; i <= settings.max_level; i++)
1012     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1013     return i;
1014 elmex 1.1
1015     return 1;
1016     }
1017    
1018     /* change_map_light() - used to change map light level (darkness)
1019     * up or down. Returns true if successful. It should now be
1020     * possible to change a value by more than 1.
1021     * Move this from los.c to map.c since this is more related
1022     * to maps than los.
1023     * postive values make it darker, negative make it brighter
1024     */
1025 root 1.29 int
1026 root 1.56 maptile::change_map_light (int change)
1027 root 1.29 {
1028 root 1.56 int new_level = darkness + change;
1029 root 1.29
1030     /* Nothing to do */
1031 root 1.56 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1032     return 0;
1033 elmex 1.1
1034 root 1.29 /* inform all players on the map */
1035     if (change > 0)
1036 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1037 root 1.29 else
1038 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1039 root 1.29
1040 root 1.56 /* Do extra checking. since darkness is a unsigned value,
1041 root 1.29 * we need to be extra careful about negative values.
1042     * In general, the checks below are only needed if change
1043     * is not +/-1
1044     */
1045     if (new_level < 0)
1046 root 1.56 darkness = 0;
1047 root 1.29 else if (new_level >= MAX_DARKNESS)
1048 root 1.56 darkness = MAX_DARKNESS;
1049 root 1.29 else
1050 root 1.56 darkness = new_level;
1051 elmex 1.1
1052 root 1.29 /* All clients need to get re-updated for the change */
1053 root 1.56 update_all_map_los (this);
1054 root 1.142
1055 root 1.29 return 1;
1056 elmex 1.1 }
1057    
1058     /*
1059     * This function updates various attributes about a specific space
1060     * on the map (what it looks like, whether it blocks magic,
1061     * has a living creatures, prevents people from passing
1062     * through, etc)
1063     */
1064 root 1.29 void
1065 root 1.46 mapspace::update_ ()
1066 root 1.29 {
1067 root 1.142 object *last = 0;
1068 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1069     sint8 light = 0;
1070 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1071    
1072 root 1.94 //object *middle = 0;
1073     //object *top = 0;
1074     //object *floor = 0;
1075     // this seems to generate better code than using locals, above
1076 root 1.95 object *&top = faces_obj[0] = 0;
1077     object *&middle = faces_obj[1] = 0;
1078     object *&floor = faces_obj[2] = 0;
1079 root 1.29
1080 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 root 1.29 {
1082 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1083     light += tmp->glow_radius;
1084 root 1.29
1085     /* This call is needed in order to update objects the player
1086     * is standing in that have animations (ie, grass, fire, etc).
1087     * However, it also causes the look window to be re-drawn
1088     * 3 times each time the player moves, because many of the
1089     * functions the move_player calls eventualy call this.
1090     *
1091     * Always put the player down for drawing.
1092     */
1093     if (!tmp->invisible)
1094     {
1095     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1096 root 1.94 top = tmp;
1097 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1098     {
1099     /* If we got a floor, that means middle and top were below it,
1100     * so should not be visible, so we clear them.
1101     */
1102 root 1.94 middle = 0;
1103     top = 0;
1104     floor = tmp;
1105 root 1.29 }
1106     /* Flag anywhere have high priority */
1107     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1108     {
1109 root 1.94 middle = tmp;
1110 root 1.29 anywhere = 1;
1111     }
1112 root 1.143
1113 root 1.29 /* Find the highest visible face around. If equal
1114     * visibilities, we still want the one nearer to the
1115     * top
1116     */
1117 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1118     middle = tmp;
1119 root 1.29 }
1120 root 1.45
1121 root 1.29 if (tmp == tmp->above)
1122     {
1123     LOG (llevError, "Error in structure of map\n");
1124     exit (-1);
1125     }
1126    
1127 root 1.45 move_slow |= tmp->move_slow;
1128 root 1.29 move_block |= tmp->move_block;
1129 root 1.45 move_on |= tmp->move_on;
1130     move_off |= tmp->move_off;
1131 root 1.29 move_allow |= tmp->move_allow;
1132    
1133 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1134     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1135 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1136 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139     }
1140 root 1.29
1141 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1142 root 1.46 this->flags_ = flags;
1143     this->move_block = move_block & ~move_allow;
1144     this->move_on = move_on;
1145     this->move_off = move_off;
1146     this->move_slow = move_slow;
1147 root 1.29
1148     /* At this point, we have a floor face (if there is a floor),
1149     * and the floor is set - we are not going to touch it at
1150     * this point.
1151     * middle contains the highest visibility face.
1152     * top contains a player/monster face, if there is one.
1153     *
1154     * We now need to fill in top.face and/or middle.face.
1155     */
1156    
1157     /* If the top face also happens to be high visibility, re-do our
1158     * middle face. This should not happen, as we already have the
1159     * else statement above so middle should not get set. OTOH, it
1160     * may be possible for the faces to match but be different objects.
1161     */
1162     if (top == middle)
1163 root 1.94 middle = 0;
1164 root 1.29
1165     /* There are three posibilities at this point:
1166     * 1) top face is set, need middle to be set.
1167     * 2) middle is set, need to set top.
1168     * 3) neither middle or top is set - need to set both.
1169     */
1170    
1171 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1172 root 1.29 {
1173     /* Once we get to a floor, stop, since we already have a floor object */
1174     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1175     break;
1176    
1177     /* If two top faces are already set, quit processing */
1178 root 1.94 if (top && middle)
1179 root 1.29 break;
1180 root 1.10
1181 elmex 1.67 /* Only show visible faces */
1182     if (!tmp->invisible)
1183 root 1.29 {
1184     /* Fill in top if needed */
1185 root 1.94 if (!top)
1186 root 1.29 {
1187 root 1.94 top = tmp;
1188 root 1.29 if (top == middle)
1189 root 1.94 middle = 0;
1190 root 1.29 }
1191     else
1192     {
1193     /* top is already set - we should only get here if
1194     * middle is not set
1195     *
1196     * Set the middle face and break out, since there is nothing
1197     * more to fill in. We don't check visiblity here, since
1198     *
1199     */
1200 root 1.94 if (tmp != top)
1201 root 1.29 {
1202 root 1.94 middle = tmp;
1203 root 1.29 break;
1204 root 1.10 }
1205     }
1206     }
1207 elmex 1.1 }
1208 root 1.45
1209 root 1.29 if (middle == floor)
1210 root 1.94 middle = 0;
1211 root 1.45
1212 root 1.29 if (top == middle)
1213 root 1.94 middle = 0;
1214 root 1.45
1215 root 1.94 #if 0
1216     faces_obj [0] = top;
1217     faces_obj [1] = middle;
1218     faces_obj [2] = floor;
1219     #endif
1220 elmex 1.1 }
1221    
1222 root 1.85 uint64
1223     mapspace::volume () const
1224     {
1225     uint64 vol = 0;
1226    
1227     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228     vol += op->volume ();
1229    
1230     return vol;
1231     }
1232    
1233 root 1.117 bool
1234     maptile::tile_available (int dir, bool load)
1235 elmex 1.1 {
1236 root 1.118 if (!tile_path[dir])
1237     return 0;
1238    
1239 root 1.134 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1240 root 1.117 return 1;
1241 root 1.60
1242 root 1.117 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243     return 1;
1244 root 1.56
1245 root 1.117 return 0;
1246 root 1.68 }
1247    
1248 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1249     * map m. This function also takes into account any
1250     * tiling considerations, loading adjacant maps as needed.
1251     * This is the function should always be used when it
1252     * necessary to check for valid coordinates.
1253     * This function will recursively call itself for the
1254     * tiled maps.
1255     */
1256 root 1.29 int
1257 root 1.31 out_of_map (maptile *m, int x, int y)
1258 elmex 1.1 {
1259 root 1.29 /* If we get passed a null map, this is obviously the
1260     * case. This generally shouldn't happen, but if the
1261     * map loads fail below, it could happen.
1262     */
1263     if (!m)
1264     return 0;
1265 elmex 1.1
1266 root 1.29 if (x < 0)
1267     {
1268 root 1.119 if (!m->tile_available (3))
1269 root 1.29 return 1;
1270 root 1.46
1271 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1272 elmex 1.1 }
1273 root 1.46
1274 root 1.48 if (x >= m->width)
1275 root 1.29 {
1276 root 1.119 if (!m->tile_available (1))
1277 root 1.29 return 1;
1278 root 1.46
1279 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1280 elmex 1.1 }
1281 root 1.46
1282 root 1.29 if (y < 0)
1283     {
1284 root 1.119 if (!m->tile_available (0))
1285 root 1.29 return 1;
1286 root 1.46
1287 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.48 if (y >= m->height)
1291 root 1.29 {
1292 root 1.119 if (!m->tile_available (2))
1293 root 1.29 return 1;
1294 root 1.46
1295 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1296 elmex 1.1 }
1297    
1298 root 1.29 /* Simple case - coordinates are within this local
1299     * map.
1300     */
1301     return 0;
1302 elmex 1.1 }
1303    
1304     /* This is basically the same as out_of_map above, but
1305     * instead we return NULL if no map is valid (coordinates
1306     * out of bounds and no tiled map), otherwise it returns
1307     * the map as that the coordinates are really on, and
1308 pippijn 1.66 * updates x and y to be the localised coordinates.
1309 elmex 1.1 * Using this is more efficient of calling out_of_map
1310     * and then figuring out what the real map is
1311     */
1312 root 1.31 maptile *
1313 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1314 elmex 1.1 {
1315 root 1.68 if (x < 0)
1316 root 1.29 {
1317 root 1.119 if (!tile_available (3))
1318 root 1.46 return 0;
1319 root 1.56
1320 root 1.68 x += tile_map[3]->width;
1321     return tile_map[3]->xy_find (x, y);
1322 elmex 1.1 }
1323 root 1.46
1324 root 1.68 if (x >= width)
1325 root 1.29 {
1326 root 1.119 if (!tile_available (1))
1327 root 1.46 return 0;
1328    
1329 root 1.68 x -= width;
1330     return tile_map[1]->xy_find (x, y);
1331 elmex 1.1 }
1332 root 1.46
1333 root 1.68 if (y < 0)
1334 root 1.29 {
1335 root 1.119 if (!tile_available (0))
1336 root 1.46 return 0;
1337    
1338 root 1.68 y += tile_map[0]->height;
1339     return tile_map[0]->xy_find (x, y);
1340 elmex 1.1 }
1341 root 1.46
1342 root 1.68 if (y >= height)
1343 root 1.29 {
1344 root 1.119 if (!tile_available (2))
1345 root 1.46 return 0;
1346    
1347 root 1.68 y -= height;
1348     return tile_map[2]->xy_find (x, y);
1349 elmex 1.1 }
1350    
1351 root 1.29 /* Simple case - coordinates are within this local
1352     * map.
1353     */
1354 root 1.68 return this;
1355 elmex 1.1 }
1356    
1357     /**
1358     * Return whether map2 is adjacent to map1. If so, store the distance from
1359     * map1 to map2 in dx/dy.
1360     */
1361 root 1.82 int
1362 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1363 root 1.29 {
1364     if (!map1 || !map2)
1365     return 0;
1366    
1367 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1368 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1369 root 1.29 if (map1 == map2)
1370     {
1371     *dx = 0;
1372     *dy = 0;
1373     }
1374     else if (map1->tile_map[0] == map2)
1375     { /* up */
1376     *dx = 0;
1377 root 1.48 *dy = -map2->height;
1378 root 1.29 }
1379     else if (map1->tile_map[1] == map2)
1380     { /* right */
1381 root 1.48 *dx = map1->width;
1382 root 1.29 *dy = 0;
1383     }
1384     else if (map1->tile_map[2] == map2)
1385     { /* down */
1386     *dx = 0;
1387 root 1.48 *dy = map1->height;
1388 root 1.29 }
1389     else if (map1->tile_map[3] == map2)
1390     { /* left */
1391 root 1.48 *dx = -map2->width;
1392 root 1.29 *dy = 0;
1393     }
1394     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1395     { /* up right */
1396 root 1.48 *dx = map1->tile_map[0]->width;
1397     *dy = -map1->tile_map[0]->height;
1398 root 1.29 }
1399     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1400     { /* up left */
1401 root 1.48 *dx = -map2->width;
1402     *dy = -map1->tile_map[0]->height;
1403 root 1.29 }
1404     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1405     { /* right up */
1406 root 1.48 *dx = map1->width;
1407     *dy = -map2->height;
1408 root 1.29 }
1409     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1410     { /* right down */
1411 root 1.48 *dx = map1->width;
1412     *dy = map1->tile_map[1]->height;
1413 root 1.29 }
1414     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1415     { /* down right */
1416 root 1.48 *dx = map1->tile_map[2]->width;
1417     *dy = map1->height;
1418 root 1.29 }
1419     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1420     { /* down left */
1421 root 1.48 *dx = -map2->width;
1422     *dy = map1->height;
1423 root 1.29 }
1424     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1425     { /* left up */
1426 root 1.48 *dx = -map1->tile_map[3]->width;
1427     *dy = -map2->height;
1428 root 1.29 }
1429     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1430     { /* left down */
1431 root 1.48 *dx = -map1->tile_map[3]->width;
1432     *dy = map1->tile_map[3]->height;
1433 root 1.29 }
1434     else
1435 root 1.56 return 0;
1436 elmex 1.1
1437 root 1.29 return 1;
1438 elmex 1.1 }
1439    
1440 root 1.68 maptile *
1441     maptile::xy_load (sint16 &x, sint16 &y)
1442     {
1443     maptile *map = xy_find (x, y);
1444    
1445     if (map)
1446     map->load_sync ();
1447    
1448     return map;
1449     }
1450    
1451     maptile *
1452     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1453     {
1454     return m->xy_load (*x, *y);
1455     }
1456    
1457 elmex 1.1 /* From map.c
1458     * This is used by get_player to determine where the other
1459     * creature is. get_rangevector takes into account map tiling,
1460     * so you just can not look the the map coordinates and get the
1461     * righte value. distance_x/y are distance away, which
1462 root 1.79 * can be negative. direction is the crossfire direction scheme
1463 elmex 1.1 * that the creature should head. part is the part of the
1464     * monster that is closest.
1465     *
1466     * get_rangevector looks at op1 and op2, and fills in the
1467     * structure for op1 to get to op2.
1468     * We already trust that the caller has verified that the
1469     * two objects are at least on adjacent maps. If not,
1470     * results are not likely to be what is desired.
1471     * if the objects are not on maps, results are also likely to
1472     * be unexpected
1473     *
1474     * currently, the only flag supported (0x1) is don't translate for
1475     * closest body part of 'op1'
1476     */
1477 root 1.29 void
1478     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1479     {
1480     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1481     {
1482     /* be conservative and fill in _some_ data */
1483 root 1.86 retval->distance = 10000;
1484     retval->distance_x = 10000;
1485     retval->distance_y = 10000;
1486 root 1.29 retval->direction = 0;
1487     retval->part = 0;
1488     }
1489     else
1490     {
1491     object *best;
1492    
1493     retval->distance_x += op2->x - op1->x;
1494     retval->distance_y += op2->y - op1->y;
1495    
1496     best = op1;
1497     /* If this is multipart, find the closest part now */
1498     if (!(flags & 0x1) && op1->more)
1499     {
1500     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1501    
1502     /* we just take the offset of the piece to head to figure
1503     * distance instead of doing all that work above again
1504     * since the distance fields we set above are positive in the
1505     * same axis as is used for multipart objects, the simply arithmetic
1506     * below works.
1507     */
1508 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1509 root 1.29 {
1510     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1511     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1512     if (tmpi < best_distance)
1513     {
1514     best_distance = tmpi;
1515     best = tmp;
1516 elmex 1.1 }
1517     }
1518 root 1.75
1519 root 1.29 if (best != op1)
1520     {
1521     retval->distance_x += op1->x - best->x;
1522     retval->distance_y += op1->y - best->y;
1523 elmex 1.1 }
1524     }
1525 root 1.75
1526 root 1.29 retval->part = best;
1527 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1528 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1529 elmex 1.1 }
1530     }
1531    
1532     /* this is basically the same as get_rangevector above, but instead of
1533     * the first parameter being an object, it instead is the map
1534     * and x,y coordinates - this is used for path to player -
1535     * since the object is not infact moving but we are trying to traverse
1536     * the path, we need this.
1537     * flags has no meaning for this function at this time - I kept it in to
1538     * be more consistant with the above function and also in case they are needed
1539     * for something in the future. Also, since no object is pasted, the best
1540     * field of the rv_vector is set to NULL.
1541     */
1542 root 1.29 void
1543 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1544 root 1.29 {
1545     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1546     {
1547     /* be conservative and fill in _some_ data */
1548     retval->distance = 100000;
1549     retval->distance_x = 32767;
1550     retval->distance_y = 32767;
1551     retval->direction = 0;
1552     retval->part = 0;
1553     }
1554     else
1555     {
1556     retval->distance_x += op2->x - x;
1557     retval->distance_y += op2->y - y;
1558    
1559     retval->part = NULL;
1560 root 1.75 retval->distance = idistance (retval->distance_x, retval->distance_y);
1561 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1562 elmex 1.1 }
1563     }
1564    
1565     /* Returns true of op1 and op2 are effectively on the same map
1566     * (as related to map tiling). Note that this looks for a path from
1567 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1568 elmex 1.1 * to op1, this will still return false.
1569     * Note we only look one map out to keep the processing simple
1570     * and efficient. This could probably be a macro.
1571     * MSW 2001-08-05
1572     */
1573 root 1.29 int
1574     on_same_map (const object *op1, const object *op2)
1575     {
1576     int dx, dy;
1577 elmex 1.1
1578 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1579 elmex 1.1 }
1580 root 1.52
1581     object *
1582     maptile::insert (object *op, int x, int y, object *originator, int flags)
1583     {
1584     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1585     }
1586    
1587 root 1.81 region *
1588     maptile::region (int x, int y) const
1589     {
1590     if (regions
1591     && regionmap
1592     && !OUT_OF_REAL_MAP (this, x, y))
1593     if (struct region *reg = regionmap [regions [y * width + x]])
1594     return reg;
1595    
1596     if (default_region)
1597     return default_region;
1598    
1599     return ::region::default_region ();
1600     }
1601    
1602 root 1.91 /* picks a random object from a style map.
1603     */
1604     object *
1605 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1606 root 1.91 {
1607     /* while returning a null object will result in a crash, that
1608     * is actually preferable to an infinite loop. That is because
1609     * most servers will automatically restart in case of crash.
1610     * Change the logic on getting the random space - shouldn't make
1611     * any difference, but this seems clearer to me.
1612     */
1613     for (int i = 1000; --i;)
1614     {
1615 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1616 root 1.91
1617     // do not prefer big monsters just because they are big.
1618 root 1.138 if (pick && pick->is_head ())
1619 root 1.91 return pick->head_ ();
1620     }
1621    
1622     // instead of crashing in the unlikely(?) case, try to return *something*
1623 root 1.138 return archetype::find ("bug");
1624 root 1.91 }
1625 root 1.85
1626 root 1.114 void
1627     maptile::play_sound (faceidx sound, int x, int y) const
1628     {
1629     if (!sound)
1630     return;
1631    
1632 root 1.151 for_all_players_on_map (pl, this)
1633     if (client *ns = pl->ns)
1634     {
1635     int dx = x - pl->ob->x;
1636     int dy = y - pl->ob->y;
1637 root 1.114
1638 root 1.151 int distance = idistance (dx, dy);
1639 root 1.114
1640 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1641     ns->play_sound (sound, dx, dy);
1642     }
1643 root 1.114 }
1644