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Revision: 1.159
Committed: Tue May 5 04:51:56 2009 UTC (15 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.158: +2 -2 lines
Log Message:
adjust los lightness a bit

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 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 root 1.158 // c) it's correct
340 root 1.130 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 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
348 root 1.130
349     ms.top = op;
350     ms.flags_ = 0;
351     }
352     else
353     {
354     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 root 1.148 op->destroy ();
356 root 1.130 }
357 root 1.88 }
358 root 1.41
359 root 1.88 continue;
360 root 1.41
361 root 1.88 case KW_EOF:
362     return true;
363 root 1.41
364 root 1.88 default:
365     if (!f.parse_error ("map file"))
366     return false;
367 root 1.41 break;
368 root 1.10 }
369 root 1.24
370 root 1.88 f.next ();
371 elmex 1.1 }
372 root 1.24
373 root 1.56 return true;
374     }
375    
376     void
377     maptile::activate ()
378     {
379 root 1.101 if (spaces)
380     for (mapspace *ms = spaces + size (); ms-- > spaces; )
381     for (object *op = ms->bot; op; op = op->above)
382     op->activate_recursive ();
383 root 1.56 }
384    
385     void
386     maptile::deactivate ()
387     {
388 root 1.101 if (spaces)
389     for (mapspace *ms = spaces + size (); ms-- > spaces; )
390     for (object *op = ms->bot; op; op = op->above)
391     op->deactivate_recursive ();
392 root 1.56 }
393    
394     bool
395 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
396 root 1.56 {
397 root 1.100 coroapi::cede_to_tick ();
398 root 1.65
399 root 1.56 if (flags & IO_HEADER)
400 root 1.88 _save_header (f);
401 root 1.56
402     if (!spaces)
403     return false;
404    
405     for (int i = 0; i < size (); ++i)
406 root 1.24 {
407 root 1.121 bool unique = 0;
408    
409 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
410 root 1.24 {
411 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
412 root 1.56
413 root 1.121 if (expect_false (!op->can_map_save ()))
414 root 1.56 continue;
415    
416 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
417 root 1.24 {
418 root 1.56 if (flags & IO_UNIQUES)
419 root 1.88 op->write (f);
420 root 1.10 }
421 root 1.121 else if (expect_true (flags & IO_OBJECTS))
422 root 1.88 op->write (f);
423 root 1.10 }
424 elmex 1.1 }
425 root 1.24
426 root 1.100 coroapi::cede_to_tick ();
427 root 1.97
428 root 1.56 return true;
429 elmex 1.1 }
430    
431 root 1.56 bool
432 root 1.72 maptile::_save_objects (const char *path, int flags)
433 root 1.56 {
434     object_freezer freezer;
435 root 1.29
436 root 1.72 if (!_save_objects (freezer, flags))
437 root 1.56 return false;
438 root 1.29
439 root 1.56 return freezer.save (path);
440 elmex 1.1 }
441    
442 root 1.34 maptile::maptile ()
443     {
444     in_memory = MAP_SWAPPED;
445 root 1.54
446 root 1.34 /* The maps used to pick up default x and y values from the
447 root 1.85 * map archetype. Mimic that behaviour.
448 root 1.34 */
449 root 1.85 width = 16;
450     height = 16;
451     timeout = 300;
452     max_nrof = 1000; // 1000 items of anything
453     max_volume = 2000000; // 2m³
454 root 1.34 }
455    
456 root 1.56 maptile::maptile (int w, int h)
457 root 1.54 {
458 root 1.56 in_memory = MAP_SWAPPED;
459 root 1.54
460 root 1.56 width = w;
461     height = h;
462     reset_timeout = 0;
463     timeout = 300;
464     enter_x = 0;
465     enter_y = 0;
466 root 1.54
467 root 1.56 alloc ();
468 elmex 1.1 }
469    
470     /*
471 root 1.31 * Allocates the arrays contained in a maptile.
472 elmex 1.1 * This basically allocates the dynamic array of spaces for the
473     * map.
474     */
475 root 1.29 void
476 root 1.56 maptile::alloc ()
477 root 1.29 {
478 root 1.34 if (spaces)
479 root 1.56 return;
480 elmex 1.1
481 root 1.53 spaces = salloc0<mapspace> (size ());
482 elmex 1.1 }
483    
484     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
485     * corresponding to that string. Memory is allocated for this, it must be freed
486     * at a later date.
487     * Called by parse_map_headers below.
488     */
489 root 1.29 static shopitems *
490     parse_shop_string (const char *input_string)
491     {
492     char *shop_string, *p, *q, *next_semicolon, *next_colon;
493     shopitems *items = NULL;
494     int i = 0, number_of_entries = 0;
495     const typedata *current_type;
496    
497 root 1.43 shop_string = strdup (input_string);
498 root 1.29 p = shop_string;
499     /* first we'll count the entries, we'll need that for allocating the array shortly */
500     while (p)
501     {
502     p = strchr (p, ';');
503     number_of_entries++;
504     if (p)
505     p++;
506     }
507 root 1.54
508 root 1.29 p = shop_string;
509     strip_endline (p);
510     items = new shopitems[number_of_entries + 1];
511     for (i = 0; i < number_of_entries; i++)
512     {
513     if (!p)
514     {
515     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
516     break;
517     }
518 root 1.54
519 root 1.29 next_semicolon = strchr (p, ';');
520     next_colon = strchr (p, ':');
521     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
522     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
523     items[i].strength = atoi (strchr (p, ':') + 1);
524    
525     if (isdigit (*p) || *p == '*')
526     {
527     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
528     current_type = get_typedata (items[i].typenum);
529     if (current_type)
530     {
531     items[i].name = current_type->name;
532     items[i].name_pl = current_type->name_pl;
533     }
534     }
535     else
536     { /*we have a named type, let's figure out what it is */
537     q = strpbrk (p, ";:");
538     if (q)
539     *q = '\0';
540    
541     current_type = get_typedata_by_name (p);
542     if (current_type)
543     {
544     items[i].name = current_type->name;
545     items[i].typenum = current_type->number;
546     items[i].name_pl = current_type->name_pl;
547     }
548     else
549     { /* oh uh, something's wrong, let's free up this one, and try
550     * the next entry while we're at it, better print a warning
551     */
552     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
553     }
554     }
555 root 1.54
556 root 1.29 items[i].index = number_of_entries;
557     if (next_semicolon)
558     p = ++next_semicolon;
559     else
560     p = NULL;
561 elmex 1.1 }
562 root 1.54
563 root 1.29 free (shop_string);
564     return items;
565 elmex 1.1 }
566    
567     /* opposite of parse string, this puts the string that was originally fed in to
568     * the map (or something equivilent) into output_string. */
569 root 1.29 static void
570 root 1.31 print_shop_string (maptile *m, char *output_string)
571 root 1.29 {
572     int i;
573     char tmp[MAX_BUF];
574    
575     strcpy (output_string, "");
576     for (i = 0; i < m->shopitems[0].index; i++)
577     {
578     if (m->shopitems[i].typenum)
579     {
580     if (m->shopitems[i].strength)
581 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
582 root 1.29 else
583     sprintf (tmp, "%s;", m->shopitems[i].name);
584 root 1.10 }
585 root 1.29 else
586     {
587     if (m->shopitems[i].strength)
588 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
589 root 1.29 else
590     sprintf (tmp, "*");
591     }
592 root 1.54
593 root 1.29 strcat (output_string, tmp);
594 elmex 1.1 }
595     }
596    
597     /* This loads the header information of the map. The header
598     * contains things like difficulty, size, timeout, etc.
599     * this used to be stored in the map object, but with the
600     * addition of tiling, fields beyond that easily named in an
601     * object structure were needed, so it just made sense to
602     * put all the stuff in the map object so that names actually make
603     * sense.
604     * This could be done in lex (like the object loader), but I think
605     * currently, there are few enough fields this is not a big deal.
606     * MSW 2001-07-01
607     */
608 root 1.56 bool
609 root 1.72 maptile::_load_header (object_thawer &thawer)
610 elmex 1.1 {
611 root 1.56 for (;;)
612 root 1.29 {
613 root 1.105 switch (thawer.kw)
614 root 1.29 {
615 root 1.56 case KW_msg:
616     thawer.get_ml (KW_endmsg, msg);
617     break;
618 root 1.22
619 root 1.56 case KW_lore: // CF+ extension
620     thawer.get_ml (KW_endlore, maplore);
621     break;
622 root 1.10
623 root 1.56 case KW_maplore:
624     thawer.get_ml (KW_endmaplore, maplore);
625     break;
626 root 1.10
627 root 1.56 case KW_arch:
628     if (strcmp (thawer.get_str (), "map"))
629     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630     break;
631 root 1.29
632 root 1.56 case KW_oid:
633     thawer.get (this, thawer.get_sint32 ());
634     break;
635 root 1.29
636 root 1.56 case KW_file_format_version: break; // nop
637 root 1.29
638 root 1.56 case KW_name: thawer.get (name); break;
639     case KW_attach: thawer.get (attach); break;
640     case KW_reset_time: thawer.get (reset_time); break;
641     case KW_shopgreed: thawer.get (shopgreed); break;
642     case KW_shopmin: thawer.get (shopmin); break;
643     case KW_shopmax: thawer.get (shopmax); break;
644     case KW_shoprace: thawer.get (shoprace); break;
645     case KW_outdoor: thawer.get (outdoor); break;
646     case KW_temp: thawer.get (temp); break;
647     case KW_pressure: thawer.get (pressure); break;
648     case KW_humid: thawer.get (humid); break;
649     case KW_windspeed: thawer.get (windspeed); break;
650     case KW_winddir: thawer.get (winddir); break;
651     case KW_sky: thawer.get (sky); break;
652    
653     case KW_per_player: thawer.get (per_player); break;
654     case KW_per_party: thawer.get (per_party); break;
655 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
656 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
657 root 1.56
658 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
659 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660    
661     // old names new names
662     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
664     case KW_x: case KW_width: thawer.get (width); break;
665     case KW_y: case KW_height: thawer.get (height); break;
666     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
667     case KW_value: case KW_swap_time: thawer.get (timeout); break;
668     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
669     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
670     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
671    
672     case KW_tile_path_1: thawer.get (tile_path [0]); break;
673     case KW_tile_path_2: thawer.get (tile_path [1]); break;
674     case KW_tile_path_3: thawer.get (tile_path [2]); break;
675     case KW_tile_path_4: thawer.get (tile_path [3]); break;
676 root 1.83
677 root 1.112 case KW_ERROR:
678 root 1.123 set_key_text (thawer.kw_str, thawer.value);
679 root 1.112 break;
680    
681 root 1.83 case KW_end:
682 root 1.124 thawer.next ();
683 root 1.83 return true;
684    
685     default:
686 root 1.87 if (!thawer.parse_error ("map", 0))
687 root 1.83 return false;
688     break;
689 root 1.10 }
690 root 1.124
691     thawer.next ();
692 elmex 1.1 }
693 root 1.41
694 root 1.56 abort ();
695 elmex 1.1 }
696    
697 root 1.56 /******************************************************************************
698     * This is the start of unique map handling code
699     *****************************************************************************/
700 root 1.29
701 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
702     void
703     maptile::clear_unique_items ()
704 root 1.29 {
705 root 1.56 for (int i = 0; i < size (); ++i)
706 root 1.29 {
707 root 1.56 int unique = 0;
708     for (object *op = spaces [i].bot; op; )
709     {
710     object *above = op->above;
711 elmex 1.1
712 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
713     unique = 1;
714 root 1.14
715 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
716 root 1.148 op->destroy ();
717 elmex 1.1
718 root 1.56 op = above;
719     }
720 root 1.29 }
721 elmex 1.1 }
722    
723 root 1.56 bool
724 root 1.72 maptile::_save_header (object_freezer &freezer)
725 root 1.29 {
726 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
727     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
728 elmex 1.1
729 root 1.56 MAP_OUT2 (arch, "map");
730 elmex 1.1
731 root 1.56 if (name) MAP_OUT (name);
732     MAP_OUT (swap_time);
733     MAP_OUT (reset_time);
734     MAP_OUT (reset_timeout);
735     MAP_OUT (fixed_resettime);
736 root 1.109 MAP_OUT (no_reset);
737 root 1.141 MAP_OUT (no_drop);
738 root 1.56 MAP_OUT (difficulty);
739 root 1.9
740 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
741 root 1.29
742 root 1.56 if (shopitems)
743 root 1.29 {
744 root 1.56 char shop[MAX_BUF];
745     print_shop_string (this, shop);
746     MAP_OUT2 (shopitems, shop);
747 elmex 1.1 }
748    
749 root 1.56 MAP_OUT (shopgreed);
750     MAP_OUT (shopmin);
751     MAP_OUT (shopmax);
752     if (shoprace) MAP_OUT (shoprace);
753     MAP_OUT (darkness);
754     MAP_OUT (width);
755     MAP_OUT (height);
756     MAP_OUT (enter_x);
757     MAP_OUT (enter_y);
758 root 1.14
759 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761 elmex 1.1
762 root 1.56 MAP_OUT (outdoor);
763     MAP_OUT (temp);
764     MAP_OUT (pressure);
765     MAP_OUT (humid);
766     MAP_OUT (windspeed);
767     MAP_OUT (winddir);
768     MAP_OUT (sky);
769 elmex 1.1
770 root 1.56 MAP_OUT (per_player);
771     MAP_OUT (per_party);
772 elmex 1.1
773 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
774     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
775     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
776     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
777 root 1.40
778 root 1.63 freezer.put (this);
779 root 1.61 freezer.put (KW_end);
780 root 1.40
781 root 1.56 return true;
782 elmex 1.1 }
783    
784 root 1.56 bool
785 root 1.72 maptile::_save_header (const char *path)
786 root 1.29 {
787 root 1.17 object_freezer freezer;
788 root 1.10
789 root 1.72 if (!_save_header (freezer))
790 root 1.56 return false;
791 elmex 1.1
792 root 1.56 return freezer.save (path);
793 elmex 1.1 }
794    
795     /*
796     * Remove and free all objects in the given map.
797     */
798 root 1.29 void
799 root 1.56 maptile::clear ()
800 root 1.29 {
801 root 1.81 if (spaces)
802     {
803     for (mapspace *ms = spaces + size (); ms-- > spaces; )
804 root 1.104 while (object *op = ms->bot)
805 root 1.81 {
806 root 1.127 // manually remove, as to not trigger anything
807     if (ms->bot = op->above)
808     ms->bot->below = 0;
809    
810     op->flag [FLAG_REMOVED] = true;
811    
812 root 1.128 object *head = op->head_ ();
813     if (op == head)
814 root 1.148 op->destroy ();
815 root 1.128 else if (head->map != op->map)
816     {
817     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
818 root 1.148 head->destroy ();
819 root 1.128 }
820 root 1.81 }
821 root 1.29
822 root 1.137 sfree0 (spaces, size ());
823 root 1.81 }
824 root 1.29
825 root 1.56 if (buttons)
826     free_objectlinkpt (buttons), buttons = 0;
827 root 1.127
828 root 1.137 sfree0 (regions, size ());
829 root 1.127 delete [] regionmap; regionmap = 0;
830 elmex 1.1 }
831    
832 root 1.29 void
833 root 1.56 maptile::clear_header ()
834 root 1.29 {
835 root 1.56 name = 0;
836     msg = 0;
837     maplore = 0;
838     shoprace = 0;
839     delete [] shopitems, shopitems = 0;
840 root 1.42
841 root 1.47 for (int i = 0; i < 4; i++)
842 root 1.56 tile_path [i] = 0;
843 root 1.47 }
844 root 1.42
845 root 1.47 maptile::~maptile ()
846     {
847 root 1.53 assert (destroyed ());
848 elmex 1.1 }
849    
850 root 1.29 void
851 root 1.56 maptile::clear_links_to (maptile *m)
852 root 1.29 {
853     /* We need to look through all the maps and see if any maps
854     * are pointing at this one for tiling information. Since
855 root 1.47 * tiling can be asymetric, we just can not look to see which
856 root 1.29 * maps this map tiles with and clears those.
857     */
858 root 1.56 for (int i = 0; i < 4; i++)
859     if (tile_map[i] == m)
860     tile_map[i] = 0;
861 root 1.47 }
862 elmex 1.1
863 root 1.47 void
864 root 1.56 maptile::do_destroy ()
865 root 1.47 {
866 root 1.56 attachable::do_destroy ();
867    
868     clear ();
869 elmex 1.1 }
870    
871 root 1.109 /* decay and destroy perishable items in a map */
872     void
873     maptile::do_decay_objects ()
874     {
875     if (!spaces)
876     return;
877    
878     for (mapspace *ms = spaces + size (); ms-- > spaces; )
879     for (object *above, *op = ms->bot; op; op = above)
880     {
881     above = op->above;
882    
883     bool destroy = 0;
884    
885     // do not decay anything above unique floor tiles (yet :)
886     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887     break;
888    
889     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891     || QUERY_FLAG (op, FLAG_UNIQUE)
892     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893     || QUERY_FLAG (op, FLAG_UNPAID)
894     || op->is_alive ())
895     ; // do not decay
896     else if (op->is_weapon ())
897     {
898     op->stats.dam--;
899     if (op->stats.dam < 0)
900     destroy = 1;
901     }
902     else if (op->is_armor ())
903     {
904     op->stats.ac--;
905     if (op->stats.ac < 0)
906     destroy = 1;
907     }
908     else if (op->type == FOOD)
909     {
910     op->stats.food -= rndm (5, 20);
911     if (op->stats.food < 0)
912     destroy = 1;
913     }
914     else
915     {
916     int mat = op->materials;
917    
918     if (mat & M_PAPER
919     || mat & M_LEATHER
920     || mat & M_WOOD
921     || mat & M_ORGANIC
922     || mat & M_CLOTH
923     || mat & M_LIQUID
924     || (mat & M_IRON && rndm (1, 5) == 1)
925     || (mat & M_GLASS && rndm (1, 2) == 1)
926     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928     || (mat & M_ICE && temp > 32))
929     destroy = 1;
930     }
931    
932     /* adjust overall chance below */
933     if (destroy && rndm (0, 1))
934 root 1.149 op->destroy ();
935 root 1.109 }
936     }
937    
938 elmex 1.1 /*
939     * This routine is supposed to find out the difficulty of the map.
940     * difficulty does not have a lot to do with character level,
941     * but does have a lot to do with treasure on the map.
942     *
943 root 1.153 * Difficulty can now be set by the map creator. If the value stored
944     * in the map is zero, then use this routine. Maps should really
945     * have a difficulty set rather than using this function - human calculation
946     * is much better than this function's guesswork.
947 elmex 1.1 */
948 root 1.29 int
949 root 1.56 maptile::estimate_difficulty () const
950 root 1.29 {
951 elmex 1.1 long monster_cnt = 0;
952     double avgexp = 0;
953     sint64 total_exp = 0;
954    
955 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
956     for (object *op = ms->bot; op; op = op->above)
957     {
958     if (QUERY_FLAG (op, FLAG_MONSTER))
959     {
960     total_exp += op->stats.exp;
961     monster_cnt++;
962     }
963 elmex 1.1
964 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
965     {
966     total_exp += op->stats.exp;
967 elmex 1.1
968 root 1.140 if (archetype *at = op->other_arch)
969     {
970     total_exp += at->stats.exp * 8;
971     monster_cnt++;
972     }
973    
974     for (object *inv = op->inv; inv; inv = inv->below)
975     {
976     total_exp += op->stats.exp * 8;
977     monster_cnt++;
978     }
979 root 1.56 }
980     }
981 elmex 1.1
982     avgexp = (double) total_exp / monster_cnt;
983    
984 root 1.56 for (int i = 1; i <= settings.max_level; i++)
985     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
986     return i;
987 elmex 1.1
988     return 1;
989     }
990    
991     /* change_map_light() - used to change map light level (darkness)
992     * up or down. Returns true if successful. It should now be
993     * possible to change a value by more than 1.
994     * Move this from los.c to map.c since this is more related
995     * to maps than los.
996     * postive values make it darker, negative make it brighter
997     */
998 root 1.29 int
999 root 1.56 maptile::change_map_light (int change)
1000 root 1.29 {
1001     /* Nothing to do */
1002 root 1.154 if (!change)
1003 root 1.56 return 0;
1004 elmex 1.1
1005 root 1.29 /* inform all players on the map */
1006     if (change > 0)
1007 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1008 root 1.29 else
1009 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1010 root 1.29
1011 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1012 elmex 1.1
1013 root 1.29 /* All clients need to get re-updated for the change */
1014 root 1.56 update_all_map_los (this);
1015 root 1.142
1016 root 1.29 return 1;
1017 elmex 1.1 }
1018    
1019     /*
1020     * This function updates various attributes about a specific space
1021     * on the map (what it looks like, whether it blocks magic,
1022     * has a living creatures, prevents people from passing
1023     * through, etc)
1024     */
1025 root 1.29 void
1026 root 1.46 mapspace::update_ ()
1027 root 1.29 {
1028 root 1.142 object *last = 0;
1029 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1030     sint8 light = 0;
1031 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1032    
1033 root 1.94 //object *middle = 0;
1034     //object *top = 0;
1035     //object *floor = 0;
1036     // this seems to generate better code than using locals, above
1037 root 1.95 object *&top = faces_obj[0] = 0;
1038     object *&middle = faces_obj[1] = 0;
1039     object *&floor = faces_obj[2] = 0;
1040 root 1.29
1041 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 root 1.29 {
1043 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044     light += tmp->glow_radius;
1045 root 1.29
1046     /* This call is needed in order to update objects the player
1047     * is standing in that have animations (ie, grass, fire, etc).
1048     * However, it also causes the look window to be re-drawn
1049     * 3 times each time the player moves, because many of the
1050     * functions the move_player calls eventualy call this.
1051     *
1052     * Always put the player down for drawing.
1053     */
1054     if (!tmp->invisible)
1055     {
1056     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1057 root 1.94 top = tmp;
1058 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1059     {
1060     /* If we got a floor, that means middle and top were below it,
1061     * so should not be visible, so we clear them.
1062     */
1063 root 1.94 middle = 0;
1064     top = 0;
1065     floor = tmp;
1066 root 1.29 }
1067     /* Flag anywhere have high priority */
1068     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069     {
1070 root 1.94 middle = tmp;
1071 root 1.29 anywhere = 1;
1072     }
1073 root 1.143
1074 root 1.29 /* Find the highest visible face around. If equal
1075     * visibilities, we still want the one nearer to the
1076     * top
1077     */
1078 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079     middle = tmp;
1080 root 1.29 }
1081 root 1.45
1082 root 1.29 if (tmp == tmp->above)
1083     {
1084     LOG (llevError, "Error in structure of map\n");
1085     exit (-1);
1086     }
1087    
1088 root 1.45 move_slow |= tmp->move_slow;
1089 root 1.29 move_block |= tmp->move_block;
1090 root 1.45 move_on |= tmp->move_on;
1091     move_off |= tmp->move_off;
1092 root 1.29 move_allow |= tmp->move_allow;
1093    
1094 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1095     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1096 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100     }
1101 root 1.29
1102 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1103 root 1.46 this->flags_ = flags;
1104     this->move_block = move_block & ~move_allow;
1105     this->move_on = move_on;
1106     this->move_off = move_off;
1107     this->move_slow = move_slow;
1108 root 1.29
1109     /* At this point, we have a floor face (if there is a floor),
1110     * and the floor is set - we are not going to touch it at
1111     * this point.
1112     * middle contains the highest visibility face.
1113     * top contains a player/monster face, if there is one.
1114     *
1115     * We now need to fill in top.face and/or middle.face.
1116     */
1117    
1118     /* If the top face also happens to be high visibility, re-do our
1119     * middle face. This should not happen, as we already have the
1120     * else statement above so middle should not get set. OTOH, it
1121     * may be possible for the faces to match but be different objects.
1122     */
1123     if (top == middle)
1124 root 1.94 middle = 0;
1125 root 1.29
1126     /* There are three posibilities at this point:
1127     * 1) top face is set, need middle to be set.
1128     * 2) middle is set, need to set top.
1129     * 3) neither middle or top is set - need to set both.
1130     */
1131    
1132 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1133 root 1.29 {
1134     /* Once we get to a floor, stop, since we already have a floor object */
1135     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1136     break;
1137    
1138     /* If two top faces are already set, quit processing */
1139 root 1.94 if (top && middle)
1140 root 1.29 break;
1141 root 1.10
1142 elmex 1.67 /* Only show visible faces */
1143     if (!tmp->invisible)
1144 root 1.29 {
1145     /* Fill in top if needed */
1146 root 1.94 if (!top)
1147 root 1.29 {
1148 root 1.94 top = tmp;
1149 root 1.29 if (top == middle)
1150 root 1.94 middle = 0;
1151 root 1.29 }
1152     else
1153     {
1154     /* top is already set - we should only get here if
1155     * middle is not set
1156     *
1157     * Set the middle face and break out, since there is nothing
1158     * more to fill in. We don't check visiblity here, since
1159     *
1160     */
1161 root 1.94 if (tmp != top)
1162 root 1.29 {
1163 root 1.94 middle = tmp;
1164 root 1.29 break;
1165 root 1.10 }
1166     }
1167     }
1168 elmex 1.1 }
1169 root 1.45
1170 root 1.29 if (middle == floor)
1171 root 1.94 middle = 0;
1172 root 1.45
1173 root 1.29 if (top == middle)
1174 root 1.94 middle = 0;
1175 root 1.45
1176 root 1.94 #if 0
1177     faces_obj [0] = top;
1178     faces_obj [1] = middle;
1179     faces_obj [2] = floor;
1180     #endif
1181 elmex 1.1 }
1182    
1183 root 1.85 uint64
1184     mapspace::volume () const
1185     {
1186     uint64 vol = 0;
1187    
1188     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189     vol += op->volume ();
1190    
1191     return vol;
1192     }
1193    
1194 root 1.155 maptile *
1195 root 1.117 maptile::tile_available (int dir, bool load)
1196 elmex 1.1 {
1197 root 1.155 if (tile_path[dir])
1198     {
1199     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200     return tile_map[dir];
1201 root 1.118
1202 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203     return tile_map[dir];
1204     }
1205 root 1.56
1206 root 1.117 return 0;
1207 root 1.68 }
1208    
1209 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1210     * map m. This function also takes into account any
1211     * tiling considerations, loading adjacant maps as needed.
1212     * This is the function should always be used when it
1213     * necessary to check for valid coordinates.
1214     * This function will recursively call itself for the
1215     * tiled maps.
1216     */
1217 root 1.29 int
1218 root 1.31 out_of_map (maptile *m, int x, int y)
1219 elmex 1.1 {
1220 root 1.29 /* If we get passed a null map, this is obviously the
1221     * case. This generally shouldn't happen, but if the
1222     * map loads fail below, it could happen.
1223     */
1224     if (!m)
1225     return 0;
1226 elmex 1.1
1227 root 1.29 if (x < 0)
1228     {
1229 root 1.119 if (!m->tile_available (3))
1230 root 1.29 return 1;
1231 root 1.46
1232 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1233 elmex 1.1 }
1234 root 1.46
1235 root 1.48 if (x >= m->width)
1236 root 1.29 {
1237 root 1.119 if (!m->tile_available (1))
1238 root 1.29 return 1;
1239 root 1.46
1240 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1241 elmex 1.1 }
1242 root 1.46
1243 root 1.29 if (y < 0)
1244     {
1245 root 1.119 if (!m->tile_available (0))
1246 root 1.29 return 1;
1247 root 1.46
1248 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1249 elmex 1.1 }
1250 root 1.46
1251 root 1.48 if (y >= m->height)
1252 root 1.29 {
1253 root 1.119 if (!m->tile_available (2))
1254 root 1.29 return 1;
1255 root 1.46
1256 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1257 elmex 1.1 }
1258    
1259 root 1.29 /* Simple case - coordinates are within this local
1260     * map.
1261     */
1262     return 0;
1263 elmex 1.1 }
1264    
1265     /* This is basically the same as out_of_map above, but
1266     * instead we return NULL if no map is valid (coordinates
1267     * out of bounds and no tiled map), otherwise it returns
1268     * the map as that the coordinates are really on, and
1269 pippijn 1.66 * updates x and y to be the localised coordinates.
1270 elmex 1.1 * Using this is more efficient of calling out_of_map
1271     * and then figuring out what the real map is
1272     */
1273 root 1.31 maptile *
1274 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1275 elmex 1.1 {
1276 root 1.68 if (x < 0)
1277 root 1.29 {
1278 root 1.119 if (!tile_available (3))
1279 root 1.46 return 0;
1280 root 1.56
1281 root 1.68 x += tile_map[3]->width;
1282     return tile_map[3]->xy_find (x, y);
1283 elmex 1.1 }
1284 root 1.46
1285 root 1.68 if (x >= width)
1286 root 1.29 {
1287 root 1.119 if (!tile_available (1))
1288 root 1.46 return 0;
1289    
1290 root 1.68 x -= width;
1291     return tile_map[1]->xy_find (x, y);
1292 elmex 1.1 }
1293 root 1.46
1294 root 1.68 if (y < 0)
1295 root 1.29 {
1296 root 1.119 if (!tile_available (0))
1297 root 1.46 return 0;
1298    
1299 root 1.68 y += tile_map[0]->height;
1300     return tile_map[0]->xy_find (x, y);
1301 elmex 1.1 }
1302 root 1.46
1303 root 1.68 if (y >= height)
1304 root 1.29 {
1305 root 1.119 if (!tile_available (2))
1306 root 1.46 return 0;
1307    
1308 root 1.68 y -= height;
1309     return tile_map[2]->xy_find (x, y);
1310 elmex 1.1 }
1311    
1312 root 1.29 /* Simple case - coordinates are within this local
1313     * map.
1314     */
1315 root 1.68 return this;
1316 elmex 1.1 }
1317    
1318     /**
1319     * Return whether map2 is adjacent to map1. If so, store the distance from
1320     * map1 to map2 in dx/dy.
1321     */
1322 root 1.82 int
1323 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1324 root 1.29 {
1325     if (!map1 || !map2)
1326     return 0;
1327    
1328 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1329 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1330 root 1.29 if (map1 == map2)
1331     {
1332     *dx = 0;
1333     *dy = 0;
1334     }
1335     else if (map1->tile_map[0] == map2)
1336     { /* up */
1337     *dx = 0;
1338 root 1.48 *dy = -map2->height;
1339 root 1.29 }
1340     else if (map1->tile_map[1] == map2)
1341     { /* right */
1342 root 1.48 *dx = map1->width;
1343 root 1.29 *dy = 0;
1344     }
1345     else if (map1->tile_map[2] == map2)
1346     { /* down */
1347     *dx = 0;
1348 root 1.48 *dy = map1->height;
1349 root 1.29 }
1350     else if (map1->tile_map[3] == map2)
1351     { /* left */
1352 root 1.48 *dx = -map2->width;
1353 root 1.29 *dy = 0;
1354     }
1355     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1356     { /* up right */
1357 root 1.48 *dx = map1->tile_map[0]->width;
1358     *dy = -map1->tile_map[0]->height;
1359 root 1.29 }
1360     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1361     { /* up left */
1362 root 1.48 *dx = -map2->width;
1363     *dy = -map1->tile_map[0]->height;
1364 root 1.29 }
1365     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1366     { /* right up */
1367 root 1.48 *dx = map1->width;
1368     *dy = -map2->height;
1369 root 1.29 }
1370     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1371     { /* right down */
1372 root 1.48 *dx = map1->width;
1373     *dy = map1->tile_map[1]->height;
1374 root 1.29 }
1375     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1376     { /* down right */
1377 root 1.48 *dx = map1->tile_map[2]->width;
1378     *dy = map1->height;
1379 root 1.29 }
1380     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1381     { /* down left */
1382 root 1.48 *dx = -map2->width;
1383     *dy = map1->height;
1384 root 1.29 }
1385     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1386     { /* left up */
1387 root 1.48 *dx = -map1->tile_map[3]->width;
1388     *dy = -map2->height;
1389 root 1.29 }
1390     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1391     { /* left down */
1392 root 1.48 *dx = -map1->tile_map[3]->width;
1393     *dy = map1->tile_map[3]->height;
1394 root 1.29 }
1395     else
1396 root 1.56 return 0;
1397 elmex 1.1
1398 root 1.29 return 1;
1399 elmex 1.1 }
1400    
1401 root 1.68 maptile *
1402     maptile::xy_load (sint16 &x, sint16 &y)
1403     {
1404     maptile *map = xy_find (x, y);
1405    
1406     if (map)
1407     map->load_sync ();
1408    
1409     return map;
1410     }
1411    
1412     maptile *
1413     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1414     {
1415     return m->xy_load (*x, *y);
1416     }
1417    
1418 elmex 1.1 /* From map.c
1419     * This is used by get_player to determine where the other
1420     * creature is. get_rangevector takes into account map tiling,
1421     * so you just can not look the the map coordinates and get the
1422     * righte value. distance_x/y are distance away, which
1423 root 1.79 * can be negative. direction is the crossfire direction scheme
1424 elmex 1.1 * that the creature should head. part is the part of the
1425     * monster that is closest.
1426     *
1427     * get_rangevector looks at op1 and op2, and fills in the
1428     * structure for op1 to get to op2.
1429     * We already trust that the caller has verified that the
1430     * two objects are at least on adjacent maps. If not,
1431     * results are not likely to be what is desired.
1432     * if the objects are not on maps, results are also likely to
1433     * be unexpected
1434     *
1435     * currently, the only flag supported (0x1) is don't translate for
1436     * closest body part of 'op1'
1437     */
1438 root 1.29 void
1439     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1440     {
1441     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1442     {
1443     /* be conservative and fill in _some_ data */
1444 root 1.86 retval->distance = 10000;
1445     retval->distance_x = 10000;
1446     retval->distance_y = 10000;
1447 root 1.29 retval->direction = 0;
1448     retval->part = 0;
1449     }
1450     else
1451     {
1452     object *best;
1453    
1454     retval->distance_x += op2->x - op1->x;
1455     retval->distance_y += op2->y - op1->y;
1456    
1457     best = op1;
1458     /* If this is multipart, find the closest part now */
1459     if (!(flags & 0x1) && op1->more)
1460     {
1461     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1462    
1463     /* we just take the offset of the piece to head to figure
1464     * distance instead of doing all that work above again
1465     * since the distance fields we set above are positive in the
1466     * same axis as is used for multipart objects, the simply arithmetic
1467     * below works.
1468     */
1469 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1470 root 1.29 {
1471     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1472     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1473     if (tmpi < best_distance)
1474     {
1475     best_distance = tmpi;
1476     best = tmp;
1477 elmex 1.1 }
1478     }
1479 root 1.75
1480 root 1.29 if (best != op1)
1481     {
1482     retval->distance_x += op1->x - best->x;
1483     retval->distance_y += op1->y - best->y;
1484 elmex 1.1 }
1485     }
1486 root 1.75
1487 root 1.29 retval->part = best;
1488 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1489 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1490 elmex 1.1 }
1491     }
1492    
1493     /* this is basically the same as get_rangevector above, but instead of
1494     * the first parameter being an object, it instead is the map
1495     * and x,y coordinates - this is used for path to player -
1496     * since the object is not infact moving but we are trying to traverse
1497     * the path, we need this.
1498     * flags has no meaning for this function at this time - I kept it in to
1499     * be more consistant with the above function and also in case they are needed
1500     * for something in the future. Also, since no object is pasted, the best
1501     * field of the rv_vector is set to NULL.
1502     */
1503 root 1.29 void
1504 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1505 root 1.29 {
1506     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1507     {
1508     /* be conservative and fill in _some_ data */
1509     retval->distance = 100000;
1510     retval->distance_x = 32767;
1511     retval->distance_y = 32767;
1512     retval->direction = 0;
1513     retval->part = 0;
1514     }
1515     else
1516     {
1517     retval->distance_x += op2->x - x;
1518     retval->distance_y += op2->y - y;
1519    
1520 root 1.159 retval->part = 0;
1521     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1523 elmex 1.1 }
1524     }
1525    
1526     /* Returns true of op1 and op2 are effectively on the same map
1527     * (as related to map tiling). Note that this looks for a path from
1528 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1529 elmex 1.1 * to op1, this will still return false.
1530     * Note we only look one map out to keep the processing simple
1531     * and efficient. This could probably be a macro.
1532     * MSW 2001-08-05
1533     */
1534 root 1.29 int
1535     on_same_map (const object *op1, const object *op2)
1536     {
1537     int dx, dy;
1538 elmex 1.1
1539 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540 elmex 1.1 }
1541 root 1.52
1542     object *
1543     maptile::insert (object *op, int x, int y, object *originator, int flags)
1544     {
1545     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546     }
1547    
1548 root 1.81 region *
1549     maptile::region (int x, int y) const
1550     {
1551     if (regions
1552     && regionmap
1553     && !OUT_OF_REAL_MAP (this, x, y))
1554     if (struct region *reg = regionmap [regions [y * width + x]])
1555     return reg;
1556    
1557     if (default_region)
1558     return default_region;
1559    
1560     return ::region::default_region ();
1561     }
1562    
1563 root 1.91 /* picks a random object from a style map.
1564     */
1565     object *
1566 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1567 root 1.91 {
1568     /* while returning a null object will result in a crash, that
1569     * is actually preferable to an infinite loop. That is because
1570     * most servers will automatically restart in case of crash.
1571     * Change the logic on getting the random space - shouldn't make
1572     * any difference, but this seems clearer to me.
1573     */
1574     for (int i = 1000; --i;)
1575     {
1576 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1577 root 1.91
1578     // do not prefer big monsters just because they are big.
1579 root 1.138 if (pick && pick->is_head ())
1580 root 1.91 return pick->head_ ();
1581     }
1582    
1583     // instead of crashing in the unlikely(?) case, try to return *something*
1584 root 1.138 return archetype::find ("bug");
1585 root 1.91 }
1586 root 1.85
1587 root 1.114 void
1588     maptile::play_sound (faceidx sound, int x, int y) const
1589     {
1590     if (!sound)
1591     return;
1592    
1593 root 1.151 for_all_players_on_map (pl, this)
1594     if (client *ns = pl->ns)
1595     {
1596     int dx = x - pl->ob->x;
1597     int dy = y - pl->ob->y;
1598 root 1.114
1599 root 1.151 int distance = idistance (dx, dy);
1600 root 1.114
1601 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1602     ns->play_sound (sound, dx, dy);
1603     }
1604 root 1.114 }
1605    
1606 root 1.157 void
1607     maptile::say_msg (const char *msg, int x, int y) const
1608     {
1609     for_all_players (pl)
1610     if (client *ns = pl->ns)
1611     {
1612     int dx = x - pl->ob->x;
1613     int dy = y - pl->ob->y;
1614    
1615     int distance = idistance (dx, dy);
1616    
1617     if (distance <= MAX_SOUND_DISTANCE)
1618     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619     }
1620     }
1621    
1622 root 1.155 static void
1623     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624     {
1625     // clip to map to the left
1626     if (x0 < 0)
1627     {
1628     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630    
1631     if (x1 < 0) // entirely to the left
1632     return;
1633    
1634     x0 = 0;
1635     }
1636    
1637     // clip to map to the right
1638     if (x1 > m->width)
1639     {
1640     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642    
1643     if (x0 > m->width) // entirely to the right
1644     return;
1645    
1646     x1 = m->width;
1647     }
1648    
1649     // clip to map above
1650     if (y0 < 0)
1651     {
1652     if (maptile *tile = m->tile_available (TILE_UP, 1))
1653     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654    
1655     if (y1 < 0) // entirely above
1656     return;
1657    
1658     y0 = 0;
1659     }
1660    
1661     // clip to map below
1662     if (y1 > m->height)
1663     {
1664     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666    
1667     if (y0 > m->height) // entirely below
1668     return;
1669    
1670     y1 = m->height;
1671     }
1672    
1673     // if we get here, the rect is within the current map
1674     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675    
1676     r->m = m;
1677     r->x0 = x0;
1678     r->y0 = y0;
1679     r->x1 = x1;
1680     r->y1 = y1;
1681     r->dx = dx;
1682     r->dy = dy;
1683     }
1684    
1685     maprect *
1686     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687     {
1688     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689     buf.clear ();
1690    
1691     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692    
1693     // add end marker
1694     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695     r->m = 0;
1696    
1697     return (maprect *)buf.linearise ();
1698     }
1699