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Revision: 1.160
Committed: Mon Oct 12 14:00:57 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.159: +7 -6 lines
Log Message:
clarify license

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 1.160 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.160 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.106 *
22 root 1.132 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.76 */
24 elmex 1.1
25 root 1.85 #include <unistd.h>
26    
27     #include "global.h"
28     #include "loader.h"
29 elmex 1.1 #include "path.h"
30    
31 root 1.152 sint8 maptile::outdoor_darkness;
32    
33 elmex 1.1 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
34     * one function that just returns a P_.. value (see map.h)
35     * it will also do map translation for tiled maps, returning
36     * new values into newmap, nx, and ny. Any and all of those
37     * values can be null, in which case if a new map is needed (returned
38     * by a P_NEW_MAP value, another call to get_map_from_coord
39     * is needed. The case of not passing values is if we're just
40     * checking for the existence of something on those spaces, but
41     * don't expect to insert/remove anything from those spaces.
42     */
43 root 1.29 int
44 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
45 elmex 1.1 {
46 root 1.56 sint16 newx = x;
47     sint16 newy = y;
48 root 1.46
49 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50 root 1.46
51     if (!mp)
52     return P_OUT_OF_MAP;
53    
54     if (newmap) *newmap = mp;
55     if (nx) *nx = newx;
56     if (ny) *ny = newy;
57 elmex 1.3
58 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59 elmex 1.1 }
60    
61     /*
62     * Returns true if the given coordinate is blocked except by the
63     * object passed is not blocking. This is used with
64     * multipart monsters - if we want to see if a 2x2 monster
65     * can move 1 space to the left, we don't want its own area
66     * to block it from moving there.
67     * Returns TRUE if the space is blocked by something other than the
68     * monster.
69     * m, x, y are the target map/coordinates - needed for map tiling.
70     * the coordinates & map passed in should have been updated for tiling
71     * by the caller.
72     */
73 root 1.29 int
74 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
75 root 1.29 {
76     object *tmp;
77     int mflags, blocked;
78    
79     /* Make sure the coordinates are valid - they should be, as caller should
80     * have already checked this.
81     */
82     if (OUT_OF_REAL_MAP (m, sx, sy))
83     {
84     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85     return 1;
86 elmex 1.1 }
87    
88 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
89     * directly.
90     */
91 root 1.46 mflags = m->at (sx, sy).flags ();
92 root 1.29
93     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
94    
95     /* If space is currently not blocked by anything, no need to
96     * go further. Not true for players - all sorts of special
97     * things we need to do for players.
98     */
99     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100     return 0;
101    
102     /* if there isn't anytyhing alive on this space, and this space isn't
103     * otherwise blocked, we can return now. Only if there is a living
104     * creature do we need to investigate if it is part of this creature
105     * or another. Likewise, only if something is blocking us do we
106     * need to investigate if there is a special circumstance that would
107     * let the player through (inventory checkers for example)
108     */
109     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110     return 0;
111    
112 root 1.102 ob = ob->head_ ();
113 root 1.29
114     /* We basically go through the stack of objects, and if there is
115     * some other object that has NO_PASS or FLAG_ALIVE set, return
116     * true. If we get through the entire stack, that must mean
117     * ob is blocking it, so return 0.
118     */
119 root 1.45 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 root 1.29 {
121    
122     /* This must be before the checks below. Code for inventory checkers. */
123     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124     {
125     /* If last_sp is set, the player/monster needs an object,
126     * so we check for it. If they don't have it, they can't
127     * pass through this space.
128     */
129     if (tmp->last_sp)
130     {
131     if (check_inv_recursive (ob, tmp) == NULL)
132     return 1;
133     else
134     continue;
135     }
136     else
137     {
138     /* In this case, the player must not have the object -
139     * if they do, they can't pass through.
140     */
141     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142     return 1;
143     else
144     continue;
145     }
146     } /* if check_inv */
147     else
148     {
149     /* Broke apart a big nasty if into several here to make
150     * this more readable. first check - if the space blocks
151     * movement, can't move here.
152 root 1.102 * second - if a monster, can't move there, unless it is a
153 root 1.29 * hidden dm
154     */
155     if (OB_MOVE_BLOCK (ob, tmp))
156     return 1;
157 root 1.102
158 root 1.103 if (tmp->flag [FLAG_ALIVE]
159 root 1.102 && tmp->head_ () != ob
160     && tmp != ob
161     && tmp->type != DOOR
162 root 1.103 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 root 1.29 return 1;
164 root 1.10 }
165 elmex 1.1
166     }
167 root 1.29 return 0;
168 elmex 1.1 }
169    
170     /*
171 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
172     * spot. This is meant for multi space objects - for single space objecs,
173 elmex 1.1 * just calling get_map_blocked and checking that against movement type
174 root 1.129 * of object. This function goes through all the parts of the multipart
175     * object and makes sure they can be inserted.
176 elmex 1.1 *
177     * While this doesn't call out of map, the get_map_flags does.
178     *
179     * This function has been used to deprecate arch_out_of_map -
180     * this function also does that check, and since in most cases,
181     * a call to one would follow the other, doesn't make a lot of sense to
182     * have two seperate functions for this.
183     *
184     * This returns nonzero if this arch can not go on the space provided,
185     * 0 otherwise. the return value will contain the P_.. value
186     * so the caller can know why this object can't go on the map.
187     * Note that callers should not expect P_NEW_MAP to be set
188     * in return codes - since the object is multispace - if
189     * we did return values, what do you return if half the object
190     * is one map, half on another.
191     *
192     * Note this used to be arch_blocked, but with new movement
193     * code, we need to have actual object to check its move_type
194     * against the move_block values.
195     */
196 root 1.129 bool
197     object::blocked (maptile *m, int x, int y) const
198 root 1.29 {
199 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 root 1.29 {
201 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
202 elmex 1.1
203 root 1.129 if (!pos.normalise ())
204     return 1;
205 elmex 1.1
206 root 1.129 mapspace &ms = *pos;
207 elmex 1.1
208 root 1.129 if (ms.flags () & P_IS_ALIVE)
209     return 1;
210 root 1.47
211 root 1.129 /* However, often ob doesn't have any move type
212     * (signifying non-moving objects)
213 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
214     */
215 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
216 root 1.29 continue;
217 elmex 1.1
218 root 1.29 /* Note it is intentional that we check ob - the movement type of the
219     * head of the object should correspond for the entire object.
220     */
221 root 1.129 if (ms.blocks (move_type))
222     return 1;
223 root 1.45 }
224 elmex 1.1
225 root 1.29 return 0;
226 elmex 1.1 }
227    
228     /* When the map is loaded, load_object does not actually insert objects
229     * into inventory, but just links them. What this does is go through
230     * and insert them properly.
231     * The object 'container' is the object that contains the inventory.
232     * This is needed so that we can update the containers weight.
233     */
234 root 1.29 void
235     fix_container (object *container)
236 elmex 1.1 {
237 root 1.29 object *tmp = container->inv, *next;
238 elmex 1.1
239 root 1.56 container->inv = 0;
240     while (tmp)
241 root 1.29 {
242     next = tmp->below;
243     if (tmp->inv)
244     fix_container (tmp);
245 root 1.56
246     insert_ob_in_ob (tmp, container);
247 root 1.29 tmp = next;
248     }
249 root 1.56
250 root 1.135 // go through and calculate what all the containers are carrying.
251     //TODO: remove
252     container->update_weight ();
253 elmex 1.1 }
254    
255 root 1.64 void
256     maptile::set_object_flag (int flag, int value)
257     {
258     if (!spaces)
259     return;
260    
261     for (mapspace *ms = spaces + size (); ms-- > spaces; )
262     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263     tmp->flag [flag] = value;
264     }
265    
266 root 1.144 void
267     maptile::post_load_original ()
268     {
269     if (!spaces)
270     return;
271    
272     set_object_flag (FLAG_OBJ_ORIGINAL);
273    
274     for (mapspace *ms = spaces + size (); ms-- > spaces; )
275     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276     INVOKE_OBJECT (RESET, tmp);
277     }
278    
279 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
280     * for objects whose arch says they are multipart yet according to the
281     * info we have, they only have the head (as would be expected when
282 root 1.99 * they are saved).
283 elmex 1.1 */
284 root 1.56 void
285     maptile::link_multipart_objects ()
286 elmex 1.1 {
287 root 1.56 if (!spaces)
288     return;
289    
290     for (mapspace *ms = spaces + size (); ms-- > spaces; )
291 elmex 1.111 {
292     object *op = ms->bot;
293     while (op)
294     {
295     /* already multipart - don't do anything more */
296     if (op->head_ () == op && !op->more && op->arch->more)
297     {
298     op->remove ();
299     op->expand_tail ();
300    
301     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
302     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
303     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
304     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
305    
306     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
307     // so we have to reset the iteration through the mapspace
308     }
309     else
310     op = op->above;
311     }
312     }
313 elmex 1.1 }
314 root 1.29
315 elmex 1.1 /*
316     * Loads (ands parses) the objects into a given map from the specified
317     * file pointer.
318     */
319 root 1.56 bool
320 root 1.88 maptile::_load_objects (object_thawer &f)
321 root 1.24 {
322 root 1.88 for (;;)
323     {
324 root 1.133 coroapi::cede_to_tick (); // cede once in a while
325 elmex 1.1
326 root 1.88 switch (f.kw)
327 root 1.24 {
328 root 1.88 case KW_arch:
329 root 1.90 if (object *op = object::read (f, this))
330 root 1.88 {
331 root 1.135 // TODO: why?
332 root 1.88 if (op->inv)
333 root 1.135 op->update_weight ();
334 root 1.10
335 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336     {
337     // we insert manually because
338     // a) its way faster
339     // b) we remove manually, too, and there are good reasons for that
340 root 1.158 // c) it's correct
341 root 1.130 mapspace &ms = at (op->x, op->y);
342    
343     op->flag [FLAG_REMOVED] = false;
344    
345     op->above = 0;
346     op->below = ms.top;
347    
348 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 root 1.130
350     ms.top = op;
351     ms.flags_ = 0;
352     }
353     else
354     {
355     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 root 1.148 op->destroy ();
357 root 1.130 }
358 root 1.88 }
359 root 1.41
360 root 1.88 continue;
361 root 1.41
362 root 1.88 case KW_EOF:
363     return true;
364 root 1.41
365 root 1.88 default:
366     if (!f.parse_error ("map file"))
367     return false;
368 root 1.41 break;
369 root 1.10 }
370 root 1.24
371 root 1.88 f.next ();
372 elmex 1.1 }
373 root 1.24
374 root 1.56 return true;
375     }
376    
377     void
378     maptile::activate ()
379     {
380 root 1.101 if (spaces)
381     for (mapspace *ms = spaces + size (); ms-- > spaces; )
382     for (object *op = ms->bot; op; op = op->above)
383     op->activate_recursive ();
384 root 1.56 }
385    
386     void
387     maptile::deactivate ()
388     {
389 root 1.101 if (spaces)
390     for (mapspace *ms = spaces + size (); ms-- > spaces; )
391     for (object *op = ms->bot; op; op = op->above)
392     op->deactivate_recursive ();
393 root 1.56 }
394    
395     bool
396 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
397 root 1.56 {
398 root 1.100 coroapi::cede_to_tick ();
399 root 1.65
400 root 1.56 if (flags & IO_HEADER)
401 root 1.88 _save_header (f);
402 root 1.56
403     if (!spaces)
404     return false;
405    
406     for (int i = 0; i < size (); ++i)
407 root 1.24 {
408 root 1.121 bool unique = 0;
409    
410 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
411 root 1.24 {
412 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413 root 1.56
414 root 1.121 if (expect_false (!op->can_map_save ()))
415 root 1.56 continue;
416    
417 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 root 1.24 {
419 root 1.56 if (flags & IO_UNIQUES)
420 root 1.88 op->write (f);
421 root 1.10 }
422 root 1.121 else if (expect_true (flags & IO_OBJECTS))
423 root 1.88 op->write (f);
424 root 1.10 }
425 elmex 1.1 }
426 root 1.24
427 root 1.100 coroapi::cede_to_tick ();
428 root 1.97
429 root 1.56 return true;
430 elmex 1.1 }
431    
432 root 1.56 bool
433 root 1.72 maptile::_save_objects (const char *path, int flags)
434 root 1.56 {
435     object_freezer freezer;
436 root 1.29
437 root 1.72 if (!_save_objects (freezer, flags))
438 root 1.56 return false;
439 root 1.29
440 root 1.56 return freezer.save (path);
441 elmex 1.1 }
442    
443 root 1.34 maptile::maptile ()
444     {
445     in_memory = MAP_SWAPPED;
446 root 1.54
447 root 1.34 /* The maps used to pick up default x and y values from the
448 root 1.85 * map archetype. Mimic that behaviour.
449 root 1.34 */
450 root 1.85 width = 16;
451     height = 16;
452     timeout = 300;
453     max_nrof = 1000; // 1000 items of anything
454     max_volume = 2000000; // 2m³
455 root 1.34 }
456    
457 root 1.56 maptile::maptile (int w, int h)
458 root 1.54 {
459 root 1.56 in_memory = MAP_SWAPPED;
460 root 1.54
461 root 1.56 width = w;
462     height = h;
463     reset_timeout = 0;
464     timeout = 300;
465     enter_x = 0;
466     enter_y = 0;
467 root 1.54
468 root 1.56 alloc ();
469 elmex 1.1 }
470    
471     /*
472 root 1.31 * Allocates the arrays contained in a maptile.
473 elmex 1.1 * This basically allocates the dynamic array of spaces for the
474     * map.
475     */
476 root 1.29 void
477 root 1.56 maptile::alloc ()
478 root 1.29 {
479 root 1.34 if (spaces)
480 root 1.56 return;
481 elmex 1.1
482 root 1.53 spaces = salloc0<mapspace> (size ());
483 elmex 1.1 }
484    
485     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
486     * corresponding to that string. Memory is allocated for this, it must be freed
487     * at a later date.
488     * Called by parse_map_headers below.
489     */
490 root 1.29 static shopitems *
491     parse_shop_string (const char *input_string)
492     {
493     char *shop_string, *p, *q, *next_semicolon, *next_colon;
494     shopitems *items = NULL;
495     int i = 0, number_of_entries = 0;
496     const typedata *current_type;
497    
498 root 1.43 shop_string = strdup (input_string);
499 root 1.29 p = shop_string;
500     /* first we'll count the entries, we'll need that for allocating the array shortly */
501     while (p)
502     {
503     p = strchr (p, ';');
504     number_of_entries++;
505     if (p)
506     p++;
507     }
508 root 1.54
509 root 1.29 p = shop_string;
510     strip_endline (p);
511     items = new shopitems[number_of_entries + 1];
512     for (i = 0; i < number_of_entries; i++)
513     {
514     if (!p)
515     {
516     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
517     break;
518     }
519 root 1.54
520 root 1.29 next_semicolon = strchr (p, ';');
521     next_colon = strchr (p, ':');
522     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524     items[i].strength = atoi (strchr (p, ':') + 1);
525    
526     if (isdigit (*p) || *p == '*')
527     {
528     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529     current_type = get_typedata (items[i].typenum);
530     if (current_type)
531     {
532     items[i].name = current_type->name;
533     items[i].name_pl = current_type->name_pl;
534     }
535     }
536     else
537     { /*we have a named type, let's figure out what it is */
538     q = strpbrk (p, ";:");
539     if (q)
540     *q = '\0';
541    
542     current_type = get_typedata_by_name (p);
543     if (current_type)
544     {
545     items[i].name = current_type->name;
546     items[i].typenum = current_type->number;
547     items[i].name_pl = current_type->name_pl;
548     }
549     else
550     { /* oh uh, something's wrong, let's free up this one, and try
551     * the next entry while we're at it, better print a warning
552     */
553     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554     }
555     }
556 root 1.54
557 root 1.29 items[i].index = number_of_entries;
558     if (next_semicolon)
559     p = ++next_semicolon;
560     else
561     p = NULL;
562 elmex 1.1 }
563 root 1.54
564 root 1.29 free (shop_string);
565     return items;
566 elmex 1.1 }
567    
568     /* opposite of parse string, this puts the string that was originally fed in to
569     * the map (or something equivilent) into output_string. */
570 root 1.29 static void
571 root 1.31 print_shop_string (maptile *m, char *output_string)
572 root 1.29 {
573     int i;
574     char tmp[MAX_BUF];
575    
576     strcpy (output_string, "");
577     for (i = 0; i < m->shopitems[0].index; i++)
578     {
579     if (m->shopitems[i].typenum)
580     {
581     if (m->shopitems[i].strength)
582 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 root 1.29 else
584     sprintf (tmp, "%s;", m->shopitems[i].name);
585 root 1.10 }
586 root 1.29 else
587     {
588     if (m->shopitems[i].strength)
589 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
590 root 1.29 else
591     sprintf (tmp, "*");
592     }
593 root 1.54
594 root 1.29 strcat (output_string, tmp);
595 elmex 1.1 }
596     }
597    
598     /* This loads the header information of the map. The header
599     * contains things like difficulty, size, timeout, etc.
600     * this used to be stored in the map object, but with the
601     * addition of tiling, fields beyond that easily named in an
602     * object structure were needed, so it just made sense to
603     * put all the stuff in the map object so that names actually make
604     * sense.
605     * This could be done in lex (like the object loader), but I think
606     * currently, there are few enough fields this is not a big deal.
607     * MSW 2001-07-01
608     */
609 root 1.56 bool
610 root 1.72 maptile::_load_header (object_thawer &thawer)
611 elmex 1.1 {
612 root 1.56 for (;;)
613 root 1.29 {
614 root 1.105 switch (thawer.kw)
615 root 1.29 {
616 root 1.56 case KW_msg:
617     thawer.get_ml (KW_endmsg, msg);
618     break;
619 root 1.22
620 root 1.56 case KW_lore: // CF+ extension
621     thawer.get_ml (KW_endlore, maplore);
622     break;
623 root 1.10
624 root 1.56 case KW_maplore:
625     thawer.get_ml (KW_endmaplore, maplore);
626     break;
627 root 1.10
628 root 1.56 case KW_arch:
629     if (strcmp (thawer.get_str (), "map"))
630     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631     break;
632 root 1.29
633 root 1.56 case KW_oid:
634     thawer.get (this, thawer.get_sint32 ());
635     break;
636 root 1.29
637 root 1.56 case KW_file_format_version: break; // nop
638 root 1.29
639 root 1.56 case KW_name: thawer.get (name); break;
640     case KW_attach: thawer.get (attach); break;
641     case KW_reset_time: thawer.get (reset_time); break;
642     case KW_shopgreed: thawer.get (shopgreed); break;
643     case KW_shopmin: thawer.get (shopmin); break;
644     case KW_shopmax: thawer.get (shopmax); break;
645     case KW_shoprace: thawer.get (shoprace); break;
646     case KW_outdoor: thawer.get (outdoor); break;
647     case KW_temp: thawer.get (temp); break;
648     case KW_pressure: thawer.get (pressure); break;
649     case KW_humid: thawer.get (humid); break;
650     case KW_windspeed: thawer.get (windspeed); break;
651     case KW_winddir: thawer.get (winddir); break;
652     case KW_sky: thawer.get (sky); break;
653    
654     case KW_per_player: thawer.get (per_player); break;
655     case KW_per_party: thawer.get (per_party); break;
656 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
657 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
658 root 1.56
659 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661    
662     // old names new names
663     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665     case KW_x: case KW_width: thawer.get (width); break;
666     case KW_y: case KW_height: thawer.get (height); break;
667     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668     case KW_value: case KW_swap_time: thawer.get (timeout); break;
669     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672    
673     case KW_tile_path_1: thawer.get (tile_path [0]); break;
674     case KW_tile_path_2: thawer.get (tile_path [1]); break;
675     case KW_tile_path_3: thawer.get (tile_path [2]); break;
676     case KW_tile_path_4: thawer.get (tile_path [3]); break;
677 root 1.83
678 root 1.112 case KW_ERROR:
679 root 1.123 set_key_text (thawer.kw_str, thawer.value);
680 root 1.112 break;
681    
682 root 1.83 case KW_end:
683 root 1.124 thawer.next ();
684 root 1.83 return true;
685    
686     default:
687 root 1.87 if (!thawer.parse_error ("map", 0))
688 root 1.83 return false;
689     break;
690 root 1.10 }
691 root 1.124
692     thawer.next ();
693 elmex 1.1 }
694 root 1.41
695 root 1.56 abort ();
696 elmex 1.1 }
697    
698 root 1.56 /******************************************************************************
699     * This is the start of unique map handling code
700     *****************************************************************************/
701 root 1.29
702 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
703     void
704     maptile::clear_unique_items ()
705 root 1.29 {
706 root 1.56 for (int i = 0; i < size (); ++i)
707 root 1.29 {
708 root 1.56 int unique = 0;
709     for (object *op = spaces [i].bot; op; )
710     {
711     object *above = op->above;
712 elmex 1.1
713 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714     unique = 1;
715 root 1.14
716 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 root 1.148 op->destroy ();
718 elmex 1.1
719 root 1.56 op = above;
720     }
721 root 1.29 }
722 elmex 1.1 }
723    
724 root 1.56 bool
725 root 1.72 maptile::_save_header (object_freezer &freezer)
726 root 1.29 {
727 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
728     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729 elmex 1.1
730 root 1.56 MAP_OUT2 (arch, "map");
731 elmex 1.1
732 root 1.56 if (name) MAP_OUT (name);
733     MAP_OUT (swap_time);
734     MAP_OUT (reset_time);
735     MAP_OUT (reset_timeout);
736     MAP_OUT (fixed_resettime);
737 root 1.109 MAP_OUT (no_reset);
738 root 1.141 MAP_OUT (no_drop);
739 root 1.56 MAP_OUT (difficulty);
740 root 1.9
741 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
742 root 1.29
743 root 1.56 if (shopitems)
744 root 1.29 {
745 root 1.56 char shop[MAX_BUF];
746     print_shop_string (this, shop);
747     MAP_OUT2 (shopitems, shop);
748 elmex 1.1 }
749    
750 root 1.56 MAP_OUT (shopgreed);
751     MAP_OUT (shopmin);
752     MAP_OUT (shopmax);
753     if (shoprace) MAP_OUT (shoprace);
754     MAP_OUT (darkness);
755     MAP_OUT (width);
756     MAP_OUT (height);
757     MAP_OUT (enter_x);
758     MAP_OUT (enter_y);
759 root 1.14
760 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762 elmex 1.1
763 root 1.56 MAP_OUT (outdoor);
764     MAP_OUT (temp);
765     MAP_OUT (pressure);
766     MAP_OUT (humid);
767     MAP_OUT (windspeed);
768     MAP_OUT (winddir);
769     MAP_OUT (sky);
770 elmex 1.1
771 root 1.56 MAP_OUT (per_player);
772     MAP_OUT (per_party);
773 elmex 1.1
774 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 root 1.40
779 root 1.63 freezer.put (this);
780 root 1.61 freezer.put (KW_end);
781 root 1.40
782 root 1.56 return true;
783 elmex 1.1 }
784    
785 root 1.56 bool
786 root 1.72 maptile::_save_header (const char *path)
787 root 1.29 {
788 root 1.17 object_freezer freezer;
789 root 1.10
790 root 1.72 if (!_save_header (freezer))
791 root 1.56 return false;
792 elmex 1.1
793 root 1.56 return freezer.save (path);
794 elmex 1.1 }
795    
796     /*
797     * Remove and free all objects in the given map.
798     */
799 root 1.29 void
800 root 1.56 maptile::clear ()
801 root 1.29 {
802 root 1.81 if (spaces)
803     {
804     for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 root 1.104 while (object *op = ms->bot)
806 root 1.81 {
807 root 1.127 // manually remove, as to not trigger anything
808     if (ms->bot = op->above)
809     ms->bot->below = 0;
810    
811     op->flag [FLAG_REMOVED] = true;
812    
813 root 1.128 object *head = op->head_ ();
814     if (op == head)
815 root 1.148 op->destroy ();
816 root 1.128 else if (head->map != op->map)
817     {
818     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 root 1.148 head->destroy ();
820 root 1.128 }
821 root 1.81 }
822 root 1.29
823 root 1.137 sfree0 (spaces, size ());
824 root 1.81 }
825 root 1.29
826 root 1.56 if (buttons)
827     free_objectlinkpt (buttons), buttons = 0;
828 root 1.127
829 root 1.137 sfree0 (regions, size ());
830 root 1.127 delete [] regionmap; regionmap = 0;
831 elmex 1.1 }
832    
833 root 1.29 void
834 root 1.56 maptile::clear_header ()
835 root 1.29 {
836 root 1.56 name = 0;
837     msg = 0;
838     maplore = 0;
839     shoprace = 0;
840     delete [] shopitems, shopitems = 0;
841 root 1.42
842 root 1.47 for (int i = 0; i < 4; i++)
843 root 1.56 tile_path [i] = 0;
844 root 1.47 }
845 root 1.42
846 root 1.47 maptile::~maptile ()
847     {
848 root 1.53 assert (destroyed ());
849 elmex 1.1 }
850    
851 root 1.29 void
852 root 1.56 maptile::clear_links_to (maptile *m)
853 root 1.29 {
854     /* We need to look through all the maps and see if any maps
855     * are pointing at this one for tiling information. Since
856 root 1.47 * tiling can be asymetric, we just can not look to see which
857 root 1.29 * maps this map tiles with and clears those.
858     */
859 root 1.56 for (int i = 0; i < 4; i++)
860     if (tile_map[i] == m)
861     tile_map[i] = 0;
862 root 1.47 }
863 elmex 1.1
864 root 1.47 void
865 root 1.56 maptile::do_destroy ()
866 root 1.47 {
867 root 1.56 attachable::do_destroy ();
868    
869     clear ();
870 elmex 1.1 }
871    
872 root 1.109 /* decay and destroy perishable items in a map */
873     void
874     maptile::do_decay_objects ()
875     {
876     if (!spaces)
877     return;
878    
879     for (mapspace *ms = spaces + size (); ms-- > spaces; )
880     for (object *above, *op = ms->bot; op; op = above)
881     {
882     above = op->above;
883    
884     bool destroy = 0;
885    
886     // do not decay anything above unique floor tiles (yet :)
887     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888     break;
889    
890     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892     || QUERY_FLAG (op, FLAG_UNIQUE)
893     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894     || QUERY_FLAG (op, FLAG_UNPAID)
895     || op->is_alive ())
896     ; // do not decay
897     else if (op->is_weapon ())
898     {
899     op->stats.dam--;
900     if (op->stats.dam < 0)
901     destroy = 1;
902     }
903     else if (op->is_armor ())
904     {
905     op->stats.ac--;
906     if (op->stats.ac < 0)
907     destroy = 1;
908     }
909     else if (op->type == FOOD)
910     {
911     op->stats.food -= rndm (5, 20);
912     if (op->stats.food < 0)
913     destroy = 1;
914     }
915     else
916     {
917     int mat = op->materials;
918    
919     if (mat & M_PAPER
920     || mat & M_LEATHER
921     || mat & M_WOOD
922     || mat & M_ORGANIC
923     || mat & M_CLOTH
924     || mat & M_LIQUID
925     || (mat & M_IRON && rndm (1, 5) == 1)
926     || (mat & M_GLASS && rndm (1, 2) == 1)
927     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929     || (mat & M_ICE && temp > 32))
930     destroy = 1;
931     }
932    
933     /* adjust overall chance below */
934     if (destroy && rndm (0, 1))
935 root 1.149 op->destroy ();
936 root 1.109 }
937     }
938    
939 elmex 1.1 /*
940     * This routine is supposed to find out the difficulty of the map.
941     * difficulty does not have a lot to do with character level,
942     * but does have a lot to do with treasure on the map.
943     *
944 root 1.153 * Difficulty can now be set by the map creator. If the value stored
945     * in the map is zero, then use this routine. Maps should really
946     * have a difficulty set rather than using this function - human calculation
947     * is much better than this function's guesswork.
948 elmex 1.1 */
949 root 1.29 int
950 root 1.56 maptile::estimate_difficulty () const
951 root 1.29 {
952 elmex 1.1 long monster_cnt = 0;
953     double avgexp = 0;
954     sint64 total_exp = 0;
955    
956 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957     for (object *op = ms->bot; op; op = op->above)
958     {
959     if (QUERY_FLAG (op, FLAG_MONSTER))
960     {
961     total_exp += op->stats.exp;
962     monster_cnt++;
963     }
964 elmex 1.1
965 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
966     {
967     total_exp += op->stats.exp;
968 elmex 1.1
969 root 1.140 if (archetype *at = op->other_arch)
970     {
971     total_exp += at->stats.exp * 8;
972     monster_cnt++;
973     }
974    
975     for (object *inv = op->inv; inv; inv = inv->below)
976     {
977     total_exp += op->stats.exp * 8;
978     monster_cnt++;
979     }
980 root 1.56 }
981     }
982 elmex 1.1
983     avgexp = (double) total_exp / monster_cnt;
984    
985 root 1.56 for (int i = 1; i <= settings.max_level; i++)
986     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
987     return i;
988 elmex 1.1
989     return 1;
990     }
991    
992     /* change_map_light() - used to change map light level (darkness)
993     * up or down. Returns true if successful. It should now be
994     * possible to change a value by more than 1.
995     * Move this from los.c to map.c since this is more related
996     * to maps than los.
997     * postive values make it darker, negative make it brighter
998     */
999 root 1.29 int
1000 root 1.56 maptile::change_map_light (int change)
1001 root 1.29 {
1002     /* Nothing to do */
1003 root 1.154 if (!change)
1004 root 1.56 return 0;
1005 elmex 1.1
1006 root 1.29 /* inform all players on the map */
1007     if (change > 0)
1008 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1009 root 1.29 else
1010 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1011 root 1.29
1012 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1013 elmex 1.1
1014 root 1.29 /* All clients need to get re-updated for the change */
1015 root 1.56 update_all_map_los (this);
1016 root 1.142
1017 root 1.29 return 1;
1018 elmex 1.1 }
1019    
1020     /*
1021     * This function updates various attributes about a specific space
1022     * on the map (what it looks like, whether it blocks magic,
1023     * has a living creatures, prevents people from passing
1024     * through, etc)
1025     */
1026 root 1.29 void
1027 root 1.46 mapspace::update_ ()
1028 root 1.29 {
1029 root 1.142 object *last = 0;
1030 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1031     sint8 light = 0;
1032 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033    
1034 root 1.94 //object *middle = 0;
1035     //object *top = 0;
1036     //object *floor = 0;
1037     // this seems to generate better code than using locals, above
1038 root 1.95 object *&top = faces_obj[0] = 0;
1039     object *&middle = faces_obj[1] = 0;
1040     object *&floor = faces_obj[2] = 0;
1041 root 1.29
1042 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 root 1.29 {
1044 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045     light += tmp->glow_radius;
1046 root 1.29
1047     /* This call is needed in order to update objects the player
1048     * is standing in that have animations (ie, grass, fire, etc).
1049     * However, it also causes the look window to be re-drawn
1050     * 3 times each time the player moves, because many of the
1051     * functions the move_player calls eventualy call this.
1052     *
1053     * Always put the player down for drawing.
1054     */
1055     if (!tmp->invisible)
1056     {
1057     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1058 root 1.94 top = tmp;
1059 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1060     {
1061     /* If we got a floor, that means middle and top were below it,
1062     * so should not be visible, so we clear them.
1063     */
1064 root 1.94 middle = 0;
1065     top = 0;
1066     floor = tmp;
1067 root 1.29 }
1068     /* Flag anywhere have high priority */
1069     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070     {
1071 root 1.94 middle = tmp;
1072 root 1.29 anywhere = 1;
1073     }
1074 root 1.143
1075 root 1.29 /* Find the highest visible face around. If equal
1076     * visibilities, we still want the one nearer to the
1077     * top
1078     */
1079 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080     middle = tmp;
1081 root 1.29 }
1082 root 1.45
1083 root 1.29 if (tmp == tmp->above)
1084     {
1085     LOG (llevError, "Error in structure of map\n");
1086     exit (-1);
1087     }
1088    
1089 root 1.45 move_slow |= tmp->move_slow;
1090 root 1.29 move_block |= tmp->move_block;
1091 root 1.45 move_on |= tmp->move_on;
1092     move_off |= tmp->move_off;
1093 root 1.29 move_allow |= tmp->move_allow;
1094    
1095 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1096     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1097 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101     }
1102 root 1.29
1103 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1104 root 1.46 this->flags_ = flags;
1105     this->move_block = move_block & ~move_allow;
1106     this->move_on = move_on;
1107     this->move_off = move_off;
1108     this->move_slow = move_slow;
1109 root 1.29
1110     /* At this point, we have a floor face (if there is a floor),
1111     * and the floor is set - we are not going to touch it at
1112     * this point.
1113     * middle contains the highest visibility face.
1114     * top contains a player/monster face, if there is one.
1115     *
1116     * We now need to fill in top.face and/or middle.face.
1117     */
1118    
1119     /* If the top face also happens to be high visibility, re-do our
1120     * middle face. This should not happen, as we already have the
1121     * else statement above so middle should not get set. OTOH, it
1122     * may be possible for the faces to match but be different objects.
1123     */
1124     if (top == middle)
1125 root 1.94 middle = 0;
1126 root 1.29
1127     /* There are three posibilities at this point:
1128     * 1) top face is set, need middle to be set.
1129     * 2) middle is set, need to set top.
1130     * 3) neither middle or top is set - need to set both.
1131     */
1132    
1133 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1134 root 1.29 {
1135     /* Once we get to a floor, stop, since we already have a floor object */
1136     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137     break;
1138    
1139     /* If two top faces are already set, quit processing */
1140 root 1.94 if (top && middle)
1141 root 1.29 break;
1142 root 1.10
1143 elmex 1.67 /* Only show visible faces */
1144     if (!tmp->invisible)
1145 root 1.29 {
1146     /* Fill in top if needed */
1147 root 1.94 if (!top)
1148 root 1.29 {
1149 root 1.94 top = tmp;
1150 root 1.29 if (top == middle)
1151 root 1.94 middle = 0;
1152 root 1.29 }
1153     else
1154     {
1155     /* top is already set - we should only get here if
1156     * middle is not set
1157     *
1158     * Set the middle face and break out, since there is nothing
1159     * more to fill in. We don't check visiblity here, since
1160     *
1161     */
1162 root 1.94 if (tmp != top)
1163 root 1.29 {
1164 root 1.94 middle = tmp;
1165 root 1.29 break;
1166 root 1.10 }
1167     }
1168     }
1169 elmex 1.1 }
1170 root 1.45
1171 root 1.29 if (middle == floor)
1172 root 1.94 middle = 0;
1173 root 1.45
1174 root 1.29 if (top == middle)
1175 root 1.94 middle = 0;
1176 root 1.45
1177 root 1.94 #if 0
1178     faces_obj [0] = top;
1179     faces_obj [1] = middle;
1180     faces_obj [2] = floor;
1181     #endif
1182 elmex 1.1 }
1183    
1184 root 1.85 uint64
1185     mapspace::volume () const
1186     {
1187     uint64 vol = 0;
1188    
1189     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190     vol += op->volume ();
1191    
1192     return vol;
1193     }
1194    
1195 root 1.155 maptile *
1196 root 1.117 maptile::tile_available (int dir, bool load)
1197 elmex 1.1 {
1198 root 1.155 if (tile_path[dir])
1199     {
1200     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201     return tile_map[dir];
1202 root 1.118
1203 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204     return tile_map[dir];
1205     }
1206 root 1.56
1207 root 1.117 return 0;
1208 root 1.68 }
1209    
1210 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1211     * map m. This function also takes into account any
1212     * tiling considerations, loading adjacant maps as needed.
1213     * This is the function should always be used when it
1214     * necessary to check for valid coordinates.
1215     * This function will recursively call itself for the
1216     * tiled maps.
1217     */
1218 root 1.29 int
1219 root 1.31 out_of_map (maptile *m, int x, int y)
1220 elmex 1.1 {
1221 root 1.29 /* If we get passed a null map, this is obviously the
1222     * case. This generally shouldn't happen, but if the
1223     * map loads fail below, it could happen.
1224     */
1225     if (!m)
1226     return 0;
1227 elmex 1.1
1228 root 1.29 if (x < 0)
1229     {
1230 root 1.119 if (!m->tile_available (3))
1231 root 1.29 return 1;
1232 root 1.46
1233 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1234 elmex 1.1 }
1235 root 1.46
1236 root 1.48 if (x >= m->width)
1237 root 1.29 {
1238 root 1.119 if (!m->tile_available (1))
1239 root 1.29 return 1;
1240 root 1.46
1241 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1242 elmex 1.1 }
1243 root 1.46
1244 root 1.29 if (y < 0)
1245     {
1246 root 1.119 if (!m->tile_available (0))
1247 root 1.29 return 1;
1248 root 1.46
1249 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1250 elmex 1.1 }
1251 root 1.46
1252 root 1.48 if (y >= m->height)
1253 root 1.29 {
1254 root 1.119 if (!m->tile_available (2))
1255 root 1.29 return 1;
1256 root 1.46
1257 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1258 elmex 1.1 }
1259    
1260 root 1.29 /* Simple case - coordinates are within this local
1261     * map.
1262     */
1263     return 0;
1264 elmex 1.1 }
1265    
1266     /* This is basically the same as out_of_map above, but
1267     * instead we return NULL if no map is valid (coordinates
1268     * out of bounds and no tiled map), otherwise it returns
1269     * the map as that the coordinates are really on, and
1270 pippijn 1.66 * updates x and y to be the localised coordinates.
1271 elmex 1.1 * Using this is more efficient of calling out_of_map
1272     * and then figuring out what the real map is
1273     */
1274 root 1.31 maptile *
1275 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1276 elmex 1.1 {
1277 root 1.68 if (x < 0)
1278 root 1.29 {
1279 root 1.119 if (!tile_available (3))
1280 root 1.46 return 0;
1281 root 1.56
1282 root 1.68 x += tile_map[3]->width;
1283     return tile_map[3]->xy_find (x, y);
1284 elmex 1.1 }
1285 root 1.46
1286 root 1.68 if (x >= width)
1287 root 1.29 {
1288 root 1.119 if (!tile_available (1))
1289 root 1.46 return 0;
1290    
1291 root 1.68 x -= width;
1292     return tile_map[1]->xy_find (x, y);
1293 elmex 1.1 }
1294 root 1.46
1295 root 1.68 if (y < 0)
1296 root 1.29 {
1297 root 1.119 if (!tile_available (0))
1298 root 1.46 return 0;
1299    
1300 root 1.68 y += tile_map[0]->height;
1301     return tile_map[0]->xy_find (x, y);
1302 elmex 1.1 }
1303 root 1.46
1304 root 1.68 if (y >= height)
1305 root 1.29 {
1306 root 1.119 if (!tile_available (2))
1307 root 1.46 return 0;
1308    
1309 root 1.68 y -= height;
1310     return tile_map[2]->xy_find (x, y);
1311 elmex 1.1 }
1312    
1313 root 1.29 /* Simple case - coordinates are within this local
1314     * map.
1315     */
1316 root 1.68 return this;
1317 elmex 1.1 }
1318    
1319     /**
1320     * Return whether map2 is adjacent to map1. If so, store the distance from
1321     * map1 to map2 in dx/dy.
1322     */
1323 root 1.82 int
1324 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1325 root 1.29 {
1326     if (!map1 || !map2)
1327     return 0;
1328    
1329 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1331 root 1.29 if (map1 == map2)
1332     {
1333     *dx = 0;
1334     *dy = 0;
1335     }
1336     else if (map1->tile_map[0] == map2)
1337     { /* up */
1338     *dx = 0;
1339 root 1.48 *dy = -map2->height;
1340 root 1.29 }
1341     else if (map1->tile_map[1] == map2)
1342     { /* right */
1343 root 1.48 *dx = map1->width;
1344 root 1.29 *dy = 0;
1345     }
1346     else if (map1->tile_map[2] == map2)
1347     { /* down */
1348     *dx = 0;
1349 root 1.48 *dy = map1->height;
1350 root 1.29 }
1351     else if (map1->tile_map[3] == map2)
1352     { /* left */
1353 root 1.48 *dx = -map2->width;
1354 root 1.29 *dy = 0;
1355     }
1356     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1357     { /* up right */
1358 root 1.48 *dx = map1->tile_map[0]->width;
1359     *dy = -map1->tile_map[0]->height;
1360 root 1.29 }
1361     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1362     { /* up left */
1363 root 1.48 *dx = -map2->width;
1364     *dy = -map1->tile_map[0]->height;
1365 root 1.29 }
1366     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1367     { /* right up */
1368 root 1.48 *dx = map1->width;
1369     *dy = -map2->height;
1370 root 1.29 }
1371     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1372     { /* right down */
1373 root 1.48 *dx = map1->width;
1374     *dy = map1->tile_map[1]->height;
1375 root 1.29 }
1376     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1377     { /* down right */
1378 root 1.48 *dx = map1->tile_map[2]->width;
1379     *dy = map1->height;
1380 root 1.29 }
1381     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1382     { /* down left */
1383 root 1.48 *dx = -map2->width;
1384     *dy = map1->height;
1385 root 1.29 }
1386     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1387     { /* left up */
1388 root 1.48 *dx = -map1->tile_map[3]->width;
1389     *dy = -map2->height;
1390 root 1.29 }
1391     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1392     { /* left down */
1393 root 1.48 *dx = -map1->tile_map[3]->width;
1394     *dy = map1->tile_map[3]->height;
1395 root 1.29 }
1396     else
1397 root 1.56 return 0;
1398 elmex 1.1
1399 root 1.29 return 1;
1400 elmex 1.1 }
1401    
1402 root 1.68 maptile *
1403     maptile::xy_load (sint16 &x, sint16 &y)
1404     {
1405     maptile *map = xy_find (x, y);
1406    
1407     if (map)
1408     map->load_sync ();
1409    
1410     return map;
1411     }
1412    
1413     maptile *
1414     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1415     {
1416     return m->xy_load (*x, *y);
1417     }
1418    
1419 elmex 1.1 /* From map.c
1420     * This is used by get_player to determine where the other
1421     * creature is. get_rangevector takes into account map tiling,
1422     * so you just can not look the the map coordinates and get the
1423     * righte value. distance_x/y are distance away, which
1424 root 1.79 * can be negative. direction is the crossfire direction scheme
1425 elmex 1.1 * that the creature should head. part is the part of the
1426     * monster that is closest.
1427     *
1428     * get_rangevector looks at op1 and op2, and fills in the
1429     * structure for op1 to get to op2.
1430     * We already trust that the caller has verified that the
1431     * two objects are at least on adjacent maps. If not,
1432     * results are not likely to be what is desired.
1433     * if the objects are not on maps, results are also likely to
1434     * be unexpected
1435     *
1436     * currently, the only flag supported (0x1) is don't translate for
1437     * closest body part of 'op1'
1438     */
1439 root 1.29 void
1440     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1441     {
1442     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443     {
1444     /* be conservative and fill in _some_ data */
1445 root 1.86 retval->distance = 10000;
1446     retval->distance_x = 10000;
1447     retval->distance_y = 10000;
1448 root 1.29 retval->direction = 0;
1449     retval->part = 0;
1450     }
1451     else
1452     {
1453     object *best;
1454    
1455     retval->distance_x += op2->x - op1->x;
1456     retval->distance_y += op2->y - op1->y;
1457    
1458     best = op1;
1459     /* If this is multipart, find the closest part now */
1460     if (!(flags & 0x1) && op1->more)
1461     {
1462     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463    
1464     /* we just take the offset of the piece to head to figure
1465     * distance instead of doing all that work above again
1466     * since the distance fields we set above are positive in the
1467     * same axis as is used for multipart objects, the simply arithmetic
1468     * below works.
1469     */
1470 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 root 1.29 {
1472     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1473     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1474     if (tmpi < best_distance)
1475     {
1476     best_distance = tmpi;
1477     best = tmp;
1478 elmex 1.1 }
1479     }
1480 root 1.75
1481 root 1.29 if (best != op1)
1482     {
1483     retval->distance_x += op1->x - best->x;
1484     retval->distance_y += op1->y - best->y;
1485 elmex 1.1 }
1486     }
1487 root 1.75
1488 root 1.29 retval->part = best;
1489 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1491 elmex 1.1 }
1492     }
1493    
1494     /* this is basically the same as get_rangevector above, but instead of
1495     * the first parameter being an object, it instead is the map
1496     * and x,y coordinates - this is used for path to player -
1497     * since the object is not infact moving but we are trying to traverse
1498     * the path, we need this.
1499     * flags has no meaning for this function at this time - I kept it in to
1500     * be more consistant with the above function and also in case they are needed
1501     * for something in the future. Also, since no object is pasted, the best
1502     * field of the rv_vector is set to NULL.
1503     */
1504 root 1.29 void
1505 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506 root 1.29 {
1507     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508     {
1509     /* be conservative and fill in _some_ data */
1510     retval->distance = 100000;
1511     retval->distance_x = 32767;
1512     retval->distance_y = 32767;
1513     retval->direction = 0;
1514     retval->part = 0;
1515     }
1516     else
1517     {
1518     retval->distance_x += op2->x - x;
1519     retval->distance_y += op2->y - y;
1520    
1521 root 1.159 retval->part = 0;
1522     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 elmex 1.1 }
1525     }
1526    
1527     /* Returns true of op1 and op2 are effectively on the same map
1528     * (as related to map tiling). Note that this looks for a path from
1529 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1530 elmex 1.1 * to op1, this will still return false.
1531     * Note we only look one map out to keep the processing simple
1532     * and efficient. This could probably be a macro.
1533     * MSW 2001-08-05
1534     */
1535 root 1.29 int
1536     on_same_map (const object *op1, const object *op2)
1537     {
1538     int dx, dy;
1539 elmex 1.1
1540 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541 elmex 1.1 }
1542 root 1.52
1543     object *
1544     maptile::insert (object *op, int x, int y, object *originator, int flags)
1545     {
1546     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547     }
1548    
1549 root 1.81 region *
1550     maptile::region (int x, int y) const
1551     {
1552     if (regions
1553     && regionmap
1554     && !OUT_OF_REAL_MAP (this, x, y))
1555     if (struct region *reg = regionmap [regions [y * width + x]])
1556     return reg;
1557    
1558     if (default_region)
1559     return default_region;
1560    
1561     return ::region::default_region ();
1562     }
1563    
1564 root 1.91 /* picks a random object from a style map.
1565     */
1566     object *
1567 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1568 root 1.91 {
1569     /* while returning a null object will result in a crash, that
1570     * is actually preferable to an infinite loop. That is because
1571     * most servers will automatically restart in case of crash.
1572     * Change the logic on getting the random space - shouldn't make
1573     * any difference, but this seems clearer to me.
1574     */
1575     for (int i = 1000; --i;)
1576     {
1577 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1578 root 1.91
1579     // do not prefer big monsters just because they are big.
1580 root 1.138 if (pick && pick->is_head ())
1581 root 1.91 return pick->head_ ();
1582     }
1583    
1584     // instead of crashing in the unlikely(?) case, try to return *something*
1585 root 1.138 return archetype::find ("bug");
1586 root 1.91 }
1587 root 1.85
1588 root 1.114 void
1589     maptile::play_sound (faceidx sound, int x, int y) const
1590     {
1591     if (!sound)
1592     return;
1593    
1594 root 1.151 for_all_players_on_map (pl, this)
1595     if (client *ns = pl->ns)
1596     {
1597     int dx = x - pl->ob->x;
1598     int dy = y - pl->ob->y;
1599 root 1.114
1600 root 1.151 int distance = idistance (dx, dy);
1601 root 1.114
1602 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1603     ns->play_sound (sound, dx, dy);
1604     }
1605 root 1.114 }
1606    
1607 root 1.157 void
1608     maptile::say_msg (const char *msg, int x, int y) const
1609     {
1610     for_all_players (pl)
1611     if (client *ns = pl->ns)
1612     {
1613     int dx = x - pl->ob->x;
1614     int dy = y - pl->ob->y;
1615    
1616     int distance = idistance (dx, dy);
1617    
1618     if (distance <= MAX_SOUND_DISTANCE)
1619     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620     }
1621     }
1622    
1623 root 1.155 static void
1624     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625     {
1626     // clip to map to the left
1627     if (x0 < 0)
1628     {
1629     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631    
1632     if (x1 < 0) // entirely to the left
1633     return;
1634    
1635     x0 = 0;
1636     }
1637    
1638     // clip to map to the right
1639     if (x1 > m->width)
1640     {
1641     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643    
1644     if (x0 > m->width) // entirely to the right
1645     return;
1646    
1647     x1 = m->width;
1648     }
1649    
1650     // clip to map above
1651     if (y0 < 0)
1652     {
1653     if (maptile *tile = m->tile_available (TILE_UP, 1))
1654     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655    
1656     if (y1 < 0) // entirely above
1657     return;
1658    
1659     y0 = 0;
1660     }
1661    
1662     // clip to map below
1663     if (y1 > m->height)
1664     {
1665     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667    
1668     if (y0 > m->height) // entirely below
1669     return;
1670    
1671     y1 = m->height;
1672     }
1673    
1674     // if we get here, the rect is within the current map
1675     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676    
1677     r->m = m;
1678     r->x0 = x0;
1679     r->y0 = y0;
1680     r->x1 = x1;
1681     r->y1 = y1;
1682     r->dx = dx;
1683     r->dy = dy;
1684     }
1685    
1686     maprect *
1687     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688     {
1689     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690     buf.clear ();
1691    
1692     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693    
1694     // add end marker
1695     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696     r->m = 0;
1697    
1698     return (maprect *)buf.linearise ();
1699     }
1700