ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.161
Committed: Mon Oct 12 21:27:55 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.160: +13 -18 lines
Log Message:
*** empty log message ***

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     /* Make sure the coordinates are valid - they should be, as caller should
77     * have already checked this.
78     */
79     if (OUT_OF_REAL_MAP (m, sx, sy))
80     {
81     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82     return 1;
83 elmex 1.1 }
84    
85 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
86     * directly.
87     */
88 root 1.161 mapspace &ms = m->at (sx, sy);
89 root 1.29
90 root 1.161 int mflags = ms.flags ();
91     int blocked = ms.move_block;
92 root 1.29
93     /* If space is currently not blocked by anything, no need to
94     * go further. Not true for players - all sorts of special
95     * things we need to do for players.
96     */
97     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
98     return 0;
99    
100 root 1.161 /* if there isn't anything alive on this space, and this space isn't
101 root 1.29 * otherwise blocked, we can return now. Only if there is a living
102     * creature do we need to investigate if it is part of this creature
103     * or another. Likewise, only if something is blocking us do we
104     * need to investigate if there is a special circumstance that would
105     * let the player through (inventory checkers for example)
106     */
107     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
108     return 0;
109    
110 root 1.102 ob = ob->head_ ();
111 root 1.29
112     /* We basically go through the stack of objects, and if there is
113     * some other object that has NO_PASS or FLAG_ALIVE set, return
114     * true. If we get through the entire stack, that must mean
115     * ob is blocking it, so return 0.
116     */
117 root 1.161 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 root 1.29 {
119     /* This must be before the checks below. Code for inventory checkers. */
120     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121     {
122 root 1.161 bool have = check_inv_recursive (ob, tmp);
123    
124 root 1.29 /* 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 root 1.161 if (!have)
131 root 1.29 return 1;
132     }
133     else
134     {
135     /* In this case, the player must not have the object -
136     * if they do, they can't pass through.
137     */
138 root 1.161 if (have)
139 root 1.29 return 1;
140     }
141 root 1.161 }
142 root 1.29 else
143     {
144     /* Broke apart a big nasty if into several here to make
145     * this more readable. first check - if the space blocks
146     * movement, can't move here.
147 root 1.102 * second - if a monster, can't move there, unless it is a
148 root 1.161 * dm.
149 root 1.29 */
150     if (OB_MOVE_BLOCK (ob, tmp))
151     return 1;
152 root 1.102
153 root 1.103 if (tmp->flag [FLAG_ALIVE]
154 root 1.102 && tmp->head_ () != ob
155     && tmp != ob
156     && tmp->type != DOOR
157 root 1.161 && !tmp->flag [FLAG_WIZ])
158 root 1.29 return 1;
159 root 1.10 }
160 root 1.161 }
161 elmex 1.1
162 root 1.29 return 0;
163 elmex 1.1 }
164    
165     /*
166 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
167     * spot. This is meant for multi space objects - for single space objecs,
168 elmex 1.1 * just calling get_map_blocked and checking that against movement type
169 root 1.129 * of object. This function goes through all the parts of the multipart
170     * object and makes sure they can be inserted.
171 elmex 1.1 *
172     * While this doesn't call out of map, the get_map_flags does.
173     *
174     * This function has been used to deprecate arch_out_of_map -
175     * this function also does that check, and since in most cases,
176     * a call to one would follow the other, doesn't make a lot of sense to
177     * have two seperate functions for this.
178     *
179     * This returns nonzero if this arch can not go on the space provided,
180     * 0 otherwise. the return value will contain the P_.. value
181     * so the caller can know why this object can't go on the map.
182     * Note that callers should not expect P_NEW_MAP to be set
183     * in return codes - since the object is multispace - if
184     * we did return values, what do you return if half the object
185     * is one map, half on another.
186     *
187     * Note this used to be arch_blocked, but with new movement
188     * code, we need to have actual object to check its move_type
189     * against the move_block values.
190     */
191 root 1.129 bool
192     object::blocked (maptile *m, int x, int y) const
193 root 1.29 {
194 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
195 root 1.29 {
196 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
197 elmex 1.1
198 root 1.129 if (!pos.normalise ())
199     return 1;
200 elmex 1.1
201 root 1.129 mapspace &ms = *pos;
202 elmex 1.1
203 root 1.129 if (ms.flags () & P_IS_ALIVE)
204     return 1;
205 root 1.47
206 root 1.129 /* However, often ob doesn't have any move type
207     * (signifying non-moving objects)
208 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
209     */
210 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
211 root 1.29 continue;
212 elmex 1.1
213 root 1.29 /* Note it is intentional that we check ob - the movement type of the
214     * head of the object should correspond for the entire object.
215     */
216 root 1.129 if (ms.blocks (move_type))
217     return 1;
218 root 1.45 }
219 elmex 1.1
220 root 1.29 return 0;
221 elmex 1.1 }
222    
223     /* When the map is loaded, load_object does not actually insert objects
224     * into inventory, but just links them. What this does is go through
225     * and insert them properly.
226     * The object 'container' is the object that contains the inventory.
227     * This is needed so that we can update the containers weight.
228     */
229 root 1.29 void
230     fix_container (object *container)
231 elmex 1.1 {
232 root 1.29 object *tmp = container->inv, *next;
233 elmex 1.1
234 root 1.56 container->inv = 0;
235     while (tmp)
236 root 1.29 {
237     next = tmp->below;
238     if (tmp->inv)
239     fix_container (tmp);
240 root 1.56
241     insert_ob_in_ob (tmp, container);
242 root 1.29 tmp = next;
243     }
244 root 1.56
245 root 1.135 // go through and calculate what all the containers are carrying.
246     //TODO: remove
247     container->update_weight ();
248 elmex 1.1 }
249    
250 root 1.64 void
251     maptile::set_object_flag (int flag, int value)
252     {
253     if (!spaces)
254     return;
255    
256     for (mapspace *ms = spaces + size (); ms-- > spaces; )
257     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258     tmp->flag [flag] = value;
259     }
260    
261 root 1.144 void
262     maptile::post_load_original ()
263     {
264     if (!spaces)
265     return;
266    
267     set_object_flag (FLAG_OBJ_ORIGINAL);
268    
269     for (mapspace *ms = spaces + size (); ms-- > spaces; )
270     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271     INVOKE_OBJECT (RESET, tmp);
272     }
273    
274 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
275     * for objects whose arch says they are multipart yet according to the
276     * info we have, they only have the head (as would be expected when
277 root 1.99 * they are saved).
278 elmex 1.1 */
279 root 1.56 void
280     maptile::link_multipart_objects ()
281 elmex 1.1 {
282 root 1.56 if (!spaces)
283     return;
284    
285     for (mapspace *ms = spaces + size (); ms-- > spaces; )
286 elmex 1.111 {
287     object *op = ms->bot;
288     while (op)
289     {
290     /* already multipart - don't do anything more */
291     if (op->head_ () == op && !op->more && op->arch->more)
292     {
293     op->remove ();
294     op->expand_tail ();
295    
296     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
297     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
298     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
299     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300    
301     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302     // so we have to reset the iteration through the mapspace
303     }
304     else
305     op = op->above;
306     }
307     }
308 elmex 1.1 }
309 root 1.29
310 elmex 1.1 /*
311     * Loads (ands parses) the objects into a given map from the specified
312     * file pointer.
313     */
314 root 1.56 bool
315 root 1.88 maptile::_load_objects (object_thawer &f)
316 root 1.24 {
317 root 1.88 for (;;)
318     {
319 root 1.133 coroapi::cede_to_tick (); // cede once in a while
320 elmex 1.1
321 root 1.88 switch (f.kw)
322 root 1.24 {
323 root 1.88 case KW_arch:
324 root 1.90 if (object *op = object::read (f, this))
325 root 1.88 {
326 root 1.135 // TODO: why?
327 root 1.88 if (op->inv)
328 root 1.135 op->update_weight ();
329 root 1.10
330 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331     {
332     // we insert manually because
333     // a) its way faster
334     // b) we remove manually, too, and there are good reasons for that
335 root 1.158 // c) it's correct
336 root 1.130 mapspace &ms = at (op->x, op->y);
337    
338     op->flag [FLAG_REMOVED] = false;
339    
340     op->above = 0;
341     op->below = ms.top;
342    
343 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
344 root 1.130
345     ms.top = op;
346     ms.flags_ = 0;
347     }
348     else
349     {
350     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 root 1.148 op->destroy ();
352 root 1.130 }
353 root 1.88 }
354 root 1.41
355 root 1.88 continue;
356 root 1.41
357 root 1.88 case KW_EOF:
358     return true;
359 root 1.41
360 root 1.88 default:
361     if (!f.parse_error ("map file"))
362     return false;
363 root 1.41 break;
364 root 1.10 }
365 root 1.24
366 root 1.88 f.next ();
367 elmex 1.1 }
368 root 1.24
369 root 1.56 return true;
370     }
371    
372     void
373     maptile::activate ()
374     {
375 root 1.101 if (spaces)
376     for (mapspace *ms = spaces + size (); ms-- > spaces; )
377     for (object *op = ms->bot; op; op = op->above)
378     op->activate_recursive ();
379 root 1.56 }
380    
381     void
382     maptile::deactivate ()
383     {
384 root 1.101 if (spaces)
385     for (mapspace *ms = spaces + size (); ms-- > spaces; )
386     for (object *op = ms->bot; op; op = op->above)
387     op->deactivate_recursive ();
388 root 1.56 }
389    
390     bool
391 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
392 root 1.56 {
393 root 1.100 coroapi::cede_to_tick ();
394 root 1.65
395 root 1.56 if (flags & IO_HEADER)
396 root 1.88 _save_header (f);
397 root 1.56
398     if (!spaces)
399     return false;
400    
401     for (int i = 0; i < size (); ++i)
402 root 1.24 {
403 root 1.121 bool unique = 0;
404    
405 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
406 root 1.24 {
407 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
408 root 1.56
409 root 1.121 if (expect_false (!op->can_map_save ()))
410 root 1.56 continue;
411    
412 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
413 root 1.24 {
414 root 1.56 if (flags & IO_UNIQUES)
415 root 1.88 op->write (f);
416 root 1.10 }
417 root 1.121 else if (expect_true (flags & IO_OBJECTS))
418 root 1.88 op->write (f);
419 root 1.10 }
420 elmex 1.1 }
421 root 1.24
422 root 1.100 coroapi::cede_to_tick ();
423 root 1.97
424 root 1.56 return true;
425 elmex 1.1 }
426    
427 root 1.56 bool
428 root 1.72 maptile::_save_objects (const char *path, int flags)
429 root 1.56 {
430     object_freezer freezer;
431 root 1.29
432 root 1.72 if (!_save_objects (freezer, flags))
433 root 1.56 return false;
434 root 1.29
435 root 1.56 return freezer.save (path);
436 elmex 1.1 }
437    
438 root 1.34 maptile::maptile ()
439     {
440     in_memory = MAP_SWAPPED;
441 root 1.54
442 root 1.34 /* The maps used to pick up default x and y values from the
443 root 1.85 * map archetype. Mimic that behaviour.
444 root 1.34 */
445 root 1.85 width = 16;
446     height = 16;
447     timeout = 300;
448     max_nrof = 1000; // 1000 items of anything
449     max_volume = 2000000; // 2m³
450 root 1.34 }
451    
452 root 1.56 maptile::maptile (int w, int h)
453 root 1.54 {
454 root 1.56 in_memory = MAP_SWAPPED;
455 root 1.54
456 root 1.56 width = w;
457     height = h;
458     reset_timeout = 0;
459     timeout = 300;
460     enter_x = 0;
461     enter_y = 0;
462 root 1.54
463 root 1.56 alloc ();
464 elmex 1.1 }
465    
466     /*
467 root 1.31 * Allocates the arrays contained in a maptile.
468 elmex 1.1 * This basically allocates the dynamic array of spaces for the
469     * map.
470     */
471 root 1.29 void
472 root 1.56 maptile::alloc ()
473 root 1.29 {
474 root 1.34 if (spaces)
475 root 1.56 return;
476 elmex 1.1
477 root 1.53 spaces = salloc0<mapspace> (size ());
478 elmex 1.1 }
479    
480     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
481     * corresponding to that string. Memory is allocated for this, it must be freed
482     * at a later date.
483     * Called by parse_map_headers below.
484     */
485 root 1.29 static shopitems *
486     parse_shop_string (const char *input_string)
487     {
488     char *shop_string, *p, *q, *next_semicolon, *next_colon;
489     shopitems *items = NULL;
490     int i = 0, number_of_entries = 0;
491     const typedata *current_type;
492    
493 root 1.43 shop_string = strdup (input_string);
494 root 1.29 p = shop_string;
495     /* first we'll count the entries, we'll need that for allocating the array shortly */
496     while (p)
497     {
498     p = strchr (p, ';');
499     number_of_entries++;
500     if (p)
501     p++;
502     }
503 root 1.54
504 root 1.29 p = shop_string;
505     strip_endline (p);
506     items = new shopitems[number_of_entries + 1];
507     for (i = 0; i < number_of_entries; i++)
508     {
509     if (!p)
510     {
511     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
512     break;
513     }
514 root 1.54
515 root 1.29 next_semicolon = strchr (p, ';');
516     next_colon = strchr (p, ':');
517     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
518     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
519     items[i].strength = atoi (strchr (p, ':') + 1);
520    
521     if (isdigit (*p) || *p == '*')
522     {
523     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
524     current_type = get_typedata (items[i].typenum);
525     if (current_type)
526     {
527     items[i].name = current_type->name;
528     items[i].name_pl = current_type->name_pl;
529     }
530     }
531     else
532     { /*we have a named type, let's figure out what it is */
533     q = strpbrk (p, ";:");
534     if (q)
535     *q = '\0';
536    
537     current_type = get_typedata_by_name (p);
538     if (current_type)
539     {
540     items[i].name = current_type->name;
541     items[i].typenum = current_type->number;
542     items[i].name_pl = current_type->name_pl;
543     }
544     else
545     { /* oh uh, something's wrong, let's free up this one, and try
546     * the next entry while we're at it, better print a warning
547     */
548     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
549     }
550     }
551 root 1.54
552 root 1.29 items[i].index = number_of_entries;
553     if (next_semicolon)
554     p = ++next_semicolon;
555     else
556     p = NULL;
557 elmex 1.1 }
558 root 1.54
559 root 1.29 free (shop_string);
560     return items;
561 elmex 1.1 }
562    
563     /* opposite of parse string, this puts the string that was originally fed in to
564     * the map (or something equivilent) into output_string. */
565 root 1.29 static void
566 root 1.31 print_shop_string (maptile *m, char *output_string)
567 root 1.29 {
568     int i;
569     char tmp[MAX_BUF];
570    
571     strcpy (output_string, "");
572     for (i = 0; i < m->shopitems[0].index; i++)
573     {
574     if (m->shopitems[i].typenum)
575     {
576     if (m->shopitems[i].strength)
577 root 1.54 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
578 root 1.29 else
579     sprintf (tmp, "%s;", m->shopitems[i].name);
580 root 1.10 }
581 root 1.29 else
582     {
583     if (m->shopitems[i].strength)
584 root 1.54 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
585 root 1.29 else
586     sprintf (tmp, "*");
587     }
588 root 1.54
589 root 1.29 strcat (output_string, tmp);
590 elmex 1.1 }
591     }
592    
593     /* This loads the header information of the map. The header
594     * contains things like difficulty, size, timeout, etc.
595     * this used to be stored in the map object, but with the
596     * addition of tiling, fields beyond that easily named in an
597     * object structure were needed, so it just made sense to
598     * put all the stuff in the map object so that names actually make
599     * sense.
600     * This could be done in lex (like the object loader), but I think
601     * currently, there are few enough fields this is not a big deal.
602     * MSW 2001-07-01
603     */
604 root 1.56 bool
605 root 1.72 maptile::_load_header (object_thawer &thawer)
606 elmex 1.1 {
607 root 1.56 for (;;)
608 root 1.29 {
609 root 1.105 switch (thawer.kw)
610 root 1.29 {
611 root 1.56 case KW_msg:
612     thawer.get_ml (KW_endmsg, msg);
613     break;
614 root 1.22
615 root 1.56 case KW_lore: // CF+ extension
616     thawer.get_ml (KW_endlore, maplore);
617     break;
618 root 1.10
619 root 1.56 case KW_maplore:
620     thawer.get_ml (KW_endmaplore, maplore);
621     break;
622 root 1.10
623 root 1.56 case KW_arch:
624     if (strcmp (thawer.get_str (), "map"))
625     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
626     break;
627 root 1.29
628 root 1.56 case KW_oid:
629     thawer.get (this, thawer.get_sint32 ());
630     break;
631 root 1.29
632 root 1.56 case KW_file_format_version: break; // nop
633 root 1.29
634 root 1.56 case KW_name: thawer.get (name); break;
635     case KW_attach: thawer.get (attach); break;
636     case KW_reset_time: thawer.get (reset_time); break;
637     case KW_shopgreed: thawer.get (shopgreed); break;
638     case KW_shopmin: thawer.get (shopmin); break;
639     case KW_shopmax: thawer.get (shopmax); break;
640     case KW_shoprace: thawer.get (shoprace); break;
641     case KW_outdoor: thawer.get (outdoor); break;
642     case KW_temp: thawer.get (temp); break;
643     case KW_pressure: thawer.get (pressure); break;
644     case KW_humid: thawer.get (humid); break;
645     case KW_windspeed: thawer.get (windspeed); break;
646     case KW_winddir: thawer.get (winddir); break;
647     case KW_sky: thawer.get (sky); break;
648    
649     case KW_per_player: thawer.get (per_player); break;
650     case KW_per_party: thawer.get (per_party); break;
651 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
652 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
653 root 1.56
654 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
655 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656    
657     // old names new names
658     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
660     case KW_x: case KW_width: thawer.get (width); break;
661     case KW_y: case KW_height: thawer.get (height); break;
662     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
663     case KW_value: case KW_swap_time: thawer.get (timeout); break;
664     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
665     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
666     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
667    
668     case KW_tile_path_1: thawer.get (tile_path [0]); break;
669     case KW_tile_path_2: thawer.get (tile_path [1]); break;
670     case KW_tile_path_3: thawer.get (tile_path [2]); break;
671     case KW_tile_path_4: thawer.get (tile_path [3]); break;
672 root 1.83
673 root 1.112 case KW_ERROR:
674 root 1.123 set_key_text (thawer.kw_str, thawer.value);
675 root 1.112 break;
676    
677 root 1.83 case KW_end:
678 root 1.124 thawer.next ();
679 root 1.83 return true;
680    
681     default:
682 root 1.87 if (!thawer.parse_error ("map", 0))
683 root 1.83 return false;
684     break;
685 root 1.10 }
686 root 1.124
687     thawer.next ();
688 elmex 1.1 }
689 root 1.41
690 root 1.56 abort ();
691 elmex 1.1 }
692    
693 root 1.56 /******************************************************************************
694     * This is the start of unique map handling code
695     *****************************************************************************/
696 root 1.29
697 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
698     void
699     maptile::clear_unique_items ()
700 root 1.29 {
701 root 1.56 for (int i = 0; i < size (); ++i)
702 root 1.29 {
703 root 1.56 int unique = 0;
704     for (object *op = spaces [i].bot; op; )
705     {
706     object *above = op->above;
707 elmex 1.1
708 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
709     unique = 1;
710 root 1.14
711 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
712 root 1.148 op->destroy ();
713 elmex 1.1
714 root 1.56 op = above;
715     }
716 root 1.29 }
717 elmex 1.1 }
718    
719 root 1.56 bool
720 root 1.72 maptile::_save_header (object_freezer &freezer)
721 root 1.29 {
722 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
723     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
724 elmex 1.1
725 root 1.56 MAP_OUT2 (arch, "map");
726 elmex 1.1
727 root 1.56 if (name) MAP_OUT (name);
728     MAP_OUT (swap_time);
729     MAP_OUT (reset_time);
730     MAP_OUT (reset_timeout);
731     MAP_OUT (fixed_resettime);
732 root 1.109 MAP_OUT (no_reset);
733 root 1.141 MAP_OUT (no_drop);
734 root 1.56 MAP_OUT (difficulty);
735 root 1.9
736 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
737 root 1.29
738 root 1.56 if (shopitems)
739 root 1.29 {
740 root 1.56 char shop[MAX_BUF];
741     print_shop_string (this, shop);
742     MAP_OUT2 (shopitems, shop);
743 elmex 1.1 }
744    
745 root 1.56 MAP_OUT (shopgreed);
746     MAP_OUT (shopmin);
747     MAP_OUT (shopmax);
748     if (shoprace) MAP_OUT (shoprace);
749     MAP_OUT (darkness);
750     MAP_OUT (width);
751     MAP_OUT (height);
752     MAP_OUT (enter_x);
753     MAP_OUT (enter_y);
754 root 1.14
755 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757 elmex 1.1
758 root 1.56 MAP_OUT (outdoor);
759     MAP_OUT (temp);
760     MAP_OUT (pressure);
761     MAP_OUT (humid);
762     MAP_OUT (windspeed);
763     MAP_OUT (winddir);
764     MAP_OUT (sky);
765 elmex 1.1
766 root 1.56 MAP_OUT (per_player);
767     MAP_OUT (per_party);
768 elmex 1.1
769 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
770     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
771     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
772     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
773 root 1.40
774 root 1.63 freezer.put (this);
775 root 1.61 freezer.put (KW_end);
776 root 1.40
777 root 1.56 return true;
778 elmex 1.1 }
779    
780 root 1.56 bool
781 root 1.72 maptile::_save_header (const char *path)
782 root 1.29 {
783 root 1.17 object_freezer freezer;
784 root 1.10
785 root 1.72 if (!_save_header (freezer))
786 root 1.56 return false;
787 elmex 1.1
788 root 1.56 return freezer.save (path);
789 elmex 1.1 }
790    
791     /*
792     * Remove and free all objects in the given map.
793     */
794 root 1.29 void
795 root 1.56 maptile::clear ()
796 root 1.29 {
797 root 1.81 if (spaces)
798     {
799     for (mapspace *ms = spaces + size (); ms-- > spaces; )
800 root 1.104 while (object *op = ms->bot)
801 root 1.81 {
802 root 1.127 // manually remove, as to not trigger anything
803     if (ms->bot = op->above)
804     ms->bot->below = 0;
805    
806     op->flag [FLAG_REMOVED] = true;
807    
808 root 1.128 object *head = op->head_ ();
809     if (op == head)
810 root 1.148 op->destroy ();
811 root 1.128 else if (head->map != op->map)
812     {
813     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 root 1.148 head->destroy ();
815 root 1.128 }
816 root 1.81 }
817 root 1.29
818 root 1.137 sfree0 (spaces, size ());
819 root 1.81 }
820 root 1.29
821 root 1.56 if (buttons)
822     free_objectlinkpt (buttons), buttons = 0;
823 root 1.127
824 root 1.137 sfree0 (regions, size ());
825 root 1.127 delete [] regionmap; regionmap = 0;
826 elmex 1.1 }
827    
828 root 1.29 void
829 root 1.56 maptile::clear_header ()
830 root 1.29 {
831 root 1.56 name = 0;
832     msg = 0;
833     maplore = 0;
834     shoprace = 0;
835     delete [] shopitems, shopitems = 0;
836 root 1.42
837 root 1.47 for (int i = 0; i < 4; i++)
838 root 1.56 tile_path [i] = 0;
839 root 1.47 }
840 root 1.42
841 root 1.47 maptile::~maptile ()
842     {
843 root 1.53 assert (destroyed ());
844 elmex 1.1 }
845    
846 root 1.29 void
847 root 1.56 maptile::clear_links_to (maptile *m)
848 root 1.29 {
849     /* We need to look through all the maps and see if any maps
850     * are pointing at this one for tiling information. Since
851 root 1.47 * tiling can be asymetric, we just can not look to see which
852 root 1.29 * maps this map tiles with and clears those.
853     */
854 root 1.56 for (int i = 0; i < 4; i++)
855     if (tile_map[i] == m)
856     tile_map[i] = 0;
857 root 1.47 }
858 elmex 1.1
859 root 1.47 void
860 root 1.56 maptile::do_destroy ()
861 root 1.47 {
862 root 1.56 attachable::do_destroy ();
863    
864     clear ();
865 elmex 1.1 }
866    
867 root 1.109 /* decay and destroy perishable items in a map */
868     void
869     maptile::do_decay_objects ()
870     {
871     if (!spaces)
872     return;
873    
874     for (mapspace *ms = spaces + size (); ms-- > spaces; )
875     for (object *above, *op = ms->bot; op; op = above)
876     {
877     above = op->above;
878    
879     bool destroy = 0;
880    
881     // do not decay anything above unique floor tiles (yet :)
882     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883     break;
884    
885     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887     || QUERY_FLAG (op, FLAG_UNIQUE)
888     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889     || QUERY_FLAG (op, FLAG_UNPAID)
890     || op->is_alive ())
891     ; // do not decay
892     else if (op->is_weapon ())
893     {
894     op->stats.dam--;
895     if (op->stats.dam < 0)
896     destroy = 1;
897     }
898     else if (op->is_armor ())
899     {
900     op->stats.ac--;
901     if (op->stats.ac < 0)
902     destroy = 1;
903     }
904     else if (op->type == FOOD)
905     {
906     op->stats.food -= rndm (5, 20);
907     if (op->stats.food < 0)
908     destroy = 1;
909     }
910     else
911     {
912     int mat = op->materials;
913    
914     if (mat & M_PAPER
915     || mat & M_LEATHER
916     || mat & M_WOOD
917     || mat & M_ORGANIC
918     || mat & M_CLOTH
919     || mat & M_LIQUID
920     || (mat & M_IRON && rndm (1, 5) == 1)
921     || (mat & M_GLASS && rndm (1, 2) == 1)
922     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924     || (mat & M_ICE && temp > 32))
925     destroy = 1;
926     }
927    
928     /* adjust overall chance below */
929     if (destroy && rndm (0, 1))
930 root 1.149 op->destroy ();
931 root 1.109 }
932     }
933    
934 elmex 1.1 /*
935     * This routine is supposed to find out the difficulty of the map.
936     * difficulty does not have a lot to do with character level,
937     * but does have a lot to do with treasure on the map.
938     *
939 root 1.153 * Difficulty can now be set by the map creator. If the value stored
940     * in the map is zero, then use this routine. Maps should really
941     * have a difficulty set rather than using this function - human calculation
942     * is much better than this function's guesswork.
943 elmex 1.1 */
944 root 1.29 int
945 root 1.56 maptile::estimate_difficulty () const
946 root 1.29 {
947 elmex 1.1 long monster_cnt = 0;
948     double avgexp = 0;
949     sint64 total_exp = 0;
950    
951 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952     for (object *op = ms->bot; op; op = op->above)
953     {
954     if (QUERY_FLAG (op, FLAG_MONSTER))
955     {
956     total_exp += op->stats.exp;
957     monster_cnt++;
958     }
959 elmex 1.1
960 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
961     {
962     total_exp += op->stats.exp;
963 elmex 1.1
964 root 1.140 if (archetype *at = op->other_arch)
965     {
966     total_exp += at->stats.exp * 8;
967     monster_cnt++;
968     }
969    
970     for (object *inv = op->inv; inv; inv = inv->below)
971     {
972     total_exp += op->stats.exp * 8;
973     monster_cnt++;
974     }
975 root 1.56 }
976     }
977 elmex 1.1
978     avgexp = (double) total_exp / monster_cnt;
979    
980 root 1.56 for (int i = 1; i <= settings.max_level; i++)
981     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
982     return i;
983 elmex 1.1
984     return 1;
985     }
986    
987     /* change_map_light() - used to change map light level (darkness)
988     * up or down. Returns true if successful. It should now be
989     * possible to change a value by more than 1.
990     * Move this from los.c to map.c since this is more related
991     * to maps than los.
992     * postive values make it darker, negative make it brighter
993     */
994 root 1.29 int
995 root 1.56 maptile::change_map_light (int change)
996 root 1.29 {
997     /* Nothing to do */
998 root 1.154 if (!change)
999 root 1.56 return 0;
1000 elmex 1.1
1001 root 1.29 /* inform all players on the map */
1002     if (change > 0)
1003 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1004 root 1.29 else
1005 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1006 root 1.29
1007 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1008 elmex 1.1
1009 root 1.29 /* All clients need to get re-updated for the change */
1010 root 1.56 update_all_map_los (this);
1011 root 1.142
1012 root 1.29 return 1;
1013 elmex 1.1 }
1014    
1015     /*
1016     * This function updates various attributes about a specific space
1017     * on the map (what it looks like, whether it blocks magic,
1018     * has a living creatures, prevents people from passing
1019     * through, etc)
1020     */
1021 root 1.29 void
1022 root 1.46 mapspace::update_ ()
1023 root 1.29 {
1024 root 1.142 object *last = 0;
1025 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1026     sint8 light = 0;
1027 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1028    
1029 root 1.94 //object *middle = 0;
1030     //object *top = 0;
1031     //object *floor = 0;
1032     // this seems to generate better code than using locals, above
1033 root 1.95 object *&top = faces_obj[0] = 0;
1034     object *&middle = faces_obj[1] = 0;
1035     object *&floor = faces_obj[2] = 0;
1036 root 1.29
1037 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 root 1.29 {
1039 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040     light += tmp->glow_radius;
1041 root 1.29
1042     /* This call is needed in order to update objects the player
1043     * is standing in that have animations (ie, grass, fire, etc).
1044     * However, it also causes the look window to be re-drawn
1045     * 3 times each time the player moves, because many of the
1046     * functions the move_player calls eventualy call this.
1047     *
1048     * Always put the player down for drawing.
1049     */
1050     if (!tmp->invisible)
1051     {
1052     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1053 root 1.94 top = tmp;
1054 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1055     {
1056     /* If we got a floor, that means middle and top were below it,
1057     * so should not be visible, so we clear them.
1058     */
1059 root 1.94 middle = 0;
1060     top = 0;
1061     floor = tmp;
1062 root 1.29 }
1063     /* Flag anywhere have high priority */
1064     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065     {
1066 root 1.94 middle = tmp;
1067 root 1.29 anywhere = 1;
1068     }
1069 root 1.143
1070 root 1.29 /* Find the highest visible face around. If equal
1071     * visibilities, we still want the one nearer to the
1072     * top
1073     */
1074 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1075     middle = tmp;
1076 root 1.29 }
1077 root 1.45
1078 root 1.29 if (tmp == tmp->above)
1079     {
1080     LOG (llevError, "Error in structure of map\n");
1081     exit (-1);
1082     }
1083    
1084 root 1.45 move_slow |= tmp->move_slow;
1085 root 1.29 move_block |= tmp->move_block;
1086 root 1.45 move_on |= tmp->move_on;
1087     move_off |= tmp->move_off;
1088 root 1.29 move_allow |= tmp->move_allow;
1089    
1090 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1091     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1092 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1094     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1095     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1096     }
1097 root 1.29
1098 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1099 root 1.46 this->flags_ = flags;
1100     this->move_block = move_block & ~move_allow;
1101     this->move_on = move_on;
1102     this->move_off = move_off;
1103     this->move_slow = move_slow;
1104 root 1.29
1105     /* At this point, we have a floor face (if there is a floor),
1106     * and the floor is set - we are not going to touch it at
1107     * this point.
1108     * middle contains the highest visibility face.
1109     * top contains a player/monster face, if there is one.
1110     *
1111     * We now need to fill in top.face and/or middle.face.
1112     */
1113    
1114     /* If the top face also happens to be high visibility, re-do our
1115     * middle face. This should not happen, as we already have the
1116     * else statement above so middle should not get set. OTOH, it
1117     * may be possible for the faces to match but be different objects.
1118     */
1119     if (top == middle)
1120 root 1.94 middle = 0;
1121 root 1.29
1122     /* There are three posibilities at this point:
1123     * 1) top face is set, need middle to be set.
1124     * 2) middle is set, need to set top.
1125     * 3) neither middle or top is set - need to set both.
1126     */
1127    
1128 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1129 root 1.29 {
1130     /* Once we get to a floor, stop, since we already have a floor object */
1131     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132     break;
1133    
1134     /* If two top faces are already set, quit processing */
1135 root 1.94 if (top && middle)
1136 root 1.29 break;
1137 root 1.10
1138 elmex 1.67 /* Only show visible faces */
1139     if (!tmp->invisible)
1140 root 1.29 {
1141     /* Fill in top if needed */
1142 root 1.94 if (!top)
1143 root 1.29 {
1144 root 1.94 top = tmp;
1145 root 1.29 if (top == middle)
1146 root 1.94 middle = 0;
1147 root 1.29 }
1148     else
1149     {
1150     /* top is already set - we should only get here if
1151     * middle is not set
1152     *
1153     * Set the middle face and break out, since there is nothing
1154     * more to fill in. We don't check visiblity here, since
1155     *
1156     */
1157 root 1.94 if (tmp != top)
1158 root 1.29 {
1159 root 1.94 middle = tmp;
1160 root 1.29 break;
1161 root 1.10 }
1162     }
1163     }
1164 elmex 1.1 }
1165 root 1.45
1166 root 1.29 if (middle == floor)
1167 root 1.94 middle = 0;
1168 root 1.45
1169 root 1.29 if (top == middle)
1170 root 1.94 middle = 0;
1171 root 1.45
1172 root 1.94 #if 0
1173     faces_obj [0] = top;
1174     faces_obj [1] = middle;
1175     faces_obj [2] = floor;
1176     #endif
1177 elmex 1.1 }
1178    
1179 root 1.85 uint64
1180     mapspace::volume () const
1181     {
1182     uint64 vol = 0;
1183    
1184     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185     vol += op->volume ();
1186    
1187     return vol;
1188     }
1189    
1190 root 1.155 maptile *
1191 root 1.117 maptile::tile_available (int dir, bool load)
1192 elmex 1.1 {
1193 root 1.155 if (tile_path[dir])
1194     {
1195     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196     return tile_map[dir];
1197 root 1.118
1198 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199     return tile_map[dir];
1200     }
1201 root 1.56
1202 root 1.117 return 0;
1203 root 1.68 }
1204    
1205 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1206     * map m. This function also takes into account any
1207     * tiling considerations, loading adjacant maps as needed.
1208     * This is the function should always be used when it
1209     * necessary to check for valid coordinates.
1210     * This function will recursively call itself for the
1211     * tiled maps.
1212     */
1213 root 1.29 int
1214 root 1.31 out_of_map (maptile *m, int x, int y)
1215 elmex 1.1 {
1216 root 1.29 /* If we get passed a null map, this is obviously the
1217     * case. This generally shouldn't happen, but if the
1218     * map loads fail below, it could happen.
1219     */
1220     if (!m)
1221     return 0;
1222 elmex 1.1
1223 root 1.29 if (x < 0)
1224     {
1225 root 1.119 if (!m->tile_available (3))
1226 root 1.29 return 1;
1227 root 1.46
1228 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1229 elmex 1.1 }
1230 root 1.46
1231 root 1.48 if (x >= m->width)
1232 root 1.29 {
1233 root 1.119 if (!m->tile_available (1))
1234 root 1.29 return 1;
1235 root 1.46
1236 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1237 elmex 1.1 }
1238 root 1.46
1239 root 1.29 if (y < 0)
1240     {
1241 root 1.119 if (!m->tile_available (0))
1242 root 1.29 return 1;
1243 root 1.46
1244 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1245 elmex 1.1 }
1246 root 1.46
1247 root 1.48 if (y >= m->height)
1248 root 1.29 {
1249 root 1.119 if (!m->tile_available (2))
1250 root 1.29 return 1;
1251 root 1.46
1252 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1253 elmex 1.1 }
1254    
1255 root 1.29 /* Simple case - coordinates are within this local
1256     * map.
1257     */
1258     return 0;
1259 elmex 1.1 }
1260    
1261     /* This is basically the same as out_of_map above, but
1262     * instead we return NULL if no map is valid (coordinates
1263     * out of bounds and no tiled map), otherwise it returns
1264     * the map as that the coordinates are really on, and
1265 pippijn 1.66 * updates x and y to be the localised coordinates.
1266 elmex 1.1 * Using this is more efficient of calling out_of_map
1267     * and then figuring out what the real map is
1268     */
1269 root 1.31 maptile *
1270 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1271 elmex 1.1 {
1272 root 1.68 if (x < 0)
1273 root 1.29 {
1274 root 1.119 if (!tile_available (3))
1275 root 1.46 return 0;
1276 root 1.56
1277 root 1.68 x += tile_map[3]->width;
1278     return tile_map[3]->xy_find (x, y);
1279 elmex 1.1 }
1280 root 1.46
1281 root 1.68 if (x >= width)
1282 root 1.29 {
1283 root 1.119 if (!tile_available (1))
1284 root 1.46 return 0;
1285    
1286 root 1.68 x -= width;
1287     return tile_map[1]->xy_find (x, y);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.68 if (y < 0)
1291 root 1.29 {
1292 root 1.119 if (!tile_available (0))
1293 root 1.46 return 0;
1294    
1295 root 1.68 y += tile_map[0]->height;
1296     return tile_map[0]->xy_find (x, y);
1297 elmex 1.1 }
1298 root 1.46
1299 root 1.68 if (y >= height)
1300 root 1.29 {
1301 root 1.119 if (!tile_available (2))
1302 root 1.46 return 0;
1303    
1304 root 1.68 y -= height;
1305     return tile_map[2]->xy_find (x, y);
1306 elmex 1.1 }
1307    
1308 root 1.29 /* Simple case - coordinates are within this local
1309     * map.
1310     */
1311 root 1.68 return this;
1312 elmex 1.1 }
1313    
1314     /**
1315     * Return whether map2 is adjacent to map1. If so, store the distance from
1316     * map1 to map2 in dx/dy.
1317     */
1318 root 1.82 int
1319 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1320 root 1.29 {
1321     if (!map1 || !map2)
1322     return 0;
1323    
1324 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1326 root 1.29 if (map1 == map2)
1327     {
1328     *dx = 0;
1329     *dy = 0;
1330     }
1331     else if (map1->tile_map[0] == map2)
1332     { /* up */
1333     *dx = 0;
1334 root 1.48 *dy = -map2->height;
1335 root 1.29 }
1336     else if (map1->tile_map[1] == map2)
1337     { /* right */
1338 root 1.48 *dx = map1->width;
1339 root 1.29 *dy = 0;
1340     }
1341     else if (map1->tile_map[2] == map2)
1342     { /* down */
1343     *dx = 0;
1344 root 1.48 *dy = map1->height;
1345 root 1.29 }
1346     else if (map1->tile_map[3] == map2)
1347     { /* left */
1348 root 1.48 *dx = -map2->width;
1349 root 1.29 *dy = 0;
1350     }
1351     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1352     { /* up right */
1353 root 1.48 *dx = map1->tile_map[0]->width;
1354     *dy = -map1->tile_map[0]->height;
1355 root 1.29 }
1356     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1357     { /* up left */
1358 root 1.48 *dx = -map2->width;
1359     *dy = -map1->tile_map[0]->height;
1360 root 1.29 }
1361     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1362     { /* right up */
1363 root 1.48 *dx = map1->width;
1364     *dy = -map2->height;
1365 root 1.29 }
1366     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1367     { /* right down */
1368 root 1.48 *dx = map1->width;
1369     *dy = map1->tile_map[1]->height;
1370 root 1.29 }
1371     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1372     { /* down right */
1373 root 1.48 *dx = map1->tile_map[2]->width;
1374     *dy = map1->height;
1375 root 1.29 }
1376     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1377     { /* down left */
1378 root 1.48 *dx = -map2->width;
1379     *dy = map1->height;
1380 root 1.29 }
1381     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1382     { /* left up */
1383 root 1.48 *dx = -map1->tile_map[3]->width;
1384     *dy = -map2->height;
1385 root 1.29 }
1386     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1387     { /* left down */
1388 root 1.48 *dx = -map1->tile_map[3]->width;
1389     *dy = map1->tile_map[3]->height;
1390 root 1.29 }
1391     else
1392 root 1.56 return 0;
1393 elmex 1.1
1394 root 1.29 return 1;
1395 elmex 1.1 }
1396    
1397 root 1.68 maptile *
1398     maptile::xy_load (sint16 &x, sint16 &y)
1399     {
1400     maptile *map = xy_find (x, y);
1401    
1402     if (map)
1403     map->load_sync ();
1404    
1405     return map;
1406     }
1407    
1408     maptile *
1409     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410     {
1411     return m->xy_load (*x, *y);
1412     }
1413    
1414 elmex 1.1 /* From map.c
1415     * This is used by get_player to determine where the other
1416     * creature is. get_rangevector takes into account map tiling,
1417     * so you just can not look the the map coordinates and get the
1418     * righte value. distance_x/y are distance away, which
1419 root 1.79 * can be negative. direction is the crossfire direction scheme
1420 elmex 1.1 * that the creature should head. part is the part of the
1421     * monster that is closest.
1422     *
1423     * get_rangevector looks at op1 and op2, and fills in the
1424     * structure for op1 to get to op2.
1425     * We already trust that the caller has verified that the
1426     * two objects are at least on adjacent maps. If not,
1427     * results are not likely to be what is desired.
1428     * if the objects are not on maps, results are also likely to
1429     * be unexpected
1430     *
1431     * currently, the only flag supported (0x1) is don't translate for
1432     * closest body part of 'op1'
1433     */
1434 root 1.29 void
1435     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1436     {
1437     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438     {
1439     /* be conservative and fill in _some_ data */
1440 root 1.86 retval->distance = 10000;
1441     retval->distance_x = 10000;
1442     retval->distance_y = 10000;
1443 root 1.29 retval->direction = 0;
1444     retval->part = 0;
1445     }
1446     else
1447     {
1448     object *best;
1449    
1450     retval->distance_x += op2->x - op1->x;
1451     retval->distance_y += op2->y - op1->y;
1452    
1453     best = op1;
1454     /* If this is multipart, find the closest part now */
1455     if (!(flags & 0x1) && op1->more)
1456     {
1457     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1458    
1459     /* we just take the offset of the piece to head to figure
1460     * distance instead of doing all that work above again
1461     * since the distance fields we set above are positive in the
1462     * same axis as is used for multipart objects, the simply arithmetic
1463     * below works.
1464     */
1465 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1466 root 1.29 {
1467     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1468     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1469     if (tmpi < best_distance)
1470     {
1471     best_distance = tmpi;
1472     best = tmp;
1473 elmex 1.1 }
1474     }
1475 root 1.75
1476 root 1.29 if (best != op1)
1477     {
1478     retval->distance_x += op1->x - best->x;
1479     retval->distance_y += op1->y - best->y;
1480 elmex 1.1 }
1481     }
1482 root 1.75
1483 root 1.29 retval->part = best;
1484 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1485 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1486 elmex 1.1 }
1487     }
1488    
1489     /* this is basically the same as get_rangevector above, but instead of
1490     * the first parameter being an object, it instead is the map
1491     * and x,y coordinates - this is used for path to player -
1492     * since the object is not infact moving but we are trying to traverse
1493     * the path, we need this.
1494     * flags has no meaning for this function at this time - I kept it in to
1495     * be more consistant with the above function and also in case they are needed
1496     * for something in the future. Also, since no object is pasted, the best
1497     * field of the rv_vector is set to NULL.
1498     */
1499 root 1.29 void
1500 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1501 root 1.29 {
1502     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1503     {
1504     /* be conservative and fill in _some_ data */
1505     retval->distance = 100000;
1506     retval->distance_x = 32767;
1507     retval->distance_y = 32767;
1508     retval->direction = 0;
1509     retval->part = 0;
1510     }
1511     else
1512     {
1513     retval->distance_x += op2->x - x;
1514     retval->distance_y += op2->y - y;
1515    
1516 root 1.159 retval->part = 0;
1517     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1518 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1519 elmex 1.1 }
1520     }
1521    
1522     /* Returns true of op1 and op2 are effectively on the same map
1523     * (as related to map tiling). Note that this looks for a path from
1524 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1525 elmex 1.1 * to op1, this will still return false.
1526     * Note we only look one map out to keep the processing simple
1527     * and efficient. This could probably be a macro.
1528     * MSW 2001-08-05
1529     */
1530 root 1.29 int
1531     on_same_map (const object *op1, const object *op2)
1532     {
1533     int dx, dy;
1534 elmex 1.1
1535 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536 elmex 1.1 }
1537 root 1.52
1538     object *
1539     maptile::insert (object *op, int x, int y, object *originator, int flags)
1540     {
1541     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542     }
1543    
1544 root 1.81 region *
1545     maptile::region (int x, int y) const
1546     {
1547     if (regions
1548     && regionmap
1549     && !OUT_OF_REAL_MAP (this, x, y))
1550     if (struct region *reg = regionmap [regions [y * width + x]])
1551     return reg;
1552    
1553     if (default_region)
1554     return default_region;
1555    
1556     return ::region::default_region ();
1557     }
1558    
1559 root 1.91 /* picks a random object from a style map.
1560     */
1561     object *
1562 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1563 root 1.91 {
1564     /* while returning a null object will result in a crash, that
1565     * is actually preferable to an infinite loop. That is because
1566     * most servers will automatically restart in case of crash.
1567     * Change the logic on getting the random space - shouldn't make
1568     * any difference, but this seems clearer to me.
1569     */
1570     for (int i = 1000; --i;)
1571     {
1572 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1573 root 1.91
1574     // do not prefer big monsters just because they are big.
1575 root 1.138 if (pick && pick->is_head ())
1576 root 1.91 return pick->head_ ();
1577     }
1578    
1579     // instead of crashing in the unlikely(?) case, try to return *something*
1580 root 1.138 return archetype::find ("bug");
1581 root 1.91 }
1582 root 1.85
1583 root 1.114 void
1584     maptile::play_sound (faceidx sound, int x, int y) const
1585     {
1586     if (!sound)
1587     return;
1588    
1589 root 1.151 for_all_players_on_map (pl, this)
1590     if (client *ns = pl->ns)
1591     {
1592     int dx = x - pl->ob->x;
1593     int dy = y - pl->ob->y;
1594 root 1.114
1595 root 1.151 int distance = idistance (dx, dy);
1596 root 1.114
1597 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1598     ns->play_sound (sound, dx, dy);
1599     }
1600 root 1.114 }
1601    
1602 root 1.157 void
1603     maptile::say_msg (const char *msg, int x, int y) const
1604     {
1605     for_all_players (pl)
1606     if (client *ns = pl->ns)
1607     {
1608     int dx = x - pl->ob->x;
1609     int dy = y - pl->ob->y;
1610    
1611     int distance = idistance (dx, dy);
1612    
1613     if (distance <= MAX_SOUND_DISTANCE)
1614     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615     }
1616     }
1617    
1618 root 1.155 static void
1619     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620     {
1621     // clip to map to the left
1622     if (x0 < 0)
1623     {
1624     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626    
1627     if (x1 < 0) // entirely to the left
1628     return;
1629    
1630     x0 = 0;
1631     }
1632    
1633     // clip to map to the right
1634     if (x1 > m->width)
1635     {
1636     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638    
1639     if (x0 > m->width) // entirely to the right
1640     return;
1641    
1642     x1 = m->width;
1643     }
1644    
1645     // clip to map above
1646     if (y0 < 0)
1647     {
1648     if (maptile *tile = m->tile_available (TILE_UP, 1))
1649     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650    
1651     if (y1 < 0) // entirely above
1652     return;
1653    
1654     y0 = 0;
1655     }
1656    
1657     // clip to map below
1658     if (y1 > m->height)
1659     {
1660     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662    
1663     if (y0 > m->height) // entirely below
1664     return;
1665    
1666     y1 = m->height;
1667     }
1668    
1669     // if we get here, the rect is within the current map
1670     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671    
1672     r->m = m;
1673     r->x0 = x0;
1674     r->y0 = y0;
1675     r->x1 = x1;
1676     r->y1 = y1;
1677     r->dx = dx;
1678     r->dy = dy;
1679     }
1680    
1681     maprect *
1682     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683     {
1684     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685     buf.clear ();
1686    
1687     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688    
1689     // add end marker
1690     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691     r->m = 0;
1692    
1693     return (maprect *)buf.linearise ();
1694     }
1695