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Revision: 1.164
Committed: Fri Oct 16 01:19:12 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.163: +12 -20 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.163 * Copyright (©) 2005,2006,2007,2008,2009 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 1.162 int mflags = ms.flags ();
91 root 1.161 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 root 1.162 bool block = OB_MOVE_BLOCK (ob, tmp);
120    
121 root 1.29 /* This must be before the checks below. Code for inventory checkers. */
122 root 1.162 if (block && tmp->type == CHECK_INV)
123 root 1.29 {
124 root 1.161 bool have = check_inv_recursive (ob, tmp);
125    
126 root 1.29 /* If last_sp is set, the player/monster needs an object,
127     * so we check for it. If they don't have it, they can't
128     * pass through this space.
129     */
130     if (tmp->last_sp)
131     {
132 root 1.161 if (!have)
133 root 1.29 return 1;
134     }
135     else
136     {
137     /* In this case, the player must not have the object -
138     * if they do, they can't pass through.
139     */
140 root 1.161 if (have)
141 root 1.29 return 1;
142     }
143 root 1.161 }
144 root 1.162 else if (block && tmp->type == T_MATCH)
145     {
146     //TODO
147     }
148 root 1.29 else
149     {
150     /* Broke apart a big nasty if into several here to make
151     * this more readable. first check - if the space blocks
152     * movement, can't move here.
153 root 1.102 * second - if a monster, can't move there, unless it is a
154 root 1.161 * dm.
155 root 1.29 */
156 root 1.162 if (block)
157 root 1.29 return 1;
158 root 1.102
159 root 1.103 if (tmp->flag [FLAG_ALIVE]
160 root 1.102 && tmp->head_ () != ob
161     && tmp != ob
162     && tmp->type != DOOR
163 root 1.161 && !tmp->flag [FLAG_WIZ])
164 root 1.29 return 1;
165 root 1.10 }
166 root 1.161 }
167 elmex 1.1
168 root 1.29 return 0;
169 elmex 1.1 }
170    
171     /*
172 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
173     * spot. This is meant for multi space objects - for single space objecs,
174 elmex 1.1 * just calling get_map_blocked and checking that against movement type
175 root 1.129 * of object. This function goes through all the parts of the multipart
176     * object and makes sure they can be inserted.
177 elmex 1.1 *
178     * While this doesn't call out of map, the get_map_flags does.
179     *
180     * This function has been used to deprecate arch_out_of_map -
181     * this function also does that check, and since in most cases,
182     * a call to one would follow the other, doesn't make a lot of sense to
183     * have two seperate functions for this.
184     *
185     * This returns nonzero if this arch can not go on the space provided,
186     * 0 otherwise. the return value will contain the P_.. value
187     * so the caller can know why this object can't go on the map.
188     * Note that callers should not expect P_NEW_MAP to be set
189     * in return codes - since the object is multispace - if
190     * we did return values, what do you return if half the object
191     * is one map, half on another.
192     *
193     * Note this used to be arch_blocked, but with new movement
194     * code, we need to have actual object to check its move_type
195     * against the move_block values.
196     */
197 root 1.129 bool
198     object::blocked (maptile *m, int x, int y) const
199 root 1.29 {
200 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
201 root 1.29 {
202 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
203 elmex 1.1
204 root 1.129 if (!pos.normalise ())
205     return 1;
206 elmex 1.1
207 root 1.129 mapspace &ms = *pos;
208 elmex 1.1
209 root 1.129 if (ms.flags () & P_IS_ALIVE)
210     return 1;
211 root 1.47
212 root 1.129 /* However, often ob doesn't have any move type
213     * (signifying non-moving objects)
214 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
215     */
216 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
217 root 1.29 continue;
218 elmex 1.1
219 root 1.29 /* Note it is intentional that we check ob - the movement type of the
220     * head of the object should correspond for the entire object.
221     */
222 root 1.129 if (ms.blocks (move_type))
223     return 1;
224 root 1.45 }
225 elmex 1.1
226 root 1.29 return 0;
227 elmex 1.1 }
228    
229     /* When the map is loaded, load_object does not actually insert objects
230     * into inventory, but just links them. What this does is go through
231     * and insert them properly.
232     * The object 'container' is the object that contains the inventory.
233     * This is needed so that we can update the containers weight.
234     */
235 root 1.29 void
236     fix_container (object *container)
237 elmex 1.1 {
238 root 1.29 object *tmp = container->inv, *next;
239 elmex 1.1
240 root 1.56 container->inv = 0;
241     while (tmp)
242 root 1.29 {
243     next = tmp->below;
244     if (tmp->inv)
245     fix_container (tmp);
246 root 1.56
247     insert_ob_in_ob (tmp, container);
248 root 1.29 tmp = next;
249     }
250 root 1.56
251 root 1.135 // go through and calculate what all the containers are carrying.
252     //TODO: remove
253     container->update_weight ();
254 elmex 1.1 }
255    
256 root 1.64 void
257     maptile::set_object_flag (int flag, int value)
258     {
259     if (!spaces)
260     return;
261    
262     for (mapspace *ms = spaces + size (); ms-- > spaces; )
263     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264     tmp->flag [flag] = value;
265     }
266    
267 root 1.144 void
268     maptile::post_load_original ()
269     {
270     if (!spaces)
271     return;
272    
273     set_object_flag (FLAG_OBJ_ORIGINAL);
274    
275     for (mapspace *ms = spaces + size (); ms-- > spaces; )
276     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277     INVOKE_OBJECT (RESET, tmp);
278     }
279    
280 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
281     * for objects whose arch says they are multipart yet according to the
282     * info we have, they only have the head (as would be expected when
283 root 1.99 * they are saved).
284 elmex 1.1 */
285 root 1.56 void
286     maptile::link_multipart_objects ()
287 elmex 1.1 {
288 root 1.56 if (!spaces)
289     return;
290    
291     for (mapspace *ms = spaces + size (); ms-- > spaces; )
292 elmex 1.111 {
293     object *op = ms->bot;
294     while (op)
295     {
296     /* already multipart - don't do anything more */
297     if (op->head_ () == op && !op->more && op->arch->more)
298     {
299     op->remove ();
300     op->expand_tail ();
301    
302     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
303     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
304     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
305     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306    
307     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308     // so we have to reset the iteration through the mapspace
309     }
310     else
311     op = op->above;
312     }
313     }
314 elmex 1.1 }
315 root 1.29
316 elmex 1.1 /*
317     * Loads (ands parses) the objects into a given map from the specified
318     * file pointer.
319     */
320 root 1.56 bool
321 root 1.88 maptile::_load_objects (object_thawer &f)
322 root 1.24 {
323 root 1.88 for (;;)
324     {
325 root 1.133 coroapi::cede_to_tick (); // cede once in a while
326 elmex 1.1
327 root 1.88 switch (f.kw)
328 root 1.24 {
329 root 1.88 case KW_arch:
330 root 1.90 if (object *op = object::read (f, this))
331 root 1.88 {
332 root 1.135 // TODO: why?
333 root 1.88 if (op->inv)
334 root 1.135 op->update_weight ();
335 root 1.10
336 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337     {
338     // we insert manually because
339     // a) its way faster
340     // b) we remove manually, too, and there are good reasons for that
341 root 1.158 // c) it's correct
342 root 1.130 mapspace &ms = at (op->x, op->y);
343    
344     op->flag [FLAG_REMOVED] = false;
345    
346     op->above = 0;
347     op->below = ms.top;
348    
349 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
350 root 1.130
351     ms.top = op;
352     ms.flags_ = 0;
353     }
354     else
355     {
356     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 root 1.148 op->destroy ();
358 root 1.130 }
359 root 1.88 }
360 root 1.41
361 root 1.88 continue;
362 root 1.41
363 root 1.88 case KW_EOF:
364     return true;
365 root 1.41
366 root 1.88 default:
367     if (!f.parse_error ("map file"))
368     return false;
369 root 1.41 break;
370 root 1.10 }
371 root 1.24
372 root 1.88 f.next ();
373 elmex 1.1 }
374 root 1.24
375 root 1.56 return true;
376     }
377    
378     void
379     maptile::activate ()
380     {
381 root 1.101 if (spaces)
382     for (mapspace *ms = spaces + size (); ms-- > spaces; )
383     for (object *op = ms->bot; op; op = op->above)
384     op->activate_recursive ();
385 root 1.56 }
386    
387     void
388     maptile::deactivate ()
389     {
390 root 1.101 if (spaces)
391     for (mapspace *ms = spaces + size (); ms-- > spaces; )
392     for (object *op = ms->bot; op; op = op->above)
393     op->deactivate_recursive ();
394 root 1.56 }
395    
396     bool
397 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
398 root 1.56 {
399 root 1.100 coroapi::cede_to_tick ();
400 root 1.65
401 root 1.56 if (flags & IO_HEADER)
402 root 1.88 _save_header (f);
403 root 1.56
404     if (!spaces)
405     return false;
406    
407     for (int i = 0; i < size (); ++i)
408 root 1.24 {
409 root 1.121 bool unique = 0;
410    
411 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
412 root 1.24 {
413 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
414 root 1.56
415 root 1.121 if (expect_false (!op->can_map_save ()))
416 root 1.56 continue;
417    
418 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
419 root 1.24 {
420 root 1.56 if (flags & IO_UNIQUES)
421 root 1.88 op->write (f);
422 root 1.10 }
423 root 1.121 else if (expect_true (flags & IO_OBJECTS))
424 root 1.88 op->write (f);
425 root 1.10 }
426 elmex 1.1 }
427 root 1.24
428 root 1.100 coroapi::cede_to_tick ();
429 root 1.97
430 root 1.56 return true;
431 elmex 1.1 }
432    
433 root 1.56 bool
434 root 1.72 maptile::_save_objects (const char *path, int flags)
435 root 1.56 {
436     object_freezer freezer;
437 root 1.29
438 root 1.72 if (!_save_objects (freezer, flags))
439 root 1.56 return false;
440 root 1.29
441 root 1.56 return freezer.save (path);
442 elmex 1.1 }
443    
444 root 1.34 maptile::maptile ()
445     {
446     in_memory = MAP_SWAPPED;
447 root 1.54
448 root 1.34 /* The maps used to pick up default x and y values from the
449 root 1.85 * map archetype. Mimic that behaviour.
450 root 1.34 */
451 root 1.85 width = 16;
452     height = 16;
453     timeout = 300;
454     max_nrof = 1000; // 1000 items of anything
455     max_volume = 2000000; // 2m³
456 root 1.34 }
457    
458 root 1.56 maptile::maptile (int w, int h)
459 root 1.54 {
460 root 1.56 in_memory = MAP_SWAPPED;
461 root 1.54
462 root 1.56 width = w;
463     height = h;
464     reset_timeout = 0;
465     timeout = 300;
466     enter_x = 0;
467     enter_y = 0;
468 root 1.54
469 root 1.56 alloc ();
470 elmex 1.1 }
471    
472     /*
473 root 1.31 * Allocates the arrays contained in a maptile.
474 elmex 1.1 * This basically allocates the dynamic array of spaces for the
475     * map.
476     */
477 root 1.29 void
478 root 1.56 maptile::alloc ()
479 root 1.29 {
480 root 1.34 if (spaces)
481 root 1.56 return;
482 elmex 1.1
483 root 1.53 spaces = salloc0<mapspace> (size ());
484 elmex 1.1 }
485    
486     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487     * corresponding to that string. Memory is allocated for this, it must be freed
488     * at a later date.
489     * Called by parse_map_headers below.
490     */
491 root 1.29 static shopitems *
492     parse_shop_string (const char *input_string)
493     {
494     char *shop_string, *p, *q, *next_semicolon, *next_colon;
495     shopitems *items = NULL;
496     int i = 0, number_of_entries = 0;
497     const typedata *current_type;
498    
499 root 1.43 shop_string = strdup (input_string);
500 root 1.29 p = shop_string;
501     /* first we'll count the entries, we'll need that for allocating the array shortly */
502     while (p)
503     {
504     p = strchr (p, ';');
505     number_of_entries++;
506     if (p)
507     p++;
508     }
509 root 1.54
510 root 1.29 p = shop_string;
511     strip_endline (p);
512     items = new shopitems[number_of_entries + 1];
513     for (i = 0; i < number_of_entries; i++)
514     {
515     if (!p)
516     {
517     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518     break;
519     }
520 root 1.54
521 root 1.29 next_semicolon = strchr (p, ';');
522     next_colon = strchr (p, ':');
523     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525     items[i].strength = atoi (strchr (p, ':') + 1);
526    
527     if (isdigit (*p) || *p == '*')
528     {
529     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530     current_type = get_typedata (items[i].typenum);
531     if (current_type)
532     {
533     items[i].name = current_type->name;
534     items[i].name_pl = current_type->name_pl;
535     }
536     }
537     else
538     { /*we have a named type, let's figure out what it is */
539     q = strpbrk (p, ";:");
540     if (q)
541     *q = '\0';
542    
543     current_type = get_typedata_by_name (p);
544     if (current_type)
545     {
546     items[i].name = current_type->name;
547     items[i].typenum = current_type->number;
548     items[i].name_pl = current_type->name_pl;
549     }
550     else
551     { /* oh uh, something's wrong, let's free up this one, and try
552     * the next entry while we're at it, better print a warning
553     */
554     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555     }
556     }
557 root 1.54
558 root 1.29 items[i].index = number_of_entries;
559     if (next_semicolon)
560     p = ++next_semicolon;
561     else
562     p = NULL;
563 elmex 1.1 }
564 root 1.54
565 root 1.29 free (shop_string);
566     return items;
567 elmex 1.1 }
568    
569     /* opposite of parse string, this puts the string that was originally fed in to
570     * the map (or something equivilent) into output_string. */
571 root 1.164 static const char *
572     print_shop_string (maptile *m)
573 root 1.29 {
574 root 1.164 static dynbuf_text buf; buf.clear ();
575 root 1.29
576 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
577 root 1.29 {
578     if (m->shopitems[i].typenum)
579     {
580     if (m->shopitems[i].strength)
581 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
582 root 1.29 else
583 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
584 root 1.10 }
585 root 1.29 else
586     {
587     if (m->shopitems[i].strength)
588 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
589 root 1.29 else
590 root 1.164 buf.printf ("*");
591 root 1.29 }
592 root 1.164 }
593 root 1.54
594 root 1.164 return buf;
595 elmex 1.1 }
596    
597     /* This loads the header information of the map. The header
598     * contains things like difficulty, size, timeout, etc.
599     * this used to be stored in the map object, but with the
600     * addition of tiling, fields beyond that easily named in an
601     * object structure were needed, so it just made sense to
602     * put all the stuff in the map object so that names actually make
603     * sense.
604     * This could be done in lex (like the object loader), but I think
605     * currently, there are few enough fields this is not a big deal.
606     * MSW 2001-07-01
607     */
608 root 1.56 bool
609 root 1.72 maptile::_load_header (object_thawer &thawer)
610 elmex 1.1 {
611 root 1.56 for (;;)
612 root 1.29 {
613 root 1.105 switch (thawer.kw)
614 root 1.29 {
615 root 1.56 case KW_msg:
616     thawer.get_ml (KW_endmsg, msg);
617     break;
618 root 1.22
619 root 1.56 case KW_lore: // CF+ extension
620     thawer.get_ml (KW_endlore, maplore);
621     break;
622 root 1.10
623 root 1.56 case KW_maplore:
624     thawer.get_ml (KW_endmaplore, maplore);
625     break;
626 root 1.10
627 root 1.56 case KW_arch:
628     if (strcmp (thawer.get_str (), "map"))
629     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630     break;
631 root 1.29
632 root 1.56 case KW_oid:
633     thawer.get (this, thawer.get_sint32 ());
634     break;
635 root 1.29
636 root 1.56 case KW_file_format_version: break; // nop
637 root 1.29
638 root 1.56 case KW_name: thawer.get (name); break;
639     case KW_attach: thawer.get (attach); break;
640     case KW_reset_time: thawer.get (reset_time); break;
641     case KW_shopgreed: thawer.get (shopgreed); break;
642     case KW_shopmin: thawer.get (shopmin); break;
643     case KW_shopmax: thawer.get (shopmax); break;
644     case KW_shoprace: thawer.get (shoprace); break;
645     case KW_outdoor: thawer.get (outdoor); break;
646     case KW_temp: thawer.get (temp); break;
647     case KW_pressure: thawer.get (pressure); break;
648     case KW_humid: thawer.get (humid); break;
649     case KW_windspeed: thawer.get (windspeed); break;
650     case KW_winddir: thawer.get (winddir); break;
651     case KW_sky: thawer.get (sky); break;
652    
653     case KW_per_player: thawer.get (per_player); break;
654     case KW_per_party: thawer.get (per_party); break;
655 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
656 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
657 root 1.56
658 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
659 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660    
661     // old names new names
662     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
664     case KW_x: case KW_width: thawer.get (width); break;
665     case KW_y: case KW_height: thawer.get (height); break;
666     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
667     case KW_value: case KW_swap_time: thawer.get (timeout); break;
668     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
669     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
670     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
671    
672     case KW_tile_path_1: thawer.get (tile_path [0]); break;
673     case KW_tile_path_2: thawer.get (tile_path [1]); break;
674     case KW_tile_path_3: thawer.get (tile_path [2]); break;
675     case KW_tile_path_4: thawer.get (tile_path [3]); break;
676 root 1.83
677 root 1.112 case KW_ERROR:
678 root 1.123 set_key_text (thawer.kw_str, thawer.value);
679 root 1.112 break;
680    
681 root 1.83 case KW_end:
682 root 1.124 thawer.next ();
683 root 1.83 return true;
684    
685     default:
686 root 1.87 if (!thawer.parse_error ("map", 0))
687 root 1.83 return false;
688     break;
689 root 1.10 }
690 root 1.124
691     thawer.next ();
692 elmex 1.1 }
693 root 1.41
694 root 1.56 abort ();
695 elmex 1.1 }
696    
697 root 1.56 /******************************************************************************
698     * This is the start of unique map handling code
699     *****************************************************************************/
700 root 1.29
701 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
702     void
703     maptile::clear_unique_items ()
704 root 1.29 {
705 root 1.56 for (int i = 0; i < size (); ++i)
706 root 1.29 {
707 root 1.56 int unique = 0;
708     for (object *op = spaces [i].bot; op; )
709     {
710     object *above = op->above;
711 elmex 1.1
712 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
713     unique = 1;
714 root 1.14
715 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
716 root 1.148 op->destroy ();
717 elmex 1.1
718 root 1.56 op = above;
719     }
720 root 1.29 }
721 elmex 1.1 }
722    
723 root 1.56 bool
724 root 1.72 maptile::_save_header (object_freezer &freezer)
725 root 1.29 {
726 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
727     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
728 elmex 1.1
729 root 1.56 MAP_OUT2 (arch, "map");
730 elmex 1.1
731 root 1.56 if (name) MAP_OUT (name);
732     MAP_OUT (swap_time);
733     MAP_OUT (reset_time);
734     MAP_OUT (reset_timeout);
735     MAP_OUT (fixed_resettime);
736 root 1.109 MAP_OUT (no_reset);
737 root 1.141 MAP_OUT (no_drop);
738 root 1.56 MAP_OUT (difficulty);
739 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
740 root 1.29
741 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
742 root 1.56 MAP_OUT (shopgreed);
743     MAP_OUT (shopmin);
744     MAP_OUT (shopmax);
745     if (shoprace) MAP_OUT (shoprace);
746 root 1.164
747 root 1.56 MAP_OUT (darkness);
748     MAP_OUT (width);
749     MAP_OUT (height);
750     MAP_OUT (enter_x);
751     MAP_OUT (enter_y);
752 root 1.14
753 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755 elmex 1.1
756 root 1.56 MAP_OUT (outdoor);
757     MAP_OUT (temp);
758     MAP_OUT (pressure);
759     MAP_OUT (humid);
760     MAP_OUT (windspeed);
761     MAP_OUT (winddir);
762     MAP_OUT (sky);
763 elmex 1.1
764 root 1.56 MAP_OUT (per_player);
765     MAP_OUT (per_party);
766 elmex 1.1
767 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
768     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
769     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
770     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
771 root 1.40
772 root 1.63 freezer.put (this);
773 root 1.61 freezer.put (KW_end);
774 root 1.40
775 root 1.56 return true;
776 elmex 1.1 }
777    
778 root 1.56 bool
779 root 1.72 maptile::_save_header (const char *path)
780 root 1.29 {
781 root 1.17 object_freezer freezer;
782 root 1.10
783 root 1.72 if (!_save_header (freezer))
784 root 1.56 return false;
785 elmex 1.1
786 root 1.56 return freezer.save (path);
787 elmex 1.1 }
788    
789     /*
790     * Remove and free all objects in the given map.
791     */
792 root 1.29 void
793 root 1.56 maptile::clear ()
794 root 1.29 {
795 root 1.81 if (spaces)
796     {
797     for (mapspace *ms = spaces + size (); ms-- > spaces; )
798 root 1.104 while (object *op = ms->bot)
799 root 1.81 {
800 root 1.127 // manually remove, as to not trigger anything
801     if (ms->bot = op->above)
802     ms->bot->below = 0;
803    
804     op->flag [FLAG_REMOVED] = true;
805    
806 root 1.128 object *head = op->head_ ();
807     if (op == head)
808 root 1.148 op->destroy ();
809 root 1.128 else if (head->map != op->map)
810     {
811     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 root 1.148 head->destroy ();
813 root 1.128 }
814 root 1.81 }
815 root 1.29
816 root 1.137 sfree0 (spaces, size ());
817 root 1.81 }
818 root 1.29
819 root 1.56 if (buttons)
820     free_objectlinkpt (buttons), buttons = 0;
821 root 1.127
822 root 1.137 sfree0 (regions, size ());
823 root 1.127 delete [] regionmap; regionmap = 0;
824 elmex 1.1 }
825    
826 root 1.29 void
827 root 1.56 maptile::clear_header ()
828 root 1.29 {
829 root 1.56 name = 0;
830     msg = 0;
831     maplore = 0;
832     shoprace = 0;
833     delete [] shopitems, shopitems = 0;
834 root 1.42
835 root 1.47 for (int i = 0; i < 4; i++)
836 root 1.56 tile_path [i] = 0;
837 root 1.47 }
838 root 1.42
839 root 1.47 maptile::~maptile ()
840     {
841 root 1.53 assert (destroyed ());
842 elmex 1.1 }
843    
844 root 1.29 void
845 root 1.56 maptile::clear_links_to (maptile *m)
846 root 1.29 {
847     /* We need to look through all the maps and see if any maps
848     * are pointing at this one for tiling information. Since
849 root 1.47 * tiling can be asymetric, we just can not look to see which
850 root 1.29 * maps this map tiles with and clears those.
851     */
852 root 1.56 for (int i = 0; i < 4; i++)
853     if (tile_map[i] == m)
854     tile_map[i] = 0;
855 root 1.47 }
856 elmex 1.1
857 root 1.47 void
858 root 1.56 maptile::do_destroy ()
859 root 1.47 {
860 root 1.56 attachable::do_destroy ();
861    
862     clear ();
863 elmex 1.1 }
864    
865 root 1.109 /* decay and destroy perishable items in a map */
866     void
867     maptile::do_decay_objects ()
868     {
869     if (!spaces)
870     return;
871    
872     for (mapspace *ms = spaces + size (); ms-- > spaces; )
873     for (object *above, *op = ms->bot; op; op = above)
874     {
875     above = op->above;
876    
877     bool destroy = 0;
878    
879     // do not decay anything above unique floor tiles (yet :)
880     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881     break;
882    
883     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885     || QUERY_FLAG (op, FLAG_UNIQUE)
886     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887     || QUERY_FLAG (op, FLAG_UNPAID)
888     || op->is_alive ())
889     ; // do not decay
890     else if (op->is_weapon ())
891     {
892     op->stats.dam--;
893     if (op->stats.dam < 0)
894     destroy = 1;
895     }
896     else if (op->is_armor ())
897     {
898     op->stats.ac--;
899     if (op->stats.ac < 0)
900     destroy = 1;
901     }
902     else if (op->type == FOOD)
903     {
904     op->stats.food -= rndm (5, 20);
905     if (op->stats.food < 0)
906     destroy = 1;
907     }
908     else
909     {
910     int mat = op->materials;
911    
912     if (mat & M_PAPER
913     || mat & M_LEATHER
914     || mat & M_WOOD
915     || mat & M_ORGANIC
916     || mat & M_CLOTH
917     || mat & M_LIQUID
918     || (mat & M_IRON && rndm (1, 5) == 1)
919     || (mat & M_GLASS && rndm (1, 2) == 1)
920     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922     || (mat & M_ICE && temp > 32))
923     destroy = 1;
924     }
925    
926     /* adjust overall chance below */
927     if (destroy && rndm (0, 1))
928 root 1.149 op->destroy ();
929 root 1.109 }
930     }
931    
932 elmex 1.1 /*
933     * This routine is supposed to find out the difficulty of the map.
934     * difficulty does not have a lot to do with character level,
935     * but does have a lot to do with treasure on the map.
936     *
937 root 1.153 * Difficulty can now be set by the map creator. If the value stored
938     * in the map is zero, then use this routine. Maps should really
939     * have a difficulty set rather than using this function - human calculation
940     * is much better than this function's guesswork.
941 elmex 1.1 */
942 root 1.29 int
943 root 1.56 maptile::estimate_difficulty () const
944 root 1.29 {
945 elmex 1.1 long monster_cnt = 0;
946     double avgexp = 0;
947     sint64 total_exp = 0;
948    
949 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950     for (object *op = ms->bot; op; op = op->above)
951     {
952     if (QUERY_FLAG (op, FLAG_MONSTER))
953     {
954     total_exp += op->stats.exp;
955     monster_cnt++;
956     }
957 elmex 1.1
958 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
959     {
960     total_exp += op->stats.exp;
961 elmex 1.1
962 root 1.140 if (archetype *at = op->other_arch)
963     {
964     total_exp += at->stats.exp * 8;
965     monster_cnt++;
966     }
967    
968     for (object *inv = op->inv; inv; inv = inv->below)
969     {
970     total_exp += op->stats.exp * 8;
971     monster_cnt++;
972     }
973 root 1.56 }
974     }
975 elmex 1.1
976     avgexp = (double) total_exp / monster_cnt;
977    
978 root 1.56 for (int i = 1; i <= settings.max_level; i++)
979     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
980     return i;
981 elmex 1.1
982     return 1;
983     }
984    
985     /* change_map_light() - used to change map light level (darkness)
986     * up or down. Returns true if successful. It should now be
987     * possible to change a value by more than 1.
988     * Move this from los.c to map.c since this is more related
989     * to maps than los.
990     * postive values make it darker, negative make it brighter
991     */
992 root 1.29 int
993 root 1.56 maptile::change_map_light (int change)
994 root 1.29 {
995     /* Nothing to do */
996 root 1.154 if (!change)
997 root 1.56 return 0;
998 elmex 1.1
999 root 1.29 /* inform all players on the map */
1000     if (change > 0)
1001 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1002 root 1.29 else
1003 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1004 root 1.29
1005 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1006 elmex 1.1
1007 root 1.29 /* All clients need to get re-updated for the change */
1008 root 1.56 update_all_map_los (this);
1009 root 1.142
1010 root 1.29 return 1;
1011 elmex 1.1 }
1012    
1013     /*
1014     * This function updates various attributes about a specific space
1015     * on the map (what it looks like, whether it blocks magic,
1016     * has a living creatures, prevents people from passing
1017     * through, etc)
1018     */
1019 root 1.29 void
1020 root 1.46 mapspace::update_ ()
1021 root 1.29 {
1022 root 1.142 object *last = 0;
1023 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1024     sint8 light = 0;
1025 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1026    
1027 root 1.94 //object *middle = 0;
1028     //object *top = 0;
1029     //object *floor = 0;
1030     // this seems to generate better code than using locals, above
1031 root 1.95 object *&top = faces_obj[0] = 0;
1032     object *&middle = faces_obj[1] = 0;
1033     object *&floor = faces_obj[2] = 0;
1034 root 1.29
1035 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 root 1.29 {
1037 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038     light += tmp->glow_radius;
1039 root 1.29
1040     /* This call is needed in order to update objects the player
1041     * is standing in that have animations (ie, grass, fire, etc).
1042     * However, it also causes the look window to be re-drawn
1043     * 3 times each time the player moves, because many of the
1044     * functions the move_player calls eventualy call this.
1045     *
1046     * Always put the player down for drawing.
1047     */
1048     if (!tmp->invisible)
1049     {
1050     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1051 root 1.94 top = tmp;
1052 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1053     {
1054     /* If we got a floor, that means middle and top were below it,
1055     * so should not be visible, so we clear them.
1056     */
1057 root 1.94 middle = 0;
1058     top = 0;
1059     floor = tmp;
1060 root 1.29 }
1061     /* Flag anywhere have high priority */
1062     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063     {
1064 root 1.94 middle = tmp;
1065 root 1.29 anywhere = 1;
1066     }
1067 root 1.143
1068 root 1.29 /* Find the highest visible face around. If equal
1069     * visibilities, we still want the one nearer to the
1070     * top
1071     */
1072 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073     middle = tmp;
1074 root 1.29 }
1075 root 1.45
1076 root 1.29 if (tmp == tmp->above)
1077     {
1078     LOG (llevError, "Error in structure of map\n");
1079     exit (-1);
1080     }
1081    
1082 root 1.45 move_slow |= tmp->move_slow;
1083 root 1.29 move_block |= tmp->move_block;
1084 root 1.45 move_on |= tmp->move_on;
1085     move_off |= tmp->move_off;
1086 root 1.29 move_allow |= tmp->move_allow;
1087    
1088 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1089     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1090 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094     }
1095 root 1.29
1096 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1097 root 1.46 this->flags_ = flags;
1098     this->move_block = move_block & ~move_allow;
1099     this->move_on = move_on;
1100     this->move_off = move_off;
1101     this->move_slow = move_slow;
1102 root 1.29
1103     /* At this point, we have a floor face (if there is a floor),
1104     * and the floor is set - we are not going to touch it at
1105     * this point.
1106     * middle contains the highest visibility face.
1107     * top contains a player/monster face, if there is one.
1108     *
1109     * We now need to fill in top.face and/or middle.face.
1110     */
1111    
1112     /* If the top face also happens to be high visibility, re-do our
1113     * middle face. This should not happen, as we already have the
1114     * else statement above so middle should not get set. OTOH, it
1115     * may be possible for the faces to match but be different objects.
1116     */
1117     if (top == middle)
1118 root 1.94 middle = 0;
1119 root 1.29
1120     /* There are three posibilities at this point:
1121     * 1) top face is set, need middle to be set.
1122     * 2) middle is set, need to set top.
1123     * 3) neither middle or top is set - need to set both.
1124     */
1125    
1126 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1127 root 1.29 {
1128     /* Once we get to a floor, stop, since we already have a floor object */
1129     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1130     break;
1131    
1132     /* If two top faces are already set, quit processing */
1133 root 1.94 if (top && middle)
1134 root 1.29 break;
1135 root 1.10
1136 elmex 1.67 /* Only show visible faces */
1137     if (!tmp->invisible)
1138 root 1.29 {
1139     /* Fill in top if needed */
1140 root 1.94 if (!top)
1141 root 1.29 {
1142 root 1.94 top = tmp;
1143 root 1.29 if (top == middle)
1144 root 1.94 middle = 0;
1145 root 1.29 }
1146     else
1147     {
1148     /* top is already set - we should only get here if
1149     * middle is not set
1150     *
1151     * Set the middle face and break out, since there is nothing
1152     * more to fill in. We don't check visiblity here, since
1153     *
1154     */
1155 root 1.94 if (tmp != top)
1156 root 1.29 {
1157 root 1.94 middle = tmp;
1158 root 1.29 break;
1159 root 1.10 }
1160     }
1161     }
1162 elmex 1.1 }
1163 root 1.45
1164 root 1.29 if (middle == floor)
1165 root 1.94 middle = 0;
1166 root 1.45
1167 root 1.29 if (top == middle)
1168 root 1.94 middle = 0;
1169 root 1.45
1170 root 1.94 #if 0
1171     faces_obj [0] = top;
1172     faces_obj [1] = middle;
1173     faces_obj [2] = floor;
1174     #endif
1175 elmex 1.1 }
1176    
1177 root 1.85 uint64
1178     mapspace::volume () const
1179     {
1180     uint64 vol = 0;
1181    
1182     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183     vol += op->volume ();
1184    
1185     return vol;
1186     }
1187    
1188 root 1.155 maptile *
1189 root 1.117 maptile::tile_available (int dir, bool load)
1190 elmex 1.1 {
1191 root 1.155 if (tile_path[dir])
1192     {
1193     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1194     return tile_map[dir];
1195 root 1.118
1196 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197     return tile_map[dir];
1198     }
1199 root 1.56
1200 root 1.117 return 0;
1201 root 1.68 }
1202    
1203 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1204     * map m. This function also takes into account any
1205     * tiling considerations, loading adjacant maps as needed.
1206     * This is the function should always be used when it
1207     * necessary to check for valid coordinates.
1208     * This function will recursively call itself for the
1209     * tiled maps.
1210     */
1211 root 1.29 int
1212 root 1.31 out_of_map (maptile *m, int x, int y)
1213 elmex 1.1 {
1214 root 1.29 /* If we get passed a null map, this is obviously the
1215     * case. This generally shouldn't happen, but if the
1216     * map loads fail below, it could happen.
1217     */
1218     if (!m)
1219     return 0;
1220 elmex 1.1
1221 root 1.29 if (x < 0)
1222     {
1223 root 1.119 if (!m->tile_available (3))
1224 root 1.29 return 1;
1225 root 1.46
1226 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1227 elmex 1.1 }
1228 root 1.46
1229 root 1.48 if (x >= m->width)
1230 root 1.29 {
1231 root 1.119 if (!m->tile_available (1))
1232 root 1.29 return 1;
1233 root 1.46
1234 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1235 elmex 1.1 }
1236 root 1.46
1237 root 1.29 if (y < 0)
1238     {
1239 root 1.119 if (!m->tile_available (0))
1240 root 1.29 return 1;
1241 root 1.46
1242 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1243 elmex 1.1 }
1244 root 1.46
1245 root 1.48 if (y >= m->height)
1246 root 1.29 {
1247 root 1.119 if (!m->tile_available (2))
1248 root 1.29 return 1;
1249 root 1.46
1250 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1251 elmex 1.1 }
1252    
1253 root 1.29 /* Simple case - coordinates are within this local
1254     * map.
1255     */
1256     return 0;
1257 elmex 1.1 }
1258    
1259     /* This is basically the same as out_of_map above, but
1260     * instead we return NULL if no map is valid (coordinates
1261     * out of bounds and no tiled map), otherwise it returns
1262     * the map as that the coordinates are really on, and
1263 pippijn 1.66 * updates x and y to be the localised coordinates.
1264 elmex 1.1 * Using this is more efficient of calling out_of_map
1265     * and then figuring out what the real map is
1266     */
1267 root 1.31 maptile *
1268 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1269 elmex 1.1 {
1270 root 1.68 if (x < 0)
1271 root 1.29 {
1272 root 1.119 if (!tile_available (3))
1273 root 1.46 return 0;
1274 root 1.56
1275 root 1.68 x += tile_map[3]->width;
1276     return tile_map[3]->xy_find (x, y);
1277 elmex 1.1 }
1278 root 1.46
1279 root 1.68 if (x >= width)
1280 root 1.29 {
1281 root 1.119 if (!tile_available (1))
1282 root 1.46 return 0;
1283    
1284 root 1.68 x -= width;
1285     return tile_map[1]->xy_find (x, y);
1286 elmex 1.1 }
1287 root 1.46
1288 root 1.68 if (y < 0)
1289 root 1.29 {
1290 root 1.119 if (!tile_available (0))
1291 root 1.46 return 0;
1292    
1293 root 1.68 y += tile_map[0]->height;
1294     return tile_map[0]->xy_find (x, y);
1295 elmex 1.1 }
1296 root 1.46
1297 root 1.68 if (y >= height)
1298 root 1.29 {
1299 root 1.119 if (!tile_available (2))
1300 root 1.46 return 0;
1301    
1302 root 1.68 y -= height;
1303     return tile_map[2]->xy_find (x, y);
1304 elmex 1.1 }
1305    
1306 root 1.29 /* Simple case - coordinates are within this local
1307     * map.
1308     */
1309 root 1.68 return this;
1310 elmex 1.1 }
1311    
1312     /**
1313     * Return whether map2 is adjacent to map1. If so, store the distance from
1314     * map1 to map2 in dx/dy.
1315     */
1316 root 1.82 int
1317 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1318 root 1.29 {
1319     if (!map1 || !map2)
1320     return 0;
1321    
1322 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1323 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1324 root 1.29 if (map1 == map2)
1325     {
1326     *dx = 0;
1327     *dy = 0;
1328     }
1329     else if (map1->tile_map[0] == map2)
1330     { /* up */
1331     *dx = 0;
1332 root 1.48 *dy = -map2->height;
1333 root 1.29 }
1334     else if (map1->tile_map[1] == map2)
1335     { /* right */
1336 root 1.48 *dx = map1->width;
1337 root 1.29 *dy = 0;
1338     }
1339     else if (map1->tile_map[2] == map2)
1340     { /* down */
1341     *dx = 0;
1342 root 1.48 *dy = map1->height;
1343 root 1.29 }
1344     else if (map1->tile_map[3] == map2)
1345     { /* left */
1346 root 1.48 *dx = -map2->width;
1347 root 1.29 *dy = 0;
1348     }
1349     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1350     { /* up right */
1351 root 1.48 *dx = map1->tile_map[0]->width;
1352     *dy = -map1->tile_map[0]->height;
1353 root 1.29 }
1354     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1355     { /* up left */
1356 root 1.48 *dx = -map2->width;
1357     *dy = -map1->tile_map[0]->height;
1358 root 1.29 }
1359     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1360     { /* right up */
1361 root 1.48 *dx = map1->width;
1362     *dy = -map2->height;
1363 root 1.29 }
1364     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1365     { /* right down */
1366 root 1.48 *dx = map1->width;
1367     *dy = map1->tile_map[1]->height;
1368 root 1.29 }
1369     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1370     { /* down right */
1371 root 1.48 *dx = map1->tile_map[2]->width;
1372     *dy = map1->height;
1373 root 1.29 }
1374     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1375     { /* down left */
1376 root 1.48 *dx = -map2->width;
1377     *dy = map1->height;
1378 root 1.29 }
1379     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1380     { /* left up */
1381 root 1.48 *dx = -map1->tile_map[3]->width;
1382     *dy = -map2->height;
1383 root 1.29 }
1384     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1385     { /* left down */
1386 root 1.48 *dx = -map1->tile_map[3]->width;
1387     *dy = map1->tile_map[3]->height;
1388 root 1.29 }
1389     else
1390 root 1.56 return 0;
1391 elmex 1.1
1392 root 1.29 return 1;
1393 elmex 1.1 }
1394    
1395 root 1.68 maptile *
1396     maptile::xy_load (sint16 &x, sint16 &y)
1397     {
1398     maptile *map = xy_find (x, y);
1399    
1400     if (map)
1401     map->load_sync ();
1402    
1403     return map;
1404     }
1405    
1406     maptile *
1407     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1408     {
1409     return m->xy_load (*x, *y);
1410     }
1411    
1412 elmex 1.1 /* From map.c
1413     * This is used by get_player to determine where the other
1414     * creature is. get_rangevector takes into account map tiling,
1415     * so you just can not look the the map coordinates and get the
1416     * righte value. distance_x/y are distance away, which
1417 root 1.79 * can be negative. direction is the crossfire direction scheme
1418 elmex 1.1 * that the creature should head. part is the part of the
1419     * monster that is closest.
1420     *
1421     * get_rangevector looks at op1 and op2, and fills in the
1422     * structure for op1 to get to op2.
1423     * We already trust that the caller has verified that the
1424     * two objects are at least on adjacent maps. If not,
1425     * results are not likely to be what is desired.
1426     * if the objects are not on maps, results are also likely to
1427     * be unexpected
1428     *
1429     * currently, the only flag supported (0x1) is don't translate for
1430     * closest body part of 'op1'
1431     */
1432 root 1.29 void
1433     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1434     {
1435     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1436     {
1437     /* be conservative and fill in _some_ data */
1438 root 1.86 retval->distance = 10000;
1439     retval->distance_x = 10000;
1440     retval->distance_y = 10000;
1441 root 1.29 retval->direction = 0;
1442     retval->part = 0;
1443     }
1444     else
1445     {
1446     object *best;
1447    
1448     retval->distance_x += op2->x - op1->x;
1449     retval->distance_y += op2->y - op1->y;
1450    
1451     best = op1;
1452     /* If this is multipart, find the closest part now */
1453     if (!(flags & 0x1) && op1->more)
1454     {
1455     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1456    
1457     /* we just take the offset of the piece to head to figure
1458     * distance instead of doing all that work above again
1459     * since the distance fields we set above are positive in the
1460     * same axis as is used for multipart objects, the simply arithmetic
1461     * below works.
1462     */
1463 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1464 root 1.29 {
1465     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1466     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1467     if (tmpi < best_distance)
1468     {
1469     best_distance = tmpi;
1470     best = tmp;
1471 elmex 1.1 }
1472     }
1473 root 1.75
1474 root 1.29 if (best != op1)
1475     {
1476     retval->distance_x += op1->x - best->x;
1477     retval->distance_y += op1->y - best->y;
1478 elmex 1.1 }
1479     }
1480 root 1.75
1481 root 1.29 retval->part = best;
1482 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1483 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1484 elmex 1.1 }
1485     }
1486    
1487     /* this is basically the same as get_rangevector above, but instead of
1488     * the first parameter being an object, it instead is the map
1489     * and x,y coordinates - this is used for path to player -
1490     * since the object is not infact moving but we are trying to traverse
1491     * the path, we need this.
1492     * flags has no meaning for this function at this time - I kept it in to
1493     * be more consistant with the above function and also in case they are needed
1494     * for something in the future. Also, since no object is pasted, the best
1495     * field of the rv_vector is set to NULL.
1496     */
1497 root 1.29 void
1498 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1499 root 1.29 {
1500     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1501     {
1502     /* be conservative and fill in _some_ data */
1503     retval->distance = 100000;
1504     retval->distance_x = 32767;
1505     retval->distance_y = 32767;
1506     retval->direction = 0;
1507     retval->part = 0;
1508     }
1509     else
1510     {
1511     retval->distance_x += op2->x - x;
1512     retval->distance_y += op2->y - y;
1513    
1514 root 1.159 retval->part = 0;
1515     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1516 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1517 elmex 1.1 }
1518     }
1519    
1520     /* Returns true of op1 and op2 are effectively on the same map
1521     * (as related to map tiling). Note that this looks for a path from
1522 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1523 elmex 1.1 * to op1, this will still return false.
1524     * Note we only look one map out to keep the processing simple
1525     * and efficient. This could probably be a macro.
1526     * MSW 2001-08-05
1527     */
1528 root 1.29 int
1529     on_same_map (const object *op1, const object *op2)
1530     {
1531     int dx, dy;
1532 elmex 1.1
1533 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534 elmex 1.1 }
1535 root 1.52
1536     object *
1537     maptile::insert (object *op, int x, int y, object *originator, int flags)
1538     {
1539     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1540     }
1541    
1542 root 1.81 region *
1543     maptile::region (int x, int y) const
1544     {
1545     if (regions
1546     && regionmap
1547     && !OUT_OF_REAL_MAP (this, x, y))
1548     if (struct region *reg = regionmap [regions [y * width + x]])
1549     return reg;
1550    
1551     if (default_region)
1552     return default_region;
1553    
1554     return ::region::default_region ();
1555     }
1556    
1557 root 1.91 /* picks a random object from a style map.
1558     */
1559     object *
1560 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1561 root 1.91 {
1562     /* while returning a null object will result in a crash, that
1563     * is actually preferable to an infinite loop. That is because
1564     * most servers will automatically restart in case of crash.
1565     * Change the logic on getting the random space - shouldn't make
1566     * any difference, but this seems clearer to me.
1567     */
1568     for (int i = 1000; --i;)
1569     {
1570 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1571 root 1.91
1572     // do not prefer big monsters just because they are big.
1573 root 1.138 if (pick && pick->is_head ())
1574 root 1.91 return pick->head_ ();
1575     }
1576    
1577     // instead of crashing in the unlikely(?) case, try to return *something*
1578 root 1.138 return archetype::find ("bug");
1579 root 1.91 }
1580 root 1.85
1581 root 1.114 void
1582     maptile::play_sound (faceidx sound, int x, int y) const
1583     {
1584     if (!sound)
1585     return;
1586    
1587 root 1.151 for_all_players_on_map (pl, this)
1588     if (client *ns = pl->ns)
1589     {
1590     int dx = x - pl->ob->x;
1591     int dy = y - pl->ob->y;
1592 root 1.114
1593 root 1.151 int distance = idistance (dx, dy);
1594 root 1.114
1595 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1596     ns->play_sound (sound, dx, dy);
1597     }
1598 root 1.114 }
1599    
1600 root 1.157 void
1601     maptile::say_msg (const char *msg, int x, int y) const
1602     {
1603     for_all_players (pl)
1604     if (client *ns = pl->ns)
1605     {
1606     int dx = x - pl->ob->x;
1607     int dy = y - pl->ob->y;
1608    
1609     int distance = idistance (dx, dy);
1610    
1611     if (distance <= MAX_SOUND_DISTANCE)
1612     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613     }
1614     }
1615    
1616 root 1.155 static void
1617     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618     {
1619     // clip to map to the left
1620     if (x0 < 0)
1621     {
1622     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624    
1625     if (x1 < 0) // entirely to the left
1626     return;
1627    
1628     x0 = 0;
1629     }
1630    
1631     // clip to map to the right
1632     if (x1 > m->width)
1633     {
1634     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636    
1637     if (x0 > m->width) // entirely to the right
1638     return;
1639    
1640     x1 = m->width;
1641     }
1642    
1643     // clip to map above
1644     if (y0 < 0)
1645     {
1646     if (maptile *tile = m->tile_available (TILE_UP, 1))
1647     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648    
1649     if (y1 < 0) // entirely above
1650     return;
1651    
1652     y0 = 0;
1653     }
1654    
1655     // clip to map below
1656     if (y1 > m->height)
1657     {
1658     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660    
1661     if (y0 > m->height) // entirely below
1662     return;
1663    
1664     y1 = m->height;
1665     }
1666    
1667     // if we get here, the rect is within the current map
1668     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669    
1670     r->m = m;
1671     r->x0 = x0;
1672     r->y0 = y0;
1673     r->x1 = x1;
1674     r->y1 = y1;
1675     r->dx = dx;
1676     r->dy = dy;
1677     }
1678    
1679     maprect *
1680     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681     {
1682     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683     buf.clear ();
1684    
1685     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686    
1687     // add end marker
1688     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689     r->m = 0;
1690    
1691     return (maprect *)buf.linearise ();
1692     }
1693