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Revision: 1.165
Committed: Tue Oct 20 05:57:08 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.164: +21 -33 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 1.165 if (OB_MOVE_BLOCK (ob, tmp))
120 root 1.29 {
121 root 1.165 if (tmp->type == CHECK_INV)
122     {
123     bool have = check_inv_recursive (ob, tmp);
124 root 1.161
125 root 1.165 // last_sp set means we block if we don't have.
126     if (logical_xor (have, tmp->last_sp))
127 root 1.29 return 1;
128     }
129 root 1.165 else if (tmp->type == T_MATCH)
130 root 1.29 {
131 root 1.165 // T_MATCH allows "entrance" iff the match is true
132     // == blocks if the match fails
133    
134     // we could have used an INVOKE_OBJECT, but decided against it, as we
135     // assume that T_MATCH is very common.
136     if (!match (tmp->slaying, ob, tmp, ob))
137 root 1.29 return 1;
138     }
139 root 1.165 else
140     return 1; // unconditional block
141    
142     } else {
143     // space does not block the ob, directly, but
144     // anything alive that is not a door still
145     // blocks anything but wizards.
146 root 1.102
147 root 1.103 if (tmp->flag [FLAG_ALIVE]
148 root 1.102 && tmp->head_ () != ob
149     && tmp != ob
150     && tmp->type != DOOR
151 root 1.165 && !tmp->flag [FLAG_WIZPASS])
152 root 1.29 return 1;
153 root 1.10 }
154 root 1.161 }
155 elmex 1.1
156 root 1.29 return 0;
157 elmex 1.1 }
158    
159     /*
160 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
161     * spot. This is meant for multi space objects - for single space objecs,
162 elmex 1.1 * just calling get_map_blocked and checking that against movement type
163 root 1.129 * of object. This function goes through all the parts of the multipart
164     * object and makes sure they can be inserted.
165 elmex 1.1 *
166     * While this doesn't call out of map, the get_map_flags does.
167     *
168     * This function has been used to deprecate arch_out_of_map -
169     * this function also does that check, and since in most cases,
170     * a call to one would follow the other, doesn't make a lot of sense to
171     * have two seperate functions for this.
172     *
173     * This returns nonzero if this arch can not go on the space provided,
174     * 0 otherwise. the return value will contain the P_.. value
175     * so the caller can know why this object can't go on the map.
176     * Note that callers should not expect P_NEW_MAP to be set
177     * in return codes - since the object is multispace - if
178     * we did return values, what do you return if half the object
179     * is one map, half on another.
180     *
181     * Note this used to be arch_blocked, but with new movement
182     * code, we need to have actual object to check its move_type
183     * against the move_block values.
184     */
185 root 1.129 bool
186     object::blocked (maptile *m, int x, int y) const
187 root 1.29 {
188 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
189 root 1.29 {
190 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
191 elmex 1.1
192 root 1.129 if (!pos.normalise ())
193     return 1;
194 elmex 1.1
195 root 1.129 mapspace &ms = *pos;
196 elmex 1.1
197 root 1.129 if (ms.flags () & P_IS_ALIVE)
198     return 1;
199 root 1.47
200 root 1.129 /* However, often ob doesn't have any move type
201     * (signifying non-moving objects)
202 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
203     */
204 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
205 root 1.29 continue;
206 elmex 1.1
207 root 1.29 /* Note it is intentional that we check ob - the movement type of the
208     * head of the object should correspond for the entire object.
209     */
210 root 1.129 if (ms.blocks (move_type))
211     return 1;
212 root 1.45 }
213 elmex 1.1
214 root 1.29 return 0;
215 elmex 1.1 }
216    
217     /* When the map is loaded, load_object does not actually insert objects
218     * into inventory, but just links them. What this does is go through
219     * and insert them properly.
220     * The object 'container' is the object that contains the inventory.
221     * This is needed so that we can update the containers weight.
222     */
223 root 1.29 void
224     fix_container (object *container)
225 elmex 1.1 {
226 root 1.29 object *tmp = container->inv, *next;
227 elmex 1.1
228 root 1.56 container->inv = 0;
229     while (tmp)
230 root 1.29 {
231     next = tmp->below;
232     if (tmp->inv)
233     fix_container (tmp);
234 root 1.56
235     insert_ob_in_ob (tmp, container);
236 root 1.29 tmp = next;
237     }
238 root 1.56
239 root 1.135 // go through and calculate what all the containers are carrying.
240     //TODO: remove
241     container->update_weight ();
242 elmex 1.1 }
243    
244 root 1.64 void
245     maptile::set_object_flag (int flag, int value)
246     {
247     if (!spaces)
248     return;
249    
250     for (mapspace *ms = spaces + size (); ms-- > spaces; )
251     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
252     tmp->flag [flag] = value;
253     }
254    
255 root 1.144 void
256     maptile::post_load_original ()
257     {
258     if (!spaces)
259     return;
260    
261     set_object_flag (FLAG_OBJ_ORIGINAL);
262    
263     for (mapspace *ms = spaces + size (); ms-- > spaces; )
264     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265     INVOKE_OBJECT (RESET, tmp);
266     }
267    
268 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
269     * for objects whose arch says they are multipart yet according to the
270     * info we have, they only have the head (as would be expected when
271 root 1.99 * they are saved).
272 elmex 1.1 */
273 root 1.56 void
274     maptile::link_multipart_objects ()
275 elmex 1.1 {
276 root 1.56 if (!spaces)
277     return;
278    
279     for (mapspace *ms = spaces + size (); ms-- > spaces; )
280 elmex 1.111 {
281     object *op = ms->bot;
282     while (op)
283     {
284     /* already multipart - don't do anything more */
285     if (op->head_ () == op && !op->more && op->arch->more)
286     {
287     op->remove ();
288     op->expand_tail ();
289    
290     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
291     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
292     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
293     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
294    
295     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
296     // so we have to reset the iteration through the mapspace
297     }
298     else
299     op = op->above;
300     }
301     }
302 elmex 1.1 }
303 root 1.29
304 elmex 1.1 /*
305     * Loads (ands parses) the objects into a given map from the specified
306     * file pointer.
307     */
308 root 1.56 bool
309 root 1.88 maptile::_load_objects (object_thawer &f)
310 root 1.24 {
311 root 1.88 for (;;)
312     {
313 root 1.133 coroapi::cede_to_tick (); // cede once in a while
314 elmex 1.1
315 root 1.88 switch (f.kw)
316 root 1.24 {
317 root 1.88 case KW_arch:
318 root 1.90 if (object *op = object::read (f, this))
319 root 1.88 {
320 root 1.135 // TODO: why?
321 root 1.88 if (op->inv)
322 root 1.135 op->update_weight ();
323 root 1.10
324 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325     {
326     // we insert manually because
327     // a) its way faster
328     // b) we remove manually, too, and there are good reasons for that
329 root 1.158 // c) it's correct
330 root 1.130 mapspace &ms = at (op->x, op->y);
331    
332     op->flag [FLAG_REMOVED] = false;
333    
334     op->above = 0;
335     op->below = ms.top;
336    
337 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
338 root 1.130
339     ms.top = op;
340     ms.flags_ = 0;
341     }
342     else
343     {
344     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 root 1.148 op->destroy ();
346 root 1.130 }
347 root 1.88 }
348 root 1.41
349 root 1.88 continue;
350 root 1.41
351 root 1.88 case KW_EOF:
352     return true;
353 root 1.41
354 root 1.88 default:
355     if (!f.parse_error ("map file"))
356     return false;
357 root 1.41 break;
358 root 1.10 }
359 root 1.24
360 root 1.88 f.next ();
361 elmex 1.1 }
362 root 1.24
363 root 1.56 return true;
364     }
365    
366     void
367     maptile::activate ()
368     {
369 root 1.101 if (spaces)
370     for (mapspace *ms = spaces + size (); ms-- > spaces; )
371     for (object *op = ms->bot; op; op = op->above)
372     op->activate_recursive ();
373 root 1.56 }
374    
375     void
376     maptile::deactivate ()
377     {
378 root 1.101 if (spaces)
379     for (mapspace *ms = spaces + size (); ms-- > spaces; )
380     for (object *op = ms->bot; op; op = op->above)
381     op->deactivate_recursive ();
382 root 1.56 }
383    
384     bool
385 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
386 root 1.56 {
387 root 1.100 coroapi::cede_to_tick ();
388 root 1.65
389 root 1.56 if (flags & IO_HEADER)
390 root 1.88 _save_header (f);
391 root 1.56
392     if (!spaces)
393     return false;
394    
395     for (int i = 0; i < size (); ++i)
396 root 1.24 {
397 root 1.121 bool unique = 0;
398    
399 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
400 root 1.24 {
401 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
402 root 1.56
403 root 1.121 if (expect_false (!op->can_map_save ()))
404 root 1.56 continue;
405    
406 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 root 1.24 {
408 root 1.56 if (flags & IO_UNIQUES)
409 root 1.88 op->write (f);
410 root 1.10 }
411 root 1.121 else if (expect_true (flags & IO_OBJECTS))
412 root 1.88 op->write (f);
413 root 1.10 }
414 elmex 1.1 }
415 root 1.24
416 root 1.100 coroapi::cede_to_tick ();
417 root 1.97
418 root 1.56 return true;
419 elmex 1.1 }
420    
421 root 1.56 bool
422 root 1.72 maptile::_save_objects (const char *path, int flags)
423 root 1.56 {
424     object_freezer freezer;
425 root 1.29
426 root 1.72 if (!_save_objects (freezer, flags))
427 root 1.56 return false;
428 root 1.29
429 root 1.56 return freezer.save (path);
430 elmex 1.1 }
431    
432 root 1.34 maptile::maptile ()
433     {
434     in_memory = MAP_SWAPPED;
435 root 1.54
436 root 1.34 /* The maps used to pick up default x and y values from the
437 root 1.85 * map archetype. Mimic that behaviour.
438 root 1.34 */
439 root 1.85 width = 16;
440     height = 16;
441     timeout = 300;
442     max_nrof = 1000; // 1000 items of anything
443     max_volume = 2000000; // 2m³
444 root 1.34 }
445    
446 root 1.56 maptile::maptile (int w, int h)
447 root 1.54 {
448 root 1.56 in_memory = MAP_SWAPPED;
449 root 1.54
450 root 1.56 width = w;
451     height = h;
452     reset_timeout = 0;
453     timeout = 300;
454     enter_x = 0;
455     enter_y = 0;
456 root 1.54
457 root 1.56 alloc ();
458 elmex 1.1 }
459    
460     /*
461 root 1.31 * Allocates the arrays contained in a maptile.
462 elmex 1.1 * This basically allocates the dynamic array of spaces for the
463     * map.
464     */
465 root 1.29 void
466 root 1.56 maptile::alloc ()
467 root 1.29 {
468 root 1.34 if (spaces)
469 root 1.56 return;
470 elmex 1.1
471 root 1.53 spaces = salloc0<mapspace> (size ());
472 elmex 1.1 }
473    
474     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
475     * corresponding to that string. Memory is allocated for this, it must be freed
476     * at a later date.
477     * Called by parse_map_headers below.
478     */
479 root 1.29 static shopitems *
480     parse_shop_string (const char *input_string)
481     {
482     char *shop_string, *p, *q, *next_semicolon, *next_colon;
483     shopitems *items = NULL;
484     int i = 0, number_of_entries = 0;
485     const typedata *current_type;
486    
487 root 1.43 shop_string = strdup (input_string);
488 root 1.29 p = shop_string;
489     /* first we'll count the entries, we'll need that for allocating the array shortly */
490     while (p)
491     {
492     p = strchr (p, ';');
493     number_of_entries++;
494     if (p)
495     p++;
496     }
497 root 1.54
498 root 1.29 p = shop_string;
499     strip_endline (p);
500     items = new shopitems[number_of_entries + 1];
501     for (i = 0; i < number_of_entries; i++)
502     {
503     if (!p)
504     {
505     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
506     break;
507     }
508 root 1.54
509 root 1.29 next_semicolon = strchr (p, ';');
510     next_colon = strchr (p, ':');
511     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513     items[i].strength = atoi (strchr (p, ':') + 1);
514    
515     if (isdigit (*p) || *p == '*')
516     {
517     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518     current_type = get_typedata (items[i].typenum);
519     if (current_type)
520     {
521     items[i].name = current_type->name;
522     items[i].name_pl = current_type->name_pl;
523     }
524     }
525     else
526     { /*we have a named type, let's figure out what it is */
527     q = strpbrk (p, ";:");
528     if (q)
529     *q = '\0';
530    
531     current_type = get_typedata_by_name (p);
532     if (current_type)
533     {
534     items[i].name = current_type->name;
535     items[i].typenum = current_type->number;
536     items[i].name_pl = current_type->name_pl;
537     }
538     else
539     { /* oh uh, something's wrong, let's free up this one, and try
540     * the next entry while we're at it, better print a warning
541     */
542     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543     }
544     }
545 root 1.54
546 root 1.29 items[i].index = number_of_entries;
547     if (next_semicolon)
548     p = ++next_semicolon;
549     else
550     p = NULL;
551 elmex 1.1 }
552 root 1.54
553 root 1.29 free (shop_string);
554     return items;
555 elmex 1.1 }
556    
557     /* opposite of parse string, this puts the string that was originally fed in to
558     * the map (or something equivilent) into output_string. */
559 root 1.164 static const char *
560     print_shop_string (maptile *m)
561 root 1.29 {
562 root 1.164 static dynbuf_text buf; buf.clear ();
563 root 1.29
564 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
565 root 1.29 {
566     if (m->shopitems[i].typenum)
567     {
568     if (m->shopitems[i].strength)
569 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
570 root 1.29 else
571 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
572 root 1.10 }
573 root 1.29 else
574     {
575     if (m->shopitems[i].strength)
576 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
577 root 1.29 else
578 root 1.164 buf.printf ("*");
579 root 1.29 }
580 root 1.164 }
581 root 1.54
582 root 1.164 return buf;
583 elmex 1.1 }
584    
585     /* This loads the header information of the map. The header
586     * contains things like difficulty, size, timeout, etc.
587     * this used to be stored in the map object, but with the
588     * addition of tiling, fields beyond that easily named in an
589     * object structure were needed, so it just made sense to
590     * put all the stuff in the map object so that names actually make
591     * sense.
592     * This could be done in lex (like the object loader), but I think
593     * currently, there are few enough fields this is not a big deal.
594     * MSW 2001-07-01
595     */
596 root 1.56 bool
597 root 1.72 maptile::_load_header (object_thawer &thawer)
598 elmex 1.1 {
599 root 1.56 for (;;)
600 root 1.29 {
601 root 1.105 switch (thawer.kw)
602 root 1.29 {
603 root 1.56 case KW_msg:
604     thawer.get_ml (KW_endmsg, msg);
605     break;
606 root 1.22
607 root 1.56 case KW_lore: // CF+ extension
608     thawer.get_ml (KW_endlore, maplore);
609     break;
610 root 1.10
611 root 1.56 case KW_maplore:
612     thawer.get_ml (KW_endmaplore, maplore);
613     break;
614 root 1.10
615 root 1.56 case KW_arch:
616     if (strcmp (thawer.get_str (), "map"))
617     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618     break;
619 root 1.29
620 root 1.56 case KW_oid:
621     thawer.get (this, thawer.get_sint32 ());
622     break;
623 root 1.29
624 root 1.56 case KW_file_format_version: break; // nop
625 root 1.29
626 root 1.56 case KW_name: thawer.get (name); break;
627     case KW_attach: thawer.get (attach); break;
628     case KW_reset_time: thawer.get (reset_time); break;
629     case KW_shopgreed: thawer.get (shopgreed); break;
630     case KW_shopmin: thawer.get (shopmin); break;
631     case KW_shopmax: thawer.get (shopmax); break;
632     case KW_shoprace: thawer.get (shoprace); break;
633     case KW_outdoor: thawer.get (outdoor); break;
634     case KW_temp: thawer.get (temp); break;
635     case KW_pressure: thawer.get (pressure); break;
636     case KW_humid: thawer.get (humid); break;
637     case KW_windspeed: thawer.get (windspeed); break;
638     case KW_winddir: thawer.get (winddir); break;
639     case KW_sky: thawer.get (sky); break;
640    
641     case KW_per_player: thawer.get (per_player); break;
642     case KW_per_party: thawer.get (per_party); break;
643 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
644 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
645 root 1.56
646 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
647 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
648    
649     // old names new names
650     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
651     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
652     case KW_x: case KW_width: thawer.get (width); break;
653     case KW_y: case KW_height: thawer.get (height); break;
654     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
655     case KW_value: case KW_swap_time: thawer.get (timeout); break;
656     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
657     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
658     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
659    
660     case KW_tile_path_1: thawer.get (tile_path [0]); break;
661     case KW_tile_path_2: thawer.get (tile_path [1]); break;
662     case KW_tile_path_3: thawer.get (tile_path [2]); break;
663     case KW_tile_path_4: thawer.get (tile_path [3]); break;
664 root 1.83
665 root 1.112 case KW_ERROR:
666 root 1.123 set_key_text (thawer.kw_str, thawer.value);
667 root 1.112 break;
668    
669 root 1.83 case KW_end:
670 root 1.124 thawer.next ();
671 root 1.83 return true;
672    
673     default:
674 root 1.87 if (!thawer.parse_error ("map", 0))
675 root 1.83 return false;
676     break;
677 root 1.10 }
678 root 1.124
679     thawer.next ();
680 elmex 1.1 }
681 root 1.41
682 root 1.56 abort ();
683 elmex 1.1 }
684    
685 root 1.56 /******************************************************************************
686     * This is the start of unique map handling code
687     *****************************************************************************/
688 root 1.29
689 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
690     void
691     maptile::clear_unique_items ()
692 root 1.29 {
693 root 1.56 for (int i = 0; i < size (); ++i)
694 root 1.29 {
695 root 1.56 int unique = 0;
696     for (object *op = spaces [i].bot; op; )
697     {
698     object *above = op->above;
699 elmex 1.1
700 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
701     unique = 1;
702 root 1.14
703 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
704 root 1.148 op->destroy ();
705 elmex 1.1
706 root 1.56 op = above;
707     }
708 root 1.29 }
709 elmex 1.1 }
710    
711 root 1.56 bool
712 root 1.72 maptile::_save_header (object_freezer &freezer)
713 root 1.29 {
714 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
715     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
716 elmex 1.1
717 root 1.56 MAP_OUT2 (arch, "map");
718 elmex 1.1
719 root 1.56 if (name) MAP_OUT (name);
720     MAP_OUT (swap_time);
721     MAP_OUT (reset_time);
722     MAP_OUT (reset_timeout);
723     MAP_OUT (fixed_resettime);
724 root 1.109 MAP_OUT (no_reset);
725 root 1.141 MAP_OUT (no_drop);
726 root 1.56 MAP_OUT (difficulty);
727 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
728 root 1.29
729 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
730 root 1.56 MAP_OUT (shopgreed);
731     MAP_OUT (shopmin);
732     MAP_OUT (shopmax);
733     if (shoprace) MAP_OUT (shoprace);
734 root 1.164
735 root 1.56 MAP_OUT (darkness);
736     MAP_OUT (width);
737     MAP_OUT (height);
738     MAP_OUT (enter_x);
739     MAP_OUT (enter_y);
740 root 1.14
741 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743 elmex 1.1
744 root 1.56 MAP_OUT (outdoor);
745     MAP_OUT (temp);
746     MAP_OUT (pressure);
747     MAP_OUT (humid);
748     MAP_OUT (windspeed);
749     MAP_OUT (winddir);
750     MAP_OUT (sky);
751 elmex 1.1
752 root 1.56 MAP_OUT (per_player);
753     MAP_OUT (per_party);
754 elmex 1.1
755 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759 root 1.40
760 root 1.63 freezer.put (this);
761 root 1.61 freezer.put (KW_end);
762 root 1.40
763 root 1.56 return true;
764 elmex 1.1 }
765    
766 root 1.56 bool
767 root 1.72 maptile::_save_header (const char *path)
768 root 1.29 {
769 root 1.17 object_freezer freezer;
770 root 1.10
771 root 1.72 if (!_save_header (freezer))
772 root 1.56 return false;
773 elmex 1.1
774 root 1.56 return freezer.save (path);
775 elmex 1.1 }
776    
777     /*
778     * Remove and free all objects in the given map.
779     */
780 root 1.29 void
781 root 1.56 maptile::clear ()
782 root 1.29 {
783 root 1.81 if (spaces)
784     {
785     for (mapspace *ms = spaces + size (); ms-- > spaces; )
786 root 1.104 while (object *op = ms->bot)
787 root 1.81 {
788 root 1.127 // manually remove, as to not trigger anything
789     if (ms->bot = op->above)
790     ms->bot->below = 0;
791    
792     op->flag [FLAG_REMOVED] = true;
793    
794 root 1.128 object *head = op->head_ ();
795     if (op == head)
796 root 1.148 op->destroy ();
797 root 1.128 else if (head->map != op->map)
798     {
799     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 root 1.148 head->destroy ();
801 root 1.128 }
802 root 1.81 }
803 root 1.29
804 root 1.137 sfree0 (spaces, size ());
805 root 1.81 }
806 root 1.29
807 root 1.56 if (buttons)
808     free_objectlinkpt (buttons), buttons = 0;
809 root 1.127
810 root 1.137 sfree0 (regions, size ());
811 root 1.127 delete [] regionmap; regionmap = 0;
812 elmex 1.1 }
813    
814 root 1.29 void
815 root 1.56 maptile::clear_header ()
816 root 1.29 {
817 root 1.56 name = 0;
818     msg = 0;
819     maplore = 0;
820     shoprace = 0;
821     delete [] shopitems, shopitems = 0;
822 root 1.42
823 root 1.47 for (int i = 0; i < 4; i++)
824 root 1.56 tile_path [i] = 0;
825 root 1.47 }
826 root 1.42
827 root 1.47 maptile::~maptile ()
828     {
829 root 1.53 assert (destroyed ());
830 elmex 1.1 }
831    
832 root 1.29 void
833 root 1.56 maptile::clear_links_to (maptile *m)
834 root 1.29 {
835     /* We need to look through all the maps and see if any maps
836     * are pointing at this one for tiling information. Since
837 root 1.47 * tiling can be asymetric, we just can not look to see which
838 root 1.29 * maps this map tiles with and clears those.
839     */
840 root 1.56 for (int i = 0; i < 4; i++)
841     if (tile_map[i] == m)
842     tile_map[i] = 0;
843 root 1.47 }
844 elmex 1.1
845 root 1.47 void
846 root 1.56 maptile::do_destroy ()
847 root 1.47 {
848 root 1.56 attachable::do_destroy ();
849    
850     clear ();
851 elmex 1.1 }
852    
853 root 1.109 /* decay and destroy perishable items in a map */
854     void
855     maptile::do_decay_objects ()
856     {
857     if (!spaces)
858     return;
859    
860     for (mapspace *ms = spaces + size (); ms-- > spaces; )
861     for (object *above, *op = ms->bot; op; op = above)
862     {
863     above = op->above;
864    
865     bool destroy = 0;
866    
867     // do not decay anything above unique floor tiles (yet :)
868     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869     break;
870    
871     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873     || QUERY_FLAG (op, FLAG_UNIQUE)
874     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875     || QUERY_FLAG (op, FLAG_UNPAID)
876     || op->is_alive ())
877     ; // do not decay
878     else if (op->is_weapon ())
879     {
880     op->stats.dam--;
881     if (op->stats.dam < 0)
882     destroy = 1;
883     }
884     else if (op->is_armor ())
885     {
886     op->stats.ac--;
887     if (op->stats.ac < 0)
888     destroy = 1;
889     }
890     else if (op->type == FOOD)
891     {
892     op->stats.food -= rndm (5, 20);
893     if (op->stats.food < 0)
894     destroy = 1;
895     }
896     else
897     {
898     int mat = op->materials;
899    
900     if (mat & M_PAPER
901     || mat & M_LEATHER
902     || mat & M_WOOD
903     || mat & M_ORGANIC
904     || mat & M_CLOTH
905     || mat & M_LIQUID
906     || (mat & M_IRON && rndm (1, 5) == 1)
907     || (mat & M_GLASS && rndm (1, 2) == 1)
908     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910     || (mat & M_ICE && temp > 32))
911     destroy = 1;
912     }
913    
914     /* adjust overall chance below */
915     if (destroy && rndm (0, 1))
916 root 1.149 op->destroy ();
917 root 1.109 }
918     }
919    
920 elmex 1.1 /*
921     * This routine is supposed to find out the difficulty of the map.
922     * difficulty does not have a lot to do with character level,
923     * but does have a lot to do with treasure on the map.
924     *
925 root 1.153 * Difficulty can now be set by the map creator. If the value stored
926     * in the map is zero, then use this routine. Maps should really
927     * have a difficulty set rather than using this function - human calculation
928     * is much better than this function's guesswork.
929 elmex 1.1 */
930 root 1.29 int
931 root 1.56 maptile::estimate_difficulty () const
932 root 1.29 {
933 elmex 1.1 long monster_cnt = 0;
934     double avgexp = 0;
935     sint64 total_exp = 0;
936    
937 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
938     for (object *op = ms->bot; op; op = op->above)
939     {
940     if (QUERY_FLAG (op, FLAG_MONSTER))
941     {
942     total_exp += op->stats.exp;
943     monster_cnt++;
944     }
945 elmex 1.1
946 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
947     {
948     total_exp += op->stats.exp;
949 elmex 1.1
950 root 1.140 if (archetype *at = op->other_arch)
951     {
952     total_exp += at->stats.exp * 8;
953     monster_cnt++;
954     }
955    
956     for (object *inv = op->inv; inv; inv = inv->below)
957     {
958     total_exp += op->stats.exp * 8;
959     monster_cnt++;
960     }
961 root 1.56 }
962     }
963 elmex 1.1
964     avgexp = (double) total_exp / monster_cnt;
965    
966 root 1.56 for (int i = 1; i <= settings.max_level; i++)
967     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
968     return i;
969 elmex 1.1
970     return 1;
971     }
972    
973     /* change_map_light() - used to change map light level (darkness)
974     * up or down. Returns true if successful. It should now be
975     * possible to change a value by more than 1.
976     * Move this from los.c to map.c since this is more related
977     * to maps than los.
978     * postive values make it darker, negative make it brighter
979     */
980 root 1.29 int
981 root 1.56 maptile::change_map_light (int change)
982 root 1.29 {
983     /* Nothing to do */
984 root 1.154 if (!change)
985 root 1.56 return 0;
986 elmex 1.1
987 root 1.29 /* inform all players on the map */
988     if (change > 0)
989 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
990 root 1.29 else
991 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
992 root 1.29
993 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
994 elmex 1.1
995 root 1.29 /* All clients need to get re-updated for the change */
996 root 1.56 update_all_map_los (this);
997 root 1.142
998 root 1.29 return 1;
999 elmex 1.1 }
1000    
1001     /*
1002     * This function updates various attributes about a specific space
1003     * on the map (what it looks like, whether it blocks magic,
1004     * has a living creatures, prevents people from passing
1005     * through, etc)
1006     */
1007 root 1.29 void
1008 root 1.46 mapspace::update_ ()
1009 root 1.29 {
1010 root 1.142 object *last = 0;
1011 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1012     sint8 light = 0;
1013 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1014    
1015 root 1.94 //object *middle = 0;
1016     //object *top = 0;
1017     //object *floor = 0;
1018     // this seems to generate better code than using locals, above
1019 root 1.95 object *&top = faces_obj[0] = 0;
1020     object *&middle = faces_obj[1] = 0;
1021     object *&floor = faces_obj[2] = 0;
1022 root 1.29
1023 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 root 1.29 {
1025 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026     light += tmp->glow_radius;
1027 root 1.29
1028     /* This call is needed in order to update objects the player
1029     * is standing in that have animations (ie, grass, fire, etc).
1030     * However, it also causes the look window to be re-drawn
1031     * 3 times each time the player moves, because many of the
1032     * functions the move_player calls eventualy call this.
1033     *
1034     * Always put the player down for drawing.
1035     */
1036     if (!tmp->invisible)
1037     {
1038     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1039 root 1.94 top = tmp;
1040 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1041     {
1042     /* If we got a floor, that means middle and top were below it,
1043     * so should not be visible, so we clear them.
1044     */
1045 root 1.94 middle = 0;
1046     top = 0;
1047     floor = tmp;
1048 root 1.29 }
1049     /* Flag anywhere have high priority */
1050     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051     {
1052 root 1.94 middle = tmp;
1053 root 1.29 anywhere = 1;
1054     }
1055 root 1.143
1056 root 1.29 /* Find the highest visible face around. If equal
1057     * visibilities, we still want the one nearer to the
1058     * top
1059     */
1060 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1061     middle = tmp;
1062 root 1.29 }
1063 root 1.45
1064 root 1.29 if (tmp == tmp->above)
1065     {
1066     LOG (llevError, "Error in structure of map\n");
1067     exit (-1);
1068     }
1069    
1070 root 1.45 move_slow |= tmp->move_slow;
1071 root 1.29 move_block |= tmp->move_block;
1072 root 1.45 move_on |= tmp->move_on;
1073     move_off |= tmp->move_off;
1074 root 1.29 move_allow |= tmp->move_allow;
1075    
1076 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1077     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1078 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1080     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1081     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1082     }
1083 root 1.29
1084 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1085 root 1.46 this->flags_ = flags;
1086     this->move_block = move_block & ~move_allow;
1087     this->move_on = move_on;
1088     this->move_off = move_off;
1089     this->move_slow = move_slow;
1090 root 1.29
1091     /* At this point, we have a floor face (if there is a floor),
1092     * and the floor is set - we are not going to touch it at
1093     * this point.
1094     * middle contains the highest visibility face.
1095     * top contains a player/monster face, if there is one.
1096     *
1097     * We now need to fill in top.face and/or middle.face.
1098     */
1099    
1100     /* If the top face also happens to be high visibility, re-do our
1101     * middle face. This should not happen, as we already have the
1102     * else statement above so middle should not get set. OTOH, it
1103     * may be possible for the faces to match but be different objects.
1104     */
1105     if (top == middle)
1106 root 1.94 middle = 0;
1107 root 1.29
1108     /* There are three posibilities at this point:
1109     * 1) top face is set, need middle to be set.
1110     * 2) middle is set, need to set top.
1111     * 3) neither middle or top is set - need to set both.
1112     */
1113    
1114 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1115 root 1.29 {
1116     /* Once we get to a floor, stop, since we already have a floor object */
1117     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118     break;
1119    
1120     /* If two top faces are already set, quit processing */
1121 root 1.94 if (top && middle)
1122 root 1.29 break;
1123 root 1.10
1124 elmex 1.67 /* Only show visible faces */
1125     if (!tmp->invisible)
1126 root 1.29 {
1127     /* Fill in top if needed */
1128 root 1.94 if (!top)
1129 root 1.29 {
1130 root 1.94 top = tmp;
1131 root 1.29 if (top == middle)
1132 root 1.94 middle = 0;
1133 root 1.29 }
1134     else
1135     {
1136     /* top is already set - we should only get here if
1137     * middle is not set
1138     *
1139     * Set the middle face and break out, since there is nothing
1140     * more to fill in. We don't check visiblity here, since
1141     *
1142     */
1143 root 1.94 if (tmp != top)
1144 root 1.29 {
1145 root 1.94 middle = tmp;
1146 root 1.29 break;
1147 root 1.10 }
1148     }
1149     }
1150 elmex 1.1 }
1151 root 1.45
1152 root 1.29 if (middle == floor)
1153 root 1.94 middle = 0;
1154 root 1.45
1155 root 1.29 if (top == middle)
1156 root 1.94 middle = 0;
1157 root 1.45
1158 root 1.94 #if 0
1159     faces_obj [0] = top;
1160     faces_obj [1] = middle;
1161     faces_obj [2] = floor;
1162     #endif
1163 elmex 1.1 }
1164    
1165 root 1.85 uint64
1166     mapspace::volume () const
1167     {
1168     uint64 vol = 0;
1169    
1170     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1171     vol += op->volume ();
1172    
1173     return vol;
1174     }
1175    
1176 root 1.155 maptile *
1177 root 1.117 maptile::tile_available (int dir, bool load)
1178 elmex 1.1 {
1179 root 1.155 if (tile_path[dir])
1180     {
1181     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1182     return tile_map[dir];
1183 root 1.118
1184 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185     return tile_map[dir];
1186     }
1187 root 1.56
1188 root 1.117 return 0;
1189 root 1.68 }
1190    
1191 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1192     * map m. This function also takes into account any
1193     * tiling considerations, loading adjacant maps as needed.
1194     * This is the function should always be used when it
1195     * necessary to check for valid coordinates.
1196     * This function will recursively call itself for the
1197     * tiled maps.
1198     */
1199 root 1.29 int
1200 root 1.31 out_of_map (maptile *m, int x, int y)
1201 elmex 1.1 {
1202 root 1.29 /* If we get passed a null map, this is obviously the
1203     * case. This generally shouldn't happen, but if the
1204     * map loads fail below, it could happen.
1205     */
1206     if (!m)
1207     return 0;
1208 elmex 1.1
1209 root 1.29 if (x < 0)
1210     {
1211 root 1.119 if (!m->tile_available (3))
1212 root 1.29 return 1;
1213 root 1.46
1214 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1215 elmex 1.1 }
1216 root 1.46
1217 root 1.48 if (x >= m->width)
1218 root 1.29 {
1219 root 1.119 if (!m->tile_available (1))
1220 root 1.29 return 1;
1221 root 1.46
1222 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1223 elmex 1.1 }
1224 root 1.46
1225 root 1.29 if (y < 0)
1226     {
1227 root 1.119 if (!m->tile_available (0))
1228 root 1.29 return 1;
1229 root 1.46
1230 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1231 elmex 1.1 }
1232 root 1.46
1233 root 1.48 if (y >= m->height)
1234 root 1.29 {
1235 root 1.119 if (!m->tile_available (2))
1236 root 1.29 return 1;
1237 root 1.46
1238 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1239 elmex 1.1 }
1240    
1241 root 1.29 /* Simple case - coordinates are within this local
1242     * map.
1243     */
1244     return 0;
1245 elmex 1.1 }
1246    
1247     /* This is basically the same as out_of_map above, but
1248     * instead we return NULL if no map is valid (coordinates
1249     * out of bounds and no tiled map), otherwise it returns
1250     * the map as that the coordinates are really on, and
1251 pippijn 1.66 * updates x and y to be the localised coordinates.
1252 elmex 1.1 * Using this is more efficient of calling out_of_map
1253     * and then figuring out what the real map is
1254     */
1255 root 1.31 maptile *
1256 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1257 elmex 1.1 {
1258 root 1.68 if (x < 0)
1259 root 1.29 {
1260 root 1.119 if (!tile_available (3))
1261 root 1.46 return 0;
1262 root 1.56
1263 root 1.68 x += tile_map[3]->width;
1264     return tile_map[3]->xy_find (x, y);
1265 elmex 1.1 }
1266 root 1.46
1267 root 1.68 if (x >= width)
1268 root 1.29 {
1269 root 1.119 if (!tile_available (1))
1270 root 1.46 return 0;
1271    
1272 root 1.68 x -= width;
1273     return tile_map[1]->xy_find (x, y);
1274 elmex 1.1 }
1275 root 1.46
1276 root 1.68 if (y < 0)
1277 root 1.29 {
1278 root 1.119 if (!tile_available (0))
1279 root 1.46 return 0;
1280    
1281 root 1.68 y += tile_map[0]->height;
1282     return tile_map[0]->xy_find (x, y);
1283 elmex 1.1 }
1284 root 1.46
1285 root 1.68 if (y >= height)
1286 root 1.29 {
1287 root 1.119 if (!tile_available (2))
1288 root 1.46 return 0;
1289    
1290 root 1.68 y -= height;
1291     return tile_map[2]->xy_find (x, y);
1292 elmex 1.1 }
1293    
1294 root 1.29 /* Simple case - coordinates are within this local
1295     * map.
1296     */
1297 root 1.68 return this;
1298 elmex 1.1 }
1299    
1300     /**
1301     * Return whether map2 is adjacent to map1. If so, store the distance from
1302     * map1 to map2 in dx/dy.
1303     */
1304 root 1.82 int
1305 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1306 root 1.29 {
1307     if (!map1 || !map2)
1308     return 0;
1309    
1310 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1311 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1312 root 1.29 if (map1 == map2)
1313     {
1314     *dx = 0;
1315     *dy = 0;
1316     }
1317     else if (map1->tile_map[0] == map2)
1318     { /* up */
1319     *dx = 0;
1320 root 1.48 *dy = -map2->height;
1321 root 1.29 }
1322     else if (map1->tile_map[1] == map2)
1323     { /* right */
1324 root 1.48 *dx = map1->width;
1325 root 1.29 *dy = 0;
1326     }
1327     else if (map1->tile_map[2] == map2)
1328     { /* down */
1329     *dx = 0;
1330 root 1.48 *dy = map1->height;
1331 root 1.29 }
1332     else if (map1->tile_map[3] == map2)
1333     { /* left */
1334 root 1.48 *dx = -map2->width;
1335 root 1.29 *dy = 0;
1336     }
1337     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1338     { /* up right */
1339 root 1.48 *dx = map1->tile_map[0]->width;
1340     *dy = -map1->tile_map[0]->height;
1341 root 1.29 }
1342     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1343     { /* up left */
1344 root 1.48 *dx = -map2->width;
1345     *dy = -map1->tile_map[0]->height;
1346 root 1.29 }
1347     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1348     { /* right up */
1349 root 1.48 *dx = map1->width;
1350     *dy = -map2->height;
1351 root 1.29 }
1352     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1353     { /* right down */
1354 root 1.48 *dx = map1->width;
1355     *dy = map1->tile_map[1]->height;
1356 root 1.29 }
1357     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1358     { /* down right */
1359 root 1.48 *dx = map1->tile_map[2]->width;
1360     *dy = map1->height;
1361 root 1.29 }
1362     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1363     { /* down left */
1364 root 1.48 *dx = -map2->width;
1365     *dy = map1->height;
1366 root 1.29 }
1367     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1368     { /* left up */
1369 root 1.48 *dx = -map1->tile_map[3]->width;
1370     *dy = -map2->height;
1371 root 1.29 }
1372     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1373     { /* left down */
1374 root 1.48 *dx = -map1->tile_map[3]->width;
1375     *dy = map1->tile_map[3]->height;
1376 root 1.29 }
1377     else
1378 root 1.56 return 0;
1379 elmex 1.1
1380 root 1.29 return 1;
1381 elmex 1.1 }
1382    
1383 root 1.68 maptile *
1384     maptile::xy_load (sint16 &x, sint16 &y)
1385     {
1386     maptile *map = xy_find (x, y);
1387    
1388     if (map)
1389     map->load_sync ();
1390    
1391     return map;
1392     }
1393    
1394     maptile *
1395     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1396     {
1397     return m->xy_load (*x, *y);
1398     }
1399    
1400 elmex 1.1 /* From map.c
1401     * This is used by get_player to determine where the other
1402     * creature is. get_rangevector takes into account map tiling,
1403     * so you just can not look the the map coordinates and get the
1404     * righte value. distance_x/y are distance away, which
1405 root 1.79 * can be negative. direction is the crossfire direction scheme
1406 elmex 1.1 * that the creature should head. part is the part of the
1407     * monster that is closest.
1408     *
1409     * get_rangevector looks at op1 and op2, and fills in the
1410     * structure for op1 to get to op2.
1411     * We already trust that the caller has verified that the
1412     * two objects are at least on adjacent maps. If not,
1413     * results are not likely to be what is desired.
1414     * if the objects are not on maps, results are also likely to
1415     * be unexpected
1416     *
1417     * currently, the only flag supported (0x1) is don't translate for
1418     * closest body part of 'op1'
1419     */
1420 root 1.29 void
1421     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1422     {
1423     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1424     {
1425     /* be conservative and fill in _some_ data */
1426 root 1.86 retval->distance = 10000;
1427     retval->distance_x = 10000;
1428     retval->distance_y = 10000;
1429 root 1.29 retval->direction = 0;
1430     retval->part = 0;
1431     }
1432     else
1433     {
1434     object *best;
1435    
1436     retval->distance_x += op2->x - op1->x;
1437     retval->distance_y += op2->y - op1->y;
1438    
1439     best = op1;
1440     /* If this is multipart, find the closest part now */
1441     if (!(flags & 0x1) && op1->more)
1442     {
1443     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1444    
1445     /* we just take the offset of the piece to head to figure
1446     * distance instead of doing all that work above again
1447     * since the distance fields we set above are positive in the
1448     * same axis as is used for multipart objects, the simply arithmetic
1449     * below works.
1450     */
1451 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1452 root 1.29 {
1453     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1454     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1455     if (tmpi < best_distance)
1456     {
1457     best_distance = tmpi;
1458     best = tmp;
1459 elmex 1.1 }
1460     }
1461 root 1.75
1462 root 1.29 if (best != op1)
1463     {
1464     retval->distance_x += op1->x - best->x;
1465     retval->distance_y += op1->y - best->y;
1466 elmex 1.1 }
1467     }
1468 root 1.75
1469 root 1.29 retval->part = best;
1470 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1471 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1472 elmex 1.1 }
1473     }
1474    
1475     /* this is basically the same as get_rangevector above, but instead of
1476     * the first parameter being an object, it instead is the map
1477     * and x,y coordinates - this is used for path to player -
1478     * since the object is not infact moving but we are trying to traverse
1479     * the path, we need this.
1480     * flags has no meaning for this function at this time - I kept it in to
1481     * be more consistant with the above function and also in case they are needed
1482     * for something in the future. Also, since no object is pasted, the best
1483     * field of the rv_vector is set to NULL.
1484     */
1485 root 1.29 void
1486 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1487 root 1.29 {
1488     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1489     {
1490     /* be conservative and fill in _some_ data */
1491     retval->distance = 100000;
1492     retval->distance_x = 32767;
1493     retval->distance_y = 32767;
1494     retval->direction = 0;
1495     retval->part = 0;
1496     }
1497     else
1498     {
1499     retval->distance_x += op2->x - x;
1500     retval->distance_y += op2->y - y;
1501    
1502 root 1.159 retval->part = 0;
1503     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1504 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1505 elmex 1.1 }
1506     }
1507    
1508     /* Returns true of op1 and op2 are effectively on the same map
1509     * (as related to map tiling). Note that this looks for a path from
1510 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1511 elmex 1.1 * to op1, this will still return false.
1512     * Note we only look one map out to keep the processing simple
1513     * and efficient. This could probably be a macro.
1514     * MSW 2001-08-05
1515     */
1516 root 1.29 int
1517     on_same_map (const object *op1, const object *op2)
1518     {
1519     int dx, dy;
1520 elmex 1.1
1521 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522 elmex 1.1 }
1523 root 1.52
1524     object *
1525     maptile::insert (object *op, int x, int y, object *originator, int flags)
1526     {
1527     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1528     }
1529    
1530 root 1.81 region *
1531     maptile::region (int x, int y) const
1532     {
1533     if (regions
1534     && regionmap
1535     && !OUT_OF_REAL_MAP (this, x, y))
1536     if (struct region *reg = regionmap [regions [y * width + x]])
1537     return reg;
1538    
1539     if (default_region)
1540     return default_region;
1541    
1542     return ::region::default_region ();
1543     }
1544    
1545 root 1.91 /* picks a random object from a style map.
1546     */
1547     object *
1548 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1549 root 1.91 {
1550     /* while returning a null object will result in a crash, that
1551     * is actually preferable to an infinite loop. That is because
1552     * most servers will automatically restart in case of crash.
1553     * Change the logic on getting the random space - shouldn't make
1554     * any difference, but this seems clearer to me.
1555     */
1556     for (int i = 1000; --i;)
1557     {
1558 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1559 root 1.91
1560     // do not prefer big monsters just because they are big.
1561 root 1.138 if (pick && pick->is_head ())
1562 root 1.91 return pick->head_ ();
1563     }
1564    
1565     // instead of crashing in the unlikely(?) case, try to return *something*
1566 root 1.138 return archetype::find ("bug");
1567 root 1.91 }
1568 root 1.85
1569 root 1.114 void
1570     maptile::play_sound (faceidx sound, int x, int y) const
1571     {
1572     if (!sound)
1573     return;
1574    
1575 root 1.151 for_all_players_on_map (pl, this)
1576     if (client *ns = pl->ns)
1577     {
1578     int dx = x - pl->ob->x;
1579     int dy = y - pl->ob->y;
1580 root 1.114
1581 root 1.151 int distance = idistance (dx, dy);
1582 root 1.114
1583 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1584     ns->play_sound (sound, dx, dy);
1585     }
1586 root 1.114 }
1587    
1588 root 1.157 void
1589     maptile::say_msg (const char *msg, int x, int y) const
1590     {
1591     for_all_players (pl)
1592     if (client *ns = pl->ns)
1593     {
1594     int dx = x - pl->ob->x;
1595     int dy = y - pl->ob->y;
1596    
1597     int distance = idistance (dx, dy);
1598    
1599     if (distance <= MAX_SOUND_DISTANCE)
1600     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601     }
1602     }
1603    
1604 root 1.155 static void
1605     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606     {
1607     // clip to map to the left
1608     if (x0 < 0)
1609     {
1610     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612    
1613     if (x1 < 0) // entirely to the left
1614     return;
1615    
1616     x0 = 0;
1617     }
1618    
1619     // clip to map to the right
1620     if (x1 > m->width)
1621     {
1622     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624    
1625     if (x0 > m->width) // entirely to the right
1626     return;
1627    
1628     x1 = m->width;
1629     }
1630    
1631     // clip to map above
1632     if (y0 < 0)
1633     {
1634     if (maptile *tile = m->tile_available (TILE_UP, 1))
1635     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636    
1637     if (y1 < 0) // entirely above
1638     return;
1639    
1640     y0 = 0;
1641     }
1642    
1643     // clip to map below
1644     if (y1 > m->height)
1645     {
1646     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648    
1649     if (y0 > m->height) // entirely below
1650     return;
1651    
1652     y1 = m->height;
1653     }
1654    
1655     // if we get here, the rect is within the current map
1656     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657    
1658     r->m = m;
1659     r->x0 = x0;
1660     r->y0 = y0;
1661     r->x1 = x1;
1662     r->y1 = y1;
1663     r->dx = dx;
1664     r->dy = dy;
1665     }
1666    
1667     maprect *
1668     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669     {
1670     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671     buf.clear ();
1672    
1673     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674    
1675     // add end marker
1676     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677     r->m = 0;
1678    
1679     return (maprect *)buf.linearise ();
1680     }
1681