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Revision: 1.171
Committed: Sun Nov 8 16:13:45 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.170: +31 -20 lines
Log Message:
optimisations, cache volume/nrof in mapspace

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.163 * 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 1.167 //+GPL
32    
33 root 1.152 sint8 maptile::outdoor_darkness;
34    
35 elmex 1.1 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
36     * one function that just returns a P_.. value (see map.h)
37     * it will also do map translation for tiled maps, returning
38     * new values into newmap, nx, and ny. Any and all of those
39     * values can be null, in which case if a new map is needed (returned
40     * by a P_NEW_MAP value, another call to get_map_from_coord
41     * is needed. The case of not passing values is if we're just
42     * checking for the existence of something on those spaces, but
43     * don't expect to insert/remove anything from those spaces.
44     */
45 root 1.29 int
46 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
47 elmex 1.1 {
48 root 1.56 sint16 newx = x;
49     sint16 newy = y;
50 root 1.46
51 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52 root 1.46
53     if (!mp)
54     return P_OUT_OF_MAP;
55    
56     if (newmap) *newmap = mp;
57     if (nx) *nx = newx;
58     if (ny) *ny = newy;
59 elmex 1.3
60 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
61 elmex 1.1 }
62    
63     /*
64     * Returns true if the given coordinate is blocked except by the
65     * object passed is not blocking. This is used with
66     * multipart monsters - if we want to see if a 2x2 monster
67     * can move 1 space to the left, we don't want its own area
68     * to block it from moving there.
69     * Returns TRUE if the space is blocked by something other than the
70     * monster.
71     * m, x, y are the target map/coordinates - needed for map tiling.
72     * the coordinates & map passed in should have been updated for tiling
73     * by the caller.
74     */
75 root 1.29 int
76 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
77 root 1.29 {
78     /* Make sure the coordinates are valid - they should be, as caller should
79     * have already checked this.
80     */
81     if (OUT_OF_REAL_MAP (m, sx, sy))
82     {
83     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84     return 1;
85 elmex 1.1 }
86    
87 root 1.161 mapspace &ms = m->at (sx, sy);
88 root 1.29
89 root 1.162 int mflags = ms.flags ();
90 root 1.161 int blocked = ms.move_block;
91 root 1.29
92     /* If space is currently not blocked by anything, no need to
93     * go further. Not true for players - all sorts of special
94     * things we need to do for players.
95     */
96     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97     return 0;
98    
99 root 1.161 /* if there isn't anything alive on this space, and this space isn't
100 root 1.29 * otherwise blocked, we can return now. Only if there is a living
101     * creature do we need to investigate if it is part of this creature
102     * or another. Likewise, only if something is blocking us do we
103     * need to investigate if there is a special circumstance that would
104     * let the player through (inventory checkers for example)
105     */
106     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107     return 0;
108    
109 root 1.102 ob = ob->head_ ();
110 root 1.29
111     /* We basically go through the stack of objects, and if there is
112     * some other object that has NO_PASS or FLAG_ALIVE set, return
113     * true. If we get through the entire stack, that must mean
114     * ob is blocking it, so return 0.
115     */
116 root 1.161 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 root 1.29 {
118 root 1.165 if (OB_MOVE_BLOCK (ob, tmp))
119 root 1.29 {
120 root 1.166 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121     if (RESULT_INT (0))
122     return 1;
123     else
124     continue;
125    
126 root 1.165 if (tmp->type == CHECK_INV)
127     {
128     bool have = check_inv_recursive (ob, tmp);
129 root 1.161
130 root 1.165 // last_sp set means we block if we don't have.
131     if (logical_xor (have, tmp->last_sp))
132 root 1.29 return 1;
133     }
134 root 1.165 else if (tmp->type == T_MATCH)
135 root 1.29 {
136 root 1.165 // T_MATCH allows "entrance" iff the match is true
137     // == blocks if the match fails
138    
139     // we could have used an INVOKE_OBJECT, but decided against it, as we
140 root 1.166 // assume that T_MATCH is relatively common.
141 root 1.165 if (!match (tmp->slaying, ob, tmp, ob))
142 root 1.29 return 1;
143     }
144 root 1.165 else
145     return 1; // unconditional block
146    
147     } else {
148     // space does not block the ob, directly, but
149     // anything alive that is not a door still
150     // blocks anything but wizards.
151 root 1.102
152 root 1.103 if (tmp->flag [FLAG_ALIVE]
153 root 1.102 && tmp->head_ () != ob
154     && tmp != ob
155     && tmp->type != DOOR
156 root 1.165 && !tmp->flag [FLAG_WIZPASS])
157 root 1.29 return 1;
158 root 1.10 }
159 root 1.161 }
160 elmex 1.1
161 root 1.29 return 0;
162 elmex 1.1 }
163    
164     /*
165 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
166     * spot. This is meant for multi space objects - for single space objecs,
167 elmex 1.1 * just calling get_map_blocked and checking that against movement type
168 root 1.129 * of object. This function goes through all the parts of the multipart
169     * object and makes sure they can be inserted.
170 elmex 1.1 *
171     * While this doesn't call out of map, the get_map_flags does.
172     *
173     * This function has been used to deprecate arch_out_of_map -
174     * this function also does that check, and since in most cases,
175     * a call to one would follow the other, doesn't make a lot of sense to
176     * have two seperate functions for this.
177     *
178     * This returns nonzero if this arch can not go on the space provided,
179     * 0 otherwise. the return value will contain the P_.. value
180     * so the caller can know why this object can't go on the map.
181     * Note that callers should not expect P_NEW_MAP to be set
182     * in return codes - since the object is multispace - if
183     * we did return values, what do you return if half the object
184     * is one map, half on another.
185     *
186     * Note this used to be arch_blocked, but with new movement
187     * code, we need to have actual object to check its move_type
188     * against the move_block values.
189     */
190 root 1.129 bool
191     object::blocked (maptile *m, int x, int y) const
192 root 1.29 {
193 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
194 root 1.29 {
195 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
196 elmex 1.1
197 root 1.129 if (!pos.normalise ())
198     return 1;
199 elmex 1.1
200 root 1.129 mapspace &ms = *pos;
201 elmex 1.1
202 root 1.129 if (ms.flags () & P_IS_ALIVE)
203     return 1;
204 root 1.47
205 root 1.129 /* However, often ob doesn't have any move type
206     * (signifying non-moving objects)
207 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
208     */
209 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
210 root 1.29 continue;
211 elmex 1.1
212 root 1.29 /* Note it is intentional that we check ob - the movement type of the
213     * head of the object should correspond for the entire object.
214     */
215 root 1.129 if (ms.blocks (move_type))
216     return 1;
217 root 1.45 }
218 elmex 1.1
219 root 1.29 return 0;
220 elmex 1.1 }
221    
222     /* When the map is loaded, load_object does not actually insert objects
223     * into inventory, but just links them. What this does is go through
224     * and insert them properly.
225     * The object 'container' is the object that contains the inventory.
226     * This is needed so that we can update the containers weight.
227     */
228 root 1.168 static void
229 root 1.29 fix_container (object *container)
230 elmex 1.1 {
231 root 1.29 object *tmp = container->inv, *next;
232 elmex 1.1
233 root 1.56 container->inv = 0;
234     while (tmp)
235 root 1.29 {
236     next = tmp->below;
237     if (tmp->inv)
238     fix_container (tmp);
239 root 1.56
240     insert_ob_in_ob (tmp, container);
241 root 1.29 tmp = next;
242     }
243 root 1.56
244 root 1.135 // go through and calculate what all the containers are carrying.
245     //TODO: remove
246     container->update_weight ();
247 elmex 1.1 }
248    
249 root 1.167 //-GPL
250    
251 root 1.64 void
252     maptile::set_object_flag (int flag, int value)
253     {
254     if (!spaces)
255     return;
256    
257     for (mapspace *ms = spaces + size (); ms-- > spaces; )
258     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
259     tmp->flag [flag] = value;
260     }
261    
262 root 1.144 void
263     maptile::post_load_original ()
264     {
265     if (!spaces)
266     return;
267    
268     set_object_flag (FLAG_OBJ_ORIGINAL);
269    
270     for (mapspace *ms = spaces + size (); ms-- > spaces; )
271     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272     INVOKE_OBJECT (RESET, tmp);
273     }
274    
275 root 1.167 //+GPL
276    
277 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
278     * for objects whose arch says they are multipart yet according to the
279     * info we have, they only have the head (as would be expected when
280 root 1.99 * they are saved).
281 elmex 1.1 */
282 root 1.56 void
283     maptile::link_multipart_objects ()
284 elmex 1.1 {
285 root 1.56 if (!spaces)
286     return;
287    
288     for (mapspace *ms = spaces + size (); ms-- > spaces; )
289 elmex 1.111 {
290     object *op = ms->bot;
291     while (op)
292     {
293     /* already multipart - don't do anything more */
294     if (op->head_ () == op && !op->more && op->arch->more)
295     {
296     op->remove ();
297     op->expand_tail ();
298    
299     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
300     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
301     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
302     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303    
304     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305     // so we have to reset the iteration through the mapspace
306     }
307     else
308     op = op->above;
309     }
310     }
311 elmex 1.1 }
312 root 1.29
313 root 1.167 //-GPL
314    
315 elmex 1.1 /*
316     * Loads (ands parses) the objects into a given map from the specified
317     * file pointer.
318     */
319 root 1.56 bool
320 root 1.88 maptile::_load_objects (object_thawer &f)
321 root 1.24 {
322 root 1.88 for (;;)
323     {
324 root 1.133 coroapi::cede_to_tick (); // cede once in a while
325 elmex 1.1
326 root 1.88 switch (f.kw)
327 root 1.24 {
328 root 1.88 case KW_arch:
329 root 1.90 if (object *op = object::read (f, this))
330 root 1.88 {
331 root 1.135 // TODO: why?
332 root 1.88 if (op->inv)
333 root 1.135 op->update_weight ();
334 root 1.10
335 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336     {
337     // we insert manually because
338     // a) its way faster
339     // b) we remove manually, too, and there are good reasons for that
340 root 1.158 // c) it's correct
341 root 1.130 mapspace &ms = at (op->x, op->y);
342    
343     op->flag [FLAG_REMOVED] = false;
344    
345     op->above = 0;
346     op->below = ms.top;
347    
348 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 root 1.130
350     ms.top = op;
351     ms.flags_ = 0;
352     }
353     else
354     {
355     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 root 1.148 op->destroy ();
357 root 1.130 }
358 root 1.88 }
359 root 1.41
360 root 1.88 continue;
361 root 1.41
362 root 1.88 case KW_EOF:
363     return true;
364 root 1.41
365 root 1.88 default:
366     if (!f.parse_error ("map file"))
367     return false;
368 root 1.41 break;
369 root 1.10 }
370 root 1.24
371 root 1.88 f.next ();
372 elmex 1.1 }
373 root 1.24
374 root 1.56 return true;
375     }
376    
377     void
378     maptile::activate ()
379     {
380 root 1.101 if (spaces)
381     for (mapspace *ms = spaces + size (); ms-- > spaces; )
382     for (object *op = ms->bot; op; op = op->above)
383     op->activate_recursive ();
384 root 1.56 }
385    
386     void
387     maptile::deactivate ()
388     {
389 root 1.101 if (spaces)
390     for (mapspace *ms = spaces + size (); ms-- > spaces; )
391     for (object *op = ms->bot; op; op = op->above)
392     op->deactivate_recursive ();
393 root 1.56 }
394    
395     bool
396 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
397 root 1.56 {
398 root 1.100 coroapi::cede_to_tick ();
399 root 1.65
400 root 1.56 if (flags & IO_HEADER)
401 root 1.88 _save_header (f);
402 root 1.56
403     if (!spaces)
404     return false;
405    
406     for (int i = 0; i < size (); ++i)
407 root 1.24 {
408 root 1.121 bool unique = 0;
409    
410 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
411 root 1.24 {
412 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413 root 1.56
414 root 1.121 if (expect_false (!op->can_map_save ()))
415 root 1.56 continue;
416    
417 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 root 1.24 {
419 root 1.56 if (flags & IO_UNIQUES)
420 root 1.88 op->write (f);
421 root 1.10 }
422 root 1.121 else if (expect_true (flags & IO_OBJECTS))
423 root 1.88 op->write (f);
424 root 1.10 }
425 elmex 1.1 }
426 root 1.24
427 root 1.100 coroapi::cede_to_tick ();
428 root 1.97
429 root 1.56 return true;
430 elmex 1.1 }
431    
432 root 1.56 bool
433 root 1.72 maptile::_save_objects (const char *path, int flags)
434 root 1.56 {
435     object_freezer freezer;
436 root 1.29
437 root 1.72 if (!_save_objects (freezer, flags))
438 root 1.56 return false;
439 root 1.29
440 root 1.56 return freezer.save (path);
441 elmex 1.1 }
442    
443 root 1.34 maptile::maptile ()
444     {
445     in_memory = MAP_SWAPPED;
446 root 1.54
447 root 1.34 /* The maps used to pick up default x and y values from the
448 root 1.85 * map archetype. Mimic that behaviour.
449 root 1.34 */
450 root 1.85 width = 16;
451     height = 16;
452     timeout = 300;
453     max_nrof = 1000; // 1000 items of anything
454 root 1.170 max_items = 25;
455 root 1.85 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 root 1.167 //+GPL
487    
488 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
489     * corresponding to that string. Memory is allocated for this, it must be freed
490     * at a later date.
491     * Called by parse_map_headers below.
492     */
493 root 1.29 static shopitems *
494     parse_shop_string (const char *input_string)
495     {
496     char *shop_string, *p, *q, *next_semicolon, *next_colon;
497     shopitems *items = NULL;
498     int i = 0, number_of_entries = 0;
499     const typedata *current_type;
500    
501 root 1.43 shop_string = strdup (input_string);
502 root 1.29 p = shop_string;
503     /* first we'll count the entries, we'll need that for allocating the array shortly */
504     while (p)
505     {
506     p = strchr (p, ';');
507     number_of_entries++;
508     if (p)
509     p++;
510     }
511 root 1.54
512 root 1.29 p = shop_string;
513     strip_endline (p);
514     items = new shopitems[number_of_entries + 1];
515     for (i = 0; i < number_of_entries; i++)
516     {
517     if (!p)
518     {
519     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
520     break;
521     }
522 root 1.54
523 root 1.29 next_semicolon = strchr (p, ';');
524     next_colon = strchr (p, ':');
525     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
526     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
527     items[i].strength = atoi (strchr (p, ':') + 1);
528    
529     if (isdigit (*p) || *p == '*')
530     {
531     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
532     current_type = get_typedata (items[i].typenum);
533     if (current_type)
534     {
535     items[i].name = current_type->name;
536     items[i].name_pl = current_type->name_pl;
537     }
538     }
539     else
540     { /*we have a named type, let's figure out what it is */
541     q = strpbrk (p, ";:");
542     if (q)
543     *q = '\0';
544    
545     current_type = get_typedata_by_name (p);
546     if (current_type)
547     {
548     items[i].name = current_type->name;
549     items[i].typenum = current_type->number;
550     items[i].name_pl = current_type->name_pl;
551     }
552     else
553     { /* oh uh, something's wrong, let's free up this one, and try
554     * the next entry while we're at it, better print a warning
555     */
556     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557     }
558     }
559 root 1.54
560 root 1.29 items[i].index = number_of_entries;
561     if (next_semicolon)
562     p = ++next_semicolon;
563     else
564     p = NULL;
565 elmex 1.1 }
566 root 1.54
567 root 1.29 free (shop_string);
568     return items;
569 elmex 1.1 }
570    
571     /* opposite of parse string, this puts the string that was originally fed in to
572     * the map (or something equivilent) into output_string. */
573 root 1.164 static const char *
574     print_shop_string (maptile *m)
575 root 1.29 {
576 root 1.164 static dynbuf_text buf; buf.clear ();
577 root 1.29
578 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
579 root 1.29 {
580     if (m->shopitems[i].typenum)
581     {
582     if (m->shopitems[i].strength)
583 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 root 1.29 else
585 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
586 root 1.10 }
587 root 1.29 else
588     {
589     if (m->shopitems[i].strength)
590 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
591 root 1.29 else
592 root 1.164 buf.printf ("*");
593 root 1.29 }
594 root 1.164 }
595 root 1.54
596 root 1.164 return buf;
597 elmex 1.1 }
598    
599 root 1.167 //-GPL
600    
601 elmex 1.1 /* This loads the header information of the map. The header
602     * contains things like difficulty, size, timeout, etc.
603     * this used to be stored in the map object, but with the
604     * addition of tiling, fields beyond that easily named in an
605     * object structure were needed, so it just made sense to
606     * put all the stuff in the map object so that names actually make
607     * sense.
608     * This could be done in lex (like the object loader), but I think
609     * currently, there are few enough fields this is not a big deal.
610     * MSW 2001-07-01
611     */
612 root 1.56 bool
613 root 1.72 maptile::_load_header (object_thawer &thawer)
614 elmex 1.1 {
615 root 1.56 for (;;)
616 root 1.29 {
617 root 1.105 switch (thawer.kw)
618 root 1.29 {
619 root 1.56 case KW_msg:
620     thawer.get_ml (KW_endmsg, msg);
621     break;
622 root 1.22
623 root 1.56 case KW_lore: // CF+ extension
624     thawer.get_ml (KW_endlore, maplore);
625     break;
626 root 1.10
627 root 1.56 case KW_maplore:
628     thawer.get_ml (KW_endmaplore, maplore);
629     break;
630 root 1.10
631 root 1.56 case KW_arch:
632     if (strcmp (thawer.get_str (), "map"))
633     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
634     break;
635 root 1.29
636 root 1.56 case KW_oid:
637     thawer.get (this, thawer.get_sint32 ());
638     break;
639 root 1.29
640 root 1.56 case KW_file_format_version: break; // nop
641 root 1.29
642 root 1.56 case KW_name: thawer.get (name); break;
643     case KW_attach: thawer.get (attach); break;
644     case KW_reset_time: thawer.get (reset_time); break;
645     case KW_shopgreed: thawer.get (shopgreed); break;
646     case KW_shopmin: thawer.get (shopmin); break;
647     case KW_shopmax: thawer.get (shopmax); break;
648     case KW_shoprace: thawer.get (shoprace); break;
649     case KW_outdoor: thawer.get (outdoor); break;
650     case KW_temp: thawer.get (temp); break;
651     case KW_pressure: thawer.get (pressure); break;
652     case KW_humid: thawer.get (humid); break;
653     case KW_windspeed: thawer.get (windspeed); break;
654     case KW_winddir: thawer.get (winddir); break;
655     case KW_sky: thawer.get (sky); break;
656    
657     case KW_per_player: thawer.get (per_player); break;
658     case KW_per_party: thawer.get (per_party); break;
659 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
660 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
661 root 1.56
662 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664    
665     // old names new names
666     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668     case KW_x: case KW_width: thawer.get (width); break;
669     case KW_y: case KW_height: thawer.get (height); break;
670     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671     case KW_value: case KW_swap_time: thawer.get (timeout); break;
672     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675    
676     case KW_tile_path_1: thawer.get (tile_path [0]); break;
677     case KW_tile_path_2: thawer.get (tile_path [1]); break;
678     case KW_tile_path_3: thawer.get (tile_path [2]); break;
679     case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 root 1.83
681 root 1.112 case KW_ERROR:
682 root 1.123 set_key_text (thawer.kw_str, thawer.value);
683 root 1.112 break;
684    
685 root 1.83 case KW_end:
686 root 1.124 thawer.next ();
687 root 1.83 return true;
688    
689     default:
690 root 1.87 if (!thawer.parse_error ("map", 0))
691 root 1.83 return false;
692     break;
693 root 1.10 }
694 root 1.124
695     thawer.next ();
696 elmex 1.1 }
697 root 1.41
698 root 1.56 abort ();
699 elmex 1.1 }
700    
701 root 1.167 //+GPL
702    
703 root 1.56 /******************************************************************************
704     * This is the start of unique map handling code
705     *****************************************************************************/
706 root 1.29
707 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
708     void
709     maptile::clear_unique_items ()
710 root 1.29 {
711 root 1.56 for (int i = 0; i < size (); ++i)
712 root 1.29 {
713 root 1.56 int unique = 0;
714     for (object *op = spaces [i].bot; op; )
715     {
716     object *above = op->above;
717 elmex 1.1
718 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
719     unique = 1;
720 root 1.14
721 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
722 root 1.148 op->destroy ();
723 elmex 1.1
724 root 1.56 op = above;
725     }
726 root 1.29 }
727 elmex 1.1 }
728    
729 root 1.167 //-GPL
730    
731 root 1.56 bool
732 root 1.72 maptile::_save_header (object_freezer &freezer)
733 root 1.29 {
734 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
735     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
736 elmex 1.1
737 root 1.56 MAP_OUT2 (arch, "map");
738 elmex 1.1
739 root 1.56 if (name) MAP_OUT (name);
740     MAP_OUT (swap_time);
741     MAP_OUT (reset_time);
742     MAP_OUT (reset_timeout);
743     MAP_OUT (fixed_resettime);
744 root 1.109 MAP_OUT (no_reset);
745 root 1.141 MAP_OUT (no_drop);
746 root 1.56 MAP_OUT (difficulty);
747 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
748 root 1.29
749 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 root 1.56 MAP_OUT (shopgreed);
751     MAP_OUT (shopmin);
752     MAP_OUT (shopmax);
753     if (shoprace) MAP_OUT (shoprace);
754 root 1.164
755 root 1.56 MAP_OUT (darkness);
756     MAP_OUT (width);
757     MAP_OUT (height);
758     MAP_OUT (enter_x);
759     MAP_OUT (enter_y);
760 root 1.14
761 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763 elmex 1.1
764 root 1.56 MAP_OUT (outdoor);
765     MAP_OUT (temp);
766     MAP_OUT (pressure);
767     MAP_OUT (humid);
768     MAP_OUT (windspeed);
769     MAP_OUT (winddir);
770     MAP_OUT (sky);
771 elmex 1.1
772 root 1.56 MAP_OUT (per_player);
773     MAP_OUT (per_party);
774 elmex 1.1
775 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 root 1.40
780 root 1.63 freezer.put (this);
781 root 1.61 freezer.put (KW_end);
782 root 1.40
783 root 1.56 return true;
784 elmex 1.1 }
785    
786 root 1.56 bool
787 root 1.72 maptile::_save_header (const char *path)
788 root 1.29 {
789 root 1.17 object_freezer freezer;
790 root 1.10
791 root 1.72 if (!_save_header (freezer))
792 root 1.56 return false;
793 elmex 1.1
794 root 1.56 return freezer.save (path);
795 elmex 1.1 }
796    
797 root 1.167 //+GPL
798    
799 elmex 1.1 /*
800     * Remove and free all objects in the given map.
801     */
802 root 1.29 void
803 root 1.56 maptile::clear ()
804 root 1.29 {
805 root 1.81 if (spaces)
806     {
807     for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 root 1.104 while (object *op = ms->bot)
809 root 1.81 {
810 root 1.127 // manually remove, as to not trigger anything
811     if (ms->bot = op->above)
812     ms->bot->below = 0;
813    
814     op->flag [FLAG_REMOVED] = true;
815    
816 root 1.128 object *head = op->head_ ();
817     if (op == head)
818 root 1.148 op->destroy ();
819 root 1.128 else if (head->map != op->map)
820     {
821     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
822 root 1.148 head->destroy ();
823 root 1.128 }
824 root 1.81 }
825 root 1.29
826 root 1.137 sfree0 (spaces, size ());
827 root 1.81 }
828 root 1.29
829 root 1.56 if (buttons)
830     free_objectlinkpt (buttons), buttons = 0;
831 root 1.127
832 root 1.137 sfree0 (regions, size ());
833 root 1.127 delete [] regionmap; regionmap = 0;
834 elmex 1.1 }
835    
836 root 1.29 void
837 root 1.56 maptile::clear_header ()
838 root 1.29 {
839 root 1.56 name = 0;
840     msg = 0;
841     maplore = 0;
842     shoprace = 0;
843     delete [] shopitems, shopitems = 0;
844 root 1.42
845 root 1.47 for (int i = 0; i < 4; i++)
846 root 1.56 tile_path [i] = 0;
847 root 1.47 }
848 root 1.42
849 root 1.47 maptile::~maptile ()
850     {
851 root 1.53 assert (destroyed ());
852 elmex 1.1 }
853    
854 root 1.29 void
855 root 1.56 maptile::clear_links_to (maptile *m)
856 root 1.29 {
857     /* We need to look through all the maps and see if any maps
858     * are pointing at this one for tiling information. Since
859 root 1.47 * tiling can be asymetric, we just can not look to see which
860 root 1.29 * maps this map tiles with and clears those.
861     */
862 root 1.56 for (int i = 0; i < 4; i++)
863     if (tile_map[i] == m)
864     tile_map[i] = 0;
865 root 1.47 }
866 elmex 1.1
867 root 1.47 void
868 root 1.56 maptile::do_destroy ()
869 root 1.47 {
870 root 1.56 attachable::do_destroy ();
871    
872     clear ();
873 elmex 1.1 }
874    
875 root 1.109 /* decay and destroy perishable items in a map */
876     void
877     maptile::do_decay_objects ()
878     {
879     if (!spaces)
880     return;
881    
882     for (mapspace *ms = spaces + size (); ms-- > spaces; )
883     for (object *above, *op = ms->bot; op; op = above)
884     {
885     above = op->above;
886    
887     bool destroy = 0;
888    
889     // do not decay anything above unique floor tiles (yet :)
890     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891     break;
892    
893     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895     || QUERY_FLAG (op, FLAG_UNIQUE)
896     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897     || QUERY_FLAG (op, FLAG_UNPAID)
898     || op->is_alive ())
899     ; // do not decay
900     else if (op->is_weapon ())
901     {
902     op->stats.dam--;
903     if (op->stats.dam < 0)
904     destroy = 1;
905     }
906     else if (op->is_armor ())
907     {
908     op->stats.ac--;
909     if (op->stats.ac < 0)
910     destroy = 1;
911     }
912     else if (op->type == FOOD)
913     {
914     op->stats.food -= rndm (5, 20);
915     if (op->stats.food < 0)
916     destroy = 1;
917     }
918     else
919     {
920     int mat = op->materials;
921    
922     if (mat & M_PAPER
923     || mat & M_LEATHER
924     || mat & M_WOOD
925     || mat & M_ORGANIC
926     || mat & M_CLOTH
927     || mat & M_LIQUID
928     || (mat & M_IRON && rndm (1, 5) == 1)
929     || (mat & M_GLASS && rndm (1, 2) == 1)
930     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932     || (mat & M_ICE && temp > 32))
933     destroy = 1;
934     }
935    
936     /* adjust overall chance below */
937     if (destroy && rndm (0, 1))
938 root 1.149 op->destroy ();
939 root 1.109 }
940     }
941    
942 elmex 1.1 /*
943     * This routine is supposed to find out the difficulty of the map.
944     * difficulty does not have a lot to do with character level,
945     * but does have a lot to do with treasure on the map.
946     *
947 root 1.153 * Difficulty can now be set by the map creator. If the value stored
948     * in the map is zero, then use this routine. Maps should really
949     * have a difficulty set rather than using this function - human calculation
950     * is much better than this function's guesswork.
951 elmex 1.1 */
952 root 1.29 int
953 root 1.56 maptile::estimate_difficulty () const
954 root 1.29 {
955 elmex 1.1 long monster_cnt = 0;
956     double avgexp = 0;
957     sint64 total_exp = 0;
958    
959 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960     for (object *op = ms->bot; op; op = op->above)
961     {
962     if (QUERY_FLAG (op, FLAG_MONSTER))
963     {
964     total_exp += op->stats.exp;
965     monster_cnt++;
966     }
967 elmex 1.1
968 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
969     {
970     total_exp += op->stats.exp;
971 elmex 1.1
972 root 1.140 if (archetype *at = op->other_arch)
973     {
974     total_exp += at->stats.exp * 8;
975     monster_cnt++;
976     }
977    
978     for (object *inv = op->inv; inv; inv = inv->below)
979     {
980     total_exp += op->stats.exp * 8;
981     monster_cnt++;
982     }
983 root 1.56 }
984     }
985 elmex 1.1
986     avgexp = (double) total_exp / monster_cnt;
987    
988 root 1.56 for (int i = 1; i <= settings.max_level; i++)
989     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
990     return i;
991 elmex 1.1
992     return 1;
993     }
994    
995     /* change_map_light() - used to change map light level (darkness)
996     * up or down. Returns true if successful. It should now be
997     * possible to change a value by more than 1.
998     * Move this from los.c to map.c since this is more related
999     * to maps than los.
1000     * postive values make it darker, negative make it brighter
1001     */
1002 root 1.29 int
1003 root 1.56 maptile::change_map_light (int change)
1004 root 1.29 {
1005     /* Nothing to do */
1006 root 1.154 if (!change)
1007 root 1.56 return 0;
1008 elmex 1.1
1009 root 1.29 /* inform all players on the map */
1010     if (change > 0)
1011 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1012 root 1.29 else
1013 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1014 root 1.29
1015 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1016 elmex 1.1
1017 root 1.29 /* All clients need to get re-updated for the change */
1018 root 1.56 update_all_map_los (this);
1019 root 1.142
1020 root 1.29 return 1;
1021 elmex 1.1 }
1022    
1023     /*
1024     * This function updates various attributes about a specific space
1025     * on the map (what it looks like, whether it blocks magic,
1026     * has a living creatures, prevents people from passing
1027     * through, etc)
1028     */
1029 root 1.29 void
1030 root 1.46 mapspace::update_ ()
1031 root 1.29 {
1032 root 1.142 object *last = 0;
1033 root 1.171 uint8 flags = P_UPTODATE;
1034 root 1.150 sint8 light = 0;
1035 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 root 1.170 uint64_t volume = 0;
1037     uint32_t nrof = 0;
1038 root 1.171 object *anywhere = 0;
1039 root 1.29
1040 root 1.94 //object *middle = 0;
1041     //object *top = 0;
1042     //object *floor = 0;
1043     // this seems to generate better code than using locals, above
1044 root 1.95 object *&top = faces_obj[0] = 0;
1045     object *&middle = faces_obj[1] = 0;
1046     object *&floor = faces_obj[2] = 0;
1047 root 1.29
1048 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1049    
1050 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1051 root 1.29 {
1052 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1053     light += tmp->glow_radius;
1054 root 1.29
1055     /* This call is needed in order to update objects the player
1056     * is standing in that have animations (ie, grass, fire, etc).
1057     * However, it also causes the look window to be re-drawn
1058     * 3 times each time the player moves, because many of the
1059     * functions the move_player calls eventualy call this.
1060     *
1061     * Always put the player down for drawing.
1062     */
1063 root 1.171 if (expect_true (!tmp->invisible))
1064 root 1.29 {
1065 root 1.170 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1066 root 1.94 top = tmp;
1067 root 1.170 else
1068 root 1.29 {
1069 root 1.171 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 root 1.170 {
1071     /* If we got a floor, that means middle and top were below it,
1072     * so should not be visible, so we clear them.
1073     */
1074     middle = 0;
1075     top = 0;
1076     floor = tmp;
1077 root 1.171 volume = 0;
1078     nrof = 0;
1079 root 1.170 }
1080     else
1081     {
1082 root 1.171 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083     {
1084     ++nrof;
1085     volume += tmp->volume ();
1086     }
1087 root 1.170
1088     /* Flag anywhere have high priority */
1089 root 1.171 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090     anywhere = tmp;
1091 root 1.170 /* Find the highest visible face around. If equal
1092     * visibilities, we still want the one nearer to the
1093     * top
1094     */
1095 root 1.171 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 root 1.170 middle = tmp;
1097     }
1098 root 1.29 }
1099     }
1100    
1101 root 1.45 move_slow |= tmp->move_slow;
1102 root 1.29 move_block |= tmp->move_block;
1103 root 1.45 move_on |= tmp->move_on;
1104     move_off |= tmp->move_off;
1105 root 1.29 move_allow |= tmp->move_allow;
1106    
1107 root 1.171 allflags |= tmp->flag;
1108    
1109     if (tmp->type == PLAYER) flags |= P_PLAYER;
1110     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1111 root 1.45 }
1112 root 1.29
1113 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1114     if (anywhere)
1115     middle = anywhere;
1116    
1117     // ORing all flags together and checking them here is much faster
1118     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1119     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1122    
1123 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1124 root 1.46 this->flags_ = flags;
1125     this->move_block = move_block & ~move_allow;
1126     this->move_on = move_on;
1127     this->move_off = move_off;
1128     this->move_slow = move_slow;
1129 root 1.170 this->volume_ = volume / 1024;
1130 root 1.171 this->nrof_ = upos_min (nrof, 65535); // assume nrof <= 2**31
1131 root 1.29
1132     /* At this point, we have a floor face (if there is a floor),
1133     * and the floor is set - we are not going to touch it at
1134     * this point.
1135     * middle contains the highest visibility face.
1136     * top contains a player/monster face, if there is one.
1137     *
1138     * We now need to fill in top.face and/or middle.face.
1139     */
1140    
1141     /* If the top face also happens to be high visibility, re-do our
1142     * middle face. This should not happen, as we already have the
1143     * else statement above so middle should not get set. OTOH, it
1144     * may be possible for the faces to match but be different objects.
1145     */
1146     if (top == middle)
1147 root 1.94 middle = 0;
1148 root 1.29
1149     /* There are three posibilities at this point:
1150     * 1) top face is set, need middle to be set.
1151     * 2) middle is set, need to set top.
1152     * 3) neither middle or top is set - need to set both.
1153     */
1154    
1155 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1156 root 1.29 {
1157     /* Once we get to a floor, stop, since we already have a floor object */
1158     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1159     break;
1160    
1161     /* If two top faces are already set, quit processing */
1162 root 1.94 if (top && middle)
1163 root 1.29 break;
1164 root 1.10
1165 elmex 1.67 /* Only show visible faces */
1166     if (!tmp->invisible)
1167 root 1.29 {
1168     /* Fill in top if needed */
1169 root 1.94 if (!top)
1170 root 1.29 {
1171 root 1.94 top = tmp;
1172 root 1.29 if (top == middle)
1173 root 1.94 middle = 0;
1174 root 1.29 }
1175     else
1176     {
1177     /* top is already set - we should only get here if
1178     * middle is not set
1179     *
1180     * Set the middle face and break out, since there is nothing
1181     * more to fill in. We don't check visiblity here, since
1182     *
1183     */
1184 root 1.94 if (tmp != top)
1185 root 1.29 {
1186 root 1.94 middle = tmp;
1187 root 1.29 break;
1188 root 1.10 }
1189     }
1190     }
1191 elmex 1.1 }
1192 root 1.45
1193 root 1.29 if (middle == floor)
1194 root 1.94 middle = 0;
1195 root 1.45
1196 root 1.29 if (top == middle)
1197 root 1.94 middle = 0;
1198 root 1.45
1199 root 1.94 #if 0
1200     faces_obj [0] = top;
1201     faces_obj [1] = middle;
1202     faces_obj [2] = floor;
1203     #endif
1204 elmex 1.1 }
1205    
1206 root 1.155 maptile *
1207 root 1.117 maptile::tile_available (int dir, bool load)
1208 elmex 1.1 {
1209 root 1.155 if (tile_path[dir])
1210     {
1211     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1212     return tile_map[dir];
1213 root 1.118
1214 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1215     return tile_map[dir];
1216     }
1217 root 1.56
1218 root 1.117 return 0;
1219 root 1.68 }
1220    
1221 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1222     * map m. This function also takes into account any
1223     * tiling considerations, loading adjacant maps as needed.
1224     * This is the function should always be used when it
1225     * necessary to check for valid coordinates.
1226     * This function will recursively call itself for the
1227     * tiled maps.
1228     */
1229 root 1.29 int
1230 root 1.31 out_of_map (maptile *m, int x, int y)
1231 elmex 1.1 {
1232 root 1.29 /* If we get passed a null map, this is obviously the
1233     * case. This generally shouldn't happen, but if the
1234     * map loads fail below, it could happen.
1235     */
1236     if (!m)
1237     return 0;
1238 elmex 1.1
1239 root 1.29 if (x < 0)
1240     {
1241 root 1.119 if (!m->tile_available (3))
1242 root 1.29 return 1;
1243 root 1.46
1244 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1245 elmex 1.1 }
1246 root 1.46
1247 root 1.48 if (x >= m->width)
1248 root 1.29 {
1249 root 1.119 if (!m->tile_available (1))
1250 root 1.29 return 1;
1251 root 1.46
1252 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1253 elmex 1.1 }
1254 root 1.46
1255 root 1.29 if (y < 0)
1256     {
1257 root 1.119 if (!m->tile_available (0))
1258 root 1.29 return 1;
1259 root 1.46
1260 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1261 elmex 1.1 }
1262 root 1.46
1263 root 1.48 if (y >= m->height)
1264 root 1.29 {
1265 root 1.119 if (!m->tile_available (2))
1266 root 1.29 return 1;
1267 root 1.46
1268 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1269 elmex 1.1 }
1270    
1271 root 1.29 /* Simple case - coordinates are within this local
1272     * map.
1273     */
1274     return 0;
1275 elmex 1.1 }
1276    
1277     /* This is basically the same as out_of_map above, but
1278     * instead we return NULL if no map is valid (coordinates
1279     * out of bounds and no tiled map), otherwise it returns
1280     * the map as that the coordinates are really on, and
1281 pippijn 1.66 * updates x and y to be the localised coordinates.
1282 elmex 1.1 * Using this is more efficient of calling out_of_map
1283     * and then figuring out what the real map is
1284     */
1285 root 1.31 maptile *
1286 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1287 elmex 1.1 {
1288 root 1.68 if (x < 0)
1289 root 1.29 {
1290 root 1.119 if (!tile_available (3))
1291 root 1.46 return 0;
1292 root 1.56
1293 root 1.68 x += tile_map[3]->width;
1294     return tile_map[3]->xy_find (x, y);
1295 elmex 1.1 }
1296 root 1.46
1297 root 1.68 if (x >= width)
1298 root 1.29 {
1299 root 1.119 if (!tile_available (1))
1300 root 1.46 return 0;
1301    
1302 root 1.68 x -= width;
1303     return tile_map[1]->xy_find (x, y);
1304 elmex 1.1 }
1305 root 1.46
1306 root 1.68 if (y < 0)
1307 root 1.29 {
1308 root 1.119 if (!tile_available (0))
1309 root 1.46 return 0;
1310    
1311 root 1.68 y += tile_map[0]->height;
1312     return tile_map[0]->xy_find (x, y);
1313 elmex 1.1 }
1314 root 1.46
1315 root 1.68 if (y >= height)
1316 root 1.29 {
1317 root 1.119 if (!tile_available (2))
1318 root 1.46 return 0;
1319    
1320 root 1.68 y -= height;
1321     return tile_map[2]->xy_find (x, y);
1322 elmex 1.1 }
1323    
1324 root 1.29 /* Simple case - coordinates are within this local
1325     * map.
1326     */
1327 root 1.68 return this;
1328 elmex 1.1 }
1329    
1330     /**
1331     * Return whether map2 is adjacent to map1. If so, store the distance from
1332     * map1 to map2 in dx/dy.
1333     */
1334 root 1.82 int
1335 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1336 root 1.29 {
1337     if (!map1 || !map2)
1338     return 0;
1339    
1340 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1341 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1342 root 1.29 if (map1 == map2)
1343     {
1344     *dx = 0;
1345     *dy = 0;
1346     }
1347     else if (map1->tile_map[0] == map2)
1348     { /* up */
1349     *dx = 0;
1350 root 1.48 *dy = -map2->height;
1351 root 1.29 }
1352     else if (map1->tile_map[1] == map2)
1353     { /* right */
1354 root 1.48 *dx = map1->width;
1355 root 1.29 *dy = 0;
1356     }
1357     else if (map1->tile_map[2] == map2)
1358     { /* down */
1359     *dx = 0;
1360 root 1.48 *dy = map1->height;
1361 root 1.29 }
1362     else if (map1->tile_map[3] == map2)
1363     { /* left */
1364 root 1.48 *dx = -map2->width;
1365 root 1.29 *dy = 0;
1366     }
1367     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1368     { /* up right */
1369 root 1.48 *dx = map1->tile_map[0]->width;
1370     *dy = -map1->tile_map[0]->height;
1371 root 1.29 }
1372     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1373     { /* up left */
1374 root 1.48 *dx = -map2->width;
1375     *dy = -map1->tile_map[0]->height;
1376 root 1.29 }
1377     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1378     { /* right up */
1379 root 1.48 *dx = map1->width;
1380     *dy = -map2->height;
1381 root 1.29 }
1382     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1383     { /* right down */
1384 root 1.48 *dx = map1->width;
1385     *dy = map1->tile_map[1]->height;
1386 root 1.29 }
1387     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1388     { /* down right */
1389 root 1.48 *dx = map1->tile_map[2]->width;
1390     *dy = map1->height;
1391 root 1.29 }
1392     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1393     { /* down left */
1394 root 1.48 *dx = -map2->width;
1395     *dy = map1->height;
1396 root 1.29 }
1397     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1398     { /* left up */
1399 root 1.48 *dx = -map1->tile_map[3]->width;
1400     *dy = -map2->height;
1401 root 1.29 }
1402     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1403     { /* left down */
1404 root 1.48 *dx = -map1->tile_map[3]->width;
1405     *dy = map1->tile_map[3]->height;
1406 root 1.29 }
1407     else
1408 root 1.56 return 0;
1409 elmex 1.1
1410 root 1.29 return 1;
1411 elmex 1.1 }
1412    
1413 root 1.68 maptile *
1414     maptile::xy_load (sint16 &x, sint16 &y)
1415     {
1416     maptile *map = xy_find (x, y);
1417    
1418     if (map)
1419     map->load_sync ();
1420    
1421     return map;
1422     }
1423    
1424     maptile *
1425     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1426     {
1427     return m->xy_load (*x, *y);
1428     }
1429    
1430 elmex 1.1 /* From map.c
1431     * This is used by get_player to determine where the other
1432     * creature is. get_rangevector takes into account map tiling,
1433     * so you just can not look the the map coordinates and get the
1434     * righte value. distance_x/y are distance away, which
1435 root 1.79 * can be negative. direction is the crossfire direction scheme
1436 elmex 1.1 * that the creature should head. part is the part of the
1437     * monster that is closest.
1438     *
1439     * get_rangevector looks at op1 and op2, and fills in the
1440     * structure for op1 to get to op2.
1441     * We already trust that the caller has verified that the
1442     * two objects are at least on adjacent maps. If not,
1443     * results are not likely to be what is desired.
1444     * if the objects are not on maps, results are also likely to
1445     * be unexpected
1446     *
1447     * currently, the only flag supported (0x1) is don't translate for
1448     * closest body part of 'op1'
1449     */
1450 root 1.29 void
1451     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1452     {
1453     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1454     {
1455     /* be conservative and fill in _some_ data */
1456 root 1.86 retval->distance = 10000;
1457     retval->distance_x = 10000;
1458     retval->distance_y = 10000;
1459 root 1.29 retval->direction = 0;
1460     retval->part = 0;
1461     }
1462     else
1463     {
1464     object *best;
1465    
1466     retval->distance_x += op2->x - op1->x;
1467     retval->distance_y += op2->y - op1->y;
1468    
1469     best = op1;
1470     /* If this is multipart, find the closest part now */
1471     if (!(flags & 0x1) && op1->more)
1472     {
1473     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1474    
1475     /* we just take the offset of the piece to head to figure
1476     * distance instead of doing all that work above again
1477     * since the distance fields we set above are positive in the
1478     * same axis as is used for multipart objects, the simply arithmetic
1479     * below works.
1480     */
1481 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 root 1.29 {
1483     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1484     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1485     if (tmpi < best_distance)
1486     {
1487     best_distance = tmpi;
1488     best = tmp;
1489 elmex 1.1 }
1490     }
1491 root 1.75
1492 root 1.29 if (best != op1)
1493     {
1494     retval->distance_x += op1->x - best->x;
1495     retval->distance_y += op1->y - best->y;
1496 elmex 1.1 }
1497     }
1498 root 1.75
1499 root 1.29 retval->part = best;
1500 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1502 elmex 1.1 }
1503     }
1504    
1505     /* this is basically the same as get_rangevector above, but instead of
1506     * the first parameter being an object, it instead is the map
1507     * and x,y coordinates - this is used for path to player -
1508     * since the object is not infact moving but we are trying to traverse
1509     * the path, we need this.
1510     * flags has no meaning for this function at this time - I kept it in to
1511     * be more consistant with the above function and also in case they are needed
1512     * for something in the future. Also, since no object is pasted, the best
1513     * field of the rv_vector is set to NULL.
1514     */
1515 root 1.29 void
1516 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517 root 1.29 {
1518     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519     {
1520     /* be conservative and fill in _some_ data */
1521     retval->distance = 100000;
1522     retval->distance_x = 32767;
1523     retval->distance_y = 32767;
1524     retval->direction = 0;
1525     retval->part = 0;
1526     }
1527     else
1528     {
1529     retval->distance_x += op2->x - x;
1530     retval->distance_y += op2->y - y;
1531    
1532 root 1.159 retval->part = 0;
1533     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1535 elmex 1.1 }
1536     }
1537    
1538     /* Returns true of op1 and op2 are effectively on the same map
1539     * (as related to map tiling). Note that this looks for a path from
1540 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1541 elmex 1.1 * to op1, this will still return false.
1542     * Note we only look one map out to keep the processing simple
1543     * and efficient. This could probably be a macro.
1544     * MSW 2001-08-05
1545     */
1546 root 1.29 int
1547     on_same_map (const object *op1, const object *op2)
1548     {
1549     int dx, dy;
1550 elmex 1.1
1551 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1552 elmex 1.1 }
1553 root 1.52
1554 root 1.167 //-GPL
1555    
1556 root 1.52 object *
1557     maptile::insert (object *op, int x, int y, object *originator, int flags)
1558     {
1559     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560     }
1561    
1562 root 1.81 region *
1563     maptile::region (int x, int y) const
1564     {
1565     if (regions
1566     && regionmap
1567     && !OUT_OF_REAL_MAP (this, x, y))
1568     if (struct region *reg = regionmap [regions [y * width + x]])
1569     return reg;
1570    
1571     if (default_region)
1572     return default_region;
1573    
1574     return ::region::default_region ();
1575     }
1576    
1577 root 1.167 //+GPL
1578    
1579 root 1.91 /* picks a random object from a style map.
1580     */
1581     object *
1582 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1583 root 1.91 {
1584     /* while returning a null object will result in a crash, that
1585     * is actually preferable to an infinite loop. That is because
1586     * most servers will automatically restart in case of crash.
1587     * Change the logic on getting the random space - shouldn't make
1588     * any difference, but this seems clearer to me.
1589     */
1590     for (int i = 1000; --i;)
1591     {
1592 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1593 root 1.91
1594     // do not prefer big monsters just because they are big.
1595 root 1.138 if (pick && pick->is_head ())
1596 root 1.91 return pick->head_ ();
1597     }
1598    
1599     // instead of crashing in the unlikely(?) case, try to return *something*
1600 root 1.169 return archetype::find (shstr_bug);
1601 root 1.91 }
1602 root 1.85
1603 root 1.167 //-GPL
1604    
1605 root 1.114 void
1606     maptile::play_sound (faceidx sound, int x, int y) const
1607     {
1608     if (!sound)
1609     return;
1610    
1611 root 1.151 for_all_players_on_map (pl, this)
1612     if (client *ns = pl->ns)
1613     {
1614     int dx = x - pl->ob->x;
1615     int dy = y - pl->ob->y;
1616 root 1.114
1617 root 1.151 int distance = idistance (dx, dy);
1618 root 1.114
1619 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1620     ns->play_sound (sound, dx, dy);
1621     }
1622 root 1.114 }
1623    
1624 root 1.157 void
1625     maptile::say_msg (const char *msg, int x, int y) const
1626     {
1627     for_all_players (pl)
1628     if (client *ns = pl->ns)
1629     {
1630     int dx = x - pl->ob->x;
1631     int dy = y - pl->ob->y;
1632    
1633     int distance = idistance (dx, dy);
1634    
1635     if (distance <= MAX_SOUND_DISTANCE)
1636     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637     }
1638     }
1639    
1640 root 1.155 static void
1641     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642     {
1643     // clip to map to the left
1644     if (x0 < 0)
1645     {
1646     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1647     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648    
1649     if (x1 < 0) // entirely to the left
1650     return;
1651    
1652     x0 = 0;
1653     }
1654    
1655     // clip to map to the right
1656     if (x1 > m->width)
1657     {
1658     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1659     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660    
1661     if (x0 > m->width) // entirely to the right
1662     return;
1663    
1664     x1 = m->width;
1665     }
1666    
1667     // clip to map above
1668     if (y0 < 0)
1669     {
1670     if (maptile *tile = m->tile_available (TILE_UP, 1))
1671     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672    
1673     if (y1 < 0) // entirely above
1674     return;
1675    
1676     y0 = 0;
1677     }
1678    
1679     // clip to map below
1680     if (y1 > m->height)
1681     {
1682     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1683     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684    
1685     if (y0 > m->height) // entirely below
1686     return;
1687    
1688     y1 = m->height;
1689     }
1690    
1691     // if we get here, the rect is within the current map
1692     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1693    
1694     r->m = m;
1695     r->x0 = x0;
1696     r->y0 = y0;
1697     r->x1 = x1;
1698     r->y1 = y1;
1699     r->dx = dx;
1700     r->dy = dy;
1701     }
1702    
1703     maprect *
1704     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1705     {
1706     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707     buf.clear ();
1708    
1709     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710    
1711     // add end marker
1712     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1713     r->m = 0;
1714    
1715     return (maprect *)buf.linearise ();
1716     }
1717