ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.173
Committed: Mon Nov 9 18:47:56 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.172: +0 -1 lines
Log Message:
remove max_nrof from maps, make spell updates delayed

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 root 1.172 max_items = MAX_ITEM_PER_ACTION;
454 root 1.85 max_volume = 2000000; // 2m³
455 root 1.34 }
456    
457 root 1.56 maptile::maptile (int w, int h)
458 root 1.54 {
459 root 1.56 in_memory = MAP_SWAPPED;
460 root 1.54
461 root 1.56 width = w;
462     height = h;
463     reset_timeout = 0;
464     timeout = 300;
465     enter_x = 0;
466     enter_y = 0;
467 root 1.54
468 root 1.56 alloc ();
469 elmex 1.1 }
470    
471     /*
472 root 1.31 * Allocates the arrays contained in a maptile.
473 elmex 1.1 * This basically allocates the dynamic array of spaces for the
474     * map.
475     */
476 root 1.29 void
477 root 1.56 maptile::alloc ()
478 root 1.29 {
479 root 1.34 if (spaces)
480 root 1.56 return;
481 elmex 1.1
482 root 1.53 spaces = salloc0<mapspace> (size ());
483 elmex 1.1 }
484    
485 root 1.167 //+GPL
486    
487 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
488     * corresponding to that string. Memory is allocated for this, it must be freed
489     * at a later date.
490     * Called by parse_map_headers below.
491     */
492 root 1.29 static shopitems *
493     parse_shop_string (const char *input_string)
494     {
495     char *shop_string, *p, *q, *next_semicolon, *next_colon;
496     shopitems *items = NULL;
497     int i = 0, number_of_entries = 0;
498     const typedata *current_type;
499    
500 root 1.43 shop_string = strdup (input_string);
501 root 1.29 p = shop_string;
502     /* first we'll count the entries, we'll need that for allocating the array shortly */
503     while (p)
504     {
505     p = strchr (p, ';');
506     number_of_entries++;
507     if (p)
508     p++;
509     }
510 root 1.54
511 root 1.29 p = shop_string;
512     strip_endline (p);
513     items = new shopitems[number_of_entries + 1];
514     for (i = 0; i < number_of_entries; i++)
515     {
516     if (!p)
517     {
518     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
519     break;
520     }
521 root 1.54
522 root 1.29 next_semicolon = strchr (p, ';');
523     next_colon = strchr (p, ':');
524     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526     items[i].strength = atoi (strchr (p, ':') + 1);
527    
528     if (isdigit (*p) || *p == '*')
529     {
530     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531     current_type = get_typedata (items[i].typenum);
532     if (current_type)
533     {
534     items[i].name = current_type->name;
535     items[i].name_pl = current_type->name_pl;
536     }
537     }
538     else
539     { /*we have a named type, let's figure out what it is */
540     q = strpbrk (p, ";:");
541     if (q)
542     *q = '\0';
543    
544     current_type = get_typedata_by_name (p);
545     if (current_type)
546     {
547     items[i].name = current_type->name;
548     items[i].typenum = current_type->number;
549     items[i].name_pl = current_type->name_pl;
550     }
551     else
552     { /* oh uh, something's wrong, let's free up this one, and try
553     * the next entry while we're at it, better print a warning
554     */
555     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556     }
557     }
558 root 1.54
559 root 1.29 items[i].index = number_of_entries;
560     if (next_semicolon)
561     p = ++next_semicolon;
562     else
563     p = NULL;
564 elmex 1.1 }
565 root 1.54
566 root 1.29 free (shop_string);
567     return items;
568 elmex 1.1 }
569    
570     /* opposite of parse string, this puts the string that was originally fed in to
571     * the map (or something equivilent) into output_string. */
572 root 1.164 static const char *
573     print_shop_string (maptile *m)
574 root 1.29 {
575 root 1.164 static dynbuf_text buf; buf.clear ();
576 root 1.29
577 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
578 root 1.29 {
579     if (m->shopitems[i].typenum)
580     {
581     if (m->shopitems[i].strength)
582 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 root 1.29 else
584 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
585 root 1.10 }
586 root 1.29 else
587     {
588     if (m->shopitems[i].strength)
589 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
590 root 1.29 else
591 root 1.164 buf.printf ("*");
592 root 1.29 }
593 root 1.164 }
594 root 1.54
595 root 1.164 return buf;
596 elmex 1.1 }
597    
598 root 1.167 //-GPL
599    
600 elmex 1.1 /* This loads the header information of the map. The header
601     * contains things like difficulty, size, timeout, etc.
602     * this used to be stored in the map object, but with the
603     * addition of tiling, fields beyond that easily named in an
604     * object structure were needed, so it just made sense to
605     * put all the stuff in the map object so that names actually make
606     * sense.
607     * This could be done in lex (like the object loader), but I think
608     * currently, there are few enough fields this is not a big deal.
609     * MSW 2001-07-01
610     */
611 root 1.56 bool
612 root 1.72 maptile::_load_header (object_thawer &thawer)
613 elmex 1.1 {
614 root 1.56 for (;;)
615 root 1.29 {
616 root 1.105 switch (thawer.kw)
617 root 1.29 {
618 root 1.56 case KW_msg:
619     thawer.get_ml (KW_endmsg, msg);
620     break;
621 root 1.22
622 root 1.56 case KW_lore: // CF+ extension
623     thawer.get_ml (KW_endlore, maplore);
624     break;
625 root 1.10
626 root 1.56 case KW_maplore:
627     thawer.get_ml (KW_endmaplore, maplore);
628     break;
629 root 1.10
630 root 1.56 case KW_arch:
631     if (strcmp (thawer.get_str (), "map"))
632     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633     break;
634 root 1.29
635 root 1.56 case KW_oid:
636     thawer.get (this, thawer.get_sint32 ());
637     break;
638 root 1.29
639 root 1.56 case KW_file_format_version: break; // nop
640 root 1.29
641 root 1.56 case KW_name: thawer.get (name); break;
642     case KW_attach: thawer.get (attach); break;
643     case KW_reset_time: thawer.get (reset_time); break;
644     case KW_shopgreed: thawer.get (shopgreed); break;
645     case KW_shopmin: thawer.get (shopmin); break;
646     case KW_shopmax: thawer.get (shopmax); break;
647     case KW_shoprace: thawer.get (shoprace); break;
648     case KW_outdoor: thawer.get (outdoor); break;
649     case KW_temp: thawer.get (temp); break;
650     case KW_pressure: thawer.get (pressure); break;
651     case KW_humid: thawer.get (humid); break;
652     case KW_windspeed: thawer.get (windspeed); break;
653     case KW_winddir: thawer.get (winddir); break;
654     case KW_sky: thawer.get (sky); break;
655    
656     case KW_per_player: thawer.get (per_player); break;
657     case KW_per_party: thawer.get (per_party); break;
658 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
659 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
660 root 1.56
661 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663    
664     // old names new names
665     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667     case KW_x: case KW_width: thawer.get (width); break;
668     case KW_y: case KW_height: thawer.get (height); break;
669     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670     case KW_value: case KW_swap_time: thawer.get (timeout); break;
671     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674    
675     case KW_tile_path_1: thawer.get (tile_path [0]); break;
676     case KW_tile_path_2: thawer.get (tile_path [1]); break;
677     case KW_tile_path_3: thawer.get (tile_path [2]); break;
678     case KW_tile_path_4: thawer.get (tile_path [3]); break;
679 root 1.83
680 root 1.112 case KW_ERROR:
681 root 1.123 set_key_text (thawer.kw_str, thawer.value);
682 root 1.112 break;
683    
684 root 1.83 case KW_end:
685 root 1.124 thawer.next ();
686 root 1.83 return true;
687    
688     default:
689 root 1.87 if (!thawer.parse_error ("map", 0))
690 root 1.83 return false;
691     break;
692 root 1.10 }
693 root 1.124
694     thawer.next ();
695 elmex 1.1 }
696 root 1.41
697 root 1.56 abort ();
698 elmex 1.1 }
699    
700 root 1.167 //+GPL
701    
702 root 1.56 /******************************************************************************
703     * This is the start of unique map handling code
704     *****************************************************************************/
705 root 1.29
706 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
707     void
708     maptile::clear_unique_items ()
709 root 1.29 {
710 root 1.56 for (int i = 0; i < size (); ++i)
711 root 1.29 {
712 root 1.56 int unique = 0;
713     for (object *op = spaces [i].bot; op; )
714     {
715     object *above = op->above;
716 elmex 1.1
717 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
718     unique = 1;
719 root 1.14
720 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
721 root 1.148 op->destroy ();
722 elmex 1.1
723 root 1.56 op = above;
724     }
725 root 1.29 }
726 elmex 1.1 }
727    
728 root 1.167 //-GPL
729    
730 root 1.56 bool
731 root 1.72 maptile::_save_header (object_freezer &freezer)
732 root 1.29 {
733 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
734     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
735 elmex 1.1
736 root 1.56 MAP_OUT2 (arch, "map");
737 elmex 1.1
738 root 1.56 if (name) MAP_OUT (name);
739     MAP_OUT (swap_time);
740     MAP_OUT (reset_time);
741     MAP_OUT (reset_timeout);
742     MAP_OUT (fixed_resettime);
743 root 1.109 MAP_OUT (no_reset);
744 root 1.141 MAP_OUT (no_drop);
745 root 1.56 MAP_OUT (difficulty);
746 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
747 root 1.29
748 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
749 root 1.56 MAP_OUT (shopgreed);
750     MAP_OUT (shopmin);
751     MAP_OUT (shopmax);
752     if (shoprace) MAP_OUT (shoprace);
753 root 1.164
754 root 1.56 MAP_OUT (darkness);
755     MAP_OUT (width);
756     MAP_OUT (height);
757     MAP_OUT (enter_x);
758     MAP_OUT (enter_y);
759 root 1.14
760 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762 elmex 1.1
763 root 1.56 MAP_OUT (outdoor);
764     MAP_OUT (temp);
765     MAP_OUT (pressure);
766     MAP_OUT (humid);
767     MAP_OUT (windspeed);
768     MAP_OUT (winddir);
769     MAP_OUT (sky);
770 elmex 1.1
771 root 1.56 MAP_OUT (per_player);
772     MAP_OUT (per_party);
773 elmex 1.1
774 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 root 1.40
779 root 1.63 freezer.put (this);
780 root 1.61 freezer.put (KW_end);
781 root 1.40
782 root 1.56 return true;
783 elmex 1.1 }
784    
785 root 1.56 bool
786 root 1.72 maptile::_save_header (const char *path)
787 root 1.29 {
788 root 1.17 object_freezer freezer;
789 root 1.10
790 root 1.72 if (!_save_header (freezer))
791 root 1.56 return false;
792 elmex 1.1
793 root 1.56 return freezer.save (path);
794 elmex 1.1 }
795    
796 root 1.167 //+GPL
797    
798 elmex 1.1 /*
799     * Remove and free all objects in the given map.
800     */
801 root 1.29 void
802 root 1.56 maptile::clear ()
803 root 1.29 {
804 root 1.81 if (spaces)
805     {
806     for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 root 1.104 while (object *op = ms->bot)
808 root 1.81 {
809 root 1.127 // manually remove, as to not trigger anything
810     if (ms->bot = op->above)
811     ms->bot->below = 0;
812    
813     op->flag [FLAG_REMOVED] = true;
814    
815 root 1.128 object *head = op->head_ ();
816     if (op == head)
817 root 1.148 op->destroy ();
818 root 1.128 else if (head->map != op->map)
819     {
820     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 root 1.148 head->destroy ();
822 root 1.128 }
823 root 1.81 }
824 root 1.29
825 root 1.137 sfree0 (spaces, size ());
826 root 1.81 }
827 root 1.29
828 root 1.56 if (buttons)
829     free_objectlinkpt (buttons), buttons = 0;
830 root 1.127
831 root 1.137 sfree0 (regions, size ());
832 root 1.127 delete [] regionmap; regionmap = 0;
833 elmex 1.1 }
834    
835 root 1.29 void
836 root 1.56 maptile::clear_header ()
837 root 1.29 {
838 root 1.56 name = 0;
839     msg = 0;
840     maplore = 0;
841     shoprace = 0;
842     delete [] shopitems, shopitems = 0;
843 root 1.42
844 root 1.47 for (int i = 0; i < 4; i++)
845 root 1.56 tile_path [i] = 0;
846 root 1.47 }
847 root 1.42
848 root 1.47 maptile::~maptile ()
849     {
850 root 1.53 assert (destroyed ());
851 elmex 1.1 }
852    
853 root 1.29 void
854 root 1.56 maptile::clear_links_to (maptile *m)
855 root 1.29 {
856     /* We need to look through all the maps and see if any maps
857     * are pointing at this one for tiling information. Since
858 root 1.47 * tiling can be asymetric, we just can not look to see which
859 root 1.29 * maps this map tiles with and clears those.
860     */
861 root 1.56 for (int i = 0; i < 4; i++)
862     if (tile_map[i] == m)
863     tile_map[i] = 0;
864 root 1.47 }
865 elmex 1.1
866 root 1.47 void
867 root 1.56 maptile::do_destroy ()
868 root 1.47 {
869 root 1.56 attachable::do_destroy ();
870    
871     clear ();
872 elmex 1.1 }
873    
874 root 1.109 /* decay and destroy perishable items in a map */
875     void
876     maptile::do_decay_objects ()
877     {
878     if (!spaces)
879     return;
880    
881     for (mapspace *ms = spaces + size (); ms-- > spaces; )
882     for (object *above, *op = ms->bot; op; op = above)
883     {
884     above = op->above;
885    
886     bool destroy = 0;
887    
888     // do not decay anything above unique floor tiles (yet :)
889     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890     break;
891    
892     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894     || QUERY_FLAG (op, FLAG_UNIQUE)
895     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896     || QUERY_FLAG (op, FLAG_UNPAID)
897     || op->is_alive ())
898     ; // do not decay
899     else if (op->is_weapon ())
900     {
901     op->stats.dam--;
902     if (op->stats.dam < 0)
903     destroy = 1;
904     }
905     else if (op->is_armor ())
906     {
907     op->stats.ac--;
908     if (op->stats.ac < 0)
909     destroy = 1;
910     }
911     else if (op->type == FOOD)
912     {
913     op->stats.food -= rndm (5, 20);
914     if (op->stats.food < 0)
915     destroy = 1;
916     }
917     else
918     {
919     int mat = op->materials;
920    
921     if (mat & M_PAPER
922     || mat & M_LEATHER
923     || mat & M_WOOD
924     || mat & M_ORGANIC
925     || mat & M_CLOTH
926     || mat & M_LIQUID
927     || (mat & M_IRON && rndm (1, 5) == 1)
928     || (mat & M_GLASS && rndm (1, 2) == 1)
929     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931     || (mat & M_ICE && temp > 32))
932     destroy = 1;
933     }
934    
935     /* adjust overall chance below */
936     if (destroy && rndm (0, 1))
937 root 1.149 op->destroy ();
938 root 1.109 }
939     }
940    
941 elmex 1.1 /*
942     * This routine is supposed to find out the difficulty of the map.
943     * difficulty does not have a lot to do with character level,
944     * but does have a lot to do with treasure on the map.
945     *
946 root 1.153 * Difficulty can now be set by the map creator. If the value stored
947     * in the map is zero, then use this routine. Maps should really
948     * have a difficulty set rather than using this function - human calculation
949     * is much better than this function's guesswork.
950 elmex 1.1 */
951 root 1.29 int
952 root 1.56 maptile::estimate_difficulty () const
953 root 1.29 {
954 elmex 1.1 long monster_cnt = 0;
955     double avgexp = 0;
956     sint64 total_exp = 0;
957    
958 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959     for (object *op = ms->bot; op; op = op->above)
960     {
961     if (QUERY_FLAG (op, FLAG_MONSTER))
962     {
963     total_exp += op->stats.exp;
964     monster_cnt++;
965     }
966 elmex 1.1
967 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
968     {
969     total_exp += op->stats.exp;
970 elmex 1.1
971 root 1.140 if (archetype *at = op->other_arch)
972     {
973     total_exp += at->stats.exp * 8;
974     monster_cnt++;
975     }
976    
977     for (object *inv = op->inv; inv; inv = inv->below)
978     {
979     total_exp += op->stats.exp * 8;
980     monster_cnt++;
981     }
982 root 1.56 }
983     }
984 elmex 1.1
985     avgexp = (double) total_exp / monster_cnt;
986    
987 root 1.56 for (int i = 1; i <= settings.max_level; i++)
988     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
989     return i;
990 elmex 1.1
991     return 1;
992     }
993    
994     /* change_map_light() - used to change map light level (darkness)
995     * up or down. Returns true if successful. It should now be
996     * possible to change a value by more than 1.
997     * Move this from los.c to map.c since this is more related
998     * to maps than los.
999     * postive values make it darker, negative make it brighter
1000     */
1001 root 1.29 int
1002 root 1.56 maptile::change_map_light (int change)
1003 root 1.29 {
1004     /* Nothing to do */
1005 root 1.154 if (!change)
1006 root 1.56 return 0;
1007 elmex 1.1
1008 root 1.29 /* inform all players on the map */
1009     if (change > 0)
1010 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1011 root 1.29 else
1012 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1013 root 1.29
1014 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1015 elmex 1.1
1016 root 1.29 /* All clients need to get re-updated for the change */
1017 root 1.56 update_all_map_los (this);
1018 root 1.142
1019 root 1.29 return 1;
1020 elmex 1.1 }
1021    
1022     /*
1023     * This function updates various attributes about a specific space
1024     * on the map (what it looks like, whether it blocks magic,
1025     * has a living creatures, prevents people from passing
1026     * through, etc)
1027     */
1028 root 1.29 void
1029 root 1.46 mapspace::update_ ()
1030 root 1.29 {
1031 root 1.142 object *last = 0;
1032 root 1.171 uint8 flags = P_UPTODATE;
1033 root 1.150 sint8 light = 0;
1034 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 root 1.170 uint64_t volume = 0;
1036 root 1.172 uint32_t items = 0;
1037 root 1.171 object *anywhere = 0;
1038 root 1.29
1039 root 1.94 //object *middle = 0;
1040     //object *top = 0;
1041     //object *floor = 0;
1042     // this seems to generate better code than using locals, above
1043 root 1.95 object *&top = faces_obj[0] = 0;
1044     object *&middle = faces_obj[1] = 0;
1045     object *&floor = faces_obj[2] = 0;
1046 root 1.29
1047 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1048    
1049 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1050 root 1.29 {
1051 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052     light += tmp->glow_radius;
1053 root 1.29
1054     /* This call is needed in order to update objects the player
1055     * is standing in that have animations (ie, grass, fire, etc).
1056     * However, it also causes the look window to be re-drawn
1057     * 3 times each time the player moves, because many of the
1058     * functions the move_player calls eventualy call this.
1059     *
1060     * Always put the player down for drawing.
1061     */
1062 root 1.171 if (expect_true (!tmp->invisible))
1063 root 1.29 {
1064 root 1.170 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1065 root 1.94 top = tmp;
1066 root 1.170 else
1067 root 1.29 {
1068 root 1.171 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 root 1.170 {
1070     /* If we got a floor, that means middle and top were below it,
1071     * so should not be visible, so we clear them.
1072     */
1073     middle = 0;
1074     top = 0;
1075     floor = tmp;
1076 root 1.171 volume = 0;
1077 root 1.172 items = 0;
1078 root 1.170 }
1079     else
1080     {
1081 root 1.171 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082     {
1083 root 1.172 ++items;
1084 root 1.171 volume += tmp->volume ();
1085     }
1086 root 1.170
1087     /* Flag anywhere have high priority */
1088 root 1.171 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089     anywhere = tmp;
1090 root 1.170 /* Find the highest visible face around. If equal
1091     * visibilities, we still want the one nearer to the
1092     * top
1093     */
1094 root 1.171 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1095 root 1.170 middle = tmp;
1096     }
1097 root 1.29 }
1098     }
1099    
1100 root 1.45 move_slow |= tmp->move_slow;
1101 root 1.29 move_block |= tmp->move_block;
1102 root 1.45 move_on |= tmp->move_on;
1103     move_off |= tmp->move_off;
1104 root 1.29 move_allow |= tmp->move_allow;
1105    
1106 root 1.171 allflags |= tmp->flag;
1107    
1108     if (tmp->type == PLAYER) flags |= P_PLAYER;
1109     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1110 root 1.45 }
1111 root 1.29
1112 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1113     if (anywhere)
1114     middle = anywhere;
1115    
1116     // ORing all flags together and checking them here is much faster
1117     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121    
1122 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1123 root 1.46 this->flags_ = flags;
1124     this->move_block = move_block & ~move_allow;
1125     this->move_on = move_on;
1126     this->move_off = move_off;
1127     this->move_slow = move_slow;
1128 root 1.172 this->volume_ = (volume + 1023) / 1024;
1129     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1130 root 1.29
1131     /* At this point, we have a floor face (if there is a floor),
1132     * and the floor is set - we are not going to touch it at
1133     * this point.
1134     * middle contains the highest visibility face.
1135     * top contains a player/monster face, if there is one.
1136     *
1137     * We now need to fill in top.face and/or middle.face.
1138     */
1139    
1140     /* If the top face also happens to be high visibility, re-do our
1141     * middle face. This should not happen, as we already have the
1142     * else statement above so middle should not get set. OTOH, it
1143     * may be possible for the faces to match but be different objects.
1144     */
1145     if (top == middle)
1146 root 1.94 middle = 0;
1147 root 1.29
1148     /* There are three posibilities at this point:
1149     * 1) top face is set, need middle to be set.
1150     * 2) middle is set, need to set top.
1151     * 3) neither middle or top is set - need to set both.
1152     */
1153    
1154 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1155 root 1.29 {
1156     /* Once we get to a floor, stop, since we already have a floor object */
1157     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1158     break;
1159    
1160     /* If two top faces are already set, quit processing */
1161 root 1.94 if (top && middle)
1162 root 1.29 break;
1163 root 1.10
1164 elmex 1.67 /* Only show visible faces */
1165     if (!tmp->invisible)
1166 root 1.29 {
1167     /* Fill in top if needed */
1168 root 1.94 if (!top)
1169 root 1.29 {
1170 root 1.94 top = tmp;
1171 root 1.29 if (top == middle)
1172 root 1.94 middle = 0;
1173 root 1.29 }
1174     else
1175     {
1176     /* top is already set - we should only get here if
1177     * middle is not set
1178     *
1179     * Set the middle face and break out, since there is nothing
1180     * more to fill in. We don't check visiblity here, since
1181     *
1182     */
1183 root 1.94 if (tmp != top)
1184 root 1.29 {
1185 root 1.94 middle = tmp;
1186 root 1.29 break;
1187 root 1.10 }
1188     }
1189     }
1190 elmex 1.1 }
1191 root 1.45
1192 root 1.29 if (middle == floor)
1193 root 1.94 middle = 0;
1194 root 1.45
1195 root 1.29 if (top == middle)
1196 root 1.94 middle = 0;
1197 root 1.45
1198 root 1.94 #if 0
1199     faces_obj [0] = top;
1200     faces_obj [1] = middle;
1201     faces_obj [2] = floor;
1202     #endif
1203 elmex 1.1 }
1204    
1205 root 1.155 maptile *
1206 root 1.117 maptile::tile_available (int dir, bool load)
1207 elmex 1.1 {
1208 root 1.155 if (tile_path[dir])
1209     {
1210     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211     return tile_map[dir];
1212 root 1.118
1213 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214     return tile_map[dir];
1215     }
1216 root 1.56
1217 root 1.117 return 0;
1218 root 1.68 }
1219    
1220 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1221     * map m. This function also takes into account any
1222     * tiling considerations, loading adjacant maps as needed.
1223     * This is the function should always be used when it
1224     * necessary to check for valid coordinates.
1225     * This function will recursively call itself for the
1226     * tiled maps.
1227     */
1228 root 1.29 int
1229 root 1.31 out_of_map (maptile *m, int x, int y)
1230 elmex 1.1 {
1231 root 1.29 /* If we get passed a null map, this is obviously the
1232     * case. This generally shouldn't happen, but if the
1233     * map loads fail below, it could happen.
1234     */
1235     if (!m)
1236     return 0;
1237 elmex 1.1
1238 root 1.29 if (x < 0)
1239     {
1240 root 1.119 if (!m->tile_available (3))
1241 root 1.29 return 1;
1242 root 1.46
1243 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1244 elmex 1.1 }
1245 root 1.46
1246 root 1.48 if (x >= m->width)
1247 root 1.29 {
1248 root 1.119 if (!m->tile_available (1))
1249 root 1.29 return 1;
1250 root 1.46
1251 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1252 elmex 1.1 }
1253 root 1.46
1254 root 1.29 if (y < 0)
1255     {
1256 root 1.119 if (!m->tile_available (0))
1257 root 1.29 return 1;
1258 root 1.46
1259 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1260 elmex 1.1 }
1261 root 1.46
1262 root 1.48 if (y >= m->height)
1263 root 1.29 {
1264 root 1.119 if (!m->tile_available (2))
1265 root 1.29 return 1;
1266 root 1.46
1267 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1268 elmex 1.1 }
1269    
1270 root 1.29 /* Simple case - coordinates are within this local
1271     * map.
1272     */
1273     return 0;
1274 elmex 1.1 }
1275    
1276     /* This is basically the same as out_of_map above, but
1277     * instead we return NULL if no map is valid (coordinates
1278     * out of bounds and no tiled map), otherwise it returns
1279     * the map as that the coordinates are really on, and
1280 pippijn 1.66 * updates x and y to be the localised coordinates.
1281 elmex 1.1 * Using this is more efficient of calling out_of_map
1282     * and then figuring out what the real map is
1283     */
1284 root 1.31 maptile *
1285 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1286 elmex 1.1 {
1287 root 1.68 if (x < 0)
1288 root 1.29 {
1289 root 1.119 if (!tile_available (3))
1290 root 1.46 return 0;
1291 root 1.56
1292 root 1.68 x += tile_map[3]->width;
1293     return tile_map[3]->xy_find (x, y);
1294 elmex 1.1 }
1295 root 1.46
1296 root 1.68 if (x >= width)
1297 root 1.29 {
1298 root 1.119 if (!tile_available (1))
1299 root 1.46 return 0;
1300    
1301 root 1.68 x -= width;
1302     return tile_map[1]->xy_find (x, y);
1303 elmex 1.1 }
1304 root 1.46
1305 root 1.68 if (y < 0)
1306 root 1.29 {
1307 root 1.119 if (!tile_available (0))
1308 root 1.46 return 0;
1309    
1310 root 1.68 y += tile_map[0]->height;
1311     return tile_map[0]->xy_find (x, y);
1312 elmex 1.1 }
1313 root 1.46
1314 root 1.68 if (y >= height)
1315 root 1.29 {
1316 root 1.119 if (!tile_available (2))
1317 root 1.46 return 0;
1318    
1319 root 1.68 y -= height;
1320     return tile_map[2]->xy_find (x, y);
1321 elmex 1.1 }
1322    
1323 root 1.29 /* Simple case - coordinates are within this local
1324     * map.
1325     */
1326 root 1.68 return this;
1327 elmex 1.1 }
1328    
1329     /**
1330     * Return whether map2 is adjacent to map1. If so, store the distance from
1331     * map1 to map2 in dx/dy.
1332     */
1333 root 1.82 int
1334 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1335 root 1.29 {
1336     if (!map1 || !map2)
1337     return 0;
1338    
1339 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1340 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1341 root 1.29 if (map1 == map2)
1342     {
1343     *dx = 0;
1344     *dy = 0;
1345     }
1346     else if (map1->tile_map[0] == map2)
1347     { /* up */
1348     *dx = 0;
1349 root 1.48 *dy = -map2->height;
1350 root 1.29 }
1351     else if (map1->tile_map[1] == map2)
1352     { /* right */
1353 root 1.48 *dx = map1->width;
1354 root 1.29 *dy = 0;
1355     }
1356     else if (map1->tile_map[2] == map2)
1357     { /* down */
1358     *dx = 0;
1359 root 1.48 *dy = map1->height;
1360 root 1.29 }
1361     else if (map1->tile_map[3] == map2)
1362     { /* left */
1363 root 1.48 *dx = -map2->width;
1364 root 1.29 *dy = 0;
1365     }
1366     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1367     { /* up right */
1368 root 1.48 *dx = map1->tile_map[0]->width;
1369     *dy = -map1->tile_map[0]->height;
1370 root 1.29 }
1371     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1372     { /* up left */
1373 root 1.48 *dx = -map2->width;
1374     *dy = -map1->tile_map[0]->height;
1375 root 1.29 }
1376     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1377     { /* right up */
1378 root 1.48 *dx = map1->width;
1379     *dy = -map2->height;
1380 root 1.29 }
1381     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1382     { /* right down */
1383 root 1.48 *dx = map1->width;
1384     *dy = map1->tile_map[1]->height;
1385 root 1.29 }
1386     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1387     { /* down right */
1388 root 1.48 *dx = map1->tile_map[2]->width;
1389     *dy = map1->height;
1390 root 1.29 }
1391     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1392     { /* down left */
1393 root 1.48 *dx = -map2->width;
1394     *dy = map1->height;
1395 root 1.29 }
1396     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1397     { /* left up */
1398 root 1.48 *dx = -map1->tile_map[3]->width;
1399     *dy = -map2->height;
1400 root 1.29 }
1401     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1402     { /* left down */
1403 root 1.48 *dx = -map1->tile_map[3]->width;
1404     *dy = map1->tile_map[3]->height;
1405 root 1.29 }
1406     else
1407 root 1.56 return 0;
1408 elmex 1.1
1409 root 1.29 return 1;
1410 elmex 1.1 }
1411    
1412 root 1.68 maptile *
1413     maptile::xy_load (sint16 &x, sint16 &y)
1414     {
1415     maptile *map = xy_find (x, y);
1416    
1417     if (map)
1418     map->load_sync ();
1419    
1420     return map;
1421     }
1422    
1423     maptile *
1424     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1425     {
1426     return m->xy_load (*x, *y);
1427     }
1428    
1429 elmex 1.1 /* From map.c
1430     * This is used by get_player to determine where the other
1431     * creature is. get_rangevector takes into account map tiling,
1432     * so you just can not look the the map coordinates and get the
1433     * righte value. distance_x/y are distance away, which
1434 root 1.79 * can be negative. direction is the crossfire direction scheme
1435 elmex 1.1 * that the creature should head. part is the part of the
1436     * monster that is closest.
1437     *
1438     * get_rangevector looks at op1 and op2, and fills in the
1439     * structure for op1 to get to op2.
1440     * We already trust that the caller has verified that the
1441     * two objects are at least on adjacent maps. If not,
1442     * results are not likely to be what is desired.
1443     * if the objects are not on maps, results are also likely to
1444     * be unexpected
1445     *
1446     * currently, the only flag supported (0x1) is don't translate for
1447     * closest body part of 'op1'
1448     */
1449 root 1.29 void
1450     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1451     {
1452     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1453     {
1454     /* be conservative and fill in _some_ data */
1455 root 1.86 retval->distance = 10000;
1456     retval->distance_x = 10000;
1457     retval->distance_y = 10000;
1458 root 1.29 retval->direction = 0;
1459     retval->part = 0;
1460     }
1461     else
1462     {
1463     object *best;
1464    
1465     retval->distance_x += op2->x - op1->x;
1466     retval->distance_y += op2->y - op1->y;
1467    
1468     best = op1;
1469     /* If this is multipart, find the closest part now */
1470     if (!(flags & 0x1) && op1->more)
1471     {
1472     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1473    
1474     /* we just take the offset of the piece to head to figure
1475     * distance instead of doing all that work above again
1476     * since the distance fields we set above are positive in the
1477     * same axis as is used for multipart objects, the simply arithmetic
1478     * below works.
1479     */
1480 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1481 root 1.29 {
1482     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1483     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1484     if (tmpi < best_distance)
1485     {
1486     best_distance = tmpi;
1487     best = tmp;
1488 elmex 1.1 }
1489     }
1490 root 1.75
1491 root 1.29 if (best != op1)
1492     {
1493     retval->distance_x += op1->x - best->x;
1494     retval->distance_y += op1->y - best->y;
1495 elmex 1.1 }
1496     }
1497 root 1.75
1498 root 1.29 retval->part = best;
1499 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1500 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1501 elmex 1.1 }
1502     }
1503    
1504     /* this is basically the same as get_rangevector above, but instead of
1505     * the first parameter being an object, it instead is the map
1506     * and x,y coordinates - this is used for path to player -
1507     * since the object is not infact moving but we are trying to traverse
1508     * the path, we need this.
1509     * flags has no meaning for this function at this time - I kept it in to
1510     * be more consistant with the above function and also in case they are needed
1511     * for something in the future. Also, since no object is pasted, the best
1512     * field of the rv_vector is set to NULL.
1513     */
1514 root 1.29 void
1515 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1516 root 1.29 {
1517     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1518     {
1519     /* be conservative and fill in _some_ data */
1520     retval->distance = 100000;
1521     retval->distance_x = 32767;
1522     retval->distance_y = 32767;
1523     retval->direction = 0;
1524     retval->part = 0;
1525     }
1526     else
1527     {
1528     retval->distance_x += op2->x - x;
1529     retval->distance_y += op2->y - y;
1530    
1531 root 1.159 retval->part = 0;
1532     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1533 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1534 elmex 1.1 }
1535     }
1536    
1537     /* Returns true of op1 and op2 are effectively on the same map
1538     * (as related to map tiling). Note that this looks for a path from
1539 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1540 elmex 1.1 * to op1, this will still return false.
1541     * Note we only look one map out to keep the processing simple
1542     * and efficient. This could probably be a macro.
1543     * MSW 2001-08-05
1544     */
1545 root 1.29 int
1546     on_same_map (const object *op1, const object *op2)
1547     {
1548     int dx, dy;
1549 elmex 1.1
1550 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1551 elmex 1.1 }
1552 root 1.52
1553 root 1.167 //-GPL
1554    
1555 root 1.52 object *
1556     maptile::insert (object *op, int x, int y, object *originator, int flags)
1557     {
1558     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559     }
1560    
1561 root 1.81 region *
1562     maptile::region (int x, int y) const
1563     {
1564     if (regions
1565     && regionmap
1566     && !OUT_OF_REAL_MAP (this, x, y))
1567     if (struct region *reg = regionmap [regions [y * width + x]])
1568     return reg;
1569    
1570     if (default_region)
1571     return default_region;
1572    
1573     return ::region::default_region ();
1574     }
1575    
1576 root 1.167 //+GPL
1577    
1578 root 1.91 /* picks a random object from a style map.
1579     */
1580     object *
1581 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1582 root 1.91 {
1583     /* while returning a null object will result in a crash, that
1584     * is actually preferable to an infinite loop. That is because
1585     * most servers will automatically restart in case of crash.
1586     * Change the logic on getting the random space - shouldn't make
1587     * any difference, but this seems clearer to me.
1588     */
1589     for (int i = 1000; --i;)
1590     {
1591 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1592 root 1.91
1593     // do not prefer big monsters just because they are big.
1594 root 1.138 if (pick && pick->is_head ())
1595 root 1.91 return pick->head_ ();
1596     }
1597    
1598     // instead of crashing in the unlikely(?) case, try to return *something*
1599 root 1.169 return archetype::find (shstr_bug);
1600 root 1.91 }
1601 root 1.85
1602 root 1.167 //-GPL
1603    
1604 root 1.114 void
1605     maptile::play_sound (faceidx sound, int x, int y) const
1606     {
1607     if (!sound)
1608     return;
1609    
1610 root 1.151 for_all_players_on_map (pl, this)
1611     if (client *ns = pl->ns)
1612     {
1613     int dx = x - pl->ob->x;
1614     int dy = y - pl->ob->y;
1615 root 1.114
1616 root 1.151 int distance = idistance (dx, dy);
1617 root 1.114
1618 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1619     ns->play_sound (sound, dx, dy);
1620     }
1621 root 1.114 }
1622    
1623 root 1.157 void
1624     maptile::say_msg (const char *msg, int x, int y) const
1625     {
1626     for_all_players (pl)
1627     if (client *ns = pl->ns)
1628     {
1629     int dx = x - pl->ob->x;
1630     int dy = y - pl->ob->y;
1631    
1632     int distance = idistance (dx, dy);
1633    
1634     if (distance <= MAX_SOUND_DISTANCE)
1635     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1636     }
1637     }
1638    
1639 root 1.155 static void
1640     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1641     {
1642     // clip to map to the left
1643     if (x0 < 0)
1644     {
1645     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1646     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1647    
1648     if (x1 < 0) // entirely to the left
1649     return;
1650    
1651     x0 = 0;
1652     }
1653    
1654     // clip to map to the right
1655     if (x1 > m->width)
1656     {
1657     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1658     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1659    
1660     if (x0 > m->width) // entirely to the right
1661     return;
1662    
1663     x1 = m->width;
1664     }
1665    
1666     // clip to map above
1667     if (y0 < 0)
1668     {
1669     if (maptile *tile = m->tile_available (TILE_UP, 1))
1670     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1671    
1672     if (y1 < 0) // entirely above
1673     return;
1674    
1675     y0 = 0;
1676     }
1677    
1678     // clip to map below
1679     if (y1 > m->height)
1680     {
1681     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1682     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1683    
1684     if (y0 > m->height) // entirely below
1685     return;
1686    
1687     y1 = m->height;
1688     }
1689    
1690     // if we get here, the rect is within the current map
1691     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692    
1693     r->m = m;
1694     r->x0 = x0;
1695     r->y0 = y0;
1696     r->x1 = x1;
1697     r->y1 = y1;
1698     r->dx = dx;
1699     r->dy = dy;
1700     }
1701    
1702     maprect *
1703     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1704     {
1705     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1706     buf.clear ();
1707    
1708     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1709    
1710     // add end marker
1711     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1712     r->m = 0;
1713    
1714     return (maprect *)buf.linearise ();
1715     }
1716