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Revision: 1.177
Committed: Wed Nov 11 23:27:56 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.176: +6 -6 lines
Log Message:
redesigned freezer API

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 root 1.167 //-GPL
223    
224 root 1.64 void
225     maptile::set_object_flag (int flag, int value)
226     {
227     if (!spaces)
228     return;
229    
230     for (mapspace *ms = spaces + size (); ms-- > spaces; )
231     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
232     tmp->flag [flag] = value;
233     }
234    
235 root 1.144 void
236     maptile::post_load_original ()
237     {
238     if (!spaces)
239     return;
240    
241     set_object_flag (FLAG_OBJ_ORIGINAL);
242    
243     for (mapspace *ms = spaces + size (); ms-- > spaces; )
244     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245     INVOKE_OBJECT (RESET, tmp);
246     }
247    
248 root 1.176 void
249     maptile::post_load ()
250     {
251     #if 0
252     if (!spaces)
253     return;
254    
255     for (mapspace *ms = spaces + size (); ms-- > spaces; )
256     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257     ; // nop
258     #endif
259     }
260    
261 root 1.167 //+GPL
262    
263 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
264     * for objects whose arch says they are multipart yet according to the
265     * info we have, they only have the head (as would be expected when
266 root 1.99 * they are saved).
267 elmex 1.1 */
268 root 1.56 void
269     maptile::link_multipart_objects ()
270 elmex 1.1 {
271 root 1.56 if (!spaces)
272     return;
273    
274     for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 elmex 1.111 {
276     object *op = ms->bot;
277     while (op)
278     {
279     /* already multipart - don't do anything more */
280     if (op->head_ () == op && !op->more && op->arch->more)
281     {
282     op->remove ();
283     op->expand_tail ();
284    
285     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
286     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
287     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
288     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289    
290     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291     // so we have to reset the iteration through the mapspace
292     }
293     else
294     op = op->above;
295     }
296     }
297 elmex 1.1 }
298 root 1.29
299 root 1.167 //-GPL
300    
301 elmex 1.1 /*
302     * Loads (ands parses) the objects into a given map from the specified
303     * file pointer.
304     */
305 root 1.56 bool
306 root 1.88 maptile::_load_objects (object_thawer &f)
307 root 1.24 {
308 root 1.88 for (;;)
309     {
310 root 1.133 coroapi::cede_to_tick (); // cede once in a while
311 elmex 1.1
312 root 1.88 switch (f.kw)
313 root 1.24 {
314 root 1.88 case KW_arch:
315 root 1.90 if (object *op = object::read (f, this))
316 root 1.88 {
317 root 1.135 // TODO: why?
318 root 1.88 if (op->inv)
319 root 1.135 op->update_weight ();
320 root 1.10
321 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322     {
323     // we insert manually because
324     // a) its way faster
325     // b) we remove manually, too, and there are good reasons for that
326 root 1.158 // c) it's correct
327 root 1.130 mapspace &ms = at (op->x, op->y);
328    
329     op->flag [FLAG_REMOVED] = false;
330    
331     op->above = 0;
332     op->below = ms.top;
333    
334 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
335 root 1.130
336     ms.top = op;
337     ms.flags_ = 0;
338     }
339     else
340     {
341     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 root 1.148 op->destroy ();
343 root 1.130 }
344 root 1.88 }
345 root 1.41
346 root 1.88 continue;
347 root 1.41
348 root 1.88 case KW_EOF:
349     return true;
350 root 1.41
351 root 1.88 default:
352     if (!f.parse_error ("map file"))
353     return false;
354 root 1.41 break;
355 root 1.10 }
356 root 1.24
357 root 1.88 f.next ();
358 elmex 1.1 }
359 root 1.24
360 root 1.56 return true;
361     }
362    
363     void
364     maptile::activate ()
365     {
366 root 1.101 if (spaces)
367     for (mapspace *ms = spaces + size (); ms-- > spaces; )
368     for (object *op = ms->bot; op; op = op->above)
369     op->activate_recursive ();
370 root 1.56 }
371    
372     void
373     maptile::deactivate ()
374     {
375 root 1.101 if (spaces)
376     for (mapspace *ms = spaces + size (); ms-- > spaces; )
377     for (object *op = ms->bot; op; op = op->above)
378     op->deactivate_recursive ();
379 root 1.56 }
380    
381     bool
382 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
383 root 1.56 {
384 root 1.100 coroapi::cede_to_tick ();
385 root 1.65
386 root 1.56 if (flags & IO_HEADER)
387 root 1.88 _save_header (f);
388 root 1.56
389     if (!spaces)
390     return false;
391    
392     for (int i = 0; i < size (); ++i)
393 root 1.24 {
394 root 1.121 bool unique = 0;
395    
396 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
397 root 1.24 {
398 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399 root 1.56
400 root 1.121 if (expect_false (!op->can_map_save ()))
401 root 1.56 continue;
402    
403 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 root 1.24 {
405 root 1.56 if (flags & IO_UNIQUES)
406 root 1.88 op->write (f);
407 root 1.10 }
408 root 1.121 else if (expect_true (flags & IO_OBJECTS))
409 root 1.88 op->write (f);
410 root 1.10 }
411 elmex 1.1 }
412 root 1.24
413 root 1.100 coroapi::cede_to_tick ();
414 root 1.97
415 root 1.56 return true;
416 elmex 1.1 }
417    
418 root 1.56 bool
419 root 1.72 maptile::_save_objects (const char *path, int flags)
420 root 1.56 {
421     object_freezer freezer;
422 root 1.29
423 root 1.72 if (!_save_objects (freezer, flags))
424 root 1.56 return false;
425 root 1.29
426 root 1.56 return freezer.save (path);
427 elmex 1.1 }
428    
429 root 1.34 maptile::maptile ()
430     {
431     in_memory = MAP_SWAPPED;
432 root 1.54
433 root 1.34 /* The maps used to pick up default x and y values from the
434 root 1.85 * map archetype. Mimic that behaviour.
435 root 1.34 */
436 root 1.85 width = 16;
437     height = 16;
438     timeout = 300;
439 root 1.172 max_items = MAX_ITEM_PER_ACTION;
440 root 1.85 max_volume = 2000000; // 2m³
441 root 1.34 }
442    
443 root 1.56 maptile::maptile (int w, int h)
444 root 1.54 {
445 root 1.56 in_memory = MAP_SWAPPED;
446 root 1.54
447 root 1.56 width = w;
448     height = h;
449     reset_timeout = 0;
450     timeout = 300;
451     enter_x = 0;
452     enter_y = 0;
453 root 1.54
454 root 1.56 alloc ();
455 elmex 1.1 }
456    
457     /*
458 root 1.31 * Allocates the arrays contained in a maptile.
459 elmex 1.1 * This basically allocates the dynamic array of spaces for the
460     * map.
461     */
462 root 1.29 void
463 root 1.56 maptile::alloc ()
464 root 1.29 {
465 root 1.34 if (spaces)
466 root 1.56 return;
467 elmex 1.1
468 root 1.53 spaces = salloc0<mapspace> (size ());
469 elmex 1.1 }
470    
471 root 1.167 //+GPL
472    
473 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
474     * corresponding to that string. Memory is allocated for this, it must be freed
475     * at a later date.
476     * Called by parse_map_headers below.
477     */
478 root 1.29 static shopitems *
479     parse_shop_string (const char *input_string)
480     {
481     char *shop_string, *p, *q, *next_semicolon, *next_colon;
482     shopitems *items = NULL;
483     int i = 0, number_of_entries = 0;
484     const typedata *current_type;
485    
486 root 1.43 shop_string = strdup (input_string);
487 root 1.29 p = shop_string;
488     /* first we'll count the entries, we'll need that for allocating the array shortly */
489     while (p)
490     {
491     p = strchr (p, ';');
492     number_of_entries++;
493     if (p)
494     p++;
495     }
496 root 1.54
497 root 1.29 p = shop_string;
498     strip_endline (p);
499     items = new shopitems[number_of_entries + 1];
500     for (i = 0; i < number_of_entries; i++)
501     {
502     if (!p)
503     {
504     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
505     break;
506     }
507 root 1.54
508 root 1.29 next_semicolon = strchr (p, ';');
509     next_colon = strchr (p, ':');
510     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
511     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
512     items[i].strength = atoi (strchr (p, ':') + 1);
513    
514     if (isdigit (*p) || *p == '*')
515     {
516     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
517     current_type = get_typedata (items[i].typenum);
518     if (current_type)
519     {
520     items[i].name = current_type->name;
521     items[i].name_pl = current_type->name_pl;
522     }
523     }
524     else
525     { /*we have a named type, let's figure out what it is */
526     q = strpbrk (p, ";:");
527     if (q)
528     *q = '\0';
529    
530     current_type = get_typedata_by_name (p);
531     if (current_type)
532     {
533     items[i].name = current_type->name;
534     items[i].typenum = current_type->number;
535     items[i].name_pl = current_type->name_pl;
536     }
537     else
538     { /* oh uh, something's wrong, let's free up this one, and try
539     * the next entry while we're at it, better print a warning
540     */
541     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
542     }
543     }
544 root 1.54
545 root 1.29 items[i].index = number_of_entries;
546     if (next_semicolon)
547     p = ++next_semicolon;
548     else
549     p = NULL;
550 elmex 1.1 }
551 root 1.54
552 root 1.29 free (shop_string);
553     return items;
554 elmex 1.1 }
555    
556     /* opposite of parse string, this puts the string that was originally fed in to
557     * the map (or something equivilent) into output_string. */
558 root 1.164 static const char *
559     print_shop_string (maptile *m)
560 root 1.29 {
561 root 1.164 static dynbuf_text buf; buf.clear ();
562 root 1.29
563 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
564 root 1.29 {
565     if (m->shopitems[i].typenum)
566     {
567     if (m->shopitems[i].strength)
568 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
569 root 1.29 else
570 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
571 root 1.10 }
572 root 1.29 else
573     {
574     if (m->shopitems[i].strength)
575 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
576 root 1.29 else
577 root 1.164 buf.printf ("*");
578 root 1.29 }
579 root 1.164 }
580 root 1.54
581 root 1.164 return buf;
582 elmex 1.1 }
583    
584 root 1.167 //-GPL
585    
586 elmex 1.1 /* This loads the header information of the map. The header
587     * contains things like difficulty, size, timeout, etc.
588     * this used to be stored in the map object, but with the
589     * addition of tiling, fields beyond that easily named in an
590     * object structure were needed, so it just made sense to
591     * put all the stuff in the map object so that names actually make
592     * sense.
593     * This could be done in lex (like the object loader), but I think
594     * currently, there are few enough fields this is not a big deal.
595     * MSW 2001-07-01
596     */
597 root 1.56 bool
598 root 1.72 maptile::_load_header (object_thawer &thawer)
599 elmex 1.1 {
600 root 1.56 for (;;)
601 root 1.29 {
602 root 1.105 switch (thawer.kw)
603 root 1.29 {
604 root 1.56 case KW_msg:
605     thawer.get_ml (KW_endmsg, msg);
606     break;
607 root 1.22
608 root 1.56 case KW_lore: // CF+ extension
609     thawer.get_ml (KW_endlore, maplore);
610     break;
611 root 1.10
612 root 1.56 case KW_maplore:
613     thawer.get_ml (KW_endmaplore, maplore);
614     break;
615 root 1.10
616 root 1.56 case KW_arch:
617     if (strcmp (thawer.get_str (), "map"))
618     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
619     break;
620 root 1.29
621 root 1.56 case KW_oid:
622     thawer.get (this, thawer.get_sint32 ());
623     break;
624 root 1.29
625 root 1.56 case KW_file_format_version: break; // nop
626 root 1.29
627 root 1.56 case KW_name: thawer.get (name); break;
628     case KW_attach: thawer.get (attach); break;
629     case KW_reset_time: thawer.get (reset_time); break;
630     case KW_shopgreed: thawer.get (shopgreed); break;
631     case KW_shopmin: thawer.get (shopmin); break;
632     case KW_shopmax: thawer.get (shopmax); break;
633     case KW_shoprace: thawer.get (shoprace); break;
634     case KW_outdoor: thawer.get (outdoor); break;
635     case KW_temp: thawer.get (temp); break;
636     case KW_pressure: thawer.get (pressure); break;
637     case KW_humid: thawer.get (humid); break;
638     case KW_windspeed: thawer.get (windspeed); break;
639     case KW_winddir: thawer.get (winddir); break;
640     case KW_sky: thawer.get (sky); break;
641    
642     case KW_per_player: thawer.get (per_player); break;
643     case KW_per_party: thawer.get (per_party); break;
644 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
645 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
646 root 1.56
647 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649    
650     // old names new names
651     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653     case KW_x: case KW_width: thawer.get (width); break;
654     case KW_y: case KW_height: thawer.get (height); break;
655     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656     case KW_value: case KW_swap_time: thawer.get (timeout); break;
657     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660    
661     case KW_tile_path_1: thawer.get (tile_path [0]); break;
662     case KW_tile_path_2: thawer.get (tile_path [1]); break;
663     case KW_tile_path_3: thawer.get (tile_path [2]); break;
664     case KW_tile_path_4: thawer.get (tile_path [3]); break;
665 root 1.83
666 root 1.112 case KW_ERROR:
667 root 1.123 set_key_text (thawer.kw_str, thawer.value);
668 root 1.112 break;
669    
670 root 1.83 case KW_end:
671 root 1.124 thawer.next ();
672 root 1.83 return true;
673    
674     default:
675 root 1.87 if (!thawer.parse_error ("map", 0))
676 root 1.83 return false;
677     break;
678 root 1.10 }
679 root 1.124
680     thawer.next ();
681 elmex 1.1 }
682 root 1.41
683 root 1.56 abort ();
684 elmex 1.1 }
685    
686 root 1.167 //+GPL
687    
688 root 1.56 /******************************************************************************
689     * This is the start of unique map handling code
690     *****************************************************************************/
691 root 1.29
692 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
693     void
694     maptile::clear_unique_items ()
695 root 1.29 {
696 root 1.56 for (int i = 0; i < size (); ++i)
697 root 1.29 {
698 root 1.56 int unique = 0;
699     for (object *op = spaces [i].bot; op; )
700     {
701     object *above = op->above;
702 elmex 1.1
703 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
704     unique = 1;
705 root 1.14
706 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
707 root 1.148 op->destroy ();
708 elmex 1.1
709 root 1.56 op = above;
710     }
711 root 1.29 }
712 elmex 1.1 }
713    
714 root 1.167 //-GPL
715    
716 root 1.56 bool
717 root 1.72 maptile::_save_header (object_freezer &freezer)
718 root 1.29 {
719 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
720     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 elmex 1.1
722 root 1.177 MAP_OUT2 (arch, CS(map));
723 elmex 1.1
724 root 1.56 if (name) MAP_OUT (name);
725     MAP_OUT (swap_time);
726     MAP_OUT (reset_time);
727     MAP_OUT (reset_timeout);
728     MAP_OUT (fixed_resettime);
729 root 1.109 MAP_OUT (no_reset);
730 root 1.141 MAP_OUT (no_drop);
731 root 1.56 MAP_OUT (difficulty);
732 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
733 root 1.29
734 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 root 1.56 MAP_OUT (shopgreed);
736     MAP_OUT (shopmin);
737     MAP_OUT (shopmax);
738     if (shoprace) MAP_OUT (shoprace);
739 root 1.164
740 root 1.56 MAP_OUT (darkness);
741     MAP_OUT (width);
742     MAP_OUT (height);
743     MAP_OUT (enter_x);
744     MAP_OUT (enter_y);
745 root 1.14
746 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 elmex 1.1
749 root 1.56 MAP_OUT (outdoor);
750     MAP_OUT (temp);
751     MAP_OUT (pressure);
752     MAP_OUT (humid);
753     MAP_OUT (windspeed);
754     MAP_OUT (winddir);
755     MAP_OUT (sky);
756 elmex 1.1
757 root 1.56 MAP_OUT (per_player);
758     MAP_OUT (per_party);
759 elmex 1.1
760 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
761     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
762     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
763     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 root 1.40
765 root 1.63 freezer.put (this);
766 root 1.177 freezer.put (KW(end));
767 root 1.40
768 root 1.56 return true;
769 elmex 1.1 }
770    
771 root 1.56 bool
772 root 1.72 maptile::_save_header (const char *path)
773 root 1.29 {
774 root 1.17 object_freezer freezer;
775 root 1.10
776 root 1.72 if (!_save_header (freezer))
777 root 1.56 return false;
778 elmex 1.1
779 root 1.56 return freezer.save (path);
780 elmex 1.1 }
781    
782 root 1.167 //+GPL
783    
784 elmex 1.1 /*
785     * Remove and free all objects in the given map.
786     */
787 root 1.29 void
788 root 1.56 maptile::clear ()
789 root 1.29 {
790 root 1.81 if (spaces)
791     {
792     for (mapspace *ms = spaces + size (); ms-- > spaces; )
793 root 1.104 while (object *op = ms->bot)
794 root 1.81 {
795 root 1.127 // manually remove, as to not trigger anything
796     if (ms->bot = op->above)
797     ms->bot->below = 0;
798    
799     op->flag [FLAG_REMOVED] = true;
800    
801 root 1.128 object *head = op->head_ ();
802     if (op == head)
803 root 1.148 op->destroy ();
804 root 1.128 else if (head->map != op->map)
805     {
806     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
807 root 1.148 head->destroy ();
808 root 1.128 }
809 root 1.81 }
810 root 1.29
811 root 1.137 sfree0 (spaces, size ());
812 root 1.81 }
813 root 1.29
814 root 1.56 if (buttons)
815     free_objectlinkpt (buttons), buttons = 0;
816 root 1.127
817 root 1.137 sfree0 (regions, size ());
818 root 1.127 delete [] regionmap; regionmap = 0;
819 elmex 1.1 }
820    
821 root 1.29 void
822 root 1.56 maptile::clear_header ()
823 root 1.29 {
824 root 1.56 name = 0;
825     msg = 0;
826     maplore = 0;
827     shoprace = 0;
828     delete [] shopitems, shopitems = 0;
829 root 1.42
830 root 1.47 for (int i = 0; i < 4; i++)
831 root 1.56 tile_path [i] = 0;
832 root 1.47 }
833 root 1.42
834 root 1.47 maptile::~maptile ()
835     {
836 root 1.53 assert (destroyed ());
837 elmex 1.1 }
838    
839 root 1.29 void
840 root 1.56 maptile::clear_links_to (maptile *m)
841 root 1.29 {
842     /* We need to look through all the maps and see if any maps
843     * are pointing at this one for tiling information. Since
844 root 1.47 * tiling can be asymetric, we just can not look to see which
845 root 1.29 * maps this map tiles with and clears those.
846     */
847 root 1.56 for (int i = 0; i < 4; i++)
848     if (tile_map[i] == m)
849     tile_map[i] = 0;
850 root 1.47 }
851 elmex 1.1
852 root 1.47 void
853 root 1.56 maptile::do_destroy ()
854 root 1.47 {
855 root 1.56 attachable::do_destroy ();
856    
857     clear ();
858 elmex 1.1 }
859    
860 root 1.109 /* decay and destroy perishable items in a map */
861     void
862     maptile::do_decay_objects ()
863     {
864     if (!spaces)
865     return;
866    
867     for (mapspace *ms = spaces + size (); ms-- > spaces; )
868     for (object *above, *op = ms->bot; op; op = above)
869     {
870     above = op->above;
871    
872     bool destroy = 0;
873    
874     // do not decay anything above unique floor tiles (yet :)
875     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876     break;
877    
878     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880     || QUERY_FLAG (op, FLAG_UNIQUE)
881     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882     || QUERY_FLAG (op, FLAG_UNPAID)
883     || op->is_alive ())
884     ; // do not decay
885     else if (op->is_weapon ())
886     {
887     op->stats.dam--;
888     if (op->stats.dam < 0)
889     destroy = 1;
890     }
891     else if (op->is_armor ())
892     {
893     op->stats.ac--;
894     if (op->stats.ac < 0)
895     destroy = 1;
896     }
897     else if (op->type == FOOD)
898     {
899     op->stats.food -= rndm (5, 20);
900     if (op->stats.food < 0)
901     destroy = 1;
902     }
903     else
904     {
905     int mat = op->materials;
906    
907     if (mat & M_PAPER
908     || mat & M_LEATHER
909     || mat & M_WOOD
910     || mat & M_ORGANIC
911     || mat & M_CLOTH
912     || mat & M_LIQUID
913     || (mat & M_IRON && rndm (1, 5) == 1)
914     || (mat & M_GLASS && rndm (1, 2) == 1)
915     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917     || (mat & M_ICE && temp > 32))
918     destroy = 1;
919     }
920    
921     /* adjust overall chance below */
922     if (destroy && rndm (0, 1))
923 root 1.149 op->destroy ();
924 root 1.109 }
925     }
926    
927 elmex 1.1 /*
928     * This routine is supposed to find out the difficulty of the map.
929     * difficulty does not have a lot to do with character level,
930     * but does have a lot to do with treasure on the map.
931     *
932 root 1.153 * Difficulty can now be set by the map creator. If the value stored
933     * in the map is zero, then use this routine. Maps should really
934     * have a difficulty set rather than using this function - human calculation
935     * is much better than this function's guesswork.
936 elmex 1.1 */
937 root 1.29 int
938 root 1.56 maptile::estimate_difficulty () const
939 root 1.29 {
940 elmex 1.1 long monster_cnt = 0;
941     double avgexp = 0;
942     sint64 total_exp = 0;
943    
944 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
945     for (object *op = ms->bot; op; op = op->above)
946     {
947     if (QUERY_FLAG (op, FLAG_MONSTER))
948     {
949     total_exp += op->stats.exp;
950     monster_cnt++;
951     }
952 elmex 1.1
953 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
954     {
955     total_exp += op->stats.exp;
956 elmex 1.1
957 root 1.140 if (archetype *at = op->other_arch)
958     {
959     total_exp += at->stats.exp * 8;
960     monster_cnt++;
961     }
962    
963     for (object *inv = op->inv; inv; inv = inv->below)
964     {
965     total_exp += op->stats.exp * 8;
966     monster_cnt++;
967     }
968 root 1.56 }
969     }
970 elmex 1.1
971     avgexp = (double) total_exp / monster_cnt;
972    
973 root 1.56 for (int i = 1; i <= settings.max_level; i++)
974     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
975     return i;
976 elmex 1.1
977     return 1;
978     }
979    
980     /* change_map_light() - used to change map light level (darkness)
981     * up or down. Returns true if successful. It should now be
982     * possible to change a value by more than 1.
983     * Move this from los.c to map.c since this is more related
984     * to maps than los.
985     * postive values make it darker, negative make it brighter
986     */
987 root 1.29 int
988 root 1.56 maptile::change_map_light (int change)
989 root 1.29 {
990     /* Nothing to do */
991 root 1.154 if (!change)
992 root 1.56 return 0;
993 elmex 1.1
994 root 1.29 /* inform all players on the map */
995     if (change > 0)
996 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 root 1.29 else
998 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 root 1.29
1000 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 elmex 1.1
1002 root 1.29 /* All clients need to get re-updated for the change */
1003 root 1.56 update_all_map_los (this);
1004 root 1.142
1005 root 1.29 return 1;
1006 elmex 1.1 }
1007    
1008     /*
1009     * This function updates various attributes about a specific space
1010     * on the map (what it looks like, whether it blocks magic,
1011     * has a living creatures, prevents people from passing
1012     * through, etc)
1013     */
1014 root 1.29 void
1015 root 1.46 mapspace::update_ ()
1016 root 1.29 {
1017 root 1.142 object *last = 0;
1018 root 1.171 uint8 flags = P_UPTODATE;
1019 root 1.150 sint8 light = 0;
1020 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 root 1.170 uint64_t volume = 0;
1022 root 1.172 uint32_t items = 0;
1023 root 1.171 object *anywhere = 0;
1024 root 1.174 uint8_t middle_visibility = 0;
1025 root 1.29
1026 root 1.94 //object *middle = 0;
1027     //object *top = 0;
1028     //object *floor = 0;
1029     // this seems to generate better code than using locals, above
1030 root 1.95 object *&top = faces_obj[0] = 0;
1031     object *&middle = faces_obj[1] = 0;
1032     object *&floor = faces_obj[2] = 0;
1033 root 1.29
1034 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1035    
1036 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1037 root 1.29 {
1038 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1039     light += tmp->glow_radius;
1040 root 1.29
1041     /* This call is needed in order to update objects the player
1042     * is standing in that have animations (ie, grass, fire, etc).
1043     * However, it also causes the look window to be re-drawn
1044     * 3 times each time the player moves, because many of the
1045     * functions the move_player calls eventualy call this.
1046     *
1047     * Always put the player down for drawing.
1048     */
1049 root 1.171 if (expect_true (!tmp->invisible))
1050 root 1.29 {
1051 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1052 root 1.94 top = tmp;
1053 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054     {
1055     /* If we got a floor, that means middle and top were below it,
1056     * so should not be visible, so we clear them.
1057     */
1058     middle = 0;
1059     top = 0;
1060     floor = tmp;
1061     volume = 0;
1062     items = 0;
1063     }
1064 root 1.170 else
1065 root 1.29 {
1066 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 root 1.170 {
1068 root 1.174 ++items;
1069     volume += tmp->volume ();
1070 root 1.170 }
1071 root 1.174
1072     /* Flag anywhere have high priority */
1073     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074     anywhere = tmp;
1075    
1076     /* Find the highest visible face around. If equal
1077     * visibilities, we still want the one nearer to the
1078     * top
1079     */
1080     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 root 1.170 {
1082 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1083     middle = tmp;
1084 root 1.170 }
1085 root 1.29 }
1086     }
1087    
1088 root 1.45 move_slow |= tmp->move_slow;
1089 root 1.29 move_block |= tmp->move_block;
1090 root 1.45 move_on |= tmp->move_on;
1091     move_off |= tmp->move_off;
1092 root 1.29 move_allow |= tmp->move_allow;
1093    
1094 root 1.171 allflags |= tmp->flag;
1095    
1096     if (tmp->type == PLAYER) flags |= P_PLAYER;
1097     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 root 1.45 }
1099 root 1.29
1100 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1101     if (anywhere)
1102     middle = anywhere;
1103    
1104     // ORing all flags together and checking them here is much faster
1105     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109    
1110 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1111 root 1.46 this->flags_ = flags;
1112     this->move_block = move_block & ~move_allow;
1113     this->move_on = move_on;
1114     this->move_off = move_off;
1115     this->move_slow = move_slow;
1116 root 1.172 this->volume_ = (volume + 1023) / 1024;
1117     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1118 root 1.29
1119     /* At this point, we have a floor face (if there is a floor),
1120     * and the floor is set - we are not going to touch it at
1121     * this point.
1122     * middle contains the highest visibility face.
1123     * top contains a player/monster face, if there is one.
1124     *
1125     * We now need to fill in top.face and/or middle.face.
1126     */
1127    
1128     /* If the top face also happens to be high visibility, re-do our
1129     * middle face. This should not happen, as we already have the
1130     * else statement above so middle should not get set. OTOH, it
1131     * may be possible for the faces to match but be different objects.
1132     */
1133     if (top == middle)
1134 root 1.94 middle = 0;
1135 root 1.29
1136     /* There are three posibilities at this point:
1137     * 1) top face is set, need middle to be set.
1138     * 2) middle is set, need to set top.
1139     * 3) neither middle or top is set - need to set both.
1140     */
1141    
1142 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1143 root 1.29 {
1144     /* Once we get to a floor, stop, since we already have a floor object */
1145     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146     break;
1147    
1148     /* If two top faces are already set, quit processing */
1149 root 1.94 if (top && middle)
1150 root 1.29 break;
1151 root 1.10
1152 elmex 1.67 /* Only show visible faces */
1153     if (!tmp->invisible)
1154 root 1.29 {
1155     /* Fill in top if needed */
1156 root 1.94 if (!top)
1157 root 1.29 {
1158 root 1.94 top = tmp;
1159 root 1.29 if (top == middle)
1160 root 1.94 middle = 0;
1161 root 1.29 }
1162     else
1163     {
1164     /* top is already set - we should only get here if
1165     * middle is not set
1166     *
1167     * Set the middle face and break out, since there is nothing
1168     * more to fill in. We don't check visiblity here, since
1169     *
1170     */
1171 root 1.94 if (tmp != top)
1172 root 1.29 {
1173 root 1.94 middle = tmp;
1174 root 1.29 break;
1175 root 1.10 }
1176     }
1177     }
1178 elmex 1.1 }
1179 root 1.45
1180 root 1.29 if (middle == floor)
1181 root 1.94 middle = 0;
1182 root 1.45
1183 root 1.29 if (top == middle)
1184 root 1.94 middle = 0;
1185 root 1.45
1186 root 1.94 #if 0
1187     faces_obj [0] = top;
1188     faces_obj [1] = middle;
1189     faces_obj [2] = floor;
1190     #endif
1191 elmex 1.1 }
1192    
1193 root 1.155 maptile *
1194 root 1.117 maptile::tile_available (int dir, bool load)
1195 elmex 1.1 {
1196 root 1.155 if (tile_path[dir])
1197     {
1198     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199     return tile_map[dir];
1200 root 1.118
1201 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202     return tile_map[dir];
1203     }
1204 root 1.56
1205 root 1.117 return 0;
1206 root 1.68 }
1207    
1208 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1209     * map m. This function also takes into account any
1210     * tiling considerations, loading adjacant maps as needed.
1211     * This is the function should always be used when it
1212     * necessary to check for valid coordinates.
1213     * This function will recursively call itself for the
1214     * tiled maps.
1215     */
1216 root 1.29 int
1217 root 1.31 out_of_map (maptile *m, int x, int y)
1218 elmex 1.1 {
1219 root 1.29 /* If we get passed a null map, this is obviously the
1220     * case. This generally shouldn't happen, but if the
1221     * map loads fail below, it could happen.
1222     */
1223     if (!m)
1224     return 0;
1225 elmex 1.1
1226 root 1.29 if (x < 0)
1227     {
1228 root 1.119 if (!m->tile_available (3))
1229 root 1.29 return 1;
1230 root 1.46
1231 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1232 elmex 1.1 }
1233 root 1.46
1234 root 1.48 if (x >= m->width)
1235 root 1.29 {
1236 root 1.119 if (!m->tile_available (1))
1237 root 1.29 return 1;
1238 root 1.46
1239 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1240 elmex 1.1 }
1241 root 1.46
1242 root 1.29 if (y < 0)
1243     {
1244 root 1.119 if (!m->tile_available (0))
1245 root 1.29 return 1;
1246 root 1.46
1247 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1248 elmex 1.1 }
1249 root 1.46
1250 root 1.48 if (y >= m->height)
1251 root 1.29 {
1252 root 1.119 if (!m->tile_available (2))
1253 root 1.29 return 1;
1254 root 1.46
1255 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1256 elmex 1.1 }
1257    
1258 root 1.29 /* Simple case - coordinates are within this local
1259     * map.
1260     */
1261     return 0;
1262 elmex 1.1 }
1263    
1264     /* This is basically the same as out_of_map above, but
1265     * instead we return NULL if no map is valid (coordinates
1266     * out of bounds and no tiled map), otherwise it returns
1267     * the map as that the coordinates are really on, and
1268 pippijn 1.66 * updates x and y to be the localised coordinates.
1269 elmex 1.1 * Using this is more efficient of calling out_of_map
1270     * and then figuring out what the real map is
1271     */
1272 root 1.31 maptile *
1273 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1274 elmex 1.1 {
1275 root 1.68 if (x < 0)
1276 root 1.29 {
1277 root 1.119 if (!tile_available (3))
1278 root 1.46 return 0;
1279 root 1.56
1280 root 1.68 x += tile_map[3]->width;
1281     return tile_map[3]->xy_find (x, y);
1282 elmex 1.1 }
1283 root 1.46
1284 root 1.68 if (x >= width)
1285 root 1.29 {
1286 root 1.119 if (!tile_available (1))
1287 root 1.46 return 0;
1288    
1289 root 1.68 x -= width;
1290     return tile_map[1]->xy_find (x, y);
1291 elmex 1.1 }
1292 root 1.46
1293 root 1.68 if (y < 0)
1294 root 1.29 {
1295 root 1.119 if (!tile_available (0))
1296 root 1.46 return 0;
1297    
1298 root 1.68 y += tile_map[0]->height;
1299     return tile_map[0]->xy_find (x, y);
1300 elmex 1.1 }
1301 root 1.46
1302 root 1.68 if (y >= height)
1303 root 1.29 {
1304 root 1.119 if (!tile_available (2))
1305 root 1.46 return 0;
1306    
1307 root 1.68 y -= height;
1308     return tile_map[2]->xy_find (x, y);
1309 elmex 1.1 }
1310    
1311 root 1.29 /* Simple case - coordinates are within this local
1312     * map.
1313     */
1314 root 1.68 return this;
1315 elmex 1.1 }
1316    
1317     /**
1318     * Return whether map2 is adjacent to map1. If so, store the distance from
1319     * map1 to map2 in dx/dy.
1320     */
1321 root 1.82 int
1322 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1323 root 1.29 {
1324     if (!map1 || !map2)
1325     return 0;
1326    
1327 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1329 root 1.29 if (map1 == map2)
1330     {
1331     *dx = 0;
1332     *dy = 0;
1333     }
1334     else if (map1->tile_map[0] == map2)
1335     { /* up */
1336     *dx = 0;
1337 root 1.48 *dy = -map2->height;
1338 root 1.29 }
1339     else if (map1->tile_map[1] == map2)
1340     { /* right */
1341 root 1.48 *dx = map1->width;
1342 root 1.29 *dy = 0;
1343     }
1344     else if (map1->tile_map[2] == map2)
1345     { /* down */
1346     *dx = 0;
1347 root 1.48 *dy = map1->height;
1348 root 1.29 }
1349     else if (map1->tile_map[3] == map2)
1350     { /* left */
1351 root 1.48 *dx = -map2->width;
1352 root 1.29 *dy = 0;
1353     }
1354     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1355     { /* up right */
1356 root 1.48 *dx = map1->tile_map[0]->width;
1357     *dy = -map1->tile_map[0]->height;
1358 root 1.29 }
1359     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1360     { /* up left */
1361 root 1.48 *dx = -map2->width;
1362     *dy = -map1->tile_map[0]->height;
1363 root 1.29 }
1364     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1365     { /* right up */
1366 root 1.48 *dx = map1->width;
1367     *dy = -map2->height;
1368 root 1.29 }
1369     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1370     { /* right down */
1371 root 1.48 *dx = map1->width;
1372     *dy = map1->tile_map[1]->height;
1373 root 1.29 }
1374     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1375     { /* down right */
1376 root 1.48 *dx = map1->tile_map[2]->width;
1377     *dy = map1->height;
1378 root 1.29 }
1379     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1380     { /* down left */
1381 root 1.48 *dx = -map2->width;
1382     *dy = map1->height;
1383 root 1.29 }
1384     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1385     { /* left up */
1386 root 1.48 *dx = -map1->tile_map[3]->width;
1387     *dy = -map2->height;
1388 root 1.29 }
1389     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1390     { /* left down */
1391 root 1.48 *dx = -map1->tile_map[3]->width;
1392     *dy = map1->tile_map[3]->height;
1393 root 1.29 }
1394     else
1395 root 1.56 return 0;
1396 elmex 1.1
1397 root 1.29 return 1;
1398 elmex 1.1 }
1399    
1400 root 1.68 maptile *
1401     maptile::xy_load (sint16 &x, sint16 &y)
1402     {
1403     maptile *map = xy_find (x, y);
1404    
1405     if (map)
1406     map->load_sync ();
1407    
1408     return map;
1409     }
1410    
1411     maptile *
1412     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413     {
1414     return m->xy_load (*x, *y);
1415     }
1416    
1417 elmex 1.1 /* From map.c
1418     * This is used by get_player to determine where the other
1419     * creature is. get_rangevector takes into account map tiling,
1420     * so you just can not look the the map coordinates and get the
1421     * righte value. distance_x/y are distance away, which
1422 root 1.79 * can be negative. direction is the crossfire direction scheme
1423 elmex 1.1 * that the creature should head. part is the part of the
1424     * monster that is closest.
1425     *
1426     * get_rangevector looks at op1 and op2, and fills in the
1427     * structure for op1 to get to op2.
1428     * We already trust that the caller has verified that the
1429     * two objects are at least on adjacent maps. If not,
1430     * results are not likely to be what is desired.
1431     * if the objects are not on maps, results are also likely to
1432     * be unexpected
1433     *
1434     * currently, the only flag supported (0x1) is don't translate for
1435     * closest body part of 'op1'
1436     */
1437 root 1.29 void
1438     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1439     {
1440     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1441     {
1442     /* be conservative and fill in _some_ data */
1443 root 1.86 retval->distance = 10000;
1444     retval->distance_x = 10000;
1445     retval->distance_y = 10000;
1446 root 1.29 retval->direction = 0;
1447     retval->part = 0;
1448     }
1449     else
1450     {
1451     object *best;
1452    
1453     retval->distance_x += op2->x - op1->x;
1454     retval->distance_y += op2->y - op1->y;
1455    
1456     best = op1;
1457     /* If this is multipart, find the closest part now */
1458     if (!(flags & 0x1) && op1->more)
1459     {
1460     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1461    
1462     /* we just take the offset of the piece to head to figure
1463     * distance instead of doing all that work above again
1464     * since the distance fields we set above are positive in the
1465     * same axis as is used for multipart objects, the simply arithmetic
1466     * below works.
1467     */
1468 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1469 root 1.29 {
1470     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1471     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1472     if (tmpi < best_distance)
1473     {
1474     best_distance = tmpi;
1475     best = tmp;
1476 elmex 1.1 }
1477     }
1478 root 1.75
1479 root 1.29 if (best != op1)
1480     {
1481     retval->distance_x += op1->x - best->x;
1482     retval->distance_y += op1->y - best->y;
1483 elmex 1.1 }
1484     }
1485 root 1.75
1486 root 1.29 retval->part = best;
1487 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1488 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1489 elmex 1.1 }
1490     }
1491    
1492     /* this is basically the same as get_rangevector above, but instead of
1493     * the first parameter being an object, it instead is the map
1494     * and x,y coordinates - this is used for path to player -
1495     * since the object is not infact moving but we are trying to traverse
1496     * the path, we need this.
1497     * flags has no meaning for this function at this time - I kept it in to
1498     * be more consistant with the above function and also in case they are needed
1499     * for something in the future. Also, since no object is pasted, the best
1500     * field of the rv_vector is set to NULL.
1501     */
1502 root 1.29 void
1503 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1504 root 1.29 {
1505     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1506     {
1507     /* be conservative and fill in _some_ data */
1508     retval->distance = 100000;
1509     retval->distance_x = 32767;
1510     retval->distance_y = 32767;
1511     retval->direction = 0;
1512     retval->part = 0;
1513     }
1514     else
1515     {
1516     retval->distance_x += op2->x - x;
1517     retval->distance_y += op2->y - y;
1518    
1519 root 1.159 retval->part = 0;
1520     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1521 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1522 elmex 1.1 }
1523     }
1524    
1525     /* Returns true of op1 and op2 are effectively on the same map
1526     * (as related to map tiling). Note that this looks for a path from
1527 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1528 elmex 1.1 * to op1, this will still return false.
1529     * Note we only look one map out to keep the processing simple
1530     * and efficient. This could probably be a macro.
1531     * MSW 2001-08-05
1532     */
1533 root 1.29 int
1534     on_same_map (const object *op1, const object *op2)
1535     {
1536     int dx, dy;
1537 elmex 1.1
1538 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1539 elmex 1.1 }
1540 root 1.52
1541 root 1.167 //-GPL
1542    
1543 root 1.52 object *
1544     maptile::insert (object *op, int x, int y, object *originator, int flags)
1545     {
1546     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547     }
1548    
1549 root 1.81 region *
1550     maptile::region (int x, int y) const
1551     {
1552     if (regions
1553     && regionmap
1554     && !OUT_OF_REAL_MAP (this, x, y))
1555     if (struct region *reg = regionmap [regions [y * width + x]])
1556     return reg;
1557    
1558     if (default_region)
1559     return default_region;
1560    
1561     return ::region::default_region ();
1562     }
1563    
1564 root 1.167 //+GPL
1565    
1566 root 1.91 /* picks a random object from a style map.
1567     */
1568     object *
1569 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1570 root 1.91 {
1571     /* while returning a null object will result in a crash, that
1572     * is actually preferable to an infinite loop. That is because
1573     * most servers will automatically restart in case of crash.
1574     * Change the logic on getting the random space - shouldn't make
1575     * any difference, but this seems clearer to me.
1576     */
1577     for (int i = 1000; --i;)
1578     {
1579 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1580 root 1.91
1581     // do not prefer big monsters just because they are big.
1582 root 1.138 if (pick && pick->is_head ())
1583 root 1.91 return pick->head_ ();
1584     }
1585    
1586     // instead of crashing in the unlikely(?) case, try to return *something*
1587 root 1.169 return archetype::find (shstr_bug);
1588 root 1.91 }
1589 root 1.85
1590 root 1.167 //-GPL
1591    
1592 root 1.114 void
1593     maptile::play_sound (faceidx sound, int x, int y) const
1594     {
1595     if (!sound)
1596     return;
1597    
1598 root 1.151 for_all_players_on_map (pl, this)
1599     if (client *ns = pl->ns)
1600     {
1601     int dx = x - pl->ob->x;
1602     int dy = y - pl->ob->y;
1603 root 1.114
1604 root 1.151 int distance = idistance (dx, dy);
1605 root 1.114
1606 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1607     ns->play_sound (sound, dx, dy);
1608     }
1609 root 1.114 }
1610    
1611 root 1.157 void
1612     maptile::say_msg (const char *msg, int x, int y) const
1613     {
1614     for_all_players (pl)
1615     if (client *ns = pl->ns)
1616     {
1617     int dx = x - pl->ob->x;
1618     int dy = y - pl->ob->y;
1619    
1620     int distance = idistance (dx, dy);
1621    
1622     if (distance <= MAX_SOUND_DISTANCE)
1623     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624     }
1625     }
1626    
1627 root 1.155 static void
1628     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629     {
1630     // clip to map to the left
1631     if (x0 < 0)
1632     {
1633     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635    
1636     if (x1 < 0) // entirely to the left
1637     return;
1638    
1639     x0 = 0;
1640     }
1641    
1642     // clip to map to the right
1643     if (x1 > m->width)
1644     {
1645     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647    
1648     if (x0 > m->width) // entirely to the right
1649     return;
1650    
1651     x1 = m->width;
1652     }
1653    
1654     // clip to map above
1655     if (y0 < 0)
1656     {
1657     if (maptile *tile = m->tile_available (TILE_UP, 1))
1658     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659    
1660     if (y1 < 0) // entirely above
1661     return;
1662    
1663     y0 = 0;
1664     }
1665    
1666     // clip to map below
1667     if (y1 > m->height)
1668     {
1669     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671    
1672     if (y0 > m->height) // entirely below
1673     return;
1674    
1675     y1 = m->height;
1676     }
1677    
1678     // if we get here, the rect is within the current map
1679     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680    
1681     r->m = m;
1682     r->x0 = x0;
1683     r->y0 = y0;
1684     r->x1 = x1;
1685     r->y1 = y1;
1686     r->dx = dx;
1687     r->dy = dy;
1688     }
1689    
1690     maprect *
1691     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692     {
1693     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694     buf.clear ();
1695    
1696     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697    
1698     // add end marker
1699     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700     r->m = 0;
1701    
1702     return (maprect *)buf.linearise ();
1703     }
1704