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Revision: 1.179
Committed: Fri Dec 18 21:25:27 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.178: +1 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.163 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.106 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.76 *
8 root 1.160 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.76 *
13 root 1.110 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.76 *
18 root 1.160 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.106 *
22 root 1.132 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.76 */
24 elmex 1.1
25 root 1.85 #include <unistd.h>
26    
27     #include "global.h"
28     #include "loader.h"
29 elmex 1.1 #include "path.h"
30    
31 root 1.167 //+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 root 1.179 && tmp->type != DOOR)
156 root 1.29 return 1;
157 root 1.10 }
158 root 1.161 }
159 elmex 1.1
160 root 1.29 return 0;
161 elmex 1.1 }
162    
163     /*
164 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
165     * spot. This is meant for multi space objects - for single space objecs,
166 elmex 1.1 * just calling get_map_blocked and checking that against movement type
167 root 1.129 * of object. This function goes through all the parts of the multipart
168     * object and makes sure they can be inserted.
169 elmex 1.1 *
170     * While this doesn't call out of map, the get_map_flags does.
171     *
172     * This function has been used to deprecate arch_out_of_map -
173     * this function also does that check, and since in most cases,
174     * a call to one would follow the other, doesn't make a lot of sense to
175     * have two seperate functions for this.
176     *
177     * This returns nonzero if this arch can not go on the space provided,
178     * 0 otherwise. the return value will contain the P_.. value
179     * so the caller can know why this object can't go on the map.
180     * Note that callers should not expect P_NEW_MAP to be set
181     * in return codes - since the object is multispace - if
182     * we did return values, what do you return if half the object
183     * is one map, half on another.
184     *
185     * Note this used to be arch_blocked, but with new movement
186     * code, we need to have actual object to check its move_type
187     * against the move_block values.
188     */
189 root 1.129 bool
190     object::blocked (maptile *m, int x, int y) const
191 root 1.29 {
192 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
193 root 1.29 {
194 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
195 elmex 1.1
196 root 1.129 if (!pos.normalise ())
197     return 1;
198 elmex 1.1
199 root 1.129 mapspace &ms = *pos;
200 elmex 1.1
201 root 1.129 if (ms.flags () & P_IS_ALIVE)
202     return 1;
203 root 1.47
204 root 1.129 /* However, often ob doesn't have any move type
205     * (signifying non-moving objects)
206 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
207     */
208 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
209 root 1.29 continue;
210 elmex 1.1
211 root 1.29 /* Note it is intentional that we check ob - the movement type of the
212     * head of the object should correspond for the entire object.
213     */
214 root 1.129 if (ms.blocks (move_type))
215     return 1;
216 root 1.45 }
217 elmex 1.1
218 root 1.29 return 0;
219 elmex 1.1 }
220    
221 root 1.167 //-GPL
222    
223 root 1.64 void
224     maptile::set_object_flag (int flag, int value)
225     {
226     if (!spaces)
227     return;
228    
229     for (mapspace *ms = spaces + size (); ms-- > spaces; )
230     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
231     tmp->flag [flag] = value;
232     }
233    
234 root 1.144 void
235     maptile::post_load_original ()
236     {
237     if (!spaces)
238     return;
239    
240     set_object_flag (FLAG_OBJ_ORIGINAL);
241    
242     for (mapspace *ms = spaces + size (); ms-- > spaces; )
243     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244     INVOKE_OBJECT (RESET, tmp);
245     }
246    
247 root 1.176 void
248     maptile::post_load ()
249     {
250     #if 0
251     if (!spaces)
252     return;
253    
254     for (mapspace *ms = spaces + size (); ms-- > spaces; )
255     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256     ; // nop
257     #endif
258     }
259    
260 root 1.167 //+GPL
261    
262 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
263     * for objects whose arch says they are multipart yet according to the
264     * info we have, they only have the head (as would be expected when
265 root 1.99 * they are saved).
266 elmex 1.1 */
267 root 1.56 void
268     maptile::link_multipart_objects ()
269 elmex 1.1 {
270 root 1.56 if (!spaces)
271     return;
272    
273     for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 elmex 1.111 {
275     object *op = ms->bot;
276     while (op)
277     {
278     /* already multipart - don't do anything more */
279     if (op->head_ () == op && !op->more && op->arch->more)
280     {
281     op->remove ();
282     op->expand_tail ();
283    
284     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
285     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
286     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
287     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
288    
289     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
290     // so we have to reset the iteration through the mapspace
291     }
292     else
293     op = op->above;
294     }
295     }
296 elmex 1.1 }
297 root 1.29
298 root 1.167 //-GPL
299    
300 elmex 1.1 /*
301     * Loads (ands parses) the objects into a given map from the specified
302     * file pointer.
303     */
304 root 1.56 bool
305 root 1.88 maptile::_load_objects (object_thawer &f)
306 root 1.24 {
307 root 1.88 for (;;)
308     {
309 root 1.133 coroapi::cede_to_tick (); // cede once in a while
310 elmex 1.1
311 root 1.88 switch (f.kw)
312 root 1.24 {
313 root 1.88 case KW_arch:
314 root 1.90 if (object *op = object::read (f, this))
315 root 1.88 {
316 root 1.135 // TODO: why?
317 root 1.88 if (op->inv)
318 root 1.135 op->update_weight ();
319 root 1.10
320 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
321     {
322     // we insert manually because
323     // a) its way faster
324     // b) we remove manually, too, and there are good reasons for that
325 root 1.158 // c) it's correct
326 root 1.130 mapspace &ms = at (op->x, op->y);
327    
328     op->flag [FLAG_REMOVED] = false;
329    
330     op->above = 0;
331     op->below = ms.top;
332    
333 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
334 root 1.130
335     ms.top = op;
336     ms.flags_ = 0;
337     }
338     else
339     {
340     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
341 root 1.148 op->destroy ();
342 root 1.130 }
343 root 1.88 }
344 root 1.41
345 root 1.88 continue;
346 root 1.41
347 root 1.88 case KW_EOF:
348     return true;
349 root 1.41
350 root 1.88 default:
351     if (!f.parse_error ("map file"))
352     return false;
353 root 1.41 break;
354 root 1.10 }
355 root 1.24
356 root 1.88 f.next ();
357 elmex 1.1 }
358 root 1.24
359 root 1.56 return true;
360     }
361    
362     void
363     maptile::activate ()
364     {
365 root 1.101 if (spaces)
366     for (mapspace *ms = spaces + size (); ms-- > spaces; )
367     for (object *op = ms->bot; op; op = op->above)
368     op->activate_recursive ();
369 root 1.56 }
370    
371     void
372     maptile::deactivate ()
373     {
374 root 1.101 if (spaces)
375     for (mapspace *ms = spaces + size (); ms-- > spaces; )
376     for (object *op = ms->bot; op; op = op->above)
377     op->deactivate_recursive ();
378 root 1.56 }
379    
380     bool
381 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
382 root 1.56 {
383 root 1.100 coroapi::cede_to_tick ();
384 root 1.65
385 root 1.56 if (flags & IO_HEADER)
386 root 1.88 _save_header (f);
387 root 1.56
388     if (!spaces)
389     return false;
390    
391     for (int i = 0; i < size (); ++i)
392 root 1.24 {
393 root 1.121 bool unique = 0;
394    
395 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
396 root 1.24 {
397 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
398 root 1.56
399 root 1.121 if (expect_false (!op->can_map_save ()))
400 root 1.56 continue;
401    
402 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
403 root 1.24 {
404 root 1.56 if (flags & IO_UNIQUES)
405 root 1.88 op->write (f);
406 root 1.10 }
407 root 1.121 else if (expect_true (flags & IO_OBJECTS))
408 root 1.88 op->write (f);
409 root 1.10 }
410 elmex 1.1 }
411 root 1.24
412 root 1.100 coroapi::cede_to_tick ();
413 root 1.97
414 root 1.56 return true;
415 elmex 1.1 }
416    
417 root 1.56 bool
418 root 1.72 maptile::_save_objects (const char *path, int flags)
419 root 1.56 {
420     object_freezer freezer;
421 root 1.29
422 root 1.72 if (!_save_objects (freezer, flags))
423 root 1.56 return false;
424 root 1.29
425 root 1.56 return freezer.save (path);
426 elmex 1.1 }
427    
428 root 1.34 maptile::maptile ()
429     {
430     in_memory = MAP_SWAPPED;
431 root 1.54
432 root 1.34 /* The maps used to pick up default x and y values from the
433 root 1.85 * map archetype. Mimic that behaviour.
434 root 1.34 */
435 root 1.85 width = 16;
436     height = 16;
437     timeout = 300;
438 root 1.172 max_items = MAX_ITEM_PER_ACTION;
439 root 1.85 max_volume = 2000000; // 2m³
440 root 1.34 }
441    
442 root 1.56 maptile::maptile (int w, int h)
443 root 1.54 {
444 root 1.56 in_memory = MAP_SWAPPED;
445 root 1.54
446 root 1.56 width = w;
447     height = h;
448     reset_timeout = 0;
449     timeout = 300;
450     enter_x = 0;
451     enter_y = 0;
452 root 1.54
453 root 1.56 alloc ();
454 elmex 1.1 }
455    
456     /*
457 root 1.31 * Allocates the arrays contained in a maptile.
458 elmex 1.1 * This basically allocates the dynamic array of spaces for the
459     * map.
460     */
461 root 1.29 void
462 root 1.56 maptile::alloc ()
463 root 1.29 {
464 root 1.34 if (spaces)
465 root 1.56 return;
466 elmex 1.1
467 root 1.53 spaces = salloc0<mapspace> (size ());
468 elmex 1.1 }
469    
470 root 1.167 //+GPL
471    
472 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
473     * corresponding to that string. Memory is allocated for this, it must be freed
474     * at a later date.
475     * Called by parse_map_headers below.
476     */
477 root 1.29 static shopitems *
478     parse_shop_string (const char *input_string)
479     {
480     char *shop_string, *p, *q, *next_semicolon, *next_colon;
481     shopitems *items = NULL;
482     int i = 0, number_of_entries = 0;
483     const typedata *current_type;
484    
485 root 1.43 shop_string = strdup (input_string);
486 root 1.29 p = shop_string;
487     /* first we'll count the entries, we'll need that for allocating the array shortly */
488     while (p)
489     {
490     p = strchr (p, ';');
491     number_of_entries++;
492     if (p)
493     p++;
494     }
495 root 1.54
496 root 1.29 p = shop_string;
497     strip_endline (p);
498     items = new shopitems[number_of_entries + 1];
499     for (i = 0; i < number_of_entries; i++)
500     {
501     if (!p)
502     {
503     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
504     break;
505     }
506 root 1.54
507 root 1.29 next_semicolon = strchr (p, ';');
508     next_colon = strchr (p, ':');
509     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
510     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
511     items[i].strength = atoi (strchr (p, ':') + 1);
512    
513     if (isdigit (*p) || *p == '*')
514     {
515     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
516     current_type = get_typedata (items[i].typenum);
517     if (current_type)
518     {
519     items[i].name = current_type->name;
520     items[i].name_pl = current_type->name_pl;
521     }
522     }
523     else
524     { /*we have a named type, let's figure out what it is */
525     q = strpbrk (p, ";:");
526     if (q)
527     *q = '\0';
528    
529     current_type = get_typedata_by_name (p);
530     if (current_type)
531     {
532     items[i].name = current_type->name;
533     items[i].typenum = current_type->number;
534     items[i].name_pl = current_type->name_pl;
535     }
536     else
537     { /* oh uh, something's wrong, let's free up this one, and try
538     * the next entry while we're at it, better print a warning
539     */
540     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
541     }
542     }
543 root 1.54
544 root 1.29 items[i].index = number_of_entries;
545     if (next_semicolon)
546     p = ++next_semicolon;
547     else
548     p = NULL;
549 elmex 1.1 }
550 root 1.54
551 root 1.29 free (shop_string);
552     return items;
553 elmex 1.1 }
554    
555     /* opposite of parse string, this puts the string that was originally fed in to
556     * the map (or something equivilent) into output_string. */
557 root 1.164 static const char *
558     print_shop_string (maptile *m)
559 root 1.29 {
560 root 1.164 static dynbuf_text buf; buf.clear ();
561 root 1.29
562 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
563 root 1.29 {
564     if (m->shopitems[i].typenum)
565     {
566     if (m->shopitems[i].strength)
567 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
568 root 1.29 else
569 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
570 root 1.10 }
571 root 1.29 else
572     {
573     if (m->shopitems[i].strength)
574 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
575 root 1.29 else
576 root 1.164 buf.printf ("*");
577 root 1.29 }
578 root 1.164 }
579 root 1.54
580 root 1.164 return buf;
581 elmex 1.1 }
582    
583 root 1.167 //-GPL
584    
585 elmex 1.1 /* This loads the header information of the map. The header
586     * contains things like difficulty, size, timeout, etc.
587     * this used to be stored in the map object, but with the
588     * addition of tiling, fields beyond that easily named in an
589     * object structure were needed, so it just made sense to
590     * put all the stuff in the map object so that names actually make
591     * sense.
592     * This could be done in lex (like the object loader), but I think
593     * currently, there are few enough fields this is not a big deal.
594     * MSW 2001-07-01
595     */
596 root 1.56 bool
597 root 1.72 maptile::_load_header (object_thawer &thawer)
598 elmex 1.1 {
599 root 1.56 for (;;)
600 root 1.29 {
601 root 1.105 switch (thawer.kw)
602 root 1.29 {
603 root 1.56 case KW_msg:
604     thawer.get_ml (KW_endmsg, msg);
605     break;
606 root 1.22
607 root 1.56 case KW_lore: // CF+ extension
608     thawer.get_ml (KW_endlore, maplore);
609     break;
610 root 1.10
611 root 1.56 case KW_maplore:
612     thawer.get_ml (KW_endmaplore, maplore);
613     break;
614 root 1.10
615 root 1.56 case KW_arch:
616     if (strcmp (thawer.get_str (), "map"))
617     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618     break;
619 root 1.29
620 root 1.56 case KW_oid:
621     thawer.get (this, thawer.get_sint32 ());
622     break;
623 root 1.29
624 root 1.56 case KW_file_format_version: break; // nop
625 root 1.29
626 root 1.56 case KW_name: thawer.get (name); break;
627     case KW_attach: thawer.get (attach); break;
628     case KW_reset_time: thawer.get (reset_time); break;
629     case KW_shopgreed: thawer.get (shopgreed); break;
630     case KW_shopmin: thawer.get (shopmin); break;
631     case KW_shopmax: thawer.get (shopmax); break;
632     case KW_shoprace: thawer.get (shoprace); break;
633     case KW_outdoor: thawer.get (outdoor); break;
634    
635     case KW_per_player: thawer.get (per_player); break;
636     case KW_per_party: thawer.get (per_party); break;
637 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
638 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
639 root 1.56
640 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
641 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
642    
643     // old names new names
644     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
645     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
646     case KW_x: case KW_width: thawer.get (width); break;
647     case KW_y: case KW_height: thawer.get (height); break;
648     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
649     case KW_value: case KW_swap_time: thawer.get (timeout); break;
650     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
651     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
652     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
653    
654     case KW_tile_path_1: thawer.get (tile_path [0]); break;
655     case KW_tile_path_2: thawer.get (tile_path [1]); break;
656     case KW_tile_path_3: thawer.get (tile_path [2]); break;
657     case KW_tile_path_4: thawer.get (tile_path [3]); break;
658 root 1.83
659 root 1.112 case KW_ERROR:
660 root 1.123 set_key_text (thawer.kw_str, thawer.value);
661 root 1.112 break;
662    
663 root 1.83 case KW_end:
664 root 1.124 thawer.next ();
665 root 1.83 return true;
666    
667     default:
668 root 1.87 if (!thawer.parse_error ("map", 0))
669 root 1.83 return false;
670     break;
671 root 1.10 }
672 root 1.124
673     thawer.next ();
674 elmex 1.1 }
675 root 1.41
676 root 1.56 abort ();
677 elmex 1.1 }
678    
679 root 1.167 //+GPL
680    
681 root 1.56 /******************************************************************************
682     * This is the start of unique map handling code
683     *****************************************************************************/
684 root 1.29
685 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
686     void
687     maptile::clear_unique_items ()
688 root 1.29 {
689 root 1.56 for (int i = 0; i < size (); ++i)
690 root 1.29 {
691 root 1.56 int unique = 0;
692     for (object *op = spaces [i].bot; op; )
693     {
694     object *above = op->above;
695 elmex 1.1
696 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
697     unique = 1;
698 root 1.14
699 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
700 root 1.148 op->destroy ();
701 elmex 1.1
702 root 1.56 op = above;
703     }
704 root 1.29 }
705 elmex 1.1 }
706    
707 root 1.167 //-GPL
708    
709 root 1.56 bool
710 root 1.72 maptile::_save_header (object_freezer &freezer)
711 root 1.29 {
712 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
713     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
714 elmex 1.1
715 root 1.177 MAP_OUT2 (arch, CS(map));
716 elmex 1.1
717 root 1.56 if (name) MAP_OUT (name);
718     MAP_OUT (swap_time);
719     MAP_OUT (reset_time);
720     MAP_OUT (reset_timeout);
721     MAP_OUT (fixed_resettime);
722 root 1.109 MAP_OUT (no_reset);
723 root 1.141 MAP_OUT (no_drop);
724 root 1.56 MAP_OUT (difficulty);
725 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
726 root 1.29
727 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
728 root 1.56 MAP_OUT (shopgreed);
729     MAP_OUT (shopmin);
730     MAP_OUT (shopmax);
731     if (shoprace) MAP_OUT (shoprace);
732 root 1.164
733 root 1.56 MAP_OUT (width);
734     MAP_OUT (height);
735     MAP_OUT (enter_x);
736     MAP_OUT (enter_y);
737 root 1.178 MAP_OUT (darkness);
738     MAP_OUT (outdoor);
739 root 1.14
740 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
741     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
742 elmex 1.1
743 root 1.56 MAP_OUT (per_player);
744     MAP_OUT (per_party);
745 elmex 1.1
746 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
747     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
748     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
749     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
750 root 1.40
751 root 1.63 freezer.put (this);
752 root 1.177 freezer.put (KW(end));
753 root 1.40
754 root 1.56 return true;
755 elmex 1.1 }
756    
757 root 1.56 bool
758 root 1.72 maptile::_save_header (const char *path)
759 root 1.29 {
760 root 1.17 object_freezer freezer;
761 root 1.10
762 root 1.72 if (!_save_header (freezer))
763 root 1.56 return false;
764 elmex 1.1
765 root 1.56 return freezer.save (path);
766 elmex 1.1 }
767    
768 root 1.167 //+GPL
769    
770 elmex 1.1 /*
771     * Remove and free all objects in the given map.
772     */
773 root 1.29 void
774 root 1.56 maptile::clear ()
775 root 1.29 {
776 root 1.81 if (spaces)
777     {
778     for (mapspace *ms = spaces + size (); ms-- > spaces; )
779 root 1.104 while (object *op = ms->bot)
780 root 1.81 {
781 root 1.127 // manually remove, as to not trigger anything
782     if (ms->bot = op->above)
783     ms->bot->below = 0;
784    
785     op->flag [FLAG_REMOVED] = true;
786    
787 root 1.128 object *head = op->head_ ();
788     if (op == head)
789 root 1.148 op->destroy ();
790 root 1.128 else if (head->map != op->map)
791     {
792     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
793 root 1.148 head->destroy ();
794 root 1.128 }
795 root 1.81 }
796 root 1.29
797 root 1.137 sfree0 (spaces, size ());
798 root 1.81 }
799 root 1.29
800 root 1.56 if (buttons)
801     free_objectlinkpt (buttons), buttons = 0;
802 root 1.127
803 root 1.137 sfree0 (regions, size ());
804 root 1.127 delete [] regionmap; regionmap = 0;
805 elmex 1.1 }
806    
807 root 1.29 void
808 root 1.56 maptile::clear_header ()
809 root 1.29 {
810 root 1.56 name = 0;
811     msg = 0;
812     maplore = 0;
813     shoprace = 0;
814     delete [] shopitems, shopitems = 0;
815 root 1.42
816 root 1.47 for (int i = 0; i < 4; i++)
817 root 1.56 tile_path [i] = 0;
818 root 1.47 }
819 root 1.42
820 root 1.47 maptile::~maptile ()
821     {
822 root 1.53 assert (destroyed ());
823 elmex 1.1 }
824    
825 root 1.29 void
826 root 1.56 maptile::clear_links_to (maptile *m)
827 root 1.29 {
828     /* We need to look through all the maps and see if any maps
829     * are pointing at this one for tiling information. Since
830 root 1.47 * tiling can be asymetric, we just can not look to see which
831 root 1.29 * maps this map tiles with and clears those.
832     */
833 root 1.56 for (int i = 0; i < 4; i++)
834     if (tile_map[i] == m)
835     tile_map[i] = 0;
836 root 1.47 }
837 elmex 1.1
838 root 1.47 void
839 root 1.56 maptile::do_destroy ()
840 root 1.47 {
841 root 1.56 attachable::do_destroy ();
842    
843     clear ();
844 elmex 1.1 }
845    
846 root 1.109 /* decay and destroy perishable items in a map */
847 root 1.178 // TODO: should be done regularly, not on map load?
848 root 1.109 void
849     maptile::do_decay_objects ()
850     {
851     if (!spaces)
852     return;
853    
854     for (mapspace *ms = spaces + size (); ms-- > spaces; )
855     for (object *above, *op = ms->bot; op; op = above)
856     {
857     above = op->above;
858    
859     bool destroy = 0;
860    
861     // do not decay anything above unique floor tiles (yet :)
862     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
863     break;
864    
865     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867     || QUERY_FLAG (op, FLAG_UNIQUE)
868     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869     || QUERY_FLAG (op, FLAG_UNPAID)
870     || op->is_alive ())
871     ; // do not decay
872     else if (op->is_weapon ())
873     {
874     op->stats.dam--;
875     if (op->stats.dam < 0)
876     destroy = 1;
877     }
878     else if (op->is_armor ())
879     {
880     op->stats.ac--;
881     if (op->stats.ac < 0)
882     destroy = 1;
883     }
884     else if (op->type == FOOD)
885     {
886     op->stats.food -= rndm (5, 20);
887     if (op->stats.food < 0)
888     destroy = 1;
889     }
890     else
891     {
892     int mat = op->materials;
893    
894     if (mat & M_PAPER
895     || mat & M_LEATHER
896     || mat & M_WOOD
897     || mat & M_ORGANIC
898     || mat & M_CLOTH
899     || mat & M_LIQUID
900     || (mat & M_IRON && rndm (1, 5) == 1)
901     || (mat & M_GLASS && rndm (1, 2) == 1)
902     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 root 1.178 //|| (mat & M_ICE && temp > 32)
905     )
906 root 1.109 destroy = 1;
907     }
908    
909     /* adjust overall chance below */
910     if (destroy && rndm (0, 1))
911 root 1.149 op->destroy ();
912 root 1.109 }
913     }
914    
915 elmex 1.1 /*
916     * This routine is supposed to find out the difficulty of the map.
917     * difficulty does not have a lot to do with character level,
918     * but does have a lot to do with treasure on the map.
919     *
920 root 1.153 * Difficulty can now be set by the map creator. If the value stored
921     * in the map is zero, then use this routine. Maps should really
922     * have a difficulty set rather than using this function - human calculation
923     * is much better than this function's guesswork.
924 elmex 1.1 */
925 root 1.29 int
926 root 1.56 maptile::estimate_difficulty () const
927 root 1.29 {
928 elmex 1.1 long monster_cnt = 0;
929     double avgexp = 0;
930     sint64 total_exp = 0;
931    
932 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
933     for (object *op = ms->bot; op; op = op->above)
934     {
935     if (QUERY_FLAG (op, FLAG_MONSTER))
936     {
937     total_exp += op->stats.exp;
938     monster_cnt++;
939     }
940 elmex 1.1
941 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
942     {
943     total_exp += op->stats.exp;
944 elmex 1.1
945 root 1.140 if (archetype *at = op->other_arch)
946     {
947     total_exp += at->stats.exp * 8;
948     monster_cnt++;
949     }
950    
951     for (object *inv = op->inv; inv; inv = inv->below)
952     {
953     total_exp += op->stats.exp * 8;
954     monster_cnt++;
955     }
956 root 1.56 }
957     }
958 elmex 1.1
959     avgexp = (double) total_exp / monster_cnt;
960    
961 root 1.56 for (int i = 1; i <= settings.max_level; i++)
962     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
963     return i;
964 elmex 1.1
965     return 1;
966     }
967    
968     /* change_map_light() - used to change map light level (darkness)
969     * up or down. Returns true if successful. It should now be
970     * possible to change a value by more than 1.
971     * Move this from los.c to map.c since this is more related
972     * to maps than los.
973     * postive values make it darker, negative make it brighter
974     */
975 root 1.29 int
976 root 1.56 maptile::change_map_light (int change)
977 root 1.29 {
978     /* Nothing to do */
979 root 1.154 if (!change)
980 root 1.56 return 0;
981 elmex 1.1
982 root 1.29 /* inform all players on the map */
983     if (change > 0)
984 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
985 root 1.29 else
986 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
987 root 1.29
988 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
989 elmex 1.1
990 root 1.29 /* All clients need to get re-updated for the change */
991 root 1.56 update_all_map_los (this);
992 root 1.142
993 root 1.29 return 1;
994 elmex 1.1 }
995    
996     /*
997     * This function updates various attributes about a specific space
998     * on the map (what it looks like, whether it blocks magic,
999     * has a living creatures, prevents people from passing
1000     * through, etc)
1001     */
1002 root 1.29 void
1003 root 1.46 mapspace::update_ ()
1004 root 1.29 {
1005 root 1.142 object *last = 0;
1006 root 1.171 uint8 flags = P_UPTODATE;
1007 root 1.150 sint8 light = 0;
1008 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 root 1.170 uint64_t volume = 0;
1010 root 1.172 uint32_t items = 0;
1011 root 1.171 object *anywhere = 0;
1012 root 1.174 uint8_t middle_visibility = 0;
1013 root 1.29
1014 root 1.94 //object *middle = 0;
1015     //object *top = 0;
1016     //object *floor = 0;
1017     // this seems to generate better code than using locals, above
1018 root 1.95 object *&top = faces_obj[0] = 0;
1019     object *&middle = faces_obj[1] = 0;
1020     object *&floor = faces_obj[2] = 0;
1021 root 1.29
1022 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1023    
1024 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1025 root 1.29 {
1026 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1027     light += tmp->glow_radius;
1028 root 1.29
1029     /* This call is needed in order to update objects the player
1030     * is standing in that have animations (ie, grass, fire, etc).
1031     * However, it also causes the look window to be re-drawn
1032     * 3 times each time the player moves, because many of the
1033     * functions the move_player calls eventualy call this.
1034     *
1035     * Always put the player down for drawing.
1036     */
1037 root 1.171 if (expect_true (!tmp->invisible))
1038 root 1.29 {
1039 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1040 root 1.94 top = tmp;
1041 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1042     {
1043     /* If we got a floor, that means middle and top were below it,
1044     * so should not be visible, so we clear them.
1045     */
1046     middle = 0;
1047     top = 0;
1048     floor = tmp;
1049     volume = 0;
1050     items = 0;
1051     }
1052 root 1.170 else
1053 root 1.29 {
1054 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 root 1.170 {
1056 root 1.174 ++items;
1057     volume += tmp->volume ();
1058 root 1.170 }
1059 root 1.174
1060     /* Flag anywhere have high priority */
1061     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062     anywhere = tmp;
1063    
1064     /* Find the highest visible face around. If equal
1065     * visibilities, we still want the one nearer to the
1066     * top
1067     */
1068     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 root 1.170 {
1070 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1071     middle = tmp;
1072 root 1.170 }
1073 root 1.29 }
1074     }
1075    
1076 root 1.45 move_slow |= tmp->move_slow;
1077 root 1.29 move_block |= tmp->move_block;
1078 root 1.45 move_on |= tmp->move_on;
1079     move_off |= tmp->move_off;
1080 root 1.29 move_allow |= tmp->move_allow;
1081    
1082 root 1.171 allflags |= tmp->flag;
1083    
1084     if (tmp->type == PLAYER) flags |= P_PLAYER;
1085     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1086 root 1.45 }
1087 root 1.29
1088 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1089     if (anywhere)
1090     middle = anywhere;
1091    
1092     // ORing all flags together and checking them here is much faster
1093     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097    
1098 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1099 root 1.46 this->flags_ = flags;
1100     this->move_block = move_block & ~move_allow;
1101     this->move_on = move_on;
1102     this->move_off = move_off;
1103     this->move_slow = move_slow;
1104 root 1.172 this->volume_ = (volume + 1023) / 1024;
1105     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1106 root 1.29
1107     /* At this point, we have a floor face (if there is a floor),
1108     * and the floor is set - we are not going to touch it at
1109     * this point.
1110     * middle contains the highest visibility face.
1111     * top contains a player/monster face, if there is one.
1112     *
1113     * We now need to fill in top.face and/or middle.face.
1114     */
1115    
1116     /* If the top face also happens to be high visibility, re-do our
1117     * middle face. This should not happen, as we already have the
1118     * else statement above so middle should not get set. OTOH, it
1119     * may be possible for the faces to match but be different objects.
1120     */
1121     if (top == middle)
1122 root 1.94 middle = 0;
1123 root 1.29
1124     /* There are three posibilities at this point:
1125     * 1) top face is set, need middle to be set.
1126     * 2) middle is set, need to set top.
1127     * 3) neither middle or top is set - need to set both.
1128     */
1129    
1130 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1131 root 1.29 {
1132     /* Once we get to a floor, stop, since we already have a floor object */
1133     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1134     break;
1135    
1136     /* If two top faces are already set, quit processing */
1137 root 1.94 if (top && middle)
1138 root 1.29 break;
1139 root 1.10
1140 elmex 1.67 /* Only show visible faces */
1141     if (!tmp->invisible)
1142 root 1.29 {
1143     /* Fill in top if needed */
1144 root 1.94 if (!top)
1145 root 1.29 {
1146 root 1.94 top = tmp;
1147 root 1.29 if (top == middle)
1148 root 1.94 middle = 0;
1149 root 1.29 }
1150     else
1151     {
1152     /* top is already set - we should only get here if
1153     * middle is not set
1154     *
1155     * Set the middle face and break out, since there is nothing
1156     * more to fill in. We don't check visiblity here, since
1157     *
1158     */
1159 root 1.94 if (tmp != top)
1160 root 1.29 {
1161 root 1.94 middle = tmp;
1162 root 1.29 break;
1163 root 1.10 }
1164     }
1165     }
1166 elmex 1.1 }
1167 root 1.45
1168 root 1.29 if (middle == floor)
1169 root 1.94 middle = 0;
1170 root 1.45
1171 root 1.29 if (top == middle)
1172 root 1.94 middle = 0;
1173 root 1.45
1174 root 1.94 #if 0
1175     faces_obj [0] = top;
1176     faces_obj [1] = middle;
1177     faces_obj [2] = floor;
1178     #endif
1179 elmex 1.1 }
1180    
1181 root 1.155 maptile *
1182 root 1.117 maptile::tile_available (int dir, bool load)
1183 elmex 1.1 {
1184 root 1.155 if (tile_path[dir])
1185     {
1186     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1187     return tile_map[dir];
1188 root 1.118
1189 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1190     return tile_map[dir];
1191     }
1192 root 1.56
1193 root 1.117 return 0;
1194 root 1.68 }
1195    
1196 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1197     * map m. This function also takes into account any
1198     * tiling considerations, loading adjacant maps as needed.
1199     * This is the function should always be used when it
1200     * necessary to check for valid coordinates.
1201     * This function will recursively call itself for the
1202     * tiled maps.
1203     */
1204 root 1.29 int
1205 root 1.31 out_of_map (maptile *m, int x, int y)
1206 elmex 1.1 {
1207 root 1.29 /* If we get passed a null map, this is obviously the
1208     * case. This generally shouldn't happen, but if the
1209     * map loads fail below, it could happen.
1210     */
1211     if (!m)
1212     return 0;
1213 elmex 1.1
1214 root 1.29 if (x < 0)
1215     {
1216 root 1.119 if (!m->tile_available (3))
1217 root 1.29 return 1;
1218 root 1.46
1219 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1220 elmex 1.1 }
1221 root 1.46
1222 root 1.48 if (x >= m->width)
1223 root 1.29 {
1224 root 1.119 if (!m->tile_available (1))
1225 root 1.29 return 1;
1226 root 1.46
1227 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1228 elmex 1.1 }
1229 root 1.46
1230 root 1.29 if (y < 0)
1231     {
1232 root 1.119 if (!m->tile_available (0))
1233 root 1.29 return 1;
1234 root 1.46
1235 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1236 elmex 1.1 }
1237 root 1.46
1238 root 1.48 if (y >= m->height)
1239 root 1.29 {
1240 root 1.119 if (!m->tile_available (2))
1241 root 1.29 return 1;
1242 root 1.46
1243 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1244 elmex 1.1 }
1245    
1246 root 1.29 /* Simple case - coordinates are within this local
1247     * map.
1248     */
1249     return 0;
1250 elmex 1.1 }
1251    
1252     /* This is basically the same as out_of_map above, but
1253     * instead we return NULL if no map is valid (coordinates
1254     * out of bounds and no tiled map), otherwise it returns
1255     * the map as that the coordinates are really on, and
1256 pippijn 1.66 * updates x and y to be the localised coordinates.
1257 elmex 1.1 * Using this is more efficient of calling out_of_map
1258     * and then figuring out what the real map is
1259     */
1260 root 1.31 maptile *
1261 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1262 elmex 1.1 {
1263 root 1.68 if (x < 0)
1264 root 1.29 {
1265 root 1.119 if (!tile_available (3))
1266 root 1.46 return 0;
1267 root 1.56
1268 root 1.68 x += tile_map[3]->width;
1269     return tile_map[3]->xy_find (x, y);
1270 elmex 1.1 }
1271 root 1.46
1272 root 1.68 if (x >= width)
1273 root 1.29 {
1274 root 1.119 if (!tile_available (1))
1275 root 1.46 return 0;
1276    
1277 root 1.68 x -= width;
1278     return tile_map[1]->xy_find (x, y);
1279 elmex 1.1 }
1280 root 1.46
1281 root 1.68 if (y < 0)
1282 root 1.29 {
1283 root 1.119 if (!tile_available (0))
1284 root 1.46 return 0;
1285    
1286 root 1.68 y += tile_map[0]->height;
1287     return tile_map[0]->xy_find (x, y);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.68 if (y >= height)
1291 root 1.29 {
1292 root 1.119 if (!tile_available (2))
1293 root 1.46 return 0;
1294    
1295 root 1.68 y -= height;
1296     return tile_map[2]->xy_find (x, y);
1297 elmex 1.1 }
1298    
1299 root 1.29 /* Simple case - coordinates are within this local
1300     * map.
1301     */
1302 root 1.68 return this;
1303 elmex 1.1 }
1304    
1305     /**
1306     * Return whether map2 is adjacent to map1. If so, store the distance from
1307     * map1 to map2 in dx/dy.
1308     */
1309 root 1.82 int
1310 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1311 root 1.29 {
1312     if (!map1 || !map2)
1313     return 0;
1314    
1315 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1317 root 1.29 if (map1 == map2)
1318     {
1319     *dx = 0;
1320     *dy = 0;
1321     }
1322     else if (map1->tile_map[0] == map2)
1323     { /* up */
1324     *dx = 0;
1325 root 1.48 *dy = -map2->height;
1326 root 1.29 }
1327     else if (map1->tile_map[1] == map2)
1328     { /* right */
1329 root 1.48 *dx = map1->width;
1330 root 1.29 *dy = 0;
1331     }
1332     else if (map1->tile_map[2] == map2)
1333     { /* down */
1334     *dx = 0;
1335 root 1.48 *dy = map1->height;
1336 root 1.29 }
1337     else if (map1->tile_map[3] == map2)
1338     { /* left */
1339 root 1.48 *dx = -map2->width;
1340 root 1.29 *dy = 0;
1341     }
1342     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1343     { /* up right */
1344 root 1.48 *dx = map1->tile_map[0]->width;
1345     *dy = -map1->tile_map[0]->height;
1346 root 1.29 }
1347     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1348     { /* up left */
1349 root 1.48 *dx = -map2->width;
1350     *dy = -map1->tile_map[0]->height;
1351 root 1.29 }
1352     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1353     { /* right up */
1354 root 1.48 *dx = map1->width;
1355     *dy = -map2->height;
1356 root 1.29 }
1357     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1358     { /* right down */
1359 root 1.48 *dx = map1->width;
1360     *dy = map1->tile_map[1]->height;
1361 root 1.29 }
1362     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1363     { /* down right */
1364 root 1.48 *dx = map1->tile_map[2]->width;
1365     *dy = map1->height;
1366 root 1.29 }
1367     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1368     { /* down left */
1369 root 1.48 *dx = -map2->width;
1370     *dy = map1->height;
1371 root 1.29 }
1372     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1373     { /* left up */
1374 root 1.48 *dx = -map1->tile_map[3]->width;
1375     *dy = -map2->height;
1376 root 1.29 }
1377     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1378     { /* left down */
1379 root 1.48 *dx = -map1->tile_map[3]->width;
1380     *dy = map1->tile_map[3]->height;
1381 root 1.29 }
1382     else
1383 root 1.56 return 0;
1384 elmex 1.1
1385 root 1.29 return 1;
1386 elmex 1.1 }
1387    
1388 root 1.68 maptile *
1389     maptile::xy_load (sint16 &x, sint16 &y)
1390     {
1391     maptile *map = xy_find (x, y);
1392    
1393     if (map)
1394     map->load_sync ();
1395    
1396     return map;
1397     }
1398    
1399     maptile *
1400     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1401     {
1402     return m->xy_load (*x, *y);
1403     }
1404    
1405 elmex 1.1 /* From map.c
1406     * This is used by get_player to determine where the other
1407     * creature is. get_rangevector takes into account map tiling,
1408     * so you just can not look the the map coordinates and get the
1409     * righte value. distance_x/y are distance away, which
1410 root 1.79 * can be negative. direction is the crossfire direction scheme
1411 elmex 1.1 * that the creature should head. part is the part of the
1412     * monster that is closest.
1413     *
1414     * get_rangevector looks at op1 and op2, and fills in the
1415     * structure for op1 to get to op2.
1416     * We already trust that the caller has verified that the
1417     * two objects are at least on adjacent maps. If not,
1418     * results are not likely to be what is desired.
1419     * if the objects are not on maps, results are also likely to
1420     * be unexpected
1421     *
1422     * currently, the only flag supported (0x1) is don't translate for
1423     * closest body part of 'op1'
1424     */
1425 root 1.29 void
1426     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1427     {
1428     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1429     {
1430     /* be conservative and fill in _some_ data */
1431 root 1.86 retval->distance = 10000;
1432     retval->distance_x = 10000;
1433     retval->distance_y = 10000;
1434 root 1.29 retval->direction = 0;
1435     retval->part = 0;
1436     }
1437     else
1438     {
1439     object *best;
1440    
1441     retval->distance_x += op2->x - op1->x;
1442     retval->distance_y += op2->y - op1->y;
1443    
1444     best = op1;
1445     /* If this is multipart, find the closest part now */
1446     if (!(flags & 0x1) && op1->more)
1447     {
1448     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1449    
1450     /* we just take the offset of the piece to head to figure
1451     * distance instead of doing all that work above again
1452     * since the distance fields we set above are positive in the
1453     * same axis as is used for multipart objects, the simply arithmetic
1454     * below works.
1455     */
1456 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1457 root 1.29 {
1458     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1459     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1460     if (tmpi < best_distance)
1461     {
1462     best_distance = tmpi;
1463     best = tmp;
1464 elmex 1.1 }
1465     }
1466 root 1.75
1467 root 1.29 if (best != op1)
1468     {
1469     retval->distance_x += op1->x - best->x;
1470     retval->distance_y += op1->y - best->y;
1471 elmex 1.1 }
1472     }
1473 root 1.75
1474 root 1.29 retval->part = best;
1475 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1476 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1477 elmex 1.1 }
1478     }
1479    
1480     /* this is basically the same as get_rangevector above, but instead of
1481     * the first parameter being an object, it instead is the map
1482     * and x,y coordinates - this is used for path to player -
1483     * since the object is not infact moving but we are trying to traverse
1484     * the path, we need this.
1485     * flags has no meaning for this function at this time - I kept it in to
1486     * be more consistant with the above function and also in case they are needed
1487     * for something in the future. Also, since no object is pasted, the best
1488     * field of the rv_vector is set to NULL.
1489     */
1490 root 1.29 void
1491 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1492 root 1.29 {
1493     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1494     {
1495     /* be conservative and fill in _some_ data */
1496     retval->distance = 100000;
1497     retval->distance_x = 32767;
1498     retval->distance_y = 32767;
1499     retval->direction = 0;
1500     retval->part = 0;
1501     }
1502     else
1503     {
1504     retval->distance_x += op2->x - x;
1505     retval->distance_y += op2->y - y;
1506    
1507 root 1.159 retval->part = 0;
1508     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1509 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1510 elmex 1.1 }
1511     }
1512    
1513     /* Returns true of op1 and op2 are effectively on the same map
1514     * (as related to map tiling). Note that this looks for a path from
1515 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1516 elmex 1.1 * to op1, this will still return false.
1517     * Note we only look one map out to keep the processing simple
1518     * and efficient. This could probably be a macro.
1519     * MSW 2001-08-05
1520     */
1521 root 1.29 int
1522     on_same_map (const object *op1, const object *op2)
1523     {
1524     int dx, dy;
1525 elmex 1.1
1526 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1527 elmex 1.1 }
1528 root 1.52
1529 root 1.167 //-GPL
1530    
1531 root 1.52 object *
1532     maptile::insert (object *op, int x, int y, object *originator, int flags)
1533     {
1534     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1535     }
1536    
1537 root 1.81 region *
1538     maptile::region (int x, int y) const
1539     {
1540     if (regions
1541     && regionmap
1542     && !OUT_OF_REAL_MAP (this, x, y))
1543     if (struct region *reg = regionmap [regions [y * width + x]])
1544     return reg;
1545    
1546     if (default_region)
1547     return default_region;
1548    
1549     return ::region::default_region ();
1550     }
1551    
1552 root 1.167 //+GPL
1553    
1554 root 1.91 /* picks a random object from a style map.
1555     */
1556     object *
1557 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1558 root 1.91 {
1559     /* while returning a null object will result in a crash, that
1560     * is actually preferable to an infinite loop. That is because
1561     * most servers will automatically restart in case of crash.
1562     * Change the logic on getting the random space - shouldn't make
1563     * any difference, but this seems clearer to me.
1564     */
1565     for (int i = 1000; --i;)
1566     {
1567 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1568 root 1.91
1569     // do not prefer big monsters just because they are big.
1570 root 1.138 if (pick && pick->is_head ())
1571 root 1.91 return pick->head_ ();
1572     }
1573    
1574     // instead of crashing in the unlikely(?) case, try to return *something*
1575 root 1.169 return archetype::find (shstr_bug);
1576 root 1.91 }
1577 root 1.85
1578 root 1.167 //-GPL
1579    
1580 root 1.114 void
1581     maptile::play_sound (faceidx sound, int x, int y) const
1582     {
1583     if (!sound)
1584     return;
1585    
1586 root 1.151 for_all_players_on_map (pl, this)
1587     if (client *ns = pl->ns)
1588     {
1589     int dx = x - pl->ob->x;
1590     int dy = y - pl->ob->y;
1591 root 1.114
1592 root 1.151 int distance = idistance (dx, dy);
1593 root 1.114
1594 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1595     ns->play_sound (sound, dx, dy);
1596     }
1597 root 1.114 }
1598    
1599 root 1.157 void
1600     maptile::say_msg (const char *msg, int x, int y) const
1601     {
1602     for_all_players (pl)
1603     if (client *ns = pl->ns)
1604     {
1605     int dx = x - pl->ob->x;
1606     int dy = y - pl->ob->y;
1607    
1608     int distance = idistance (dx, dy);
1609    
1610     if (distance <= MAX_SOUND_DISTANCE)
1611     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612     }
1613     }
1614    
1615 root 1.155 static void
1616     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617     {
1618     // clip to map to the left
1619     if (x0 < 0)
1620     {
1621     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623    
1624     if (x1 < 0) // entirely to the left
1625     return;
1626    
1627     x0 = 0;
1628     }
1629    
1630     // clip to map to the right
1631     if (x1 > m->width)
1632     {
1633     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635    
1636     if (x0 > m->width) // entirely to the right
1637     return;
1638    
1639     x1 = m->width;
1640     }
1641    
1642     // clip to map above
1643     if (y0 < 0)
1644     {
1645     if (maptile *tile = m->tile_available (TILE_UP, 1))
1646     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647    
1648     if (y1 < 0) // entirely above
1649     return;
1650    
1651     y0 = 0;
1652     }
1653    
1654     // clip to map below
1655     if (y1 > m->height)
1656     {
1657     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659    
1660     if (y0 > m->height) // entirely below
1661     return;
1662    
1663     y1 = m->height;
1664     }
1665    
1666     // if we get here, the rect is within the current map
1667     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668    
1669     r->m = m;
1670     r->x0 = x0;
1671     r->y0 = y0;
1672     r->x1 = x1;
1673     r->y1 = y1;
1674     r->dx = dx;
1675     r->dy = dy;
1676     }
1677    
1678     maprect *
1679     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680     {
1681     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682     buf.clear ();
1683    
1684     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685    
1686     // add end marker
1687     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688     r->m = 0;
1689    
1690     return (maprect *)buf.linearise ();
1691     }
1692