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Revision: 1.181
Committed: Sat Jan 16 13:41:37 2010 UTC (14 years, 4 months ago) by root
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Branch: MAIN
Changes since 1.180: +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 1.181 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 elmex 1.1 #include "path.h"
29    
30 root 1.167 //+GPL
31    
32 root 1.152 sint8 maptile::outdoor_darkness;
33    
34 elmex 1.1 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
35     * one function that just returns a P_.. value (see map.h)
36     * it will also do map translation for tiled maps, returning
37     * new values into newmap, nx, and ny. Any and all of those
38     * values can be null, in which case if a new map is needed (returned
39     * by a P_NEW_MAP value, another call to get_map_from_coord
40     * is needed. The case of not passing values is if we're just
41     * checking for the existence of something on those spaces, but
42     * don't expect to insert/remove anything from those spaces.
43     */
44 root 1.29 int
45 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
46 elmex 1.1 {
47 root 1.56 sint16 newx = x;
48     sint16 newy = y;
49 root 1.46
50 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51 root 1.46
52     if (!mp)
53     return P_OUT_OF_MAP;
54    
55     if (newmap) *newmap = mp;
56     if (nx) *nx = newx;
57     if (ny) *ny = newy;
58 elmex 1.3
59 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60 elmex 1.1 }
61    
62     /*
63     * Returns true if the given coordinate is blocked except by the
64     * object passed is not blocking. This is used with
65     * multipart monsters - if we want to see if a 2x2 monster
66     * can move 1 space to the left, we don't want its own area
67     * to block it from moving there.
68     * Returns TRUE if the space is blocked by something other than the
69     * monster.
70     * m, x, y are the target map/coordinates - needed for map tiling.
71     * the coordinates & map passed in should have been updated for tiling
72     * by the caller.
73     */
74 root 1.29 int
75 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
76 root 1.29 {
77     /* Make sure the coordinates are valid - they should be, as caller should
78     * have already checked this.
79     */
80     if (OUT_OF_REAL_MAP (m, sx, sy))
81     {
82     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
83     return 1;
84 elmex 1.1 }
85    
86 root 1.161 mapspace &ms = m->at (sx, sy);
87 root 1.29
88 root 1.162 int mflags = ms.flags ();
89 root 1.161 int blocked = ms.move_block;
90 root 1.29
91     /* If space is currently not blocked by anything, no need to
92     * go further. Not true for players - all sorts of special
93     * things we need to do for players.
94     */
95     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
96     return 0;
97    
98 root 1.161 /* if there isn't anything alive on this space, and this space isn't
99 root 1.29 * otherwise blocked, we can return now. Only if there is a living
100     * creature do we need to investigate if it is part of this creature
101     * or another. Likewise, only if something is blocking us do we
102     * need to investigate if there is a special circumstance that would
103     * let the player through (inventory checkers for example)
104     */
105     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
106     return 0;
107    
108 root 1.102 ob = ob->head_ ();
109 root 1.29
110     /* We basically go through the stack of objects, and if there is
111     * some other object that has NO_PASS or FLAG_ALIVE set, return
112     * true. If we get through the entire stack, that must mean
113     * ob is blocking it, so return 0.
114     */
115 root 1.161 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
116 root 1.29 {
117 root 1.165 if (OB_MOVE_BLOCK (ob, tmp))
118 root 1.29 {
119 root 1.166 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120     if (RESULT_INT (0))
121     return 1;
122     else
123     continue;
124    
125 root 1.165 if (tmp->type == CHECK_INV)
126     {
127     bool have = check_inv_recursive (ob, tmp);
128 root 1.161
129 root 1.165 // last_sp set means we block if we don't have.
130     if (logical_xor (have, tmp->last_sp))
131 root 1.29 return 1;
132     }
133 root 1.165 else if (tmp->type == T_MATCH)
134 root 1.29 {
135 root 1.165 // T_MATCH allows "entrance" iff the match is true
136     // == blocks if the match fails
137    
138     // we could have used an INVOKE_OBJECT, but decided against it, as we
139 root 1.166 // assume that T_MATCH is relatively common.
140 root 1.165 if (!match (tmp->slaying, ob, tmp, ob))
141 root 1.29 return 1;
142     }
143 root 1.165 else
144     return 1; // unconditional block
145    
146     } else {
147     // space does not block the ob, directly, but
148     // anything alive that is not a door still
149     // blocks anything but wizards.
150 root 1.102
151 root 1.103 if (tmp->flag [FLAG_ALIVE]
152 root 1.102 && tmp->head_ () != ob
153     && tmp != ob
154 root 1.179 && tmp->type != DOOR)
155 root 1.29 return 1;
156 root 1.10 }
157 root 1.161 }
158 elmex 1.1
159 root 1.29 return 0;
160 elmex 1.1 }
161    
162     /*
163 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
164     * spot. This is meant for multi space objects - for single space objecs,
165 elmex 1.1 * just calling get_map_blocked and checking that against movement type
166 root 1.129 * of object. This function goes through all the parts of the multipart
167     * object and makes sure they can be inserted.
168 elmex 1.1 *
169     * While this doesn't call out of map, the get_map_flags does.
170     *
171     * This function has been used to deprecate arch_out_of_map -
172     * this function also does that check, and since in most cases,
173     * a call to one would follow the other, doesn't make a lot of sense to
174     * have two seperate functions for this.
175     *
176     * This returns nonzero if this arch can not go on the space provided,
177     * 0 otherwise. the return value will contain the P_.. value
178     * so the caller can know why this object can't go on the map.
179     * Note that callers should not expect P_NEW_MAP to be set
180     * in return codes - since the object is multispace - if
181     * we did return values, what do you return if half the object
182     * is one map, half on another.
183     *
184     * Note this used to be arch_blocked, but with new movement
185     * code, we need to have actual object to check its move_type
186     * against the move_block values.
187     */
188 root 1.129 bool
189     object::blocked (maptile *m, int x, int y) const
190 root 1.29 {
191 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
192 root 1.29 {
193 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
194 elmex 1.1
195 root 1.129 if (!pos.normalise ())
196     return 1;
197 elmex 1.1
198 root 1.129 mapspace &ms = *pos;
199 elmex 1.1
200 root 1.129 if (ms.flags () & P_IS_ALIVE)
201     return 1;
202 root 1.47
203 root 1.129 /* However, often ob doesn't have any move type
204     * (signifying non-moving objects)
205 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
206     */
207 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
208 root 1.29 continue;
209 elmex 1.1
210 root 1.29 /* Note it is intentional that we check ob - the movement type of the
211     * head of the object should correspond for the entire object.
212     */
213 root 1.129 if (ms.blocks (move_type))
214     return 1;
215 root 1.45 }
216 elmex 1.1
217 root 1.29 return 0;
218 elmex 1.1 }
219    
220 root 1.167 //-GPL
221    
222 root 1.64 void
223     maptile::set_object_flag (int flag, int value)
224     {
225     if (!spaces)
226     return;
227    
228     for (mapspace *ms = spaces + size (); ms-- > spaces; )
229     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
230     tmp->flag [flag] = value;
231     }
232    
233 root 1.144 void
234     maptile::post_load_original ()
235     {
236     if (!spaces)
237     return;
238    
239     set_object_flag (FLAG_OBJ_ORIGINAL);
240    
241     for (mapspace *ms = spaces + size (); ms-- > spaces; )
242     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243     INVOKE_OBJECT (RESET, tmp);
244     }
245    
246 root 1.176 void
247     maptile::post_load ()
248     {
249     #if 0
250     if (!spaces)
251     return;
252    
253     for (mapspace *ms = spaces + size (); ms-- > spaces; )
254     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255     ; // nop
256     #endif
257     }
258    
259 root 1.167 //+GPL
260    
261 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
262     * for objects whose arch says they are multipart yet according to the
263     * info we have, they only have the head (as would be expected when
264 root 1.99 * they are saved).
265 elmex 1.1 */
266 root 1.56 void
267     maptile::link_multipart_objects ()
268 elmex 1.1 {
269 root 1.56 if (!spaces)
270     return;
271    
272     for (mapspace *ms = spaces + size (); ms-- > spaces; )
273 elmex 1.111 {
274     object *op = ms->bot;
275     while (op)
276     {
277     /* already multipart - don't do anything more */
278     if (op->head_ () == op && !op->more && op->arch->more)
279     {
280     op->remove ();
281     op->expand_tail ();
282    
283     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
286     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287    
288     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289     // so we have to reset the iteration through the mapspace
290     }
291     else
292     op = op->above;
293     }
294     }
295 elmex 1.1 }
296 root 1.29
297 root 1.167 //-GPL
298    
299 elmex 1.1 /*
300     * Loads (ands parses) the objects into a given map from the specified
301     * file pointer.
302     */
303 root 1.56 bool
304 root 1.88 maptile::_load_objects (object_thawer &f)
305 root 1.24 {
306 root 1.88 for (;;)
307     {
308 root 1.133 coroapi::cede_to_tick (); // cede once in a while
309 elmex 1.1
310 root 1.88 switch (f.kw)
311 root 1.24 {
312 root 1.88 case KW_arch:
313 root 1.90 if (object *op = object::read (f, this))
314 root 1.88 {
315 root 1.135 // TODO: why?
316 root 1.88 if (op->inv)
317 root 1.135 op->update_weight ();
318 root 1.10
319 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320     {
321     // we insert manually because
322     // a) its way faster
323     // b) we remove manually, too, and there are good reasons for that
324 root 1.158 // c) it's correct
325 root 1.130 mapspace &ms = at (op->x, op->y);
326    
327     op->flag [FLAG_REMOVED] = false;
328    
329     op->above = 0;
330     op->below = ms.top;
331    
332 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
333 root 1.130
334     ms.top = op;
335     ms.flags_ = 0;
336     }
337     else
338     {
339     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 root 1.148 op->destroy ();
341 root 1.130 }
342 root 1.88 }
343 root 1.41
344 root 1.88 continue;
345 root 1.41
346 root 1.88 case KW_EOF:
347     return true;
348 root 1.41
349 root 1.88 default:
350     if (!f.parse_error ("map file"))
351     return false;
352 root 1.41 break;
353 root 1.10 }
354 root 1.24
355 root 1.88 f.next ();
356 elmex 1.1 }
357 root 1.24
358 root 1.56 return true;
359     }
360    
361     void
362     maptile::activate ()
363     {
364 root 1.101 if (spaces)
365     for (mapspace *ms = spaces + size (); ms-- > spaces; )
366     for (object *op = ms->bot; op; op = op->above)
367     op->activate_recursive ();
368 root 1.56 }
369    
370     void
371     maptile::deactivate ()
372     {
373 root 1.101 if (spaces)
374     for (mapspace *ms = spaces + size (); ms-- > spaces; )
375     for (object *op = ms->bot; op; op = op->above)
376     op->deactivate_recursive ();
377 root 1.56 }
378    
379     bool
380 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
381 root 1.56 {
382 root 1.100 coroapi::cede_to_tick ();
383 root 1.65
384 root 1.56 if (flags & IO_HEADER)
385 root 1.88 _save_header (f);
386 root 1.56
387     if (!spaces)
388     return false;
389    
390     for (int i = 0; i < size (); ++i)
391 root 1.24 {
392 root 1.121 bool unique = 0;
393    
394 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
395 root 1.24 {
396 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
397 root 1.56
398 root 1.121 if (expect_false (!op->can_map_save ()))
399 root 1.56 continue;
400    
401 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 root 1.24 {
403 root 1.56 if (flags & IO_UNIQUES)
404 root 1.88 op->write (f);
405 root 1.10 }
406 root 1.121 else if (expect_true (flags & IO_OBJECTS))
407 root 1.88 op->write (f);
408 root 1.10 }
409 elmex 1.1 }
410 root 1.24
411 root 1.100 coroapi::cede_to_tick ();
412 root 1.97
413 root 1.56 return true;
414 elmex 1.1 }
415    
416 root 1.56 bool
417 root 1.72 maptile::_save_objects (const char *path, int flags)
418 root 1.56 {
419     object_freezer freezer;
420 root 1.29
421 root 1.72 if (!_save_objects (freezer, flags))
422 root 1.56 return false;
423 root 1.29
424 root 1.56 return freezer.save (path);
425 elmex 1.1 }
426    
427 root 1.34 maptile::maptile ()
428     {
429     in_memory = MAP_SWAPPED;
430 root 1.54
431 root 1.34 /* The maps used to pick up default x and y values from the
432 root 1.85 * map archetype. Mimic that behaviour.
433 root 1.34 */
434 root 1.85 width = 16;
435     height = 16;
436     timeout = 300;
437 root 1.172 max_items = MAX_ITEM_PER_ACTION;
438 root 1.85 max_volume = 2000000; // 2m³
439 root 1.34 }
440    
441 root 1.56 maptile::maptile (int w, int h)
442 root 1.54 {
443 root 1.56 in_memory = MAP_SWAPPED;
444 root 1.54
445 root 1.56 width = w;
446     height = h;
447     reset_timeout = 0;
448     timeout = 300;
449     enter_x = 0;
450     enter_y = 0;
451 root 1.54
452 root 1.56 alloc ();
453 elmex 1.1 }
454    
455     /*
456 root 1.31 * Allocates the arrays contained in a maptile.
457 elmex 1.1 * This basically allocates the dynamic array of spaces for the
458     * map.
459     */
460 root 1.29 void
461 root 1.56 maptile::alloc ()
462 root 1.29 {
463 root 1.34 if (spaces)
464 root 1.56 return;
465 elmex 1.1
466 root 1.53 spaces = salloc0<mapspace> (size ());
467 elmex 1.1 }
468    
469 root 1.167 //+GPL
470    
471 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
472     * corresponding to that string. Memory is allocated for this, it must be freed
473     * at a later date.
474     * Called by parse_map_headers below.
475     */
476 root 1.29 static shopitems *
477     parse_shop_string (const char *input_string)
478     {
479     char *shop_string, *p, *q, *next_semicolon, *next_colon;
480     shopitems *items = NULL;
481     int i = 0, number_of_entries = 0;
482     const typedata *current_type;
483    
484 root 1.43 shop_string = strdup (input_string);
485 root 1.29 p = shop_string;
486     /* first we'll count the entries, we'll need that for allocating the array shortly */
487     while (p)
488     {
489     p = strchr (p, ';');
490     number_of_entries++;
491     if (p)
492     p++;
493     }
494 root 1.54
495 root 1.29 p = shop_string;
496     strip_endline (p);
497     items = new shopitems[number_of_entries + 1];
498     for (i = 0; i < number_of_entries; i++)
499     {
500     if (!p)
501     {
502     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
503     break;
504     }
505 root 1.54
506 root 1.29 next_semicolon = strchr (p, ';');
507     next_colon = strchr (p, ':');
508     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
509     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
510     items[i].strength = atoi (strchr (p, ':') + 1);
511    
512     if (isdigit (*p) || *p == '*')
513     {
514     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
515     current_type = get_typedata (items[i].typenum);
516     if (current_type)
517     {
518     items[i].name = current_type->name;
519     items[i].name_pl = current_type->name_pl;
520     }
521     }
522     else
523     { /*we have a named type, let's figure out what it is */
524     q = strpbrk (p, ";:");
525     if (q)
526     *q = '\0';
527    
528     current_type = get_typedata_by_name (p);
529     if (current_type)
530     {
531     items[i].name = current_type->name;
532     items[i].typenum = current_type->number;
533     items[i].name_pl = current_type->name_pl;
534     }
535     else
536     { /* oh uh, something's wrong, let's free up this one, and try
537     * the next entry while we're at it, better print a warning
538     */
539     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
540     }
541     }
542 root 1.54
543 root 1.29 items[i].index = number_of_entries;
544     if (next_semicolon)
545     p = ++next_semicolon;
546     else
547     p = NULL;
548 elmex 1.1 }
549 root 1.54
550 root 1.29 free (shop_string);
551     return items;
552 elmex 1.1 }
553    
554     /* opposite of parse string, this puts the string that was originally fed in to
555     * the map (or something equivilent) into output_string. */
556 root 1.164 static const char *
557     print_shop_string (maptile *m)
558 root 1.29 {
559 root 1.164 static dynbuf_text buf; buf.clear ();
560 root 1.29
561 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
562 root 1.29 {
563     if (m->shopitems[i].typenum)
564     {
565     if (m->shopitems[i].strength)
566 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
567 root 1.29 else
568 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
569 root 1.10 }
570 root 1.29 else
571     {
572     if (m->shopitems[i].strength)
573 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
574 root 1.29 else
575 root 1.164 buf.printf ("*");
576 root 1.29 }
577 root 1.164 }
578 root 1.54
579 root 1.164 return buf;
580 elmex 1.1 }
581    
582 root 1.167 //-GPL
583    
584 elmex 1.1 /* This loads the header information of the map. The header
585     * contains things like difficulty, size, timeout, etc.
586     * this used to be stored in the map object, but with the
587     * addition of tiling, fields beyond that easily named in an
588     * object structure were needed, so it just made sense to
589     * put all the stuff in the map object so that names actually make
590     * sense.
591     * This could be done in lex (like the object loader), but I think
592     * currently, there are few enough fields this is not a big deal.
593     * MSW 2001-07-01
594     */
595 root 1.56 bool
596 root 1.72 maptile::_load_header (object_thawer &thawer)
597 elmex 1.1 {
598 root 1.56 for (;;)
599 root 1.29 {
600 root 1.105 switch (thawer.kw)
601 root 1.29 {
602 root 1.56 case KW_msg:
603     thawer.get_ml (KW_endmsg, msg);
604     break;
605 root 1.22
606 root 1.56 case KW_lore: // CF+ extension
607     thawer.get_ml (KW_endlore, maplore);
608     break;
609 root 1.10
610 root 1.56 case KW_maplore:
611     thawer.get_ml (KW_endmaplore, maplore);
612     break;
613 root 1.10
614 root 1.56 case KW_arch:
615     if (strcmp (thawer.get_str (), "map"))
616     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
617     break;
618 root 1.29
619 root 1.56 case KW_oid:
620     thawer.get (this, thawer.get_sint32 ());
621     break;
622 root 1.29
623 root 1.56 case KW_file_format_version: break; // nop
624 root 1.29
625 root 1.56 case KW_name: thawer.get (name); break;
626     case KW_attach: thawer.get (attach); break;
627     case KW_reset_time: thawer.get (reset_time); break;
628     case KW_shopgreed: thawer.get (shopgreed); break;
629     case KW_shopmin: thawer.get (shopmin); break;
630     case KW_shopmax: thawer.get (shopmax); break;
631     case KW_shoprace: thawer.get (shoprace); break;
632     case KW_outdoor: thawer.get (outdoor); break;
633    
634     case KW_per_player: thawer.get (per_player); break;
635     case KW_per_party: thawer.get (per_party); break;
636 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
637 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
638 root 1.56
639 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
640 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641    
642     // old names new names
643     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
645     case KW_x: case KW_width: thawer.get (width); break;
646     case KW_y: case KW_height: thawer.get (height); break;
647     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
648     case KW_value: case KW_swap_time: thawer.get (timeout); break;
649     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652    
653     case KW_tile_path_1: thawer.get (tile_path [0]); break;
654     case KW_tile_path_2: thawer.get (tile_path [1]); break;
655     case KW_tile_path_3: thawer.get (tile_path [2]); break;
656     case KW_tile_path_4: thawer.get (tile_path [3]); break;
657 root 1.83
658 root 1.112 case KW_ERROR:
659 root 1.123 set_key_text (thawer.kw_str, thawer.value);
660 root 1.112 break;
661    
662 root 1.83 case KW_end:
663 root 1.124 thawer.next ();
664 root 1.83 return true;
665    
666     default:
667 root 1.87 if (!thawer.parse_error ("map", 0))
668 root 1.83 return false;
669     break;
670 root 1.10 }
671 root 1.124
672     thawer.next ();
673 elmex 1.1 }
674 root 1.41
675 root 1.56 abort ();
676 elmex 1.1 }
677    
678 root 1.167 //+GPL
679    
680 root 1.56 /******************************************************************************
681     * This is the start of unique map handling code
682     *****************************************************************************/
683 root 1.29
684 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
685     void
686     maptile::clear_unique_items ()
687 root 1.29 {
688 root 1.56 for (int i = 0; i < size (); ++i)
689 root 1.29 {
690 root 1.56 int unique = 0;
691     for (object *op = spaces [i].bot; op; )
692     {
693     object *above = op->above;
694 elmex 1.1
695 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
696     unique = 1;
697 root 1.14
698 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
699 root 1.148 op->destroy ();
700 elmex 1.1
701 root 1.56 op = above;
702     }
703 root 1.29 }
704 elmex 1.1 }
705    
706 root 1.167 //-GPL
707    
708 root 1.56 bool
709 root 1.72 maptile::_save_header (object_freezer &freezer)
710 root 1.29 {
711 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
712     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
713 elmex 1.1
714 root 1.177 MAP_OUT2 (arch, CS(map));
715 elmex 1.1
716 root 1.56 if (name) MAP_OUT (name);
717     MAP_OUT (swap_time);
718     MAP_OUT (reset_time);
719     MAP_OUT (reset_timeout);
720     MAP_OUT (fixed_resettime);
721 root 1.109 MAP_OUT (no_reset);
722 root 1.141 MAP_OUT (no_drop);
723 root 1.56 MAP_OUT (difficulty);
724 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
725 root 1.29
726 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
727 root 1.56 MAP_OUT (shopgreed);
728     MAP_OUT (shopmin);
729     MAP_OUT (shopmax);
730     if (shoprace) MAP_OUT (shoprace);
731 root 1.164
732 root 1.56 MAP_OUT (width);
733     MAP_OUT (height);
734     MAP_OUT (enter_x);
735     MAP_OUT (enter_y);
736 root 1.178 MAP_OUT (darkness);
737     MAP_OUT (outdoor);
738 root 1.14
739 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
740     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741 elmex 1.1
742 root 1.56 MAP_OUT (per_player);
743     MAP_OUT (per_party);
744 elmex 1.1
745 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
746     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
747     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
748     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
749 root 1.40
750 root 1.63 freezer.put (this);
751 root 1.177 freezer.put (KW(end));
752 root 1.40
753 root 1.56 return true;
754 elmex 1.1 }
755    
756 root 1.56 bool
757 root 1.72 maptile::_save_header (const char *path)
758 root 1.29 {
759 root 1.17 object_freezer freezer;
760 root 1.10
761 root 1.72 if (!_save_header (freezer))
762 root 1.56 return false;
763 elmex 1.1
764 root 1.56 return freezer.save (path);
765 elmex 1.1 }
766    
767 root 1.167 //+GPL
768    
769 elmex 1.1 /*
770     * Remove and free all objects in the given map.
771     */
772 root 1.29 void
773 root 1.56 maptile::clear ()
774 root 1.29 {
775 root 1.81 if (spaces)
776     {
777     for (mapspace *ms = spaces + size (); ms-- > spaces; )
778 root 1.104 while (object *op = ms->bot)
779 root 1.81 {
780 root 1.127 // manually remove, as to not trigger anything
781     if (ms->bot = op->above)
782     ms->bot->below = 0;
783    
784     op->flag [FLAG_REMOVED] = true;
785    
786 root 1.128 object *head = op->head_ ();
787     if (op == head)
788 root 1.148 op->destroy ();
789 root 1.128 else if (head->map != op->map)
790     {
791     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
792 root 1.148 head->destroy ();
793 root 1.128 }
794 root 1.81 }
795 root 1.29
796 root 1.137 sfree0 (spaces, size ());
797 root 1.81 }
798 root 1.29
799 root 1.56 if (buttons)
800     free_objectlinkpt (buttons), buttons = 0;
801 root 1.127
802 root 1.137 sfree0 (regions, size ());
803 root 1.127 delete [] regionmap; regionmap = 0;
804 elmex 1.1 }
805    
806 root 1.29 void
807 root 1.56 maptile::clear_header ()
808 root 1.29 {
809 root 1.56 name = 0;
810     msg = 0;
811     maplore = 0;
812     shoprace = 0;
813     delete [] shopitems, shopitems = 0;
814 root 1.42
815 root 1.47 for (int i = 0; i < 4; i++)
816 root 1.56 tile_path [i] = 0;
817 root 1.47 }
818 root 1.42
819 root 1.47 maptile::~maptile ()
820     {
821 root 1.53 assert (destroyed ());
822 elmex 1.1 }
823    
824 root 1.29 void
825 root 1.56 maptile::clear_links_to (maptile *m)
826 root 1.29 {
827     /* We need to look through all the maps and see if any maps
828     * are pointing at this one for tiling information. Since
829 root 1.47 * tiling can be asymetric, we just can not look to see which
830 root 1.29 * maps this map tiles with and clears those.
831     */
832 root 1.56 for (int i = 0; i < 4; i++)
833     if (tile_map[i] == m)
834     tile_map[i] = 0;
835 root 1.47 }
836 elmex 1.1
837 root 1.47 void
838 root 1.56 maptile::do_destroy ()
839 root 1.47 {
840 root 1.56 attachable::do_destroy ();
841    
842     clear ();
843 elmex 1.1 }
844    
845 root 1.109 /* decay and destroy perishable items in a map */
846 root 1.178 // TODO: should be done regularly, not on map load?
847 root 1.109 void
848     maptile::do_decay_objects ()
849     {
850     if (!spaces)
851     return;
852    
853     for (mapspace *ms = spaces + size (); ms-- > spaces; )
854     for (object *above, *op = ms->bot; op; op = above)
855     {
856     above = op->above;
857    
858     // do not decay anything above unique floor tiles (yet :)
859     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
860     break;
861    
862 root 1.180 bool destroy = 0;
863    
864 root 1.109 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
865     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
866     || QUERY_FLAG (op, FLAG_UNIQUE)
867     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
868     || QUERY_FLAG (op, FLAG_UNPAID)
869     || op->is_alive ())
870     ; // do not decay
871     else if (op->is_weapon ())
872     {
873     op->stats.dam--;
874     if (op->stats.dam < 0)
875     destroy = 1;
876     }
877     else if (op->is_armor ())
878     {
879     op->stats.ac--;
880     if (op->stats.ac < 0)
881     destroy = 1;
882     }
883     else if (op->type == FOOD)
884     {
885     op->stats.food -= rndm (5, 20);
886     if (op->stats.food < 0)
887     destroy = 1;
888     }
889     else
890     {
891     int mat = op->materials;
892    
893     if (mat & M_PAPER
894     || mat & M_LEATHER
895     || mat & M_WOOD
896     || mat & M_ORGANIC
897     || mat & M_CLOTH
898     || mat & M_LIQUID
899     || (mat & M_IRON && rndm (1, 5) == 1)
900     || (mat & M_GLASS && rndm (1, 2) == 1)
901     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 root 1.178 //|| (mat & M_ICE && temp > 32)
904     )
905 root 1.109 destroy = 1;
906     }
907    
908     /* adjust overall chance below */
909     if (destroy && rndm (0, 1))
910 root 1.149 op->destroy ();
911 root 1.109 }
912     }
913    
914 elmex 1.1 /*
915     * This routine is supposed to find out the difficulty of the map.
916     * difficulty does not have a lot to do with character level,
917     * but does have a lot to do with treasure on the map.
918     *
919 root 1.153 * Difficulty can now be set by the map creator. If the value stored
920     * in the map is zero, then use this routine. Maps should really
921     * have a difficulty set rather than using this function - human calculation
922     * is much better than this function's guesswork.
923 elmex 1.1 */
924 root 1.29 int
925 root 1.56 maptile::estimate_difficulty () const
926 root 1.29 {
927 elmex 1.1 long monster_cnt = 0;
928     double avgexp = 0;
929     sint64 total_exp = 0;
930    
931 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
932     for (object *op = ms->bot; op; op = op->above)
933     {
934     if (QUERY_FLAG (op, FLAG_MONSTER))
935     {
936     total_exp += op->stats.exp;
937     monster_cnt++;
938     }
939 elmex 1.1
940 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
941     {
942     total_exp += op->stats.exp;
943 elmex 1.1
944 root 1.140 if (archetype *at = op->other_arch)
945     {
946     total_exp += at->stats.exp * 8;
947     monster_cnt++;
948     }
949    
950     for (object *inv = op->inv; inv; inv = inv->below)
951     {
952     total_exp += op->stats.exp * 8;
953     monster_cnt++;
954     }
955 root 1.56 }
956     }
957 elmex 1.1
958     avgexp = (double) total_exp / monster_cnt;
959    
960 root 1.56 for (int i = 1; i <= settings.max_level; i++)
961     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
962     return i;
963 elmex 1.1
964     return 1;
965     }
966    
967     /* change_map_light() - used to change map light level (darkness)
968     * up or down. Returns true if successful. It should now be
969     * possible to change a value by more than 1.
970     * Move this from los.c to map.c since this is more related
971     * to maps than los.
972     * postive values make it darker, negative make it brighter
973     */
974 root 1.29 int
975 root 1.56 maptile::change_map_light (int change)
976 root 1.29 {
977     /* Nothing to do */
978 root 1.154 if (!change)
979 root 1.56 return 0;
980 elmex 1.1
981 root 1.29 /* inform all players on the map */
982     if (change > 0)
983 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
984 root 1.29 else
985 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
986 root 1.29
987 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
988 elmex 1.1
989 root 1.29 /* All clients need to get re-updated for the change */
990 root 1.56 update_all_map_los (this);
991 root 1.142
992 root 1.29 return 1;
993 elmex 1.1 }
994    
995     /*
996     * This function updates various attributes about a specific space
997     * on the map (what it looks like, whether it blocks magic,
998     * has a living creatures, prevents people from passing
999     * through, etc)
1000     */
1001 root 1.29 void
1002 root 1.46 mapspace::update_ ()
1003 root 1.29 {
1004 root 1.142 object *last = 0;
1005 root 1.171 uint8 flags = P_UPTODATE;
1006 root 1.150 sint8 light = 0;
1007 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 root 1.170 uint64_t volume = 0;
1009 root 1.172 uint32_t items = 0;
1010 root 1.171 object *anywhere = 0;
1011 root 1.174 uint8_t middle_visibility = 0;
1012 root 1.29
1013 root 1.94 //object *middle = 0;
1014     //object *top = 0;
1015     //object *floor = 0;
1016     // this seems to generate better code than using locals, above
1017 root 1.95 object *&top = faces_obj[0] = 0;
1018     object *&middle = faces_obj[1] = 0;
1019     object *&floor = faces_obj[2] = 0;
1020 root 1.29
1021 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1022    
1023 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 root 1.29 {
1025 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026     light += tmp->glow_radius;
1027 root 1.29
1028     /* This call is needed in order to update objects the player
1029     * is standing in that have animations (ie, grass, fire, etc).
1030     * However, it also causes the look window to be re-drawn
1031     * 3 times each time the player moves, because many of the
1032     * functions the move_player calls eventualy call this.
1033     *
1034     * Always put the player down for drawing.
1035     */
1036 root 1.171 if (expect_true (!tmp->invisible))
1037 root 1.29 {
1038 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 root 1.94 top = tmp;
1040 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041     {
1042     /* If we got a floor, that means middle and top were below it,
1043     * so should not be visible, so we clear them.
1044     */
1045     middle = 0;
1046     top = 0;
1047     floor = tmp;
1048     volume = 0;
1049     items = 0;
1050     }
1051 root 1.170 else
1052 root 1.29 {
1053 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 root 1.170 {
1055 root 1.174 ++items;
1056     volume += tmp->volume ();
1057 root 1.170 }
1058 root 1.174
1059     /* Flag anywhere have high priority */
1060     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061     anywhere = tmp;
1062    
1063     /* Find the highest visible face around. If equal
1064     * visibilities, we still want the one nearer to the
1065     * top
1066     */
1067     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 root 1.170 {
1069 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1070     middle = tmp;
1071 root 1.170 }
1072 root 1.29 }
1073     }
1074    
1075 root 1.45 move_slow |= tmp->move_slow;
1076 root 1.29 move_block |= tmp->move_block;
1077 root 1.45 move_on |= tmp->move_on;
1078     move_off |= tmp->move_off;
1079 root 1.29 move_allow |= tmp->move_allow;
1080    
1081 root 1.171 allflags |= tmp->flag;
1082    
1083     if (tmp->type == PLAYER) flags |= P_PLAYER;
1084     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1085 root 1.45 }
1086 root 1.29
1087 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1088     if (anywhere)
1089     middle = anywhere;
1090    
1091     // ORing all flags together and checking them here is much faster
1092     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096    
1097 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1098 root 1.46 this->flags_ = flags;
1099     this->move_block = move_block & ~move_allow;
1100     this->move_on = move_on;
1101     this->move_off = move_off;
1102     this->move_slow = move_slow;
1103 root 1.172 this->volume_ = (volume + 1023) / 1024;
1104     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1105 root 1.29
1106     /* At this point, we have a floor face (if there is a floor),
1107     * and the floor is set - we are not going to touch it at
1108     * this point.
1109     * middle contains the highest visibility face.
1110     * top contains a player/monster face, if there is one.
1111     *
1112     * We now need to fill in top.face and/or middle.face.
1113     */
1114    
1115     /* If the top face also happens to be high visibility, re-do our
1116     * middle face. This should not happen, as we already have the
1117     * else statement above so middle should not get set. OTOH, it
1118     * may be possible for the faces to match but be different objects.
1119     */
1120     if (top == middle)
1121 root 1.94 middle = 0;
1122 root 1.29
1123     /* There are three posibilities at this point:
1124     * 1) top face is set, need middle to be set.
1125     * 2) middle is set, need to set top.
1126     * 3) neither middle or top is set - need to set both.
1127     */
1128    
1129 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1130 root 1.29 {
1131     /* Once we get to a floor, stop, since we already have a floor object */
1132     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1133     break;
1134    
1135     /* If two top faces are already set, quit processing */
1136 root 1.94 if (top && middle)
1137 root 1.29 break;
1138 root 1.10
1139 elmex 1.67 /* Only show visible faces */
1140     if (!tmp->invisible)
1141 root 1.29 {
1142     /* Fill in top if needed */
1143 root 1.94 if (!top)
1144 root 1.29 {
1145 root 1.94 top = tmp;
1146 root 1.29 if (top == middle)
1147 root 1.94 middle = 0;
1148 root 1.29 }
1149     else
1150     {
1151     /* top is already set - we should only get here if
1152     * middle is not set
1153     *
1154     * Set the middle face and break out, since there is nothing
1155     * more to fill in. We don't check visiblity here, since
1156     *
1157     */
1158 root 1.94 if (tmp != top)
1159 root 1.29 {
1160 root 1.94 middle = tmp;
1161 root 1.29 break;
1162 root 1.10 }
1163     }
1164     }
1165 elmex 1.1 }
1166 root 1.45
1167 root 1.29 if (middle == floor)
1168 root 1.94 middle = 0;
1169 root 1.45
1170 root 1.29 if (top == middle)
1171 root 1.94 middle = 0;
1172 root 1.45
1173 root 1.94 #if 0
1174     faces_obj [0] = top;
1175     faces_obj [1] = middle;
1176     faces_obj [2] = floor;
1177     #endif
1178 elmex 1.1 }
1179    
1180 root 1.155 maptile *
1181 root 1.117 maptile::tile_available (int dir, bool load)
1182 elmex 1.1 {
1183 root 1.155 if (tile_path[dir])
1184     {
1185     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186     return tile_map[dir];
1187 root 1.118
1188 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189     return tile_map[dir];
1190     }
1191 root 1.56
1192 root 1.117 return 0;
1193 root 1.68 }
1194    
1195 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1196     * map m. This function also takes into account any
1197     * tiling considerations, loading adjacant maps as needed.
1198     * This is the function should always be used when it
1199     * necessary to check for valid coordinates.
1200     * This function will recursively call itself for the
1201     * tiled maps.
1202     */
1203 root 1.29 int
1204 root 1.31 out_of_map (maptile *m, int x, int y)
1205 elmex 1.1 {
1206 root 1.29 /* If we get passed a null map, this is obviously the
1207     * case. This generally shouldn't happen, but if the
1208     * map loads fail below, it could happen.
1209     */
1210     if (!m)
1211     return 0;
1212 elmex 1.1
1213 root 1.29 if (x < 0)
1214     {
1215 root 1.119 if (!m->tile_available (3))
1216 root 1.29 return 1;
1217 root 1.46
1218 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1219 elmex 1.1 }
1220 root 1.46
1221 root 1.48 if (x >= m->width)
1222 root 1.29 {
1223 root 1.119 if (!m->tile_available (1))
1224 root 1.29 return 1;
1225 root 1.46
1226 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1227 elmex 1.1 }
1228 root 1.46
1229 root 1.29 if (y < 0)
1230     {
1231 root 1.119 if (!m->tile_available (0))
1232 root 1.29 return 1;
1233 root 1.46
1234 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1235 elmex 1.1 }
1236 root 1.46
1237 root 1.48 if (y >= m->height)
1238 root 1.29 {
1239 root 1.119 if (!m->tile_available (2))
1240 root 1.29 return 1;
1241 root 1.46
1242 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1243 elmex 1.1 }
1244    
1245 root 1.29 /* Simple case - coordinates are within this local
1246     * map.
1247     */
1248     return 0;
1249 elmex 1.1 }
1250    
1251     /* This is basically the same as out_of_map above, but
1252     * instead we return NULL if no map is valid (coordinates
1253     * out of bounds and no tiled map), otherwise it returns
1254     * the map as that the coordinates are really on, and
1255 pippijn 1.66 * updates x and y to be the localised coordinates.
1256 elmex 1.1 * Using this is more efficient of calling out_of_map
1257     * and then figuring out what the real map is
1258     */
1259 root 1.31 maptile *
1260 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1261 elmex 1.1 {
1262 root 1.68 if (x < 0)
1263 root 1.29 {
1264 root 1.119 if (!tile_available (3))
1265 root 1.46 return 0;
1266 root 1.56
1267 root 1.68 x += tile_map[3]->width;
1268     return tile_map[3]->xy_find (x, y);
1269 elmex 1.1 }
1270 root 1.46
1271 root 1.68 if (x >= width)
1272 root 1.29 {
1273 root 1.119 if (!tile_available (1))
1274 root 1.46 return 0;
1275    
1276 root 1.68 x -= width;
1277     return tile_map[1]->xy_find (x, y);
1278 elmex 1.1 }
1279 root 1.46
1280 root 1.68 if (y < 0)
1281 root 1.29 {
1282 root 1.119 if (!tile_available (0))
1283 root 1.46 return 0;
1284    
1285 root 1.68 y += tile_map[0]->height;
1286     return tile_map[0]->xy_find (x, y);
1287 elmex 1.1 }
1288 root 1.46
1289 root 1.68 if (y >= height)
1290 root 1.29 {
1291 root 1.119 if (!tile_available (2))
1292 root 1.46 return 0;
1293    
1294 root 1.68 y -= height;
1295     return tile_map[2]->xy_find (x, y);
1296 elmex 1.1 }
1297    
1298 root 1.29 /* Simple case - coordinates are within this local
1299     * map.
1300     */
1301 root 1.68 return this;
1302 elmex 1.1 }
1303    
1304     /**
1305     * Return whether map2 is adjacent to map1. If so, store the distance from
1306     * map1 to map2 in dx/dy.
1307     */
1308 root 1.82 int
1309 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1310 root 1.29 {
1311     if (!map1 || !map2)
1312     return 0;
1313    
1314 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1316 root 1.29 if (map1 == map2)
1317     {
1318     *dx = 0;
1319     *dy = 0;
1320     }
1321     else if (map1->tile_map[0] == map2)
1322     { /* up */
1323     *dx = 0;
1324 root 1.48 *dy = -map2->height;
1325 root 1.29 }
1326     else if (map1->tile_map[1] == map2)
1327     { /* right */
1328 root 1.48 *dx = map1->width;
1329 root 1.29 *dy = 0;
1330     }
1331     else if (map1->tile_map[2] == map2)
1332     { /* down */
1333     *dx = 0;
1334 root 1.48 *dy = map1->height;
1335 root 1.29 }
1336     else if (map1->tile_map[3] == map2)
1337     { /* left */
1338 root 1.48 *dx = -map2->width;
1339 root 1.29 *dy = 0;
1340     }
1341     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1342     { /* up right */
1343 root 1.48 *dx = map1->tile_map[0]->width;
1344     *dy = -map1->tile_map[0]->height;
1345 root 1.29 }
1346     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1347     { /* up left */
1348 root 1.48 *dx = -map2->width;
1349     *dy = -map1->tile_map[0]->height;
1350 root 1.29 }
1351     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1352     { /* right up */
1353 root 1.48 *dx = map1->width;
1354     *dy = -map2->height;
1355 root 1.29 }
1356     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1357     { /* right down */
1358 root 1.48 *dx = map1->width;
1359     *dy = map1->tile_map[1]->height;
1360 root 1.29 }
1361     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1362     { /* down right */
1363 root 1.48 *dx = map1->tile_map[2]->width;
1364     *dy = map1->height;
1365 root 1.29 }
1366     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1367     { /* down left */
1368 root 1.48 *dx = -map2->width;
1369     *dy = map1->height;
1370 root 1.29 }
1371     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1372     { /* left up */
1373 root 1.48 *dx = -map1->tile_map[3]->width;
1374     *dy = -map2->height;
1375 root 1.29 }
1376     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1377     { /* left down */
1378 root 1.48 *dx = -map1->tile_map[3]->width;
1379     *dy = map1->tile_map[3]->height;
1380 root 1.29 }
1381     else
1382 root 1.56 return 0;
1383 elmex 1.1
1384 root 1.29 return 1;
1385 elmex 1.1 }
1386    
1387 root 1.68 maptile *
1388     maptile::xy_load (sint16 &x, sint16 &y)
1389     {
1390     maptile *map = xy_find (x, y);
1391    
1392     if (map)
1393     map->load_sync ();
1394    
1395     return map;
1396     }
1397    
1398     maptile *
1399     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400     {
1401     return m->xy_load (*x, *y);
1402     }
1403    
1404 elmex 1.1 /* From map.c
1405     * This is used by get_player to determine where the other
1406     * creature is. get_rangevector takes into account map tiling,
1407     * so you just can not look the the map coordinates and get the
1408     * righte value. distance_x/y are distance away, which
1409 root 1.79 * can be negative. direction is the crossfire direction scheme
1410 elmex 1.1 * that the creature should head. part is the part of the
1411     * monster that is closest.
1412     *
1413     * get_rangevector looks at op1 and op2, and fills in the
1414     * structure for op1 to get to op2.
1415     * We already trust that the caller has verified that the
1416     * two objects are at least on adjacent maps. If not,
1417     * results are not likely to be what is desired.
1418     * if the objects are not on maps, results are also likely to
1419     * be unexpected
1420     *
1421     * currently, the only flag supported (0x1) is don't translate for
1422     * closest body part of 'op1'
1423     */
1424 root 1.29 void
1425     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1426     {
1427     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428     {
1429     /* be conservative and fill in _some_ data */
1430 root 1.86 retval->distance = 10000;
1431     retval->distance_x = 10000;
1432     retval->distance_y = 10000;
1433 root 1.29 retval->direction = 0;
1434     retval->part = 0;
1435     }
1436     else
1437     {
1438     object *best;
1439    
1440     retval->distance_x += op2->x - op1->x;
1441     retval->distance_y += op2->y - op1->y;
1442    
1443     best = op1;
1444     /* If this is multipart, find the closest part now */
1445     if (!(flags & 0x1) && op1->more)
1446     {
1447     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1448    
1449     /* we just take the offset of the piece to head to figure
1450     * distance instead of doing all that work above again
1451     * since the distance fields we set above are positive in the
1452     * same axis as is used for multipart objects, the simply arithmetic
1453     * below works.
1454     */
1455 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1456 root 1.29 {
1457     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1458     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1459     if (tmpi < best_distance)
1460     {
1461     best_distance = tmpi;
1462     best = tmp;
1463 elmex 1.1 }
1464     }
1465 root 1.75
1466 root 1.29 if (best != op1)
1467     {
1468     retval->distance_x += op1->x - best->x;
1469     retval->distance_y += op1->y - best->y;
1470 elmex 1.1 }
1471     }
1472 root 1.75
1473 root 1.29 retval->part = best;
1474 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1475 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1476 elmex 1.1 }
1477     }
1478    
1479     /* this is basically the same as get_rangevector above, but instead of
1480     * the first parameter being an object, it instead is the map
1481     * and x,y coordinates - this is used for path to player -
1482     * since the object is not infact moving but we are trying to traverse
1483     * the path, we need this.
1484     * flags has no meaning for this function at this time - I kept it in to
1485     * be more consistant with the above function and also in case they are needed
1486     * for something in the future. Also, since no object is pasted, the best
1487     * field of the rv_vector is set to NULL.
1488     */
1489 root 1.29 void
1490 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1491 root 1.29 {
1492     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1493     {
1494     /* be conservative and fill in _some_ data */
1495     retval->distance = 100000;
1496     retval->distance_x = 32767;
1497     retval->distance_y = 32767;
1498     retval->direction = 0;
1499     retval->part = 0;
1500     }
1501     else
1502     {
1503     retval->distance_x += op2->x - x;
1504     retval->distance_y += op2->y - y;
1505    
1506 root 1.159 retval->part = 0;
1507     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1508 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1509 elmex 1.1 }
1510     }
1511    
1512     /* Returns true of op1 and op2 are effectively on the same map
1513     * (as related to map tiling). Note that this looks for a path from
1514 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1515 elmex 1.1 * to op1, this will still return false.
1516     * Note we only look one map out to keep the processing simple
1517     * and efficient. This could probably be a macro.
1518     * MSW 2001-08-05
1519     */
1520 root 1.29 int
1521     on_same_map (const object *op1, const object *op2)
1522     {
1523     int dx, dy;
1524 elmex 1.1
1525 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1526 elmex 1.1 }
1527 root 1.52
1528 root 1.167 //-GPL
1529    
1530 root 1.52 object *
1531     maptile::insert (object *op, int x, int y, object *originator, int flags)
1532     {
1533     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1534     }
1535    
1536 root 1.81 region *
1537     maptile::region (int x, int y) const
1538     {
1539     if (regions
1540     && regionmap
1541     && !OUT_OF_REAL_MAP (this, x, y))
1542     if (struct region *reg = regionmap [regions [y * width + x]])
1543     return reg;
1544    
1545     if (default_region)
1546     return default_region;
1547    
1548     return ::region::default_region ();
1549     }
1550    
1551 root 1.167 //+GPL
1552    
1553 root 1.91 /* picks a random object from a style map.
1554     */
1555     object *
1556 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1557 root 1.91 {
1558     /* while returning a null object will result in a crash, that
1559     * is actually preferable to an infinite loop. That is because
1560     * most servers will automatically restart in case of crash.
1561     * Change the logic on getting the random space - shouldn't make
1562     * any difference, but this seems clearer to me.
1563     */
1564     for (int i = 1000; --i;)
1565     {
1566 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1567 root 1.91
1568     // do not prefer big monsters just because they are big.
1569 root 1.138 if (pick && pick->is_head ())
1570 root 1.91 return pick->head_ ();
1571     }
1572    
1573     // instead of crashing in the unlikely(?) case, try to return *something*
1574 root 1.169 return archetype::find (shstr_bug);
1575 root 1.91 }
1576 root 1.85
1577 root 1.167 //-GPL
1578    
1579 root 1.114 void
1580     maptile::play_sound (faceidx sound, int x, int y) const
1581     {
1582     if (!sound)
1583     return;
1584    
1585 root 1.151 for_all_players_on_map (pl, this)
1586     if (client *ns = pl->ns)
1587     {
1588     int dx = x - pl->ob->x;
1589     int dy = y - pl->ob->y;
1590 root 1.114
1591 root 1.151 int distance = idistance (dx, dy);
1592 root 1.114
1593 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1594     ns->play_sound (sound, dx, dy);
1595     }
1596 root 1.114 }
1597    
1598 root 1.157 void
1599     maptile::say_msg (const char *msg, int x, int y) const
1600     {
1601     for_all_players (pl)
1602     if (client *ns = pl->ns)
1603     {
1604     int dx = x - pl->ob->x;
1605     int dy = y - pl->ob->y;
1606    
1607     int distance = idistance (dx, dy);
1608    
1609     if (distance <= MAX_SOUND_DISTANCE)
1610     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611     }
1612     }
1613    
1614 root 1.155 static void
1615     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1616     {
1617     // clip to map to the left
1618     if (x0 < 0)
1619     {
1620     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1621     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1622    
1623     if (x1 < 0) // entirely to the left
1624     return;
1625    
1626     x0 = 0;
1627     }
1628    
1629     // clip to map to the right
1630     if (x1 > m->width)
1631     {
1632     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1633     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1634    
1635     if (x0 > m->width) // entirely to the right
1636     return;
1637    
1638     x1 = m->width;
1639     }
1640    
1641     // clip to map above
1642     if (y0 < 0)
1643     {
1644     if (maptile *tile = m->tile_available (TILE_UP, 1))
1645     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1646    
1647     if (y1 < 0) // entirely above
1648     return;
1649    
1650     y0 = 0;
1651     }
1652    
1653     // clip to map below
1654     if (y1 > m->height)
1655     {
1656     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1657     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1658    
1659     if (y0 > m->height) // entirely below
1660     return;
1661    
1662     y1 = m->height;
1663     }
1664    
1665     // if we get here, the rect is within the current map
1666     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1667    
1668     r->m = m;
1669     r->x0 = x0;
1670     r->y0 = y0;
1671     r->x1 = x1;
1672     r->y1 = y1;
1673     r->dx = dx;
1674     r->dy = dy;
1675     }
1676    
1677     maprect *
1678     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1679     {
1680     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1681     buf.clear ();
1682    
1683     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684    
1685     // add end marker
1686     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687     r->m = 0;
1688    
1689     return (maprect *)buf.linearise ();
1690     }
1691