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Revision: 1.188
Committed: Fri Apr 16 02:32:25 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.187: +18 -13 lines
Log Message:
improved map init and link map

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.181 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.183 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 1.188 void
428     maptile::init ()
429 root 1.34 {
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 1.188 width = 16;
436     height = 16;
437     timeout = 300;
438     max_items = MAX_ITEM_PER_ACTION;
439     max_volume = 2000000; // 2m³
440     reset_timeout = 0;
441     enter_x = 0;
442     enter_y = 0;
443     }
444    
445     maptile::maptile ()
446     {
447     init ();
448 root 1.34 }
449    
450 root 1.56 maptile::maptile (int w, int h)
451 root 1.54 {
452 root 1.188 init ();
453 root 1.54
454 root 1.188 width = w;
455     height = h;
456 root 1.54
457 root 1.56 alloc ();
458 elmex 1.1 }
459    
460     /*
461 root 1.31 * Allocates the arrays contained in a maptile.
462 elmex 1.1 * This basically allocates the dynamic array of spaces for the
463     * map.
464     */
465 root 1.29 void
466 root 1.56 maptile::alloc ()
467 root 1.29 {
468 root 1.34 if (spaces)
469 root 1.56 return;
470 elmex 1.1
471 root 1.53 spaces = salloc0<mapspace> (size ());
472 elmex 1.1 }
473    
474 root 1.167 //+GPL
475    
476 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
477     * corresponding to that string. Memory is allocated for this, it must be freed
478     * at a later date.
479     * Called by parse_map_headers below.
480     */
481 root 1.29 static shopitems *
482     parse_shop_string (const char *input_string)
483     {
484     char *shop_string, *p, *q, *next_semicolon, *next_colon;
485     shopitems *items = NULL;
486     int i = 0, number_of_entries = 0;
487     const typedata *current_type;
488    
489 root 1.43 shop_string = strdup (input_string);
490 root 1.29 p = shop_string;
491     /* first we'll count the entries, we'll need that for allocating the array shortly */
492     while (p)
493     {
494     p = strchr (p, ';');
495     number_of_entries++;
496     if (p)
497     p++;
498     }
499 root 1.54
500 root 1.29 p = shop_string;
501     strip_endline (p);
502     items = new shopitems[number_of_entries + 1];
503     for (i = 0; i < number_of_entries; i++)
504     {
505     if (!p)
506     {
507     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
508     break;
509     }
510 root 1.54
511 root 1.29 next_semicolon = strchr (p, ';');
512     next_colon = strchr (p, ':');
513     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
514     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
515     items[i].strength = atoi (strchr (p, ':') + 1);
516    
517     if (isdigit (*p) || *p == '*')
518     {
519     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
520     current_type = get_typedata (items[i].typenum);
521     if (current_type)
522     {
523     items[i].name = current_type->name;
524     items[i].name_pl = current_type->name_pl;
525     }
526     }
527     else
528     { /*we have a named type, let's figure out what it is */
529     q = strpbrk (p, ";:");
530     if (q)
531     *q = '\0';
532    
533     current_type = get_typedata_by_name (p);
534     if (current_type)
535     {
536     items[i].name = current_type->name;
537     items[i].typenum = current_type->number;
538     items[i].name_pl = current_type->name_pl;
539     }
540     else
541     { /* oh uh, something's wrong, let's free up this one, and try
542     * the next entry while we're at it, better print a warning
543     */
544     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
545     }
546     }
547 root 1.54
548 root 1.29 items[i].index = number_of_entries;
549     if (next_semicolon)
550     p = ++next_semicolon;
551     else
552     p = NULL;
553 elmex 1.1 }
554 root 1.54
555 root 1.29 free (shop_string);
556     return items;
557 elmex 1.1 }
558    
559     /* opposite of parse string, this puts the string that was originally fed in to
560     * the map (or something equivilent) into output_string. */
561 root 1.164 static const char *
562     print_shop_string (maptile *m)
563 root 1.29 {
564 root 1.164 static dynbuf_text buf; buf.clear ();
565 root 1.29
566 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
567 root 1.29 {
568     if (m->shopitems[i].typenum)
569     {
570     if (m->shopitems[i].strength)
571 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 root 1.29 else
573 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
574 root 1.10 }
575 root 1.29 else
576     {
577     if (m->shopitems[i].strength)
578 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
579 root 1.29 else
580 root 1.164 buf.printf ("*");
581 root 1.29 }
582 root 1.164 }
583 root 1.54
584 root 1.164 return buf;
585 elmex 1.1 }
586    
587 root 1.167 //-GPL
588    
589 elmex 1.1 /* This loads the header information of the map. The header
590     * contains things like difficulty, size, timeout, etc.
591     * this used to be stored in the map object, but with the
592     * addition of tiling, fields beyond that easily named in an
593     * object structure were needed, so it just made sense to
594     * put all the stuff in the map object so that names actually make
595     * sense.
596     * This could be done in lex (like the object loader), but I think
597     * currently, there are few enough fields this is not a big deal.
598     * MSW 2001-07-01
599     */
600 root 1.56 bool
601 root 1.72 maptile::_load_header (object_thawer &thawer)
602 elmex 1.1 {
603 root 1.56 for (;;)
604 root 1.29 {
605 root 1.105 switch (thawer.kw)
606 root 1.29 {
607 root 1.56 case KW_msg:
608     thawer.get_ml (KW_endmsg, msg);
609     break;
610 root 1.22
611 root 1.56 case KW_lore: // CF+ extension
612     thawer.get_ml (KW_endlore, maplore);
613     break;
614 root 1.10
615 root 1.56 case KW_maplore:
616     thawer.get_ml (KW_endmaplore, maplore);
617     break;
618 root 1.10
619 root 1.56 case KW_arch:
620     if (strcmp (thawer.get_str (), "map"))
621     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
622     break;
623 root 1.29
624 root 1.56 case KW_oid:
625     thawer.get (this, thawer.get_sint32 ());
626     break;
627 root 1.29
628 root 1.56 case KW_file_format_version: break; // nop
629 root 1.29
630 root 1.56 case KW_name: thawer.get (name); break;
631     case KW_attach: thawer.get (attach); break;
632     case KW_reset_time: thawer.get (reset_time); break;
633     case KW_shopgreed: thawer.get (shopgreed); break;
634     case KW_shopmin: thawer.get (shopmin); break;
635     case KW_shopmax: thawer.get (shopmax); break;
636     case KW_shoprace: thawer.get (shoprace); break;
637     case KW_outdoor: thawer.get (outdoor); break;
638    
639     case KW_per_player: thawer.get (per_player); break;
640     case KW_per_party: thawer.get (per_party); break;
641 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
642 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
643 root 1.56
644 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
645 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
646    
647     // old names new names
648     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
649     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
650     case KW_x: case KW_width: thawer.get (width); break;
651     case KW_y: case KW_height: thawer.get (height); break;
652     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
653     case KW_value: case KW_swap_time: thawer.get (timeout); break;
654     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
655     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
656     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
657    
658     case KW_tile_path_1: thawer.get (tile_path [0]); break;
659     case KW_tile_path_2: thawer.get (tile_path [1]); break;
660     case KW_tile_path_3: thawer.get (tile_path [2]); break;
661     case KW_tile_path_4: thawer.get (tile_path [3]); break;
662 root 1.83
663 root 1.112 case KW_ERROR:
664 root 1.123 set_key_text (thawer.kw_str, thawer.value);
665 root 1.112 break;
666    
667 root 1.83 case KW_end:
668 root 1.124 thawer.next ();
669 root 1.83 return true;
670    
671     default:
672 root 1.187 if (!thawer.parse_error ("map"))
673 root 1.83 return false;
674     break;
675 root 1.10 }
676 root 1.124
677     thawer.next ();
678 elmex 1.1 }
679 root 1.41
680 root 1.56 abort ();
681 elmex 1.1 }
682    
683 root 1.167 //+GPL
684    
685 root 1.56 /******************************************************************************
686     * This is the start of unique map handling code
687     *****************************************************************************/
688 root 1.29
689 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
690     void
691     maptile::clear_unique_items ()
692 root 1.29 {
693 root 1.56 for (int i = 0; i < size (); ++i)
694 root 1.29 {
695 root 1.56 int unique = 0;
696     for (object *op = spaces [i].bot; op; )
697     {
698     object *above = op->above;
699 elmex 1.1
700 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
701 root 1.56 unique = 1;
702 root 1.14
703 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
704 root 1.148 op->destroy ();
705 elmex 1.1
706 root 1.56 op = above;
707     }
708 root 1.29 }
709 elmex 1.1 }
710    
711 root 1.167 //-GPL
712    
713 root 1.56 bool
714 root 1.72 maptile::_save_header (object_freezer &freezer)
715 root 1.29 {
716 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
717     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
718 elmex 1.1
719 root 1.177 MAP_OUT2 (arch, CS(map));
720 elmex 1.1
721 root 1.56 if (name) MAP_OUT (name);
722     MAP_OUT (swap_time);
723     MAP_OUT (reset_time);
724     MAP_OUT (reset_timeout);
725     MAP_OUT (fixed_resettime);
726 root 1.109 MAP_OUT (no_reset);
727 root 1.141 MAP_OUT (no_drop);
728 root 1.56 MAP_OUT (difficulty);
729 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
730 root 1.29
731 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
732 root 1.56 MAP_OUT (shopgreed);
733     MAP_OUT (shopmin);
734     MAP_OUT (shopmax);
735     if (shoprace) MAP_OUT (shoprace);
736 root 1.164
737 root 1.56 MAP_OUT (width);
738     MAP_OUT (height);
739     MAP_OUT (enter_x);
740     MAP_OUT (enter_y);
741 root 1.178 MAP_OUT (darkness);
742     MAP_OUT (outdoor);
743 root 1.14
744 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
745     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
746 elmex 1.1
747 root 1.56 MAP_OUT (per_player);
748     MAP_OUT (per_party);
749 elmex 1.1
750 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
751     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
752     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
753     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
754 root 1.40
755 root 1.63 freezer.put (this);
756 root 1.177 freezer.put (KW(end));
757 root 1.40
758 root 1.56 return true;
759 elmex 1.1 }
760    
761 root 1.56 bool
762 root 1.72 maptile::_save_header (const char *path)
763 root 1.29 {
764 root 1.17 object_freezer freezer;
765 root 1.10
766 root 1.72 if (!_save_header (freezer))
767 root 1.56 return false;
768 elmex 1.1
769 root 1.56 return freezer.save (path);
770 elmex 1.1 }
771    
772 root 1.167 //+GPL
773    
774 elmex 1.1 /*
775     * Remove and free all objects in the given map.
776     */
777 root 1.29 void
778 root 1.56 maptile::clear ()
779 root 1.29 {
780 root 1.81 if (spaces)
781     {
782     for (mapspace *ms = spaces + size (); ms-- > spaces; )
783 root 1.104 while (object *op = ms->bot)
784 root 1.81 {
785 root 1.127 // manually remove, as to not trigger anything
786     if (ms->bot = op->above)
787     ms->bot->below = 0;
788    
789     op->flag [FLAG_REMOVED] = true;
790    
791 root 1.128 object *head = op->head_ ();
792     if (op == head)
793 root 1.148 op->destroy ();
794 root 1.128 else if (head->map != op->map)
795     {
796     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 root 1.148 head->destroy ();
798 root 1.128 }
799 root 1.81 }
800 root 1.29
801 root 1.137 sfree0 (spaces, size ());
802 root 1.81 }
803 root 1.29
804 root 1.56 if (buttons)
805     free_objectlinkpt (buttons), buttons = 0;
806 root 1.127
807 root 1.137 sfree0 (regions, size ());
808 root 1.127 delete [] regionmap; regionmap = 0;
809 elmex 1.1 }
810    
811 root 1.29 void
812 root 1.56 maptile::clear_header ()
813 root 1.29 {
814 root 1.56 name = 0;
815     msg = 0;
816     maplore = 0;
817     shoprace = 0;
818     delete [] shopitems, shopitems = 0;
819 root 1.42
820 root 1.47 for (int i = 0; i < 4; i++)
821 root 1.56 tile_path [i] = 0;
822 root 1.47 }
823 root 1.42
824 root 1.47 maptile::~maptile ()
825     {
826 root 1.53 assert (destroyed ());
827 elmex 1.1 }
828    
829 root 1.29 void
830 root 1.56 maptile::clear_links_to (maptile *m)
831 root 1.29 {
832     /* We need to look through all the maps and see if any maps
833     * are pointing at this one for tiling information. Since
834 root 1.47 * tiling can be asymetric, we just can not look to see which
835 root 1.29 * maps this map tiles with and clears those.
836     */
837 root 1.56 for (int i = 0; i < 4; i++)
838     if (tile_map[i] == m)
839     tile_map[i] = 0;
840 root 1.47 }
841 elmex 1.1
842 root 1.47 void
843 root 1.56 maptile::do_destroy ()
844 root 1.47 {
845 root 1.56 attachable::do_destroy ();
846    
847     clear ();
848 elmex 1.1 }
849    
850 root 1.109 /* decay and destroy perishable items in a map */
851 root 1.178 // TODO: should be done regularly, not on map load?
852 root 1.109 void
853     maptile::do_decay_objects ()
854     {
855     if (!spaces)
856     return;
857    
858     for (mapspace *ms = spaces + size (); ms-- > spaces; )
859     for (object *above, *op = ms->bot; op; op = above)
860     {
861     above = op->above;
862    
863     // do not decay anything above unique floor tiles (yet :)
864 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 root 1.109 break;
866    
867 root 1.180 bool destroy = 0;
868    
869 root 1.184 if (op->flag [FLAG_IS_FLOOR]
870     || op->flag [FLAG_OBJ_ORIGINAL]
871     || op->flag [FLAG_UNIQUE]
872     || op->flag [FLAG_OVERLAY_FLOOR]
873     || op->flag [FLAG_UNPAID]
874 root 1.109 || op->is_alive ())
875     ; // do not decay
876     else if (op->is_weapon ())
877     {
878     op->stats.dam--;
879     if (op->stats.dam < 0)
880     destroy = 1;
881     }
882     else if (op->is_armor ())
883     {
884     op->stats.ac--;
885     if (op->stats.ac < 0)
886     destroy = 1;
887     }
888     else if (op->type == FOOD)
889     {
890     op->stats.food -= rndm (5, 20);
891     if (op->stats.food < 0)
892     destroy = 1;
893     }
894     else
895     {
896     int mat = op->materials;
897    
898     if (mat & M_PAPER
899     || mat & M_LEATHER
900     || mat & M_WOOD
901     || mat & M_ORGANIC
902     || mat & M_CLOTH
903     || mat & M_LIQUID
904     || (mat & M_IRON && rndm (1, 5) == 1)
905     || (mat & M_GLASS && rndm (1, 2) == 1)
906     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
907     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
908 root 1.178 //|| (mat & M_ICE && temp > 32)
909     )
910 root 1.109 destroy = 1;
911     }
912    
913     /* adjust overall chance below */
914     if (destroy && rndm (0, 1))
915 root 1.149 op->destroy ();
916 root 1.109 }
917     }
918    
919 elmex 1.1 /*
920     * This routine is supposed to find out the difficulty of the map.
921     * difficulty does not have a lot to do with character level,
922     * but does have a lot to do with treasure on the map.
923     *
924 root 1.153 * Difficulty can now be set by the map creator. If the value stored
925     * in the map is zero, then use this routine. Maps should really
926     * have a difficulty set rather than using this function - human calculation
927     * is much better than this function's guesswork.
928 elmex 1.1 */
929 root 1.29 int
930 root 1.56 maptile::estimate_difficulty () const
931 root 1.29 {
932 elmex 1.1 long monster_cnt = 0;
933     double avgexp = 0;
934     sint64 total_exp = 0;
935    
936 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937     for (object *op = ms->bot; op; op = op->above)
938     {
939 root 1.184 if (op->flag [FLAG_MONSTER])
940 root 1.56 {
941     total_exp += op->stats.exp;
942     monster_cnt++;
943     }
944 elmex 1.1
945 root 1.184 if (op->flag [FLAG_GENERATOR])
946 root 1.56 {
947     total_exp += op->stats.exp;
948 elmex 1.1
949 root 1.140 if (archetype *at = op->other_arch)
950     {
951     total_exp += at->stats.exp * 8;
952     monster_cnt++;
953     }
954    
955     for (object *inv = op->inv; inv; inv = inv->below)
956     {
957     total_exp += op->stats.exp * 8;
958     monster_cnt++;
959     }
960 root 1.56 }
961     }
962 elmex 1.1
963     avgexp = (double) total_exp / monster_cnt;
964    
965 root 1.56 for (int i = 1; i <= settings.max_level; i++)
966     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
967     return i;
968 elmex 1.1
969     return 1;
970     }
971    
972     /* change_map_light() - used to change map light level (darkness)
973     * up or down. Returns true if successful. It should now be
974     * possible to change a value by more than 1.
975     * Move this from los.c to map.c since this is more related
976     * to maps than los.
977     * postive values make it darker, negative make it brighter
978     */
979 root 1.29 int
980 root 1.56 maptile::change_map_light (int change)
981 root 1.29 {
982     /* Nothing to do */
983 root 1.154 if (!change)
984 root 1.56 return 0;
985 elmex 1.1
986 root 1.29 /* inform all players on the map */
987     if (change > 0)
988 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
989 root 1.29 else
990 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
991 root 1.29
992 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
993 elmex 1.1
994 root 1.29 /* All clients need to get re-updated for the change */
995 root 1.56 update_all_map_los (this);
996 root 1.142
997 root 1.29 return 1;
998 elmex 1.1 }
999    
1000     /*
1001     * This function updates various attributes about a specific space
1002     * on the map (what it looks like, whether it blocks magic,
1003     * has a living creatures, prevents people from passing
1004     * through, etc)
1005     */
1006 root 1.29 void
1007 root 1.46 mapspace::update_ ()
1008 root 1.29 {
1009 root 1.142 object *last = 0;
1010 root 1.171 uint8 flags = P_UPTODATE;
1011 root 1.150 sint8 light = 0;
1012 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 root 1.170 uint64_t volume = 0;
1014 root 1.172 uint32_t items = 0;
1015 root 1.171 object *anywhere = 0;
1016 root 1.174 uint8_t middle_visibility = 0;
1017 root 1.29
1018 root 1.94 //object *middle = 0;
1019     //object *top = 0;
1020     //object *floor = 0;
1021     // this seems to generate better code than using locals, above
1022 root 1.95 object *&top = faces_obj[0] = 0;
1023     object *&middle = faces_obj[1] = 0;
1024     object *&floor = faces_obj[2] = 0;
1025 root 1.29
1026 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1027    
1028 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1029 root 1.29 {
1030 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1031     light += tmp->glow_radius;
1032 root 1.29
1033     /* This call is needed in order to update objects the player
1034     * is standing in that have animations (ie, grass, fire, etc).
1035     * However, it also causes the look window to be re-drawn
1036     * 3 times each time the player moves, because many of the
1037     * functions the move_player calls eventualy call this.
1038     *
1039     * Always put the player down for drawing.
1040     */
1041 root 1.171 if (expect_true (!tmp->invisible))
1042 root 1.29 {
1043 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1044 root 1.94 top = tmp;
1045 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1046     {
1047     /* If we got a floor, that means middle and top were below it,
1048     * so should not be visible, so we clear them.
1049     */
1050     middle = 0;
1051     top = 0;
1052     floor = tmp;
1053     volume = 0;
1054     items = 0;
1055     }
1056 root 1.170 else
1057 root 1.29 {
1058 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 root 1.170 {
1060 root 1.174 ++items;
1061     volume += tmp->volume ();
1062 root 1.170 }
1063 root 1.174
1064     /* Flag anywhere have high priority */
1065     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066     anywhere = tmp;
1067    
1068     /* Find the highest visible face around. If equal
1069     * visibilities, we still want the one nearer to the
1070     * top
1071     */
1072     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 root 1.170 {
1074 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1075     middle = tmp;
1076 root 1.170 }
1077 root 1.29 }
1078     }
1079    
1080 root 1.45 move_slow |= tmp->move_slow;
1081 root 1.29 move_block |= tmp->move_block;
1082 root 1.45 move_on |= tmp->move_on;
1083     move_off |= tmp->move_off;
1084 root 1.29 move_allow |= tmp->move_allow;
1085    
1086 root 1.171 allflags |= tmp->flag;
1087    
1088     if (tmp->type == PLAYER) flags |= P_PLAYER;
1089     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1090 root 1.45 }
1091 root 1.29
1092 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1093     if (anywhere)
1094     middle = anywhere;
1095    
1096     // ORing all flags together and checking them here is much faster
1097     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101    
1102 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1103 root 1.46 this->flags_ = flags;
1104     this->move_block = move_block & ~move_allow;
1105     this->move_on = move_on;
1106     this->move_off = move_off;
1107     this->move_slow = move_slow;
1108 root 1.172 this->volume_ = (volume + 1023) / 1024;
1109     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110 root 1.29
1111     /* At this point, we have a floor face (if there is a floor),
1112     * and the floor is set - we are not going to touch it at
1113     * this point.
1114     * middle contains the highest visibility face.
1115     * top contains a player/monster face, if there is one.
1116     *
1117     * We now need to fill in top.face and/or middle.face.
1118     */
1119    
1120     /* If the top face also happens to be high visibility, re-do our
1121     * middle face. This should not happen, as we already have the
1122     * else statement above so middle should not get set. OTOH, it
1123     * may be possible for the faces to match but be different objects.
1124     */
1125     if (top == middle)
1126 root 1.94 middle = 0;
1127 root 1.29
1128     /* There are three posibilities at this point:
1129     * 1) top face is set, need middle to be set.
1130     * 2) middle is set, need to set top.
1131     * 3) neither middle or top is set - need to set both.
1132     */
1133    
1134 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1135 root 1.29 {
1136     /* Once we get to a floor, stop, since we already have a floor object */
1137 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1138 root 1.29 break;
1139    
1140     /* If two top faces are already set, quit processing */
1141 root 1.94 if (top && middle)
1142 root 1.29 break;
1143 root 1.10
1144 elmex 1.67 /* Only show visible faces */
1145     if (!tmp->invisible)
1146 root 1.29 {
1147     /* Fill in top if needed */
1148 root 1.94 if (!top)
1149 root 1.29 {
1150 root 1.94 top = tmp;
1151 root 1.29 if (top == middle)
1152 root 1.94 middle = 0;
1153 root 1.29 }
1154     else
1155     {
1156     /* top is already set - we should only get here if
1157     * middle is not set
1158     *
1159     * Set the middle face and break out, since there is nothing
1160     * more to fill in. We don't check visiblity here, since
1161     *
1162     */
1163 root 1.94 if (tmp != top)
1164 root 1.29 {
1165 root 1.94 middle = tmp;
1166 root 1.29 break;
1167 root 1.10 }
1168     }
1169     }
1170 elmex 1.1 }
1171 root 1.45
1172 root 1.29 if (middle == floor)
1173 root 1.94 middle = 0;
1174 root 1.45
1175 root 1.29 if (top == middle)
1176 root 1.94 middle = 0;
1177 root 1.45
1178 root 1.94 #if 0
1179     faces_obj [0] = top;
1180     faces_obj [1] = middle;
1181     faces_obj [2] = floor;
1182     #endif
1183 elmex 1.1 }
1184    
1185 root 1.155 maptile *
1186 root 1.117 maptile::tile_available (int dir, bool load)
1187 elmex 1.1 {
1188 root 1.155 if (tile_path[dir])
1189     {
1190     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191     return tile_map[dir];
1192 root 1.118
1193 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194     return tile_map[dir];
1195     }
1196 root 1.56
1197 root 1.117 return 0;
1198 root 1.68 }
1199    
1200 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1201     * map m. This function also takes into account any
1202     * tiling considerations, loading adjacant maps as needed.
1203     * This is the function should always be used when it
1204     * necessary to check for valid coordinates.
1205     * This function will recursively call itself for the
1206     * tiled maps.
1207     */
1208 root 1.29 int
1209 root 1.31 out_of_map (maptile *m, int x, int y)
1210 elmex 1.1 {
1211 root 1.29 /* If we get passed a null map, this is obviously the
1212     * case. This generally shouldn't happen, but if the
1213     * map loads fail below, it could happen.
1214     */
1215     if (!m)
1216     return 0;
1217 elmex 1.1
1218 root 1.29 if (x < 0)
1219     {
1220 root 1.119 if (!m->tile_available (3))
1221 root 1.29 return 1;
1222 root 1.46
1223 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1224 elmex 1.1 }
1225 root 1.46
1226 root 1.48 if (x >= m->width)
1227 root 1.29 {
1228 root 1.119 if (!m->tile_available (1))
1229 root 1.29 return 1;
1230 root 1.46
1231 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1232 elmex 1.1 }
1233 root 1.46
1234 root 1.29 if (y < 0)
1235     {
1236 root 1.119 if (!m->tile_available (0))
1237 root 1.29 return 1;
1238 root 1.46
1239 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1240 elmex 1.1 }
1241 root 1.46
1242 root 1.48 if (y >= m->height)
1243 root 1.29 {
1244 root 1.119 if (!m->tile_available (2))
1245 root 1.29 return 1;
1246 root 1.46
1247 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1248 elmex 1.1 }
1249    
1250 root 1.29 /* Simple case - coordinates are within this local
1251     * map.
1252     */
1253     return 0;
1254 elmex 1.1 }
1255    
1256     /* This is basically the same as out_of_map above, but
1257     * instead we return NULL if no map is valid (coordinates
1258     * out of bounds and no tiled map), otherwise it returns
1259     * the map as that the coordinates are really on, and
1260 pippijn 1.66 * updates x and y to be the localised coordinates.
1261 elmex 1.1 * Using this is more efficient of calling out_of_map
1262     * and then figuring out what the real map is
1263     */
1264 root 1.31 maptile *
1265 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1266 elmex 1.1 {
1267 root 1.68 if (x < 0)
1268 root 1.29 {
1269 root 1.119 if (!tile_available (3))
1270 root 1.46 return 0;
1271 root 1.56
1272 root 1.68 x += tile_map[3]->width;
1273     return tile_map[3]->xy_find (x, y);
1274 elmex 1.1 }
1275 root 1.46
1276 root 1.68 if (x >= width)
1277 root 1.29 {
1278 root 1.119 if (!tile_available (1))
1279 root 1.46 return 0;
1280    
1281 root 1.68 x -= width;
1282     return tile_map[1]->xy_find (x, y);
1283 elmex 1.1 }
1284 root 1.46
1285 root 1.68 if (y < 0)
1286 root 1.29 {
1287 root 1.119 if (!tile_available (0))
1288 root 1.46 return 0;
1289    
1290 root 1.68 y += tile_map[0]->height;
1291     return tile_map[0]->xy_find (x, y);
1292 elmex 1.1 }
1293 root 1.46
1294 root 1.68 if (y >= height)
1295 root 1.29 {
1296 root 1.119 if (!tile_available (2))
1297 root 1.46 return 0;
1298    
1299 root 1.68 y -= height;
1300     return tile_map[2]->xy_find (x, y);
1301 elmex 1.1 }
1302    
1303 root 1.29 /* Simple case - coordinates are within this local
1304     * map.
1305     */
1306 root 1.68 return this;
1307 elmex 1.1 }
1308    
1309     /**
1310     * Return whether map2 is adjacent to map1. If so, store the distance from
1311     * map1 to map2 in dx/dy.
1312     */
1313 root 1.82 int
1314 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1315 root 1.29 {
1316     if (!map1 || !map2)
1317     return 0;
1318    
1319 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1320 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1321 root 1.29 if (map1 == map2)
1322     {
1323     *dx = 0;
1324     *dy = 0;
1325     }
1326     else if (map1->tile_map[0] == map2)
1327     { /* up */
1328     *dx = 0;
1329 root 1.48 *dy = -map2->height;
1330 root 1.29 }
1331     else if (map1->tile_map[1] == map2)
1332     { /* right */
1333 root 1.48 *dx = map1->width;
1334 root 1.29 *dy = 0;
1335     }
1336     else if (map1->tile_map[2] == map2)
1337     { /* down */
1338     *dx = 0;
1339 root 1.48 *dy = map1->height;
1340 root 1.29 }
1341     else if (map1->tile_map[3] == map2)
1342     { /* left */
1343 root 1.48 *dx = -map2->width;
1344 root 1.29 *dy = 0;
1345     }
1346     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1347     { /* up right */
1348 root 1.48 *dx = map1->tile_map[0]->width;
1349     *dy = -map1->tile_map[0]->height;
1350 root 1.29 }
1351     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1352     { /* up left */
1353 root 1.48 *dx = -map2->width;
1354     *dy = -map1->tile_map[0]->height;
1355 root 1.29 }
1356     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1357     { /* right up */
1358 root 1.48 *dx = map1->width;
1359     *dy = -map2->height;
1360 root 1.29 }
1361     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1362     { /* right down */
1363 root 1.48 *dx = map1->width;
1364     *dy = map1->tile_map[1]->height;
1365 root 1.29 }
1366     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1367     { /* down right */
1368 root 1.48 *dx = map1->tile_map[2]->width;
1369     *dy = map1->height;
1370 root 1.29 }
1371     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1372     { /* down left */
1373 root 1.48 *dx = -map2->width;
1374     *dy = map1->height;
1375 root 1.29 }
1376     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1377     { /* left up */
1378 root 1.48 *dx = -map1->tile_map[3]->width;
1379     *dy = -map2->height;
1380 root 1.29 }
1381     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1382     { /* left down */
1383 root 1.48 *dx = -map1->tile_map[3]->width;
1384     *dy = map1->tile_map[3]->height;
1385 root 1.29 }
1386     else
1387 root 1.56 return 0;
1388 elmex 1.1
1389 root 1.29 return 1;
1390 elmex 1.1 }
1391    
1392 root 1.68 maptile *
1393     maptile::xy_load (sint16 &x, sint16 &y)
1394     {
1395     maptile *map = xy_find (x, y);
1396    
1397     if (map)
1398     map->load_sync ();
1399    
1400     return map;
1401     }
1402    
1403     maptile *
1404     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1405     {
1406     return m->xy_load (*x, *y);
1407     }
1408    
1409 elmex 1.1 /* From map.c
1410     * This is used by get_player to determine where the other
1411     * creature is. get_rangevector takes into account map tiling,
1412     * so you just can not look the the map coordinates and get the
1413     * righte value. distance_x/y are distance away, which
1414 root 1.79 * can be negative. direction is the crossfire direction scheme
1415 elmex 1.1 * that the creature should head. part is the part of the
1416     * monster that is closest.
1417     *
1418     * get_rangevector looks at op1 and op2, and fills in the
1419     * structure for op1 to get to op2.
1420     * We already trust that the caller has verified that the
1421     * two objects are at least on adjacent maps. If not,
1422     * results are not likely to be what is desired.
1423     * if the objects are not on maps, results are also likely to
1424     * be unexpected
1425     *
1426     * currently, the only flag supported (0x1) is don't translate for
1427     * closest body part of 'op1'
1428     */
1429 root 1.29 void
1430 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1431 root 1.29 {
1432     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1433     {
1434     /* be conservative and fill in _some_ data */
1435 root 1.86 retval->distance = 10000;
1436     retval->distance_x = 10000;
1437     retval->distance_y = 10000;
1438 root 1.29 retval->direction = 0;
1439     retval->part = 0;
1440     }
1441     else
1442     {
1443     retval->distance_x += op2->x - op1->x;
1444     retval->distance_y += op2->y - op1->y;
1445    
1446 root 1.185 object *best = op1;
1447    
1448 root 1.29 /* If this is multipart, find the closest part now */
1449 root 1.185 if (!(flags & 1) && op1->more)
1450 root 1.29 {
1451     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1452    
1453     /* we just take the offset of the piece to head to figure
1454     * distance instead of doing all that work above again
1455     * since the distance fields we set above are positive in the
1456     * same axis as is used for multipart objects, the simply arithmetic
1457     * below works.
1458     */
1459 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1460 root 1.29 {
1461     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1462     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1463     if (tmpi < best_distance)
1464     {
1465     best_distance = tmpi;
1466     best = tmp;
1467 elmex 1.1 }
1468     }
1469 root 1.75
1470 root 1.29 if (best != op1)
1471     {
1472     retval->distance_x += op1->x - best->x;
1473     retval->distance_y += op1->y - best->y;
1474 elmex 1.1 }
1475     }
1476 root 1.75
1477 root 1.29 retval->part = best;
1478 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1479 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1480 elmex 1.1 }
1481     }
1482    
1483     /* this is basically the same as get_rangevector above, but instead of
1484     * the first parameter being an object, it instead is the map
1485     * and x,y coordinates - this is used for path to player -
1486     * since the object is not infact moving but we are trying to traverse
1487     * the path, we need this.
1488     * flags has no meaning for this function at this time - I kept it in to
1489     * be more consistant with the above function and also in case they are needed
1490     * for something in the future. Also, since no object is pasted, the best
1491     * field of the rv_vector is set to NULL.
1492     */
1493 root 1.29 void
1494 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1495 root 1.29 {
1496     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1497     {
1498     /* be conservative and fill in _some_ data */
1499     retval->distance = 100000;
1500     retval->distance_x = 32767;
1501     retval->distance_y = 32767;
1502     retval->direction = 0;
1503     retval->part = 0;
1504     }
1505     else
1506     {
1507     retval->distance_x += op2->x - x;
1508     retval->distance_y += op2->y - y;
1509    
1510 root 1.159 retval->part = 0;
1511     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1512 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1513 elmex 1.1 }
1514     }
1515    
1516     /* Returns true of op1 and op2 are effectively on the same map
1517     * (as related to map tiling). Note that this looks for a path from
1518 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1519 elmex 1.1 * to op1, this will still return false.
1520     * Note we only look one map out to keep the processing simple
1521     * and efficient. This could probably be a macro.
1522     * MSW 2001-08-05
1523     */
1524 root 1.29 int
1525     on_same_map (const object *op1, const object *op2)
1526     {
1527     int dx, dy;
1528 elmex 1.1
1529 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1530 elmex 1.1 }
1531 root 1.52
1532 root 1.167 //-GPL
1533    
1534 root 1.52 object *
1535     maptile::insert (object *op, int x, int y, object *originator, int flags)
1536     {
1537     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1538     }
1539    
1540 root 1.81 region *
1541     maptile::region (int x, int y) const
1542     {
1543     if (regions
1544     && regionmap
1545     && !OUT_OF_REAL_MAP (this, x, y))
1546     if (struct region *reg = regionmap [regions [y * width + x]])
1547     return reg;
1548    
1549     if (default_region)
1550     return default_region;
1551    
1552     return ::region::default_region ();
1553     }
1554    
1555 root 1.167 //+GPL
1556    
1557 root 1.91 /* picks a random object from a style map.
1558     */
1559     object *
1560 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1561 root 1.91 {
1562     /* while returning a null object will result in a crash, that
1563     * is actually preferable to an infinite loop. That is because
1564     * most servers will automatically restart in case of crash.
1565     * Change the logic on getting the random space - shouldn't make
1566     * any difference, but this seems clearer to me.
1567     */
1568     for (int i = 1000; --i;)
1569     {
1570 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1571 root 1.91
1572 root 1.186 // must be head: do not prefer big monsters just because they are big.
1573 root 1.138 if (pick && pick->is_head ())
1574 root 1.186 return pick;
1575 root 1.91 }
1576    
1577     // instead of crashing in the unlikely(?) case, try to return *something*
1578 root 1.169 return archetype::find (shstr_bug);
1579 root 1.91 }
1580 root 1.85
1581 root 1.167 //-GPL
1582    
1583 root 1.114 void
1584     maptile::play_sound (faceidx sound, int x, int y) const
1585     {
1586     if (!sound)
1587     return;
1588    
1589 root 1.151 for_all_players_on_map (pl, this)
1590     if (client *ns = pl->ns)
1591     {
1592     int dx = x - pl->ob->x;
1593     int dy = y - pl->ob->y;
1594 root 1.114
1595 root 1.151 int distance = idistance (dx, dy);
1596 root 1.114
1597 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1598     ns->play_sound (sound, dx, dy);
1599     }
1600 root 1.114 }
1601    
1602 root 1.157 void
1603     maptile::say_msg (const char *msg, int x, int y) const
1604     {
1605     for_all_players (pl)
1606     if (client *ns = pl->ns)
1607     {
1608     int dx = x - pl->ob->x;
1609     int dy = y - pl->ob->y;
1610    
1611     int distance = idistance (dx, dy);
1612    
1613     if (distance <= MAX_SOUND_DISTANCE)
1614     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615     }
1616     }
1617    
1618 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619    
1620 root 1.155 static void
1621     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622     {
1623     // clip to map to the left
1624     if (x0 < 0)
1625     {
1626     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628    
1629     if (x1 < 0) // entirely to the left
1630     return;
1631    
1632     x0 = 0;
1633     }
1634    
1635     // clip to map to the right
1636     if (x1 > m->width)
1637     {
1638     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640    
1641     if (x0 > m->width) // entirely to the right
1642     return;
1643    
1644     x1 = m->width;
1645     }
1646    
1647     // clip to map above
1648     if (y0 < 0)
1649     {
1650     if (maptile *tile = m->tile_available (TILE_UP, 1))
1651     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652    
1653     if (y1 < 0) // entirely above
1654     return;
1655    
1656     y0 = 0;
1657     }
1658    
1659     // clip to map below
1660     if (y1 > m->height)
1661     {
1662     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664    
1665     if (y0 > m->height) // entirely below
1666     return;
1667    
1668     y1 = m->height;
1669     }
1670    
1671     // if we get here, the rect is within the current map
1672     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673    
1674     r->m = m;
1675     r->x0 = x0;
1676     r->y0 = y0;
1677     r->x1 = x1;
1678     r->y1 = y1;
1679     r->dx = dx;
1680     r->dy = dy;
1681     }
1682    
1683     maprect *
1684 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685 root 1.155 {
1686     buf.clear ();
1687    
1688     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689    
1690     // add end marker
1691     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692     r->m = 0;
1693    
1694     return (maprect *)buf.linearise ();
1695     }
1696