ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.196
Committed: Sun Apr 25 10:45:38 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.195: +1 -1 lines
Log Message:
*** empty log message ***

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 root 1.194 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
83 root 1.29 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 root 1.195 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 root 1.29 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 1.189 for (object *tmp = ms.top; tmp; tmp = tmp->below)
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 root 1.189 // blocks anything
150 root 1.102
151 root 1.103 if (tmp->flag [FLAG_ALIVE]
152 root 1.189 && tmp->type != DOOR
153     && tmp->head_ () != ob) //TODO: maybe move these check up?
154 root 1.29 return 1;
155 root 1.10 }
156 root 1.161 }
157 elmex 1.1
158 root 1.29 return 0;
159 elmex 1.1 }
160    
161     /*
162 root 1.189 * Returns the blocking object if the given object can't fit in the given
163 root 1.129 * spot. This is meant for multi space objects - for single space objecs,
164 elmex 1.1 * just calling get_map_blocked and checking that against movement type
165 root 1.129 * of object. This function goes through all the parts of the multipart
166     * object and makes sure they can be inserted.
167 elmex 1.1 *
168     * While this doesn't call out of map, the get_map_flags does.
169     *
170     * This function has been used to deprecate arch_out_of_map -
171     * this function also does that check, and since in most cases,
172     * a call to one would follow the other, doesn't make a lot of sense to
173     * have two seperate functions for this.
174     *
175     * This returns nonzero if this arch can not go on the space provided,
176     * 0 otherwise. the return value will contain the P_.. value
177     * so the caller can know why this object can't go on the map.
178     * Note that callers should not expect P_NEW_MAP to be set
179     * in return codes - since the object is multispace - if
180     * we did return values, what do you return if half the object
181     * is one map, half on another.
182     *
183     * Note this used to be arch_blocked, but with new movement
184     * code, we need to have actual object to check its move_type
185     * against the move_block values.
186     */
187 root 1.129 bool
188     object::blocked (maptile *m, int x, int y) const
189 root 1.29 {
190 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
191 root 1.29 {
192 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
193 elmex 1.1
194 root 1.129 if (!pos.normalise ())
195     return 1;
196 elmex 1.1
197 root 1.129 mapspace &ms = *pos;
198 elmex 1.1
199 root 1.129 if (ms.flags () & P_IS_ALIVE)
200     return 1;
201 root 1.47
202 root 1.129 /* However, often ob doesn't have any move type
203     * (signifying non-moving objects)
204 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
205     */
206 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
207 root 1.29 continue;
208 elmex 1.1
209 root 1.29 /* Note it is intentional that we check ob - the movement type of the
210     * head of the object should correspond for the entire object.
211     */
212 root 1.129 if (ms.blocks (move_type))
213     return 1;
214 root 1.45 }
215 elmex 1.1
216 root 1.29 return 0;
217 elmex 1.1 }
218    
219 root 1.167 //-GPL
220    
221 root 1.64 void
222     maptile::set_object_flag (int flag, int value)
223     {
224     if (!spaces)
225     return;
226    
227     for (mapspace *ms = spaces + size (); ms-- > spaces; )
228     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
229     tmp->flag [flag] = value;
230     }
231    
232 root 1.144 void
233     maptile::post_load_original ()
234     {
235     if (!spaces)
236     return;
237    
238     set_object_flag (FLAG_OBJ_ORIGINAL);
239    
240     for (mapspace *ms = spaces + size (); ms-- > spaces; )
241     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242     INVOKE_OBJECT (RESET, tmp);
243     }
244    
245 root 1.176 void
246     maptile::post_load ()
247     {
248     #if 0
249     if (!spaces)
250     return;
251    
252     for (mapspace *ms = spaces + size (); ms-- > spaces; )
253     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254     ; // nop
255     #endif
256     }
257    
258 root 1.167 //+GPL
259    
260 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
261     * for objects whose arch says they are multipart yet according to the
262     * info we have, they only have the head (as would be expected when
263 root 1.99 * they are saved).
264 elmex 1.1 */
265 root 1.56 void
266     maptile::link_multipart_objects ()
267 elmex 1.1 {
268 root 1.56 if (!spaces)
269     return;
270    
271     for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 elmex 1.111 {
273     object *op = ms->bot;
274     while (op)
275     {
276     /* already multipart - don't do anything more */
277     if (op->head_ () == op && !op->more && op->arch->more)
278     {
279     op->remove ();
280     op->expand_tail ();
281    
282     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
285     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286    
287     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288     // so we have to reset the iteration through the mapspace
289     }
290     else
291     op = op->above;
292     }
293     }
294 elmex 1.1 }
295 root 1.29
296 root 1.167 //-GPL
297    
298 elmex 1.1 /*
299     * Loads (ands parses) the objects into a given map from the specified
300     * file pointer.
301     */
302 root 1.56 bool
303 root 1.88 maptile::_load_objects (object_thawer &f)
304 root 1.24 {
305 root 1.88 for (;;)
306     {
307 root 1.133 coroapi::cede_to_tick (); // cede once in a while
308 elmex 1.1
309 root 1.88 switch (f.kw)
310 root 1.24 {
311 root 1.88 case KW_arch:
312 root 1.90 if (object *op = object::read (f, this))
313 root 1.88 {
314 root 1.135 // TODO: why?
315 root 1.88 if (op->inv)
316 root 1.135 op->update_weight ();
317 root 1.10
318 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319     {
320     // we insert manually because
321     // a) its way faster
322     // b) we remove manually, too, and there are good reasons for that
323 root 1.158 // c) it's correct
324 root 1.130 mapspace &ms = at (op->x, op->y);
325    
326     op->flag [FLAG_REMOVED] = false;
327    
328     op->above = 0;
329     op->below = ms.top;
330    
331 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
332 root 1.130
333     ms.top = op;
334     ms.flags_ = 0;
335     }
336     else
337     {
338     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 root 1.148 op->destroy ();
340 root 1.130 }
341 root 1.88 }
342 root 1.41
343 root 1.88 continue;
344 root 1.41
345 root 1.88 case KW_EOF:
346     return true;
347 root 1.41
348 root 1.88 default:
349     if (!f.parse_error ("map file"))
350     return false;
351 root 1.41 break;
352 root 1.10 }
353 root 1.24
354 root 1.88 f.next ();
355 elmex 1.1 }
356 root 1.24
357 root 1.56 return true;
358     }
359    
360     void
361     maptile::activate ()
362     {
363 root 1.101 if (spaces)
364     for (mapspace *ms = spaces + size (); ms-- > spaces; )
365     for (object *op = ms->bot; op; op = op->above)
366     op->activate_recursive ();
367 root 1.56 }
368    
369     void
370     maptile::deactivate ()
371     {
372 root 1.101 if (spaces)
373     for (mapspace *ms = spaces + size (); ms-- > spaces; )
374     for (object *op = ms->bot; op; op = op->above)
375     op->deactivate_recursive ();
376 root 1.56 }
377    
378     bool
379 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
380 root 1.56 {
381 root 1.100 coroapi::cede_to_tick ();
382 root 1.65
383 root 1.56 if (flags & IO_HEADER)
384 root 1.88 _save_header (f);
385 root 1.56
386     if (!spaces)
387     return false;
388    
389     for (int i = 0; i < size (); ++i)
390 root 1.24 {
391 root 1.121 bool unique = 0;
392    
393 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
394 root 1.24 {
395 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 root 1.56
397 root 1.121 if (expect_false (!op->can_map_save ()))
398 root 1.56 continue;
399    
400 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
401 root 1.24 {
402 root 1.56 if (flags & IO_UNIQUES)
403 root 1.88 op->write (f);
404 root 1.10 }
405 root 1.121 else if (expect_true (flags & IO_OBJECTS))
406 root 1.88 op->write (f);
407 root 1.10 }
408 elmex 1.1 }
409 root 1.24
410 root 1.100 coroapi::cede_to_tick ();
411 root 1.97
412 root 1.56 return true;
413 elmex 1.1 }
414    
415 root 1.56 bool
416 root 1.72 maptile::_save_objects (const char *path, int flags)
417 root 1.56 {
418     object_freezer freezer;
419 root 1.29
420 root 1.72 if (!_save_objects (freezer, flags))
421 root 1.56 return false;
422 root 1.29
423 root 1.56 return freezer.save (path);
424 elmex 1.1 }
425    
426 root 1.188 void
427     maptile::init ()
428 root 1.34 {
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 1.188 width = 16;
435     height = 16;
436     timeout = 300;
437     max_items = MAX_ITEM_PER_ACTION;
438     max_volume = 2000000; // 2m³
439     reset_timeout = 0;
440     enter_x = 0;
441     enter_y = 0;
442     }
443    
444     maptile::maptile ()
445     {
446     init ();
447 root 1.34 }
448    
449 root 1.56 maptile::maptile (int w, int h)
450 root 1.54 {
451 root 1.188 init ();
452 root 1.54
453 root 1.188 width = w;
454     height = h;
455 root 1.54
456 root 1.56 alloc ();
457 elmex 1.1 }
458    
459     /*
460 root 1.31 * Allocates the arrays contained in a maptile.
461 elmex 1.1 * This basically allocates the dynamic array of spaces for the
462     * map.
463     */
464 root 1.29 void
465 root 1.56 maptile::alloc ()
466 root 1.29 {
467 root 1.34 if (spaces)
468 root 1.56 return;
469 elmex 1.1
470 root 1.53 spaces = salloc0<mapspace> (size ());
471 elmex 1.1 }
472    
473 root 1.167 //+GPL
474    
475 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
476     * corresponding to that string. Memory is allocated for this, it must be freed
477     * at a later date.
478     * Called by parse_map_headers below.
479     */
480 root 1.29 static shopitems *
481     parse_shop_string (const char *input_string)
482     {
483     char *shop_string, *p, *q, *next_semicolon, *next_colon;
484     shopitems *items = NULL;
485     int i = 0, number_of_entries = 0;
486     const typedata *current_type;
487    
488 root 1.43 shop_string = strdup (input_string);
489 root 1.29 p = shop_string;
490     /* first we'll count the entries, we'll need that for allocating the array shortly */
491     while (p)
492     {
493     p = strchr (p, ';');
494     number_of_entries++;
495     if (p)
496     p++;
497     }
498 root 1.54
499 root 1.29 p = shop_string;
500     strip_endline (p);
501     items = new shopitems[number_of_entries + 1];
502     for (i = 0; i < number_of_entries; i++)
503     {
504     if (!p)
505     {
506     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
507     break;
508     }
509 root 1.54
510 root 1.29 next_semicolon = strchr (p, ';');
511     next_colon = strchr (p, ':');
512     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
513     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
514     items[i].strength = atoi (strchr (p, ':') + 1);
515    
516     if (isdigit (*p) || *p == '*')
517     {
518     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
519     current_type = get_typedata (items[i].typenum);
520     if (current_type)
521     {
522     items[i].name = current_type->name;
523     items[i].name_pl = current_type->name_pl;
524     }
525     }
526     else
527     { /*we have a named type, let's figure out what it is */
528     q = strpbrk (p, ";:");
529     if (q)
530     *q = '\0';
531    
532     current_type = get_typedata_by_name (p);
533     if (current_type)
534     {
535     items[i].name = current_type->name;
536     items[i].typenum = current_type->number;
537     items[i].name_pl = current_type->name_pl;
538     }
539     else
540     { /* oh uh, something's wrong, let's free up this one, and try
541     * the next entry while we're at it, better print a warning
542     */
543     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544     }
545     }
546 root 1.54
547 root 1.29 items[i].index = number_of_entries;
548     if (next_semicolon)
549     p = ++next_semicolon;
550     else
551     p = NULL;
552 elmex 1.1 }
553 root 1.54
554 root 1.29 free (shop_string);
555     return items;
556 elmex 1.1 }
557    
558     /* opposite of parse string, this puts the string that was originally fed in to
559     * the map (or something equivilent) into output_string. */
560 root 1.164 static const char *
561     print_shop_string (maptile *m)
562 root 1.29 {
563 root 1.164 static dynbuf_text buf; buf.clear ();
564 root 1.29
565 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
566 root 1.29 {
567     if (m->shopitems[i].typenum)
568     {
569     if (m->shopitems[i].strength)
570 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
571 root 1.29 else
572 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
573 root 1.10 }
574 root 1.29 else
575     {
576     if (m->shopitems[i].strength)
577 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
578 root 1.29 else
579 root 1.164 buf.printf ("*");
580 root 1.29 }
581 root 1.164 }
582 root 1.54
583 root 1.164 return buf;
584 elmex 1.1 }
585    
586 root 1.167 //-GPL
587    
588 elmex 1.1 /* This loads the header information of the map. The header
589     * contains things like difficulty, size, timeout, etc.
590     * this used to be stored in the map object, but with the
591     * addition of tiling, fields beyond that easily named in an
592     * object structure were needed, so it just made sense to
593     * put all the stuff in the map object so that names actually make
594     * sense.
595     * This could be done in lex (like the object loader), but I think
596     * currently, there are few enough fields this is not a big deal.
597     * MSW 2001-07-01
598     */
599 root 1.56 bool
600 root 1.72 maptile::_load_header (object_thawer &thawer)
601 elmex 1.1 {
602 root 1.56 for (;;)
603 root 1.29 {
604 root 1.105 switch (thawer.kw)
605 root 1.29 {
606 root 1.56 case KW_msg:
607     thawer.get_ml (KW_endmsg, msg);
608     break;
609 root 1.22
610 root 1.56 case KW_lore: // CF+ extension
611     thawer.get_ml (KW_endlore, maplore);
612     break;
613 root 1.10
614 root 1.56 case KW_maplore:
615     thawer.get_ml (KW_endmaplore, maplore);
616     break;
617 root 1.10
618 root 1.56 case KW_arch:
619     if (strcmp (thawer.get_str (), "map"))
620     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621     break;
622 root 1.29
623 root 1.56 case KW_oid:
624     thawer.get (this, thawer.get_sint32 ());
625     break;
626 root 1.29
627 root 1.56 case KW_file_format_version: break; // nop
628 root 1.29
629 root 1.56 case KW_name: thawer.get (name); break;
630     case KW_attach: thawer.get (attach); break;
631     case KW_reset_time: thawer.get (reset_time); break;
632     case KW_shopgreed: thawer.get (shopgreed); break;
633     case KW_shopmin: thawer.get (shopmin); break;
634     case KW_shopmax: thawer.get (shopmax); break;
635     case KW_shoprace: thawer.get (shoprace); break;
636     case KW_outdoor: thawer.get (outdoor); break;
637    
638     case KW_per_player: thawer.get (per_player); break;
639     case KW_per_party: thawer.get (per_party); break;
640 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
641 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
642 root 1.56
643 root 1.196 case KW_region: default_region = region::find (thawer); break;
644 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
645    
646     // old names new names
647     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
648     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
649     case KW_x: case KW_width: thawer.get (width); break;
650     case KW_y: case KW_height: thawer.get (height); break;
651     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
652     case KW_value: case KW_swap_time: thawer.get (timeout); break;
653     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
654     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
655     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
656    
657     case KW_tile_path_1: thawer.get (tile_path [0]); break;
658     case KW_tile_path_2: thawer.get (tile_path [1]); break;
659     case KW_tile_path_3: thawer.get (tile_path [2]); break;
660     case KW_tile_path_4: thawer.get (tile_path [3]); break;
661 root 1.83
662 root 1.112 case KW_ERROR:
663 root 1.123 set_key_text (thawer.kw_str, thawer.value);
664 root 1.112 break;
665    
666 root 1.83 case KW_end:
667 root 1.124 thawer.next ();
668 root 1.83 return true;
669    
670     default:
671 root 1.187 if (!thawer.parse_error ("map"))
672 root 1.83 return false;
673     break;
674 root 1.10 }
675 root 1.124
676     thawer.next ();
677 elmex 1.1 }
678 root 1.41
679 root 1.56 abort ();
680 elmex 1.1 }
681    
682 root 1.167 //+GPL
683    
684 root 1.56 /******************************************************************************
685     * This is the start of unique map handling code
686     *****************************************************************************/
687 root 1.29
688 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
689     void
690     maptile::clear_unique_items ()
691 root 1.29 {
692 root 1.56 for (int i = 0; i < size (); ++i)
693 root 1.29 {
694 root 1.56 int unique = 0;
695     for (object *op = spaces [i].bot; op; )
696     {
697     object *above = op->above;
698 elmex 1.1
699 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
700 root 1.56 unique = 1;
701 root 1.14
702 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
703 root 1.148 op->destroy ();
704 elmex 1.1
705 root 1.56 op = above;
706     }
707 root 1.29 }
708 elmex 1.1 }
709    
710 root 1.167 //-GPL
711    
712 root 1.56 bool
713 root 1.72 maptile::_save_header (object_freezer &freezer)
714 root 1.29 {
715 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
716     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
717 elmex 1.1
718 root 1.177 MAP_OUT2 (arch, CS(map));
719 elmex 1.1
720 root 1.56 if (name) MAP_OUT (name);
721     MAP_OUT (swap_time);
722     MAP_OUT (reset_time);
723     MAP_OUT (reset_timeout);
724     MAP_OUT (fixed_resettime);
725 root 1.109 MAP_OUT (no_reset);
726 root 1.141 MAP_OUT (no_drop);
727 root 1.56 MAP_OUT (difficulty);
728 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
729 root 1.29
730 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
731 root 1.56 MAP_OUT (shopgreed);
732     MAP_OUT (shopmin);
733     MAP_OUT (shopmax);
734     if (shoprace) MAP_OUT (shoprace);
735 root 1.164
736 root 1.56 MAP_OUT (width);
737     MAP_OUT (height);
738     MAP_OUT (enter_x);
739     MAP_OUT (enter_y);
740 root 1.178 MAP_OUT (darkness);
741     MAP_OUT (outdoor);
742 root 1.14
743 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
744     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
745 elmex 1.1
746 root 1.56 MAP_OUT (per_player);
747     MAP_OUT (per_party);
748 elmex 1.1
749 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
750     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
751     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
752     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
753 root 1.40
754 root 1.63 freezer.put (this);
755 root 1.177 freezer.put (KW(end));
756 root 1.40
757 root 1.56 return true;
758 elmex 1.1 }
759    
760 root 1.56 bool
761 root 1.72 maptile::_save_header (const char *path)
762 root 1.29 {
763 root 1.17 object_freezer freezer;
764 root 1.10
765 root 1.72 if (!_save_header (freezer))
766 root 1.56 return false;
767 elmex 1.1
768 root 1.56 return freezer.save (path);
769 elmex 1.1 }
770    
771 root 1.167 //+GPL
772    
773 elmex 1.1 /*
774     * Remove and free all objects in the given map.
775     */
776 root 1.29 void
777 root 1.56 maptile::clear ()
778 root 1.29 {
779 root 1.81 if (spaces)
780     {
781     for (mapspace *ms = spaces + size (); ms-- > spaces; )
782 root 1.104 while (object *op = ms->bot)
783 root 1.81 {
784 root 1.127 // manually remove, as to not trigger anything
785     if (ms->bot = op->above)
786     ms->bot->below = 0;
787    
788     op->flag [FLAG_REMOVED] = true;
789    
790 root 1.128 object *head = op->head_ ();
791     if (op == head)
792 root 1.148 op->destroy ();
793 root 1.128 else if (head->map != op->map)
794     {
795     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
796 root 1.148 head->destroy ();
797 root 1.128 }
798 root 1.81 }
799 root 1.29
800 root 1.137 sfree0 (spaces, size ());
801 root 1.81 }
802 root 1.29
803 root 1.56 if (buttons)
804     free_objectlinkpt (buttons), buttons = 0;
805 root 1.127
806 root 1.137 sfree0 (regions, size ());
807 root 1.127 delete [] regionmap; regionmap = 0;
808 elmex 1.1 }
809    
810 root 1.29 void
811 root 1.56 maptile::clear_header ()
812 root 1.29 {
813 root 1.56 name = 0;
814     msg = 0;
815     maplore = 0;
816     shoprace = 0;
817     delete [] shopitems, shopitems = 0;
818 root 1.42
819 root 1.47 for (int i = 0; i < 4; i++)
820 root 1.56 tile_path [i] = 0;
821 root 1.47 }
822 root 1.42
823 root 1.47 maptile::~maptile ()
824     {
825 root 1.53 assert (destroyed ());
826 elmex 1.1 }
827    
828 root 1.29 void
829 root 1.56 maptile::clear_links_to (maptile *m)
830 root 1.29 {
831     /* We need to look through all the maps and see if any maps
832     * are pointing at this one for tiling information. Since
833 root 1.47 * tiling can be asymetric, we just can not look to see which
834 root 1.29 * maps this map tiles with and clears those.
835     */
836 root 1.56 for (int i = 0; i < 4; i++)
837     if (tile_map[i] == m)
838     tile_map[i] = 0;
839 root 1.47 }
840 elmex 1.1
841 root 1.47 void
842 root 1.56 maptile::do_destroy ()
843 root 1.47 {
844 root 1.56 attachable::do_destroy ();
845    
846     clear ();
847 elmex 1.1 }
848    
849 root 1.109 /* decay and destroy perishable items in a map */
850 root 1.178 // TODO: should be done regularly, not on map load?
851 root 1.109 void
852     maptile::do_decay_objects ()
853     {
854     if (!spaces)
855     return;
856    
857     for (mapspace *ms = spaces + size (); ms-- > spaces; )
858     for (object *above, *op = ms->bot; op; op = above)
859     {
860     above = op->above;
861    
862     // do not decay anything above unique floor tiles (yet :)
863 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 root 1.109 break;
865    
866 root 1.180 bool destroy = 0;
867    
868 root 1.184 if (op->flag [FLAG_IS_FLOOR]
869     || op->flag [FLAG_OBJ_ORIGINAL]
870     || op->flag [FLAG_UNIQUE]
871     || op->flag [FLAG_OVERLAY_FLOOR]
872     || op->flag [FLAG_UNPAID]
873 root 1.109 || op->is_alive ())
874     ; // do not decay
875     else if (op->is_weapon ())
876     {
877     op->stats.dam--;
878     if (op->stats.dam < 0)
879     destroy = 1;
880     }
881     else if (op->is_armor ())
882     {
883     op->stats.ac--;
884     if (op->stats.ac < 0)
885     destroy = 1;
886     }
887     else if (op->type == FOOD)
888     {
889     op->stats.food -= rndm (5, 20);
890     if (op->stats.food < 0)
891     destroy = 1;
892     }
893     else
894     {
895     int mat = op->materials;
896    
897     if (mat & M_PAPER
898     || mat & M_LEATHER
899     || mat & M_WOOD
900     || mat & M_ORGANIC
901     || mat & M_CLOTH
902     || mat & M_LIQUID
903     || (mat & M_IRON && rndm (1, 5) == 1)
904     || (mat & M_GLASS && rndm (1, 2) == 1)
905     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 root 1.178 //|| (mat & M_ICE && temp > 32)
908     )
909 root 1.109 destroy = 1;
910     }
911    
912     /* adjust overall chance below */
913     if (destroy && rndm (0, 1))
914 root 1.149 op->destroy ();
915 root 1.109 }
916     }
917    
918 elmex 1.1 /*
919     * This routine is supposed to find out the difficulty of the map.
920     * difficulty does not have a lot to do with character level,
921     * but does have a lot to do with treasure on the map.
922     *
923 root 1.153 * Difficulty can now be set by the map creator. If the value stored
924     * in the map is zero, then use this routine. Maps should really
925     * have a difficulty set rather than using this function - human calculation
926     * is much better than this function's guesswork.
927 elmex 1.1 */
928 root 1.29 int
929 root 1.56 maptile::estimate_difficulty () const
930 root 1.29 {
931 elmex 1.1 long monster_cnt = 0;
932     double avgexp = 0;
933     sint64 total_exp = 0;
934    
935 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
936     for (object *op = ms->bot; op; op = op->above)
937     {
938 root 1.184 if (op->flag [FLAG_MONSTER])
939 root 1.56 {
940     total_exp += op->stats.exp;
941     monster_cnt++;
942     }
943 elmex 1.1
944 root 1.184 if (op->flag [FLAG_GENERATOR])
945 root 1.56 {
946     total_exp += op->stats.exp;
947 elmex 1.1
948 root 1.140 if (archetype *at = op->other_arch)
949     {
950     total_exp += at->stats.exp * 8;
951     monster_cnt++;
952     }
953    
954     for (object *inv = op->inv; inv; inv = inv->below)
955     {
956     total_exp += op->stats.exp * 8;
957     monster_cnt++;
958     }
959 root 1.56 }
960     }
961 elmex 1.1
962     avgexp = (double) total_exp / monster_cnt;
963    
964 root 1.56 for (int i = 1; i <= settings.max_level; i++)
965     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
966     return i;
967 elmex 1.1
968     return 1;
969     }
970    
971     /* change_map_light() - used to change map light level (darkness)
972     * up or down. Returns true if successful. It should now be
973     * possible to change a value by more than 1.
974     * Move this from los.c to map.c since this is more related
975     * to maps than los.
976     * postive values make it darker, negative make it brighter
977     */
978 root 1.29 int
979 root 1.56 maptile::change_map_light (int change)
980 root 1.29 {
981     /* Nothing to do */
982 root 1.154 if (!change)
983 root 1.56 return 0;
984 elmex 1.1
985 root 1.29 /* inform all players on the map */
986     if (change > 0)
987 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
988 root 1.29 else
989 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
990 root 1.29
991 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
992 elmex 1.1
993 root 1.29 /* All clients need to get re-updated for the change */
994 root 1.56 update_all_map_los (this);
995 root 1.142
996 root 1.29 return 1;
997 elmex 1.1 }
998    
999     /*
1000     * This function updates various attributes about a specific space
1001     * on the map (what it looks like, whether it blocks magic,
1002     * has a living creatures, prevents people from passing
1003     * through, etc)
1004     */
1005 root 1.29 void
1006 root 1.46 mapspace::update_ ()
1007 root 1.29 {
1008 root 1.142 object *last = 0;
1009 root 1.171 uint8 flags = P_UPTODATE;
1010 root 1.150 sint8 light = 0;
1011 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 root 1.170 uint64_t volume = 0;
1013 root 1.172 uint32_t items = 0;
1014 root 1.171 object *anywhere = 0;
1015 root 1.174 uint8_t middle_visibility = 0;
1016 root 1.29
1017 root 1.94 //object *middle = 0;
1018     //object *top = 0;
1019     //object *floor = 0;
1020     // this seems to generate better code than using locals, above
1021 root 1.95 object *&top = faces_obj[0] = 0;
1022     object *&middle = faces_obj[1] = 0;
1023     object *&floor = faces_obj[2] = 0;
1024 root 1.29
1025 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1026    
1027 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1028 root 1.29 {
1029 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1030     light += tmp->glow_radius;
1031 root 1.29
1032     /* This call is needed in order to update objects the player
1033     * is standing in that have animations (ie, grass, fire, etc).
1034     * However, it also causes the look window to be re-drawn
1035     * 3 times each time the player moves, because many of the
1036     * functions the move_player calls eventualy call this.
1037     *
1038     * Always put the player down for drawing.
1039     */
1040 root 1.171 if (expect_true (!tmp->invisible))
1041 root 1.29 {
1042 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1043 root 1.94 top = tmp;
1044 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1045     {
1046     /* If we got a floor, that means middle and top were below it,
1047     * so should not be visible, so we clear them.
1048     */
1049     middle = 0;
1050     top = 0;
1051     floor = tmp;
1052     volume = 0;
1053     items = 0;
1054     }
1055 root 1.170 else
1056 root 1.29 {
1057 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 root 1.170 {
1059 root 1.174 ++items;
1060     volume += tmp->volume ();
1061 root 1.170 }
1062 root 1.174
1063     /* Flag anywhere have high priority */
1064     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065     anywhere = tmp;
1066    
1067     /* Find the highest visible face around. If equal
1068     * visibilities, we still want the one nearer to the
1069     * top
1070     */
1071     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 root 1.170 {
1073 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1074     middle = tmp;
1075 root 1.170 }
1076 root 1.29 }
1077     }
1078    
1079 root 1.45 move_slow |= tmp->move_slow;
1080 root 1.29 move_block |= tmp->move_block;
1081 root 1.45 move_on |= tmp->move_on;
1082     move_off |= tmp->move_off;
1083 root 1.29 move_allow |= tmp->move_allow;
1084    
1085 root 1.171 allflags |= tmp->flag;
1086    
1087     if (tmp->type == PLAYER) flags |= P_PLAYER;
1088     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1089 root 1.45 }
1090 root 1.29
1091 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1092     if (anywhere)
1093     middle = anywhere;
1094    
1095     // ORing all flags together and checking them here is much faster
1096     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100    
1101 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1102 root 1.46 this->flags_ = flags;
1103     this->move_block = move_block & ~move_allow;
1104     this->move_on = move_on;
1105     this->move_off = move_off;
1106     this->move_slow = move_slow;
1107 root 1.172 this->volume_ = (volume + 1023) / 1024;
1108     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 root 1.29
1110     /* At this point, we have a floor face (if there is a floor),
1111     * and the floor is set - we are not going to touch it at
1112     * this point.
1113     * middle contains the highest visibility face.
1114     * top contains a player/monster face, if there is one.
1115     *
1116     * We now need to fill in top.face and/or middle.face.
1117     */
1118    
1119     /* If the top face also happens to be high visibility, re-do our
1120     * middle face. This should not happen, as we already have the
1121     * else statement above so middle should not get set. OTOH, it
1122     * may be possible for the faces to match but be different objects.
1123     */
1124     if (top == middle)
1125 root 1.94 middle = 0;
1126 root 1.29
1127     /* There are three posibilities at this point:
1128     * 1) top face is set, need middle to be set.
1129     * 2) middle is set, need to set top.
1130     * 3) neither middle or top is set - need to set both.
1131     */
1132    
1133 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1134 root 1.29 {
1135     /* Once we get to a floor, stop, since we already have a floor object */
1136 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1137 root 1.29 break;
1138    
1139     /* If two top faces are already set, quit processing */
1140 root 1.94 if (top && middle)
1141 root 1.29 break;
1142 root 1.10
1143 elmex 1.67 /* Only show visible faces */
1144     if (!tmp->invisible)
1145 root 1.29 {
1146     /* Fill in top if needed */
1147 root 1.94 if (!top)
1148 root 1.29 {
1149 root 1.94 top = tmp;
1150 root 1.29 if (top == middle)
1151 root 1.94 middle = 0;
1152 root 1.29 }
1153     else
1154     {
1155     /* top is already set - we should only get here if
1156     * middle is not set
1157     *
1158     * Set the middle face and break out, since there is nothing
1159     * more to fill in. We don't check visiblity here, since
1160     *
1161     */
1162 root 1.94 if (tmp != top)
1163 root 1.29 {
1164 root 1.94 middle = tmp;
1165 root 1.29 break;
1166 root 1.10 }
1167     }
1168     }
1169 elmex 1.1 }
1170 root 1.45
1171 root 1.29 if (middle == floor)
1172 root 1.94 middle = 0;
1173 root 1.45
1174 root 1.29 if (top == middle)
1175 root 1.94 middle = 0;
1176 root 1.45
1177 root 1.94 #if 0
1178     faces_obj [0] = top;
1179     faces_obj [1] = middle;
1180     faces_obj [2] = floor;
1181     #endif
1182 elmex 1.1 }
1183    
1184 root 1.155 maptile *
1185 root 1.117 maptile::tile_available (int dir, bool load)
1186 elmex 1.1 {
1187 root 1.155 if (tile_path[dir])
1188     {
1189     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1190     return tile_map[dir];
1191 root 1.118
1192 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1193     return tile_map[dir];
1194     }
1195 root 1.56
1196 root 1.117 return 0;
1197 root 1.68 }
1198    
1199 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1200     * map m. This function also takes into account any
1201     * tiling considerations, loading adjacant maps as needed.
1202     * This is the function should always be used when it
1203     * necessary to check for valid coordinates.
1204     * This function will recursively call itself for the
1205     * tiled maps.
1206     */
1207 root 1.29 int
1208 root 1.31 out_of_map (maptile *m, int x, int y)
1209 elmex 1.1 {
1210 root 1.29 /* If we get passed a null map, this is obviously the
1211     * case. This generally shouldn't happen, but if the
1212     * map loads fail below, it could happen.
1213     */
1214     if (!m)
1215     return 0;
1216 elmex 1.1
1217 root 1.29 if (x < 0)
1218     {
1219 root 1.119 if (!m->tile_available (3))
1220 root 1.29 return 1;
1221 root 1.46
1222 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1223 elmex 1.1 }
1224 root 1.46
1225 root 1.48 if (x >= m->width)
1226 root 1.29 {
1227 root 1.119 if (!m->tile_available (1))
1228 root 1.29 return 1;
1229 root 1.46
1230 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1231 elmex 1.1 }
1232 root 1.46
1233 root 1.29 if (y < 0)
1234     {
1235 root 1.119 if (!m->tile_available (0))
1236 root 1.29 return 1;
1237 root 1.46
1238 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1239 elmex 1.1 }
1240 root 1.46
1241 root 1.48 if (y >= m->height)
1242 root 1.29 {
1243 root 1.119 if (!m->tile_available (2))
1244 root 1.29 return 1;
1245 root 1.46
1246 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1247 elmex 1.1 }
1248    
1249 root 1.29 /* Simple case - coordinates are within this local
1250     * map.
1251     */
1252     return 0;
1253 elmex 1.1 }
1254    
1255     /* This is basically the same as out_of_map above, but
1256     * instead we return NULL if no map is valid (coordinates
1257     * out of bounds and no tiled map), otherwise it returns
1258     * the map as that the coordinates are really on, and
1259 pippijn 1.66 * updates x and y to be the localised coordinates.
1260 elmex 1.1 * Using this is more efficient of calling out_of_map
1261     * and then figuring out what the real map is
1262     */
1263 root 1.31 maptile *
1264 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1265 elmex 1.1 {
1266 root 1.68 if (x < 0)
1267 root 1.29 {
1268 root 1.119 if (!tile_available (3))
1269 root 1.46 return 0;
1270 root 1.56
1271 root 1.68 x += tile_map[3]->width;
1272     return tile_map[3]->xy_find (x, y);
1273 elmex 1.1 }
1274 root 1.46
1275 root 1.68 if (x >= width)
1276 root 1.29 {
1277 root 1.119 if (!tile_available (1))
1278 root 1.46 return 0;
1279    
1280 root 1.68 x -= width;
1281     return tile_map[1]->xy_find (x, y);
1282 elmex 1.1 }
1283 root 1.46
1284 root 1.68 if (y < 0)
1285 root 1.29 {
1286 root 1.119 if (!tile_available (0))
1287 root 1.46 return 0;
1288    
1289 root 1.68 y += tile_map[0]->height;
1290     return tile_map[0]->xy_find (x, y);
1291 elmex 1.1 }
1292 root 1.46
1293 root 1.68 if (y >= height)
1294 root 1.29 {
1295 root 1.119 if (!tile_available (2))
1296 root 1.46 return 0;
1297    
1298 root 1.68 y -= height;
1299     return tile_map[2]->xy_find (x, y);
1300 elmex 1.1 }
1301    
1302 root 1.29 /* Simple case - coordinates are within this local
1303     * map.
1304     */
1305 root 1.68 return this;
1306 elmex 1.1 }
1307    
1308     /**
1309     * Return whether map2 is adjacent to map1. If so, store the distance from
1310     * map1 to map2 in dx/dy.
1311     */
1312 root 1.82 int
1313 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1314 root 1.29 {
1315     if (!map1 || !map2)
1316     return 0;
1317    
1318 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1319 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1320 root 1.29 if (map1 == map2)
1321     {
1322     *dx = 0;
1323     *dy = 0;
1324     }
1325     else if (map1->tile_map[0] == map2)
1326     { /* up */
1327     *dx = 0;
1328 root 1.48 *dy = -map2->height;
1329 root 1.29 }
1330     else if (map1->tile_map[1] == map2)
1331     { /* right */
1332 root 1.48 *dx = map1->width;
1333 root 1.29 *dy = 0;
1334     }
1335     else if (map1->tile_map[2] == map2)
1336     { /* down */
1337     *dx = 0;
1338 root 1.48 *dy = map1->height;
1339 root 1.29 }
1340     else if (map1->tile_map[3] == map2)
1341     { /* left */
1342 root 1.48 *dx = -map2->width;
1343 root 1.29 *dy = 0;
1344     }
1345     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1346     { /* up right */
1347 root 1.48 *dx = map1->tile_map[0]->width;
1348     *dy = -map1->tile_map[0]->height;
1349 root 1.29 }
1350     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1351     { /* up left */
1352 root 1.48 *dx = -map2->width;
1353     *dy = -map1->tile_map[0]->height;
1354 root 1.29 }
1355     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1356     { /* right up */
1357 root 1.48 *dx = map1->width;
1358     *dy = -map2->height;
1359 root 1.29 }
1360     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1361     { /* right down */
1362 root 1.48 *dx = map1->width;
1363     *dy = map1->tile_map[1]->height;
1364 root 1.29 }
1365     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1366     { /* down right */
1367 root 1.48 *dx = map1->tile_map[2]->width;
1368     *dy = map1->height;
1369 root 1.29 }
1370     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1371     { /* down left */
1372 root 1.48 *dx = -map2->width;
1373     *dy = map1->height;
1374 root 1.29 }
1375     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1376     { /* left up */
1377 root 1.48 *dx = -map1->tile_map[3]->width;
1378     *dy = -map2->height;
1379 root 1.29 }
1380     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1381     { /* left down */
1382 root 1.48 *dx = -map1->tile_map[3]->width;
1383     *dy = map1->tile_map[3]->height;
1384 root 1.29 }
1385     else
1386 root 1.56 return 0;
1387 elmex 1.1
1388 root 1.29 return 1;
1389 elmex 1.1 }
1390    
1391 root 1.68 maptile *
1392     maptile::xy_load (sint16 &x, sint16 &y)
1393     {
1394     maptile *map = xy_find (x, y);
1395    
1396     if (map)
1397     map->load_sync ();
1398    
1399     return map;
1400     }
1401    
1402     maptile *
1403     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1404     {
1405     return m->xy_load (*x, *y);
1406     }
1407    
1408 elmex 1.1 /* From map.c
1409     * This is used by get_player to determine where the other
1410     * creature is. get_rangevector takes into account map tiling,
1411     * so you just can not look the the map coordinates and get the
1412     * righte value. distance_x/y are distance away, which
1413 root 1.79 * can be negative. direction is the crossfire direction scheme
1414 elmex 1.1 * that the creature should head. part is the part of the
1415     * monster that is closest.
1416     *
1417     * get_rangevector looks at op1 and op2, and fills in the
1418     * structure for op1 to get to op2.
1419     * We already trust that the caller has verified that the
1420     * two objects are at least on adjacent maps. If not,
1421     * results are not likely to be what is desired.
1422     * if the objects are not on maps, results are also likely to
1423     * be unexpected
1424     *
1425     * currently, the only flag supported (0x1) is don't translate for
1426     * closest body part of 'op1'
1427     */
1428 root 1.29 void
1429 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1430 root 1.29 {
1431     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1432     {
1433     /* be conservative and fill in _some_ data */
1434 root 1.190 retval->distance = 10000;
1435 root 1.86 retval->distance_x = 10000;
1436     retval->distance_y = 10000;
1437 root 1.190 retval->direction = 0;
1438     retval->part = 0;
1439 root 1.29 }
1440     else
1441     {
1442     retval->distance_x += op2->x - op1->x;
1443     retval->distance_y += op2->y - op1->y;
1444    
1445 root 1.185 object *best = op1;
1446    
1447 root 1.29 /* If this is multipart, find the closest part now */
1448 root 1.185 if (!(flags & 1) && op1->more)
1449 root 1.29 {
1450 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1451 root 1.29
1452     /* we just take the offset of the piece to head to figure
1453     * distance instead of doing all that work above again
1454     * since the distance fields we set above are positive in the
1455     * same axis as is used for multipart objects, the simply arithmetic
1456     * below works.
1457     */
1458 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1459 root 1.29 {
1460 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1461    
1462 root 1.29 if (tmpi < best_distance)
1463     {
1464     best_distance = tmpi;
1465 root 1.191 best = tmp;
1466 elmex 1.1 }
1467     }
1468 root 1.75
1469 root 1.29 if (best != op1)
1470     {
1471     retval->distance_x += op1->x - best->x;
1472     retval->distance_y += op1->y - best->y;
1473 elmex 1.1 }
1474     }
1475 root 1.75
1476 root 1.192 retval->part = best;
1477     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1478 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1479 elmex 1.1 }
1480     }
1481    
1482     /* this is basically the same as get_rangevector above, but instead of
1483     * the first parameter being an object, it instead is the map
1484     * and x,y coordinates - this is used for path to player -
1485     * since the object is not infact moving but we are trying to traverse
1486     * the path, we need this.
1487     * flags has no meaning for this function at this time - I kept it in to
1488     * be more consistant with the above function and also in case they are needed
1489     * for something in the future. Also, since no object is pasted, the best
1490     * field of the rv_vector is set to NULL.
1491     */
1492 root 1.29 void
1493 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1494 root 1.29 {
1495     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1496     {
1497     /* be conservative and fill in _some_ data */
1498 root 1.193 retval->distance = 100000;
1499 root 1.29 retval->distance_x = 32767;
1500     retval->distance_y = 32767;
1501 root 1.193 retval->direction = 0;
1502     retval->part = 0;
1503 root 1.29 }
1504     else
1505     {
1506     retval->distance_x += op2->x - x;
1507     retval->distance_y += op2->y - y;
1508    
1509 root 1.193 retval->part = 0;
1510     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1511     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1512 elmex 1.1 }
1513     }
1514    
1515     /* Returns true of op1 and op2 are effectively on the same map
1516     * (as related to map tiling). Note that this looks for a path from
1517 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1518 elmex 1.1 * to op1, this will still return false.
1519     * Note we only look one map out to keep the processing simple
1520     * and efficient. This could probably be a macro.
1521     * MSW 2001-08-05
1522     */
1523 root 1.29 int
1524     on_same_map (const object *op1, const object *op2)
1525     {
1526     int dx, dy;
1527 elmex 1.1
1528 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1529 elmex 1.1 }
1530 root 1.52
1531 root 1.167 //-GPL
1532    
1533 root 1.52 object *
1534     maptile::insert (object *op, int x, int y, object *originator, int flags)
1535     {
1536     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1537     }
1538    
1539 root 1.81 region *
1540     maptile::region (int x, int y) const
1541     {
1542     if (regions
1543     && regionmap
1544     && !OUT_OF_REAL_MAP (this, x, y))
1545     if (struct region *reg = regionmap [regions [y * width + x]])
1546     return reg;
1547    
1548     if (default_region)
1549     return default_region;
1550    
1551     return ::region::default_region ();
1552     }
1553    
1554 root 1.167 //+GPL
1555    
1556 root 1.91 /* picks a random object from a style map.
1557     */
1558     object *
1559 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1560 root 1.91 {
1561     /* while returning a null object will result in a crash, that
1562     * is actually preferable to an infinite loop. That is because
1563     * most servers will automatically restart in case of crash.
1564     * Change the logic on getting the random space - shouldn't make
1565     * any difference, but this seems clearer to me.
1566     */
1567     for (int i = 1000; --i;)
1568     {
1569 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1570 root 1.91
1571 root 1.186 // must be head: do not prefer big monsters just because they are big.
1572 root 1.138 if (pick && pick->is_head ())
1573 root 1.186 return pick;
1574 root 1.91 }
1575    
1576     // instead of crashing in the unlikely(?) case, try to return *something*
1577 root 1.169 return archetype::find (shstr_bug);
1578 root 1.91 }
1579 root 1.85
1580 root 1.167 //-GPL
1581    
1582 root 1.114 void
1583     maptile::play_sound (faceidx sound, int x, int y) const
1584     {
1585     if (!sound)
1586     return;
1587    
1588 root 1.151 for_all_players_on_map (pl, this)
1589     if (client *ns = pl->ns)
1590     {
1591     int dx = x - pl->ob->x;
1592     int dy = y - pl->ob->y;
1593 root 1.114
1594 root 1.151 int distance = idistance (dx, dy);
1595 root 1.114
1596 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1597     ns->play_sound (sound, dx, dy);
1598     }
1599 root 1.114 }
1600    
1601 root 1.157 void
1602     maptile::say_msg (const char *msg, int x, int y) const
1603     {
1604     for_all_players (pl)
1605     if (client *ns = pl->ns)
1606     {
1607     int dx = x - pl->ob->x;
1608     int dy = y - pl->ob->y;
1609    
1610     int distance = idistance (dx, dy);
1611    
1612     if (distance <= MAX_SOUND_DISTANCE)
1613     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1614     }
1615     }
1616    
1617 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618    
1619 root 1.155 static void
1620     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621     {
1622     // clip to map to the left
1623     if (x0 < 0)
1624     {
1625     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627    
1628     if (x1 < 0) // entirely to the left
1629     return;
1630    
1631     x0 = 0;
1632     }
1633    
1634     // clip to map to the right
1635     if (x1 > m->width)
1636     {
1637     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639    
1640     if (x0 > m->width) // entirely to the right
1641     return;
1642    
1643     x1 = m->width;
1644     }
1645    
1646     // clip to map above
1647     if (y0 < 0)
1648     {
1649     if (maptile *tile = m->tile_available (TILE_UP, 1))
1650     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651    
1652     if (y1 < 0) // entirely above
1653     return;
1654    
1655     y0 = 0;
1656     }
1657    
1658     // clip to map below
1659     if (y1 > m->height)
1660     {
1661     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663    
1664     if (y0 > m->height) // entirely below
1665     return;
1666    
1667     y1 = m->height;
1668     }
1669    
1670     // if we get here, the rect is within the current map
1671     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672    
1673     r->m = m;
1674     r->x0 = x0;
1675     r->y0 = y0;
1676     r->x1 = x1;
1677     r->y1 = y1;
1678     r->dx = dx;
1679     r->dy = dy;
1680     }
1681    
1682     maprect *
1683 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684 root 1.155 {
1685     buf.clear ();
1686    
1687     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688    
1689     // add end marker
1690     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691     r->m = 0;
1692    
1693     return (maprect *)buf.linearise ();
1694     }
1695