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Revision: 1.197
Committed: Thu Apr 29 07:32:34 2010 UTC (14 years ago) by root
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Branch: MAIN
Changes since 1.196: +9 -3 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.181 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.183 * 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 1.197 bool first = true;
565 root 1.29
566 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
567 root 1.29 {
568 root 1.197 if (!first)
569     buf << ';';
570    
571     first = false;
572    
573 root 1.29 if (m->shopitems[i].typenum)
574     {
575     if (m->shopitems[i].strength)
576 root 1.197 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
577 root 1.29 else
578 root 1.197 buf.printf ("%s", m->shopitems[i].name);
579 root 1.10 }
580 root 1.29 else
581     {
582     if (m->shopitems[i].strength)
583 root 1.197 buf.printf ("*:%d", m->shopitems[i].strength);
584 root 1.29 else
585 root 1.164 buf.printf ("*");
586 root 1.29 }
587 root 1.164 }
588 root 1.54
589 root 1.164 return buf;
590 elmex 1.1 }
591    
592 root 1.167 //-GPL
593    
594 elmex 1.1 /* This loads the header information of the map. The header
595     * contains things like difficulty, size, timeout, etc.
596     * this used to be stored in the map object, but with the
597     * addition of tiling, fields beyond that easily named in an
598     * object structure were needed, so it just made sense to
599     * put all the stuff in the map object so that names actually make
600     * sense.
601     * This could be done in lex (like the object loader), but I think
602     * currently, there are few enough fields this is not a big deal.
603     * MSW 2001-07-01
604     */
605 root 1.56 bool
606 root 1.72 maptile::_load_header (object_thawer &thawer)
607 elmex 1.1 {
608 root 1.56 for (;;)
609 root 1.29 {
610 root 1.105 switch (thawer.kw)
611 root 1.29 {
612 root 1.56 case KW_msg:
613     thawer.get_ml (KW_endmsg, msg);
614     break;
615 root 1.22
616 root 1.56 case KW_lore: // CF+ extension
617     thawer.get_ml (KW_endlore, maplore);
618     break;
619 root 1.10
620 root 1.56 case KW_maplore:
621     thawer.get_ml (KW_endmaplore, maplore);
622     break;
623 root 1.10
624 root 1.56 case KW_arch:
625     if (strcmp (thawer.get_str (), "map"))
626     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
627     break;
628 root 1.29
629 root 1.56 case KW_oid:
630     thawer.get (this, thawer.get_sint32 ());
631     break;
632 root 1.29
633 root 1.56 case KW_file_format_version: break; // nop
634 root 1.29
635 root 1.56 case KW_name: thawer.get (name); break;
636     case KW_attach: thawer.get (attach); break;
637     case KW_reset_time: thawer.get (reset_time); break;
638     case KW_shopgreed: thawer.get (shopgreed); break;
639     case KW_shopmin: thawer.get (shopmin); break;
640     case KW_shopmax: thawer.get (shopmax); break;
641     case KW_shoprace: thawer.get (shoprace); break;
642     case KW_outdoor: thawer.get (outdoor); break;
643    
644     case KW_per_player: thawer.get (per_player); break;
645     case KW_per_party: thawer.get (per_party); break;
646 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
647 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
648 root 1.56
649 root 1.196 case KW_region: default_region = region::find (thawer); break;
650 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651    
652     // old names new names
653     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
654     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
655     case KW_x: case KW_width: thawer.get (width); break;
656     case KW_y: case KW_height: thawer.get (height); break;
657     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
658     case KW_value: case KW_swap_time: thawer.get (timeout); break;
659     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
660     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
661     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
662    
663     case KW_tile_path_1: thawer.get (tile_path [0]); break;
664     case KW_tile_path_2: thawer.get (tile_path [1]); break;
665     case KW_tile_path_3: thawer.get (tile_path [2]); break;
666     case KW_tile_path_4: thawer.get (tile_path [3]); break;
667 root 1.83
668 root 1.112 case KW_ERROR:
669 root 1.123 set_key_text (thawer.kw_str, thawer.value);
670 root 1.112 break;
671    
672 root 1.83 case KW_end:
673 root 1.124 thawer.next ();
674 root 1.83 return true;
675    
676     default:
677 root 1.187 if (!thawer.parse_error ("map"))
678 root 1.83 return false;
679     break;
680 root 1.10 }
681 root 1.124
682     thawer.next ();
683 elmex 1.1 }
684 root 1.41
685 root 1.56 abort ();
686 elmex 1.1 }
687    
688 root 1.167 //+GPL
689    
690 root 1.56 /******************************************************************************
691     * This is the start of unique map handling code
692     *****************************************************************************/
693 root 1.29
694 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
695     void
696     maptile::clear_unique_items ()
697 root 1.29 {
698 root 1.56 for (int i = 0; i < size (); ++i)
699 root 1.29 {
700 root 1.56 int unique = 0;
701     for (object *op = spaces [i].bot; op; )
702     {
703     object *above = op->above;
704 elmex 1.1
705 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
706 root 1.56 unique = 1;
707 root 1.14
708 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
709 root 1.148 op->destroy ();
710 elmex 1.1
711 root 1.56 op = above;
712     }
713 root 1.29 }
714 elmex 1.1 }
715    
716 root 1.167 //-GPL
717    
718 root 1.56 bool
719 root 1.72 maptile::_save_header (object_freezer &freezer)
720 root 1.29 {
721 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
722     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
723 elmex 1.1
724 root 1.177 MAP_OUT2 (arch, CS(map));
725 elmex 1.1
726 root 1.56 if (name) MAP_OUT (name);
727     MAP_OUT (swap_time);
728     MAP_OUT (reset_time);
729     MAP_OUT (reset_timeout);
730     MAP_OUT (fixed_resettime);
731 root 1.109 MAP_OUT (no_reset);
732 root 1.141 MAP_OUT (no_drop);
733 root 1.56 MAP_OUT (difficulty);
734 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
735 root 1.29
736 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
737 root 1.56 MAP_OUT (shopgreed);
738     MAP_OUT (shopmin);
739     MAP_OUT (shopmax);
740     if (shoprace) MAP_OUT (shoprace);
741 root 1.164
742 root 1.56 MAP_OUT (width);
743     MAP_OUT (height);
744     MAP_OUT (enter_x);
745     MAP_OUT (enter_y);
746 root 1.178 MAP_OUT (darkness);
747     MAP_OUT (outdoor);
748 root 1.14
749 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751 elmex 1.1
752 root 1.56 MAP_OUT (per_player);
753     MAP_OUT (per_party);
754 elmex 1.1
755 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759 root 1.40
760 root 1.63 freezer.put (this);
761 root 1.177 freezer.put (KW(end));
762 root 1.40
763 root 1.56 return true;
764 elmex 1.1 }
765    
766 root 1.56 bool
767 root 1.72 maptile::_save_header (const char *path)
768 root 1.29 {
769 root 1.17 object_freezer freezer;
770 root 1.10
771 root 1.72 if (!_save_header (freezer))
772 root 1.56 return false;
773 elmex 1.1
774 root 1.56 return freezer.save (path);
775 elmex 1.1 }
776    
777 root 1.167 //+GPL
778    
779 elmex 1.1 /*
780     * Remove and free all objects in the given map.
781     */
782 root 1.29 void
783 root 1.56 maptile::clear ()
784 root 1.29 {
785 root 1.81 if (spaces)
786     {
787     for (mapspace *ms = spaces + size (); ms-- > spaces; )
788 root 1.104 while (object *op = ms->bot)
789 root 1.81 {
790 root 1.127 // manually remove, as to not trigger anything
791     if (ms->bot = op->above)
792     ms->bot->below = 0;
793    
794     op->flag [FLAG_REMOVED] = true;
795    
796 root 1.128 object *head = op->head_ ();
797     if (op == head)
798 root 1.148 op->destroy ();
799 root 1.128 else if (head->map != op->map)
800     {
801     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 root 1.148 head->destroy ();
803 root 1.128 }
804 root 1.81 }
805 root 1.29
806 root 1.137 sfree0 (spaces, size ());
807 root 1.81 }
808 root 1.29
809 root 1.56 if (buttons)
810     free_objectlinkpt (buttons), buttons = 0;
811 root 1.127
812 root 1.137 sfree0 (regions, size ());
813 root 1.127 delete [] regionmap; regionmap = 0;
814 elmex 1.1 }
815    
816 root 1.29 void
817 root 1.56 maptile::clear_header ()
818 root 1.29 {
819 root 1.56 name = 0;
820     msg = 0;
821     maplore = 0;
822     shoprace = 0;
823     delete [] shopitems, shopitems = 0;
824 root 1.42
825 root 1.47 for (int i = 0; i < 4; i++)
826 root 1.56 tile_path [i] = 0;
827 root 1.47 }
828 root 1.42
829 root 1.47 maptile::~maptile ()
830     {
831 root 1.53 assert (destroyed ());
832 elmex 1.1 }
833    
834 root 1.29 void
835 root 1.56 maptile::clear_links_to (maptile *m)
836 root 1.29 {
837     /* We need to look through all the maps and see if any maps
838     * are pointing at this one for tiling information. Since
839 root 1.47 * tiling can be asymetric, we just can not look to see which
840 root 1.29 * maps this map tiles with and clears those.
841     */
842 root 1.56 for (int i = 0; i < 4; i++)
843     if (tile_map[i] == m)
844     tile_map[i] = 0;
845 root 1.47 }
846 elmex 1.1
847 root 1.47 void
848 root 1.56 maptile::do_destroy ()
849 root 1.47 {
850 root 1.56 attachable::do_destroy ();
851    
852     clear ();
853 elmex 1.1 }
854    
855 root 1.109 /* decay and destroy perishable items in a map */
856 root 1.178 // TODO: should be done regularly, not on map load?
857 root 1.109 void
858     maptile::do_decay_objects ()
859     {
860     if (!spaces)
861     return;
862    
863     for (mapspace *ms = spaces + size (); ms-- > spaces; )
864     for (object *above, *op = ms->bot; op; op = above)
865     {
866     above = op->above;
867    
868     // do not decay anything above unique floor tiles (yet :)
869 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 root 1.109 break;
871    
872 root 1.180 bool destroy = 0;
873    
874 root 1.184 if (op->flag [FLAG_IS_FLOOR]
875     || op->flag [FLAG_OBJ_ORIGINAL]
876     || op->flag [FLAG_UNIQUE]
877     || op->flag [FLAG_OVERLAY_FLOOR]
878     || op->flag [FLAG_UNPAID]
879 root 1.109 || op->is_alive ())
880     ; // do not decay
881     else if (op->is_weapon ())
882     {
883     op->stats.dam--;
884     if (op->stats.dam < 0)
885     destroy = 1;
886     }
887     else if (op->is_armor ())
888     {
889     op->stats.ac--;
890     if (op->stats.ac < 0)
891     destroy = 1;
892     }
893     else if (op->type == FOOD)
894     {
895     op->stats.food -= rndm (5, 20);
896     if (op->stats.food < 0)
897     destroy = 1;
898     }
899     else
900     {
901     int mat = op->materials;
902    
903     if (mat & M_PAPER
904     || mat & M_LEATHER
905     || mat & M_WOOD
906     || mat & M_ORGANIC
907     || mat & M_CLOTH
908     || mat & M_LIQUID
909     || (mat & M_IRON && rndm (1, 5) == 1)
910     || (mat & M_GLASS && rndm (1, 2) == 1)
911     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 root 1.178 //|| (mat & M_ICE && temp > 32)
914     )
915 root 1.109 destroy = 1;
916     }
917    
918     /* adjust overall chance below */
919     if (destroy && rndm (0, 1))
920 root 1.149 op->destroy ();
921 root 1.109 }
922     }
923    
924 elmex 1.1 /*
925     * This routine is supposed to find out the difficulty of the map.
926     * difficulty does not have a lot to do with character level,
927     * but does have a lot to do with treasure on the map.
928     *
929 root 1.153 * Difficulty can now be set by the map creator. If the value stored
930     * in the map is zero, then use this routine. Maps should really
931     * have a difficulty set rather than using this function - human calculation
932     * is much better than this function's guesswork.
933 elmex 1.1 */
934 root 1.29 int
935 root 1.56 maptile::estimate_difficulty () const
936 root 1.29 {
937 elmex 1.1 long monster_cnt = 0;
938     double avgexp = 0;
939     sint64 total_exp = 0;
940    
941 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942     for (object *op = ms->bot; op; op = op->above)
943     {
944 root 1.184 if (op->flag [FLAG_MONSTER])
945 root 1.56 {
946     total_exp += op->stats.exp;
947     monster_cnt++;
948     }
949 elmex 1.1
950 root 1.184 if (op->flag [FLAG_GENERATOR])
951 root 1.56 {
952     total_exp += op->stats.exp;
953 elmex 1.1
954 root 1.140 if (archetype *at = op->other_arch)
955     {
956     total_exp += at->stats.exp * 8;
957     monster_cnt++;
958     }
959    
960     for (object *inv = op->inv; inv; inv = inv->below)
961     {
962     total_exp += op->stats.exp * 8;
963     monster_cnt++;
964     }
965 root 1.56 }
966     }
967 elmex 1.1
968     avgexp = (double) total_exp / monster_cnt;
969    
970 root 1.56 for (int i = 1; i <= settings.max_level; i++)
971     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
972     return i;
973 elmex 1.1
974     return 1;
975     }
976    
977     /* change_map_light() - used to change map light level (darkness)
978     * up or down. Returns true if successful. It should now be
979     * possible to change a value by more than 1.
980     * Move this from los.c to map.c since this is more related
981     * to maps than los.
982     * postive values make it darker, negative make it brighter
983     */
984 root 1.29 int
985 root 1.56 maptile::change_map_light (int change)
986 root 1.29 {
987     /* Nothing to do */
988 root 1.154 if (!change)
989 root 1.56 return 0;
990 elmex 1.1
991 root 1.29 /* inform all players on the map */
992     if (change > 0)
993 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
994 root 1.29 else
995 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
996 root 1.29
997 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
998 elmex 1.1
999 root 1.29 /* All clients need to get re-updated for the change */
1000 root 1.56 update_all_map_los (this);
1001 root 1.142
1002 root 1.29 return 1;
1003 elmex 1.1 }
1004    
1005     /*
1006     * This function updates various attributes about a specific space
1007     * on the map (what it looks like, whether it blocks magic,
1008     * has a living creatures, prevents people from passing
1009     * through, etc)
1010     */
1011 root 1.29 void
1012 root 1.46 mapspace::update_ ()
1013 root 1.29 {
1014 root 1.142 object *last = 0;
1015 root 1.171 uint8 flags = P_UPTODATE;
1016 root 1.150 sint8 light = 0;
1017 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 root 1.170 uint64_t volume = 0;
1019 root 1.172 uint32_t items = 0;
1020 root 1.171 object *anywhere = 0;
1021 root 1.174 uint8_t middle_visibility = 0;
1022 root 1.29
1023 root 1.94 //object *middle = 0;
1024     //object *top = 0;
1025     //object *floor = 0;
1026     // this seems to generate better code than using locals, above
1027 root 1.95 object *&top = faces_obj[0] = 0;
1028     object *&middle = faces_obj[1] = 0;
1029     object *&floor = faces_obj[2] = 0;
1030 root 1.29
1031 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1032    
1033 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1034 root 1.29 {
1035 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1036     light += tmp->glow_radius;
1037 root 1.29
1038     /* This call is needed in order to update objects the player
1039     * is standing in that have animations (ie, grass, fire, etc).
1040     * However, it also causes the look window to be re-drawn
1041     * 3 times each time the player moves, because many of the
1042     * functions the move_player calls eventualy call this.
1043     *
1044     * Always put the player down for drawing.
1045     */
1046 root 1.171 if (expect_true (!tmp->invisible))
1047 root 1.29 {
1048 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1049 root 1.94 top = tmp;
1050 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1051     {
1052     /* If we got a floor, that means middle and top were below it,
1053     * so should not be visible, so we clear them.
1054     */
1055     middle = 0;
1056     top = 0;
1057     floor = tmp;
1058     volume = 0;
1059     items = 0;
1060     }
1061 root 1.170 else
1062 root 1.29 {
1063 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 root 1.170 {
1065 root 1.174 ++items;
1066     volume += tmp->volume ();
1067 root 1.170 }
1068 root 1.174
1069     /* Flag anywhere have high priority */
1070     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071     anywhere = tmp;
1072    
1073     /* Find the highest visible face around. If equal
1074     * visibilities, we still want the one nearer to the
1075     * top
1076     */
1077     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 root 1.170 {
1079 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1080     middle = tmp;
1081 root 1.170 }
1082 root 1.29 }
1083     }
1084    
1085 root 1.45 move_slow |= tmp->move_slow;
1086 root 1.29 move_block |= tmp->move_block;
1087 root 1.45 move_on |= tmp->move_on;
1088     move_off |= tmp->move_off;
1089 root 1.29 move_allow |= tmp->move_allow;
1090    
1091 root 1.171 allflags |= tmp->flag;
1092    
1093     if (tmp->type == PLAYER) flags |= P_PLAYER;
1094     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1095 root 1.45 }
1096 root 1.29
1097 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1098     if (anywhere)
1099     middle = anywhere;
1100    
1101     // ORing all flags together and checking them here is much faster
1102     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106    
1107 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1108 root 1.46 this->flags_ = flags;
1109     this->move_block = move_block & ~move_allow;
1110     this->move_on = move_on;
1111     this->move_off = move_off;
1112     this->move_slow = move_slow;
1113 root 1.172 this->volume_ = (volume + 1023) / 1024;
1114     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1115 root 1.29
1116     /* At this point, we have a floor face (if there is a floor),
1117     * and the floor is set - we are not going to touch it at
1118     * this point.
1119     * middle contains the highest visibility face.
1120     * top contains a player/monster face, if there is one.
1121     *
1122     * We now need to fill in top.face and/or middle.face.
1123     */
1124    
1125     /* If the top face also happens to be high visibility, re-do our
1126     * middle face. This should not happen, as we already have the
1127     * else statement above so middle should not get set. OTOH, it
1128     * may be possible for the faces to match but be different objects.
1129     */
1130     if (top == middle)
1131 root 1.94 middle = 0;
1132 root 1.29
1133     /* There are three posibilities at this point:
1134     * 1) top face is set, need middle to be set.
1135     * 2) middle is set, need to set top.
1136     * 3) neither middle or top is set - need to set both.
1137     */
1138    
1139 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1140 root 1.29 {
1141     /* Once we get to a floor, stop, since we already have a floor object */
1142 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1143 root 1.29 break;
1144    
1145     /* If two top faces are already set, quit processing */
1146 root 1.94 if (top && middle)
1147 root 1.29 break;
1148 root 1.10
1149 elmex 1.67 /* Only show visible faces */
1150     if (!tmp->invisible)
1151 root 1.29 {
1152     /* Fill in top if needed */
1153 root 1.94 if (!top)
1154 root 1.29 {
1155 root 1.94 top = tmp;
1156 root 1.29 if (top == middle)
1157 root 1.94 middle = 0;
1158 root 1.29 }
1159     else
1160     {
1161     /* top is already set - we should only get here if
1162     * middle is not set
1163     *
1164     * Set the middle face and break out, since there is nothing
1165     * more to fill in. We don't check visiblity here, since
1166     *
1167     */
1168 root 1.94 if (tmp != top)
1169 root 1.29 {
1170 root 1.94 middle = tmp;
1171 root 1.29 break;
1172 root 1.10 }
1173     }
1174     }
1175 elmex 1.1 }
1176 root 1.45
1177 root 1.29 if (middle == floor)
1178 root 1.94 middle = 0;
1179 root 1.45
1180 root 1.29 if (top == middle)
1181 root 1.94 middle = 0;
1182 root 1.45
1183 root 1.94 #if 0
1184     faces_obj [0] = top;
1185     faces_obj [1] = middle;
1186     faces_obj [2] = floor;
1187     #endif
1188 elmex 1.1 }
1189    
1190 root 1.155 maptile *
1191 root 1.117 maptile::tile_available (int dir, bool load)
1192 elmex 1.1 {
1193 root 1.155 if (tile_path[dir])
1194     {
1195     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196     return tile_map[dir];
1197 root 1.118
1198 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199     return tile_map[dir];
1200     }
1201 root 1.56
1202 root 1.117 return 0;
1203 root 1.68 }
1204    
1205 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1206     * map m. This function also takes into account any
1207     * tiling considerations, loading adjacant maps as needed.
1208     * This is the function should always be used when it
1209     * necessary to check for valid coordinates.
1210     * This function will recursively call itself for the
1211     * tiled maps.
1212     */
1213 root 1.29 int
1214 root 1.31 out_of_map (maptile *m, int x, int y)
1215 elmex 1.1 {
1216 root 1.29 /* If we get passed a null map, this is obviously the
1217     * case. This generally shouldn't happen, but if the
1218     * map loads fail below, it could happen.
1219     */
1220     if (!m)
1221     return 0;
1222 elmex 1.1
1223 root 1.29 if (x < 0)
1224     {
1225 root 1.119 if (!m->tile_available (3))
1226 root 1.29 return 1;
1227 root 1.46
1228 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1229 elmex 1.1 }
1230 root 1.46
1231 root 1.48 if (x >= m->width)
1232 root 1.29 {
1233 root 1.119 if (!m->tile_available (1))
1234 root 1.29 return 1;
1235 root 1.46
1236 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1237 elmex 1.1 }
1238 root 1.46
1239 root 1.29 if (y < 0)
1240     {
1241 root 1.119 if (!m->tile_available (0))
1242 root 1.29 return 1;
1243 root 1.46
1244 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1245 elmex 1.1 }
1246 root 1.46
1247 root 1.48 if (y >= m->height)
1248 root 1.29 {
1249 root 1.119 if (!m->tile_available (2))
1250 root 1.29 return 1;
1251 root 1.46
1252 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1253 elmex 1.1 }
1254    
1255 root 1.29 /* Simple case - coordinates are within this local
1256     * map.
1257     */
1258     return 0;
1259 elmex 1.1 }
1260    
1261     /* This is basically the same as out_of_map above, but
1262     * instead we return NULL if no map is valid (coordinates
1263     * out of bounds and no tiled map), otherwise it returns
1264     * the map as that the coordinates are really on, and
1265 pippijn 1.66 * updates x and y to be the localised coordinates.
1266 elmex 1.1 * Using this is more efficient of calling out_of_map
1267     * and then figuring out what the real map is
1268     */
1269 root 1.31 maptile *
1270 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1271 elmex 1.1 {
1272 root 1.68 if (x < 0)
1273 root 1.29 {
1274 root 1.119 if (!tile_available (3))
1275 root 1.46 return 0;
1276 root 1.56
1277 root 1.68 x += tile_map[3]->width;
1278     return tile_map[3]->xy_find (x, y);
1279 elmex 1.1 }
1280 root 1.46
1281 root 1.68 if (x >= width)
1282 root 1.29 {
1283 root 1.119 if (!tile_available (1))
1284 root 1.46 return 0;
1285    
1286 root 1.68 x -= width;
1287     return tile_map[1]->xy_find (x, y);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.68 if (y < 0)
1291 root 1.29 {
1292 root 1.119 if (!tile_available (0))
1293 root 1.46 return 0;
1294    
1295 root 1.68 y += tile_map[0]->height;
1296     return tile_map[0]->xy_find (x, y);
1297 elmex 1.1 }
1298 root 1.46
1299 root 1.68 if (y >= height)
1300 root 1.29 {
1301 root 1.119 if (!tile_available (2))
1302 root 1.46 return 0;
1303    
1304 root 1.68 y -= height;
1305     return tile_map[2]->xy_find (x, y);
1306 elmex 1.1 }
1307    
1308 root 1.29 /* Simple case - coordinates are within this local
1309     * map.
1310     */
1311 root 1.68 return this;
1312 elmex 1.1 }
1313    
1314     /**
1315     * Return whether map2 is adjacent to map1. If so, store the distance from
1316     * map1 to map2 in dx/dy.
1317     */
1318 root 1.82 int
1319 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1320 root 1.29 {
1321     if (!map1 || !map2)
1322     return 0;
1323    
1324 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1326 root 1.29 if (map1 == map2)
1327     {
1328     *dx = 0;
1329     *dy = 0;
1330     }
1331     else if (map1->tile_map[0] == map2)
1332     { /* up */
1333     *dx = 0;
1334 root 1.48 *dy = -map2->height;
1335 root 1.29 }
1336     else if (map1->tile_map[1] == map2)
1337     { /* right */
1338 root 1.48 *dx = map1->width;
1339 root 1.29 *dy = 0;
1340     }
1341     else if (map1->tile_map[2] == map2)
1342     { /* down */
1343     *dx = 0;
1344 root 1.48 *dy = map1->height;
1345 root 1.29 }
1346     else if (map1->tile_map[3] == map2)
1347     { /* left */
1348 root 1.48 *dx = -map2->width;
1349 root 1.29 *dy = 0;
1350     }
1351     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1352     { /* up right */
1353 root 1.48 *dx = map1->tile_map[0]->width;
1354     *dy = -map1->tile_map[0]->height;
1355 root 1.29 }
1356     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1357     { /* up left */
1358 root 1.48 *dx = -map2->width;
1359     *dy = -map1->tile_map[0]->height;
1360 root 1.29 }
1361     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1362     { /* right up */
1363 root 1.48 *dx = map1->width;
1364     *dy = -map2->height;
1365 root 1.29 }
1366     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1367     { /* right down */
1368 root 1.48 *dx = map1->width;
1369     *dy = map1->tile_map[1]->height;
1370 root 1.29 }
1371     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1372     { /* down right */
1373 root 1.48 *dx = map1->tile_map[2]->width;
1374     *dy = map1->height;
1375 root 1.29 }
1376     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1377     { /* down left */
1378 root 1.48 *dx = -map2->width;
1379     *dy = map1->height;
1380 root 1.29 }
1381     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1382     { /* left up */
1383 root 1.48 *dx = -map1->tile_map[3]->width;
1384     *dy = -map2->height;
1385 root 1.29 }
1386     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1387     { /* left down */
1388 root 1.48 *dx = -map1->tile_map[3]->width;
1389     *dy = map1->tile_map[3]->height;
1390 root 1.29 }
1391     else
1392 root 1.56 return 0;
1393 elmex 1.1
1394 root 1.29 return 1;
1395 elmex 1.1 }
1396    
1397 root 1.68 maptile *
1398     maptile::xy_load (sint16 &x, sint16 &y)
1399     {
1400     maptile *map = xy_find (x, y);
1401    
1402     if (map)
1403     map->load_sync ();
1404    
1405     return map;
1406     }
1407    
1408     maptile *
1409     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410     {
1411     return m->xy_load (*x, *y);
1412     }
1413    
1414 elmex 1.1 /* From map.c
1415     * This is used by get_player to determine where the other
1416     * creature is. get_rangevector takes into account map tiling,
1417     * so you just can not look the the map coordinates and get the
1418     * righte value. distance_x/y are distance away, which
1419 root 1.79 * can be negative. direction is the crossfire direction scheme
1420 elmex 1.1 * that the creature should head. part is the part of the
1421     * monster that is closest.
1422     *
1423     * get_rangevector looks at op1 and op2, and fills in the
1424     * structure for op1 to get to op2.
1425     * We already trust that the caller has verified that the
1426     * two objects are at least on adjacent maps. If not,
1427     * results are not likely to be what is desired.
1428     * if the objects are not on maps, results are also likely to
1429     * be unexpected
1430     *
1431     * currently, the only flag supported (0x1) is don't translate for
1432     * closest body part of 'op1'
1433     */
1434 root 1.29 void
1435 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1436 root 1.29 {
1437     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438     {
1439     /* be conservative and fill in _some_ data */
1440 root 1.190 retval->distance = 10000;
1441 root 1.86 retval->distance_x = 10000;
1442     retval->distance_y = 10000;
1443 root 1.190 retval->direction = 0;
1444     retval->part = 0;
1445 root 1.29 }
1446     else
1447     {
1448     retval->distance_x += op2->x - op1->x;
1449     retval->distance_y += op2->y - op1->y;
1450    
1451 root 1.185 object *best = op1;
1452    
1453 root 1.29 /* If this is multipart, find the closest part now */
1454 root 1.185 if (!(flags & 1) && op1->more)
1455 root 1.29 {
1456 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1457 root 1.29
1458     /* we just take the offset of the piece to head to figure
1459     * distance instead of doing all that work above again
1460     * since the distance fields we set above are positive in the
1461     * same axis as is used for multipart objects, the simply arithmetic
1462     * below works.
1463     */
1464 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1465 root 1.29 {
1466 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1467    
1468 root 1.29 if (tmpi < best_distance)
1469     {
1470     best_distance = tmpi;
1471 root 1.191 best = tmp;
1472 elmex 1.1 }
1473     }
1474 root 1.75
1475 root 1.29 if (best != op1)
1476     {
1477     retval->distance_x += op1->x - best->x;
1478     retval->distance_y += op1->y - best->y;
1479 elmex 1.1 }
1480     }
1481 root 1.75
1482 root 1.192 retval->part = best;
1483     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1484 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1485 elmex 1.1 }
1486     }
1487    
1488     /* this is basically the same as get_rangevector above, but instead of
1489     * the first parameter being an object, it instead is the map
1490     * and x,y coordinates - this is used for path to player -
1491     * since the object is not infact moving but we are trying to traverse
1492     * the path, we need this.
1493     * flags has no meaning for this function at this time - I kept it in to
1494     * be more consistant with the above function and also in case they are needed
1495     * for something in the future. Also, since no object is pasted, the best
1496     * field of the rv_vector is set to NULL.
1497     */
1498 root 1.29 void
1499 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1500 root 1.29 {
1501     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1502     {
1503     /* be conservative and fill in _some_ data */
1504 root 1.193 retval->distance = 100000;
1505 root 1.29 retval->distance_x = 32767;
1506     retval->distance_y = 32767;
1507 root 1.193 retval->direction = 0;
1508     retval->part = 0;
1509 root 1.29 }
1510     else
1511     {
1512     retval->distance_x += op2->x - x;
1513     retval->distance_y += op2->y - y;
1514    
1515 root 1.193 retval->part = 0;
1516     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1517     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1518 elmex 1.1 }
1519     }
1520    
1521     /* Returns true of op1 and op2 are effectively on the same map
1522     * (as related to map tiling). Note that this looks for a path from
1523 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1524 elmex 1.1 * to op1, this will still return false.
1525     * Note we only look one map out to keep the processing simple
1526     * and efficient. This could probably be a macro.
1527     * MSW 2001-08-05
1528     */
1529 root 1.29 int
1530     on_same_map (const object *op1, const object *op2)
1531     {
1532     int dx, dy;
1533 elmex 1.1
1534 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1535 elmex 1.1 }
1536 root 1.52
1537 root 1.167 //-GPL
1538    
1539 root 1.52 object *
1540     maptile::insert (object *op, int x, int y, object *originator, int flags)
1541     {
1542     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1543     }
1544    
1545 root 1.81 region *
1546     maptile::region (int x, int y) const
1547     {
1548     if (regions
1549     && regionmap
1550     && !OUT_OF_REAL_MAP (this, x, y))
1551     if (struct region *reg = regionmap [regions [y * width + x]])
1552     return reg;
1553    
1554     if (default_region)
1555     return default_region;
1556    
1557     return ::region::default_region ();
1558     }
1559    
1560 root 1.167 //+GPL
1561    
1562 root 1.91 /* picks a random object from a style map.
1563     */
1564     object *
1565 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1566 root 1.91 {
1567     /* while returning a null object will result in a crash, that
1568     * is actually preferable to an infinite loop. That is because
1569     * most servers will automatically restart in case of crash.
1570     * Change the logic on getting the random space - shouldn't make
1571     * any difference, but this seems clearer to me.
1572     */
1573     for (int i = 1000; --i;)
1574     {
1575 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1576 root 1.91
1577 root 1.186 // must be head: do not prefer big monsters just because they are big.
1578 root 1.138 if (pick && pick->is_head ())
1579 root 1.186 return pick;
1580 root 1.91 }
1581    
1582     // instead of crashing in the unlikely(?) case, try to return *something*
1583 root 1.169 return archetype::find (shstr_bug);
1584 root 1.91 }
1585 root 1.85
1586 root 1.167 //-GPL
1587    
1588 root 1.114 void
1589     maptile::play_sound (faceidx sound, int x, int y) const
1590     {
1591     if (!sound)
1592     return;
1593    
1594 root 1.151 for_all_players_on_map (pl, this)
1595     if (client *ns = pl->ns)
1596     {
1597     int dx = x - pl->ob->x;
1598     int dy = y - pl->ob->y;
1599 root 1.114
1600 root 1.151 int distance = idistance (dx, dy);
1601 root 1.114
1602 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1603     ns->play_sound (sound, dx, dy);
1604     }
1605 root 1.114 }
1606    
1607 root 1.157 void
1608     maptile::say_msg (const char *msg, int x, int y) const
1609     {
1610     for_all_players (pl)
1611     if (client *ns = pl->ns)
1612     {
1613     int dx = x - pl->ob->x;
1614     int dy = y - pl->ob->y;
1615    
1616     int distance = idistance (dx, dy);
1617    
1618     if (distance <= MAX_SOUND_DISTANCE)
1619     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620     }
1621     }
1622    
1623 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624    
1625 root 1.155 static void
1626     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627     {
1628     // clip to map to the left
1629     if (x0 < 0)
1630     {
1631     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633    
1634     if (x1 < 0) // entirely to the left
1635     return;
1636    
1637     x0 = 0;
1638     }
1639    
1640     // clip to map to the right
1641     if (x1 > m->width)
1642     {
1643     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645    
1646     if (x0 > m->width) // entirely to the right
1647     return;
1648    
1649     x1 = m->width;
1650     }
1651    
1652     // clip to map above
1653     if (y0 < 0)
1654     {
1655     if (maptile *tile = m->tile_available (TILE_UP, 1))
1656     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657    
1658     if (y1 < 0) // entirely above
1659     return;
1660    
1661     y0 = 0;
1662     }
1663    
1664     // clip to map below
1665     if (y1 > m->height)
1666     {
1667     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669    
1670     if (y0 > m->height) // entirely below
1671     return;
1672    
1673     y1 = m->height;
1674     }
1675    
1676     // if we get here, the rect is within the current map
1677     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678    
1679     r->m = m;
1680     r->x0 = x0;
1681     r->y0 = y0;
1682     r->x1 = x1;
1683     r->y1 = y1;
1684     r->dx = dx;
1685     r->dy = dy;
1686     }
1687    
1688     maprect *
1689 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690 root 1.155 {
1691     buf.clear ();
1692    
1693     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694    
1695     // add end marker
1696     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697     r->m = 0;
1698    
1699     return (maprect *)buf.linearise ();
1700     }
1701