ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.201
Committed: Sat Jul 10 21:07:47 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.200: +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 1.200 {
317     op->carrying = 0;
318     op->update_weight ();
319     }
320 root 1.10
321 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322     {
323     // we insert manually because
324     // a) its way faster
325     // b) we remove manually, too, and there are good reasons for that
326 root 1.158 // c) it's correct
327 root 1.130 mapspace &ms = at (op->x, op->y);
328    
329     op->flag [FLAG_REMOVED] = false;
330    
331     op->above = 0;
332     op->below = ms.top;
333    
334 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
335 root 1.130
336     ms.top = op;
337     ms.flags_ = 0;
338     }
339     else
340     {
341     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 root 1.148 op->destroy ();
343 root 1.130 }
344 root 1.88 }
345 root 1.41
346 root 1.88 continue;
347 root 1.41
348 root 1.88 case KW_EOF:
349     return true;
350 root 1.41
351 root 1.88 default:
352     if (!f.parse_error ("map file"))
353     return false;
354 root 1.41 break;
355 root 1.10 }
356 root 1.24
357 root 1.88 f.next ();
358 elmex 1.1 }
359 root 1.24
360 root 1.56 return true;
361     }
362    
363     void
364     maptile::activate ()
365     {
366 root 1.101 if (spaces)
367     for (mapspace *ms = spaces + size (); ms-- > spaces; )
368     for (object *op = ms->bot; op; op = op->above)
369     op->activate_recursive ();
370 root 1.56 }
371    
372     void
373     maptile::deactivate ()
374     {
375 root 1.101 if (spaces)
376     for (mapspace *ms = spaces + size (); ms-- > spaces; )
377     for (object *op = ms->bot; op; op = op->above)
378     op->deactivate_recursive ();
379 root 1.56 }
380    
381     bool
382 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
383 root 1.56 {
384 root 1.100 coroapi::cede_to_tick ();
385 root 1.65
386 root 1.56 if (flags & IO_HEADER)
387 root 1.88 _save_header (f);
388 root 1.56
389     if (!spaces)
390     return false;
391    
392     for (int i = 0; i < size (); ++i)
393 root 1.24 {
394 root 1.121 bool unique = 0;
395    
396 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
397 root 1.24 {
398 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399 root 1.56
400 root 1.121 if (expect_false (!op->can_map_save ()))
401 root 1.56 continue;
402    
403 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 root 1.24 {
405 root 1.56 if (flags & IO_UNIQUES)
406 root 1.88 op->write (f);
407 root 1.10 }
408 root 1.121 else if (expect_true (flags & IO_OBJECTS))
409 root 1.88 op->write (f);
410 root 1.10 }
411 elmex 1.1 }
412 root 1.24
413 root 1.100 coroapi::cede_to_tick ();
414 root 1.97
415 root 1.56 return true;
416 elmex 1.1 }
417    
418 root 1.56 bool
419 root 1.72 maptile::_save_objects (const char *path, int flags)
420 root 1.56 {
421     object_freezer freezer;
422 root 1.29
423 root 1.72 if (!_save_objects (freezer, flags))
424 root 1.56 return false;
425 root 1.29
426 root 1.56 return freezer.save (path);
427 elmex 1.1 }
428    
429 root 1.188 void
430     maptile::init ()
431 root 1.34 {
432     in_memory = MAP_SWAPPED;
433 root 1.54
434 root 1.34 /* The maps used to pick up default x and y values from the
435 root 1.85 * map archetype. Mimic that behaviour.
436 root 1.34 */
437 root 1.188 width = 16;
438     height = 16;
439     timeout = 300;
440     max_items = MAX_ITEM_PER_ACTION;
441     max_volume = 2000000; // 2m³
442     reset_timeout = 0;
443     enter_x = 0;
444     enter_y = 0;
445     }
446    
447     maptile::maptile ()
448     {
449     init ();
450 root 1.34 }
451    
452 root 1.56 maptile::maptile (int w, int h)
453 root 1.54 {
454 root 1.188 init ();
455 root 1.54
456 root 1.188 width = w;
457     height = h;
458 root 1.54
459 root 1.56 alloc ();
460 elmex 1.1 }
461    
462     /*
463 root 1.31 * Allocates the arrays contained in a maptile.
464 elmex 1.1 * This basically allocates the dynamic array of spaces for the
465     * map.
466     */
467 root 1.29 void
468 root 1.56 maptile::alloc ()
469 root 1.29 {
470 root 1.34 if (spaces)
471 root 1.56 return;
472 elmex 1.1
473 root 1.53 spaces = salloc0<mapspace> (size ());
474 elmex 1.1 }
475    
476 root 1.167 //+GPL
477    
478 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
479     * corresponding to that string. Memory is allocated for this, it must be freed
480     * at a later date.
481     * Called by parse_map_headers below.
482     */
483 root 1.29 static shopitems *
484     parse_shop_string (const char *input_string)
485     {
486     char *shop_string, *p, *q, *next_semicolon, *next_colon;
487     shopitems *items = NULL;
488     int i = 0, number_of_entries = 0;
489     const typedata *current_type;
490    
491 root 1.43 shop_string = strdup (input_string);
492 root 1.29 p = shop_string;
493     /* first we'll count the entries, we'll need that for allocating the array shortly */
494     while (p)
495     {
496     p = strchr (p, ';');
497     number_of_entries++;
498     if (p)
499     p++;
500     }
501 root 1.54
502 root 1.29 p = shop_string;
503     strip_endline (p);
504     items = new shopitems[number_of_entries + 1];
505     for (i = 0; i < number_of_entries; i++)
506     {
507     if (!p)
508     {
509     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
510     break;
511     }
512 root 1.54
513 root 1.29 next_semicolon = strchr (p, ';');
514     next_colon = strchr (p, ':');
515     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
516     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
517     items[i].strength = atoi (strchr (p, ':') + 1);
518    
519     if (isdigit (*p) || *p == '*')
520     {
521     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
522     current_type = get_typedata (items[i].typenum);
523     if (current_type)
524     {
525     items[i].name = current_type->name;
526     items[i].name_pl = current_type->name_pl;
527     }
528     }
529     else
530     { /*we have a named type, let's figure out what it is */
531     q = strpbrk (p, ";:");
532     if (q)
533     *q = '\0';
534    
535     current_type = get_typedata_by_name (p);
536     if (current_type)
537     {
538     items[i].name = current_type->name;
539     items[i].typenum = current_type->number;
540     items[i].name_pl = current_type->name_pl;
541     }
542     else
543     { /* oh uh, something's wrong, let's free up this one, and try
544     * the next entry while we're at it, better print a warning
545     */
546     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
547     }
548     }
549 root 1.54
550 root 1.29 items[i].index = number_of_entries;
551     if (next_semicolon)
552     p = ++next_semicolon;
553     else
554     p = NULL;
555 elmex 1.1 }
556 root 1.54
557 root 1.29 free (shop_string);
558     return items;
559 elmex 1.1 }
560    
561     /* opposite of parse string, this puts the string that was originally fed in to
562     * the map (or something equivilent) into output_string. */
563 root 1.164 static const char *
564     print_shop_string (maptile *m)
565 root 1.29 {
566 root 1.164 static dynbuf_text buf; buf.clear ();
567 root 1.197 bool first = true;
568 root 1.29
569 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
570 root 1.29 {
571 root 1.197 if (!first)
572     buf << ';';
573    
574     first = false;
575    
576 root 1.29 if (m->shopitems[i].typenum)
577     {
578     if (m->shopitems[i].strength)
579 root 1.197 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
580 root 1.29 else
581 root 1.197 buf.printf ("%s", m->shopitems[i].name);
582 root 1.10 }
583 root 1.29 else
584     {
585     if (m->shopitems[i].strength)
586 root 1.197 buf.printf ("*:%d", m->shopitems[i].strength);
587 root 1.29 else
588 root 1.164 buf.printf ("*");
589 root 1.29 }
590 root 1.164 }
591 root 1.54
592 root 1.164 return buf;
593 elmex 1.1 }
594    
595 root 1.167 //-GPL
596    
597 elmex 1.1 /* This loads the header information of the map. The header
598     * contains things like difficulty, size, timeout, etc.
599     * this used to be stored in the map object, but with the
600     * addition of tiling, fields beyond that easily named in an
601     * object structure were needed, so it just made sense to
602     * put all the stuff in the map object so that names actually make
603     * sense.
604     * This could be done in lex (like the object loader), but I think
605     * currently, there are few enough fields this is not a big deal.
606     * MSW 2001-07-01
607     */
608 root 1.56 bool
609 root 1.72 maptile::_load_header (object_thawer &thawer)
610 elmex 1.1 {
611 root 1.56 for (;;)
612 root 1.29 {
613 root 1.105 switch (thawer.kw)
614 root 1.29 {
615 root 1.56 case KW_msg:
616     thawer.get_ml (KW_endmsg, msg);
617     break;
618 root 1.22
619 root 1.201 case KW_lore: // deliantra extension
620 root 1.56 thawer.get_ml (KW_endlore, maplore);
621     break;
622 root 1.10
623 root 1.56 case KW_maplore:
624     thawer.get_ml (KW_endmaplore, maplore);
625     break;
626 root 1.10
627 root 1.56 case KW_arch:
628     if (strcmp (thawer.get_str (), "map"))
629     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630     break;
631 root 1.29
632 root 1.56 case KW_oid:
633     thawer.get (this, thawer.get_sint32 ());
634     break;
635 root 1.29
636 root 1.56 case KW_file_format_version: break; // nop
637 root 1.29
638 root 1.56 case KW_name: thawer.get (name); break;
639     case KW_attach: thawer.get (attach); break;
640     case KW_reset_time: thawer.get (reset_time); break;
641     case KW_shopgreed: thawer.get (shopgreed); break;
642     case KW_shopmin: thawer.get (shopmin); break;
643     case KW_shopmax: thawer.get (shopmax); break;
644     case KW_shoprace: thawer.get (shoprace); break;
645     case KW_outdoor: thawer.get (outdoor); break;
646    
647     case KW_per_player: thawer.get (per_player); break;
648     case KW_per_party: thawer.get (per_party); break;
649 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
650 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
651 root 1.56
652 root 1.198 case KW_region: thawer.get (default_region); break;
653 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
654    
655     // old names new names
656     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
657     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
658     case KW_x: case KW_width: thawer.get (width); break;
659     case KW_y: case KW_height: thawer.get (height); break;
660     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
661     case KW_value: case KW_swap_time: thawer.get (timeout); break;
662     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
663     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
664     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
665    
666     case KW_tile_path_1: thawer.get (tile_path [0]); break;
667     case KW_tile_path_2: thawer.get (tile_path [1]); break;
668     case KW_tile_path_3: thawer.get (tile_path [2]); break;
669     case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 root 1.83
671 root 1.112 case KW_ERROR:
672 root 1.123 set_key_text (thawer.kw_str, thawer.value);
673 root 1.112 break;
674    
675 root 1.83 case KW_end:
676 root 1.124 thawer.next ();
677 root 1.83 return true;
678    
679     default:
680 root 1.187 if (!thawer.parse_error ("map"))
681 root 1.83 return false;
682     break;
683 root 1.10 }
684 root 1.124
685     thawer.next ();
686 elmex 1.1 }
687 root 1.41
688 root 1.56 abort ();
689 elmex 1.1 }
690    
691 root 1.167 //+GPL
692    
693 root 1.56 /******************************************************************************
694     * This is the start of unique map handling code
695     *****************************************************************************/
696 root 1.29
697 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
698     void
699     maptile::clear_unique_items ()
700 root 1.29 {
701 root 1.56 for (int i = 0; i < size (); ++i)
702 root 1.29 {
703 root 1.56 int unique = 0;
704     for (object *op = spaces [i].bot; op; )
705     {
706     object *above = op->above;
707 elmex 1.1
708 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
709 root 1.56 unique = 1;
710 root 1.14
711 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
712 root 1.148 op->destroy ();
713 elmex 1.1
714 root 1.56 op = above;
715     }
716 root 1.29 }
717 elmex 1.1 }
718    
719 root 1.167 //-GPL
720    
721 root 1.56 bool
722 root 1.72 maptile::_save_header (object_freezer &freezer)
723 root 1.29 {
724 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
725     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
726 elmex 1.1
727 root 1.177 MAP_OUT2 (arch, CS(map));
728 elmex 1.1
729 root 1.56 if (name) MAP_OUT (name);
730     MAP_OUT (swap_time);
731     MAP_OUT (reset_time);
732     MAP_OUT (reset_timeout);
733     MAP_OUT (fixed_resettime);
734 root 1.109 MAP_OUT (no_reset);
735 root 1.141 MAP_OUT (no_drop);
736 root 1.56 MAP_OUT (difficulty);
737 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
738 root 1.29
739 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
740 root 1.56 MAP_OUT (shopgreed);
741     MAP_OUT (shopmin);
742     MAP_OUT (shopmax);
743     if (shoprace) MAP_OUT (shoprace);
744 root 1.164
745 root 1.56 MAP_OUT (width);
746     MAP_OUT (height);
747     MAP_OUT (enter_x);
748     MAP_OUT (enter_y);
749 root 1.178 MAP_OUT (darkness);
750     MAP_OUT (outdoor);
751 root 1.14
752 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
753     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
754 elmex 1.1
755 root 1.56 MAP_OUT (per_player);
756     MAP_OUT (per_party);
757 elmex 1.1
758 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
759     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
760     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
761     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
762 root 1.40
763 root 1.63 freezer.put (this);
764 root 1.177 freezer.put (KW(end));
765 root 1.40
766 root 1.56 return true;
767 elmex 1.1 }
768    
769 root 1.56 bool
770 root 1.72 maptile::_save_header (const char *path)
771 root 1.29 {
772 root 1.17 object_freezer freezer;
773 root 1.10
774 root 1.72 if (!_save_header (freezer))
775 root 1.56 return false;
776 elmex 1.1
777 root 1.56 return freezer.save (path);
778 elmex 1.1 }
779    
780 root 1.167 //+GPL
781    
782 elmex 1.1 /*
783     * Remove and free all objects in the given map.
784     */
785 root 1.29 void
786 root 1.56 maptile::clear ()
787 root 1.29 {
788 root 1.81 if (spaces)
789     {
790     for (mapspace *ms = spaces + size (); ms-- > spaces; )
791 root 1.104 while (object *op = ms->bot)
792 root 1.81 {
793 root 1.127 // manually remove, as to not trigger anything
794     if (ms->bot = op->above)
795     ms->bot->below = 0;
796    
797     op->flag [FLAG_REMOVED] = true;
798    
799 root 1.128 object *head = op->head_ ();
800     if (op == head)
801 root 1.148 op->destroy ();
802 root 1.128 else if (head->map != op->map)
803     {
804     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
805 root 1.148 head->destroy ();
806 root 1.128 }
807 root 1.81 }
808 root 1.29
809 root 1.137 sfree0 (spaces, size ());
810 root 1.81 }
811 root 1.29
812 root 1.56 if (buttons)
813     free_objectlinkpt (buttons), buttons = 0;
814 root 1.127
815 root 1.137 sfree0 (regions, size ());
816 root 1.127 delete [] regionmap; regionmap = 0;
817 elmex 1.1 }
818    
819 root 1.29 void
820 root 1.56 maptile::clear_header ()
821 root 1.29 {
822 root 1.56 name = 0;
823     msg = 0;
824     maplore = 0;
825     shoprace = 0;
826     delete [] shopitems, shopitems = 0;
827 root 1.42
828 root 1.47 for (int i = 0; i < 4; i++)
829 root 1.56 tile_path [i] = 0;
830 root 1.47 }
831 root 1.42
832 root 1.47 maptile::~maptile ()
833     {
834 root 1.53 assert (destroyed ());
835 elmex 1.1 }
836    
837 root 1.29 void
838 root 1.56 maptile::clear_links_to (maptile *m)
839 root 1.29 {
840     /* We need to look through all the maps and see if any maps
841     * are pointing at this one for tiling information. Since
842 root 1.47 * tiling can be asymetric, we just can not look to see which
843 root 1.29 * maps this map tiles with and clears those.
844     */
845 root 1.56 for (int i = 0; i < 4; i++)
846     if (tile_map[i] == m)
847     tile_map[i] = 0;
848 root 1.47 }
849 elmex 1.1
850 root 1.47 void
851 root 1.56 maptile::do_destroy ()
852 root 1.47 {
853 root 1.56 attachable::do_destroy ();
854    
855     clear ();
856 elmex 1.1 }
857    
858 root 1.109 /* decay and destroy perishable items in a map */
859 root 1.178 // TODO: should be done regularly, not on map load?
860 root 1.109 void
861     maptile::do_decay_objects ()
862     {
863     if (!spaces)
864     return;
865    
866     for (mapspace *ms = spaces + size (); ms-- > spaces; )
867     for (object *above, *op = ms->bot; op; op = above)
868     {
869     above = op->above;
870    
871     // do not decay anything above unique floor tiles (yet :)
872 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 root 1.109 break;
874    
875 root 1.180 bool destroy = 0;
876    
877 root 1.184 if (op->flag [FLAG_IS_FLOOR]
878     || op->flag [FLAG_OBJ_ORIGINAL]
879     || op->flag [FLAG_UNIQUE]
880     || op->flag [FLAG_OVERLAY_FLOOR]
881     || op->flag [FLAG_UNPAID]
882 root 1.109 || op->is_alive ())
883     ; // do not decay
884     else if (op->is_weapon ())
885     {
886     op->stats.dam--;
887     if (op->stats.dam < 0)
888     destroy = 1;
889     }
890     else if (op->is_armor ())
891     {
892     op->stats.ac--;
893     if (op->stats.ac < 0)
894     destroy = 1;
895     }
896     else if (op->type == FOOD)
897     {
898     op->stats.food -= rndm (5, 20);
899     if (op->stats.food < 0)
900     destroy = 1;
901     }
902     else
903     {
904     int mat = op->materials;
905    
906     if (mat & M_PAPER
907     || mat & M_LEATHER
908     || mat & M_WOOD
909     || mat & M_ORGANIC
910     || mat & M_CLOTH
911     || mat & M_LIQUID
912     || (mat & M_IRON && rndm (1, 5) == 1)
913     || (mat & M_GLASS && rndm (1, 2) == 1)
914     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
915     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
916 root 1.178 //|| (mat & M_ICE && temp > 32)
917     )
918 root 1.109 destroy = 1;
919     }
920    
921     /* adjust overall chance below */
922     if (destroy && rndm (0, 1))
923 root 1.149 op->destroy ();
924 root 1.109 }
925     }
926    
927 elmex 1.1 /*
928     * This routine is supposed to find out the difficulty of the map.
929     * difficulty does not have a lot to do with character level,
930     * but does have a lot to do with treasure on the map.
931     *
932 root 1.153 * Difficulty can now be set by the map creator. If the value stored
933     * in the map is zero, then use this routine. Maps should really
934     * have a difficulty set rather than using this function - human calculation
935     * is much better than this function's guesswork.
936 elmex 1.1 */
937 root 1.29 int
938 root 1.56 maptile::estimate_difficulty () const
939 root 1.29 {
940 elmex 1.1 long monster_cnt = 0;
941     double avgexp = 0;
942     sint64 total_exp = 0;
943    
944 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
945     for (object *op = ms->bot; op; op = op->above)
946     {
947 root 1.184 if (op->flag [FLAG_MONSTER])
948 root 1.56 {
949     total_exp += op->stats.exp;
950     monster_cnt++;
951     }
952 elmex 1.1
953 root 1.184 if (op->flag [FLAG_GENERATOR])
954 root 1.56 {
955     total_exp += op->stats.exp;
956 elmex 1.1
957 root 1.140 if (archetype *at = op->other_arch)
958     {
959     total_exp += at->stats.exp * 8;
960     monster_cnt++;
961     }
962    
963     for (object *inv = op->inv; inv; inv = inv->below)
964     {
965     total_exp += op->stats.exp * 8;
966     monster_cnt++;
967     }
968 root 1.56 }
969     }
970 elmex 1.1
971     avgexp = (double) total_exp / monster_cnt;
972    
973 root 1.56 for (int i = 1; i <= settings.max_level; i++)
974     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
975     return i;
976 elmex 1.1
977     return 1;
978     }
979    
980     /* change_map_light() - used to change map light level (darkness)
981     * up or down. Returns true if successful. It should now be
982     * possible to change a value by more than 1.
983     * Move this from los.c to map.c since this is more related
984     * to maps than los.
985     * postive values make it darker, negative make it brighter
986     */
987 root 1.29 int
988 root 1.56 maptile::change_map_light (int change)
989 root 1.29 {
990     /* Nothing to do */
991 root 1.154 if (!change)
992 root 1.56 return 0;
993 elmex 1.1
994 root 1.29 /* inform all players on the map */
995     if (change > 0)
996 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 root 1.29 else
998 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 root 1.29
1000 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 elmex 1.1
1002 root 1.29 /* All clients need to get re-updated for the change */
1003 root 1.56 update_all_map_los (this);
1004 root 1.142
1005 root 1.29 return 1;
1006 elmex 1.1 }
1007    
1008     /*
1009     * This function updates various attributes about a specific space
1010     * on the map (what it looks like, whether it blocks magic,
1011     * has a living creatures, prevents people from passing
1012     * through, etc)
1013     */
1014 root 1.29 void
1015 root 1.46 mapspace::update_ ()
1016 root 1.29 {
1017 root 1.142 object *last = 0;
1018 root 1.171 uint8 flags = P_UPTODATE;
1019 root 1.150 sint8 light = 0;
1020 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 root 1.170 uint64_t volume = 0;
1022 root 1.172 uint32_t items = 0;
1023 root 1.171 object *anywhere = 0;
1024 root 1.174 uint8_t middle_visibility = 0;
1025 root 1.29
1026 root 1.94 //object *middle = 0;
1027     //object *top = 0;
1028     //object *floor = 0;
1029     // this seems to generate better code than using locals, above
1030 root 1.95 object *&top = faces_obj[0] = 0;
1031     object *&middle = faces_obj[1] = 0;
1032     object *&floor = faces_obj[2] = 0;
1033 root 1.29
1034 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1035    
1036 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1037 root 1.29 {
1038 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1039     light += tmp->glow_radius;
1040 root 1.29
1041     /* This call is needed in order to update objects the player
1042     * is standing in that have animations (ie, grass, fire, etc).
1043     * However, it also causes the look window to be re-drawn
1044     * 3 times each time the player moves, because many of the
1045     * functions the move_player calls eventualy call this.
1046     *
1047     * Always put the player down for drawing.
1048     */
1049 root 1.171 if (expect_true (!tmp->invisible))
1050 root 1.29 {
1051 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1052 root 1.94 top = tmp;
1053 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054     {
1055     /* If we got a floor, that means middle and top were below it,
1056     * so should not be visible, so we clear them.
1057     */
1058     middle = 0;
1059     top = 0;
1060     floor = tmp;
1061     volume = 0;
1062     items = 0;
1063     }
1064 root 1.170 else
1065 root 1.29 {
1066 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 root 1.170 {
1068 root 1.174 ++items;
1069     volume += tmp->volume ();
1070 root 1.170 }
1071 root 1.174
1072     /* Flag anywhere have high priority */
1073     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074     anywhere = tmp;
1075    
1076     /* Find the highest visible face around. If equal
1077     * visibilities, we still want the one nearer to the
1078     * top
1079     */
1080     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 root 1.170 {
1082 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1083     middle = tmp;
1084 root 1.170 }
1085 root 1.29 }
1086     }
1087    
1088 root 1.45 move_slow |= tmp->move_slow;
1089 root 1.29 move_block |= tmp->move_block;
1090 root 1.45 move_on |= tmp->move_on;
1091     move_off |= tmp->move_off;
1092 root 1.29 move_allow |= tmp->move_allow;
1093    
1094 root 1.171 allflags |= tmp->flag;
1095    
1096     if (tmp->type == PLAYER) flags |= P_PLAYER;
1097     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 root 1.45 }
1099 root 1.29
1100 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1101     if (anywhere)
1102     middle = anywhere;
1103    
1104     // ORing all flags together and checking them here is much faster
1105     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109    
1110 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1111 root 1.46 this->flags_ = flags;
1112     this->move_block = move_block & ~move_allow;
1113     this->move_on = move_on;
1114     this->move_off = move_off;
1115     this->move_slow = move_slow;
1116 root 1.172 this->volume_ = (volume + 1023) / 1024;
1117     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1118 root 1.29
1119     /* At this point, we have a floor face (if there is a floor),
1120     * and the floor is set - we are not going to touch it at
1121     * this point.
1122     * middle contains the highest visibility face.
1123     * top contains a player/monster face, if there is one.
1124     *
1125     * We now need to fill in top.face and/or middle.face.
1126     */
1127    
1128     /* If the top face also happens to be high visibility, re-do our
1129     * middle face. This should not happen, as we already have the
1130     * else statement above so middle should not get set. OTOH, it
1131     * may be possible for the faces to match but be different objects.
1132     */
1133     if (top == middle)
1134 root 1.94 middle = 0;
1135 root 1.29
1136     /* There are three posibilities at this point:
1137     * 1) top face is set, need middle to be set.
1138     * 2) middle is set, need to set top.
1139     * 3) neither middle or top is set - need to set both.
1140     */
1141    
1142 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1143 root 1.29 {
1144     /* Once we get to a floor, stop, since we already have a floor object */
1145 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1146 root 1.29 break;
1147    
1148     /* If two top faces are already set, quit processing */
1149 root 1.94 if (top && middle)
1150 root 1.29 break;
1151 root 1.10
1152 elmex 1.67 /* Only show visible faces */
1153     if (!tmp->invisible)
1154 root 1.29 {
1155     /* Fill in top if needed */
1156 root 1.94 if (!top)
1157 root 1.29 {
1158 root 1.94 top = tmp;
1159 root 1.29 if (top == middle)
1160 root 1.94 middle = 0;
1161 root 1.29 }
1162     else
1163     {
1164     /* top is already set - we should only get here if
1165     * middle is not set
1166     *
1167     * Set the middle face and break out, since there is nothing
1168     * more to fill in. We don't check visiblity here, since
1169     *
1170     */
1171 root 1.94 if (tmp != top)
1172 root 1.29 {
1173 root 1.94 middle = tmp;
1174 root 1.29 break;
1175 root 1.10 }
1176     }
1177     }
1178 elmex 1.1 }
1179 root 1.45
1180 root 1.29 if (middle == floor)
1181 root 1.94 middle = 0;
1182 root 1.45
1183 root 1.29 if (top == middle)
1184 root 1.94 middle = 0;
1185 root 1.45
1186 root 1.94 #if 0
1187     faces_obj [0] = top;
1188     faces_obj [1] = middle;
1189     faces_obj [2] = floor;
1190     #endif
1191 elmex 1.1 }
1192    
1193 root 1.155 maptile *
1194 root 1.117 maptile::tile_available (int dir, bool load)
1195 elmex 1.1 {
1196 root 1.155 if (tile_path[dir])
1197     {
1198     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199     return tile_map[dir];
1200 root 1.118
1201 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202     return tile_map[dir];
1203     }
1204 root 1.56
1205 root 1.117 return 0;
1206 root 1.68 }
1207    
1208 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1209     * map m. This function also takes into account any
1210     * tiling considerations, loading adjacant maps as needed.
1211     * This is the function should always be used when it
1212     * necessary to check for valid coordinates.
1213     * This function will recursively call itself for the
1214     * tiled maps.
1215     */
1216 root 1.29 int
1217 root 1.31 out_of_map (maptile *m, int x, int y)
1218 elmex 1.1 {
1219 root 1.29 /* If we get passed a null map, this is obviously the
1220     * case. This generally shouldn't happen, but if the
1221     * map loads fail below, it could happen.
1222     */
1223     if (!m)
1224     return 0;
1225 elmex 1.1
1226 root 1.29 if (x < 0)
1227     {
1228 root 1.119 if (!m->tile_available (3))
1229 root 1.29 return 1;
1230 root 1.46
1231 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1232 elmex 1.1 }
1233 root 1.46
1234 root 1.48 if (x >= m->width)
1235 root 1.29 {
1236 root 1.119 if (!m->tile_available (1))
1237 root 1.29 return 1;
1238 root 1.46
1239 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1240 elmex 1.1 }
1241 root 1.46
1242 root 1.29 if (y < 0)
1243     {
1244 root 1.119 if (!m->tile_available (0))
1245 root 1.29 return 1;
1246 root 1.46
1247 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1248 elmex 1.1 }
1249 root 1.46
1250 root 1.48 if (y >= m->height)
1251 root 1.29 {
1252 root 1.119 if (!m->tile_available (2))
1253 root 1.29 return 1;
1254 root 1.46
1255 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1256 elmex 1.1 }
1257    
1258 root 1.29 /* Simple case - coordinates are within this local
1259     * map.
1260     */
1261     return 0;
1262 elmex 1.1 }
1263    
1264     /* This is basically the same as out_of_map above, but
1265     * instead we return NULL if no map is valid (coordinates
1266     * out of bounds and no tiled map), otherwise it returns
1267     * the map as that the coordinates are really on, and
1268 pippijn 1.66 * updates x and y to be the localised coordinates.
1269 elmex 1.1 * Using this is more efficient of calling out_of_map
1270     * and then figuring out what the real map is
1271     */
1272 root 1.31 maptile *
1273 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1274 elmex 1.1 {
1275 root 1.68 if (x < 0)
1276 root 1.29 {
1277 root 1.119 if (!tile_available (3))
1278 root 1.46 return 0;
1279 root 1.56
1280 root 1.68 x += tile_map[3]->width;
1281     return tile_map[3]->xy_find (x, y);
1282 elmex 1.1 }
1283 root 1.46
1284 root 1.68 if (x >= width)
1285 root 1.29 {
1286 root 1.119 if (!tile_available (1))
1287 root 1.46 return 0;
1288    
1289 root 1.68 x -= width;
1290     return tile_map[1]->xy_find (x, y);
1291 elmex 1.1 }
1292 root 1.46
1293 root 1.68 if (y < 0)
1294 root 1.29 {
1295 root 1.119 if (!tile_available (0))
1296 root 1.46 return 0;
1297    
1298 root 1.68 y += tile_map[0]->height;
1299     return tile_map[0]->xy_find (x, y);
1300 elmex 1.1 }
1301 root 1.46
1302 root 1.68 if (y >= height)
1303 root 1.29 {
1304 root 1.119 if (!tile_available (2))
1305 root 1.46 return 0;
1306    
1307 root 1.68 y -= height;
1308     return tile_map[2]->xy_find (x, y);
1309 elmex 1.1 }
1310    
1311 root 1.29 /* Simple case - coordinates are within this local
1312     * map.
1313     */
1314 root 1.68 return this;
1315 elmex 1.1 }
1316    
1317     /**
1318     * Return whether map2 is adjacent to map1. If so, store the distance from
1319     * map1 to map2 in dx/dy.
1320     */
1321 root 1.82 int
1322 root 1.199 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1323 root 1.29 {
1324     if (!map1 || !map2)
1325     return 0;
1326    
1327 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1329 root 1.29 if (map1 == map2)
1330     {
1331     *dx = 0;
1332     *dy = 0;
1333     }
1334 root 1.199 else if (map1->tile_available (0, false) == map2)
1335 root 1.29 { /* up */
1336     *dx = 0;
1337 root 1.48 *dy = -map2->height;
1338 root 1.29 }
1339 root 1.199 else if (map1->tile_available (1, false) == map2)
1340 root 1.29 { /* right */
1341 root 1.48 *dx = map1->width;
1342 root 1.29 *dy = 0;
1343     }
1344 root 1.199 else if (map1->tile_available (2, false) == map2)
1345 root 1.29 { /* down */
1346     *dx = 0;
1347 root 1.48 *dy = map1->height;
1348 root 1.29 }
1349 root 1.199 else if (map1->tile_available (3, false) == map2)
1350 root 1.29 { /* left */
1351 root 1.48 *dx = -map2->width;
1352 root 1.29 *dy = 0;
1353     }
1354 root 1.199 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1355 root 1.29 { /* up right */
1356 root 1.48 *dx = map1->tile_map[0]->width;
1357     *dy = -map1->tile_map[0]->height;
1358 root 1.29 }
1359 root 1.199 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1360 root 1.29 { /* up left */
1361 root 1.48 *dx = -map2->width;
1362     *dy = -map1->tile_map[0]->height;
1363 root 1.29 }
1364 root 1.199 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1365 root 1.29 { /* right up */
1366 root 1.48 *dx = map1->width;
1367     *dy = -map2->height;
1368 root 1.29 }
1369 root 1.199 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1370 root 1.29 { /* right down */
1371 root 1.48 *dx = map1->width;
1372     *dy = map1->tile_map[1]->height;
1373 root 1.29 }
1374 root 1.199 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1375 root 1.29 { /* down right */
1376 root 1.48 *dx = map1->tile_map[2]->width;
1377     *dy = map1->height;
1378 root 1.29 }
1379 root 1.199 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1380 root 1.29 { /* down left */
1381 root 1.48 *dx = -map2->width;
1382     *dy = map1->height;
1383 root 1.29 }
1384 root 1.199 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1385 root 1.29 { /* left up */
1386 root 1.48 *dx = -map1->tile_map[3]->width;
1387     *dy = -map2->height;
1388 root 1.29 }
1389 root 1.199 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1390 root 1.29 { /* left down */
1391 root 1.48 *dx = -map1->tile_map[3]->width;
1392     *dy = map1->tile_map[3]->height;
1393 root 1.29 }
1394     else
1395 root 1.56 return 0;
1396 elmex 1.1
1397 root 1.29 return 1;
1398 elmex 1.1 }
1399    
1400 root 1.68 maptile *
1401     maptile::xy_load (sint16 &x, sint16 &y)
1402     {
1403     maptile *map = xy_find (x, y);
1404    
1405     if (map)
1406     map->load_sync ();
1407    
1408     return map;
1409     }
1410    
1411     maptile *
1412     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413     {
1414     return m->xy_load (*x, *y);
1415     }
1416    
1417 elmex 1.1 /* From map.c
1418     * This is used by get_player to determine where the other
1419     * creature is. get_rangevector takes into account map tiling,
1420     * so you just can not look the the map coordinates and get the
1421     * righte value. distance_x/y are distance away, which
1422 root 1.79 * can be negative. direction is the crossfire direction scheme
1423 elmex 1.1 * that the creature should head. part is the part of the
1424     * monster that is closest.
1425     *
1426     * get_rangevector looks at op1 and op2, and fills in the
1427     * structure for op1 to get to op2.
1428     * We already trust that the caller has verified that the
1429     * two objects are at least on adjacent maps. If not,
1430     * results are not likely to be what is desired.
1431     * if the objects are not on maps, results are also likely to
1432     * be unexpected
1433     *
1434     * currently, the only flag supported (0x1) is don't translate for
1435     * closest body part of 'op1'
1436     */
1437 root 1.29 void
1438 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1439 root 1.29 {
1440     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1441     {
1442     /* be conservative and fill in _some_ data */
1443 root 1.190 retval->distance = 10000;
1444 root 1.86 retval->distance_x = 10000;
1445     retval->distance_y = 10000;
1446 root 1.190 retval->direction = 0;
1447     retval->part = 0;
1448 root 1.29 }
1449     else
1450     {
1451     retval->distance_x += op2->x - op1->x;
1452     retval->distance_y += op2->y - op1->y;
1453    
1454 root 1.185 object *best = op1;
1455    
1456 root 1.29 /* If this is multipart, find the closest part now */
1457 root 1.185 if (!(flags & 1) && op1->more)
1458 root 1.29 {
1459 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1460 root 1.29
1461     /* we just take the offset of the piece to head to figure
1462     * distance instead of doing all that work above again
1463     * since the distance fields we set above are positive in the
1464     * same axis as is used for multipart objects, the simply arithmetic
1465     * below works.
1466     */
1467 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1468 root 1.29 {
1469 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1470    
1471 root 1.29 if (tmpi < best_distance)
1472     {
1473     best_distance = tmpi;
1474 root 1.191 best = tmp;
1475 elmex 1.1 }
1476     }
1477 root 1.75
1478 root 1.29 if (best != op1)
1479     {
1480     retval->distance_x += op1->x - best->x;
1481     retval->distance_y += op1->y - best->y;
1482 elmex 1.1 }
1483     }
1484 root 1.75
1485 root 1.192 retval->part = best;
1486     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1487 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1488 elmex 1.1 }
1489     }
1490    
1491     /* this is basically the same as get_rangevector above, but instead of
1492     * the first parameter being an object, it instead is the map
1493     * and x,y coordinates - this is used for path to player -
1494     * since the object is not infact moving but we are trying to traverse
1495     * the path, we need this.
1496     * flags has no meaning for this function at this time - I kept it in to
1497     * be more consistant with the above function and also in case they are needed
1498     * for something in the future. Also, since no object is pasted, the best
1499     * field of the rv_vector is set to NULL.
1500     */
1501 root 1.29 void
1502 root 1.199 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1503 root 1.29 {
1504     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1505     {
1506     /* be conservative and fill in _some_ data */
1507 root 1.193 retval->distance = 100000;
1508 root 1.29 retval->distance_x = 32767;
1509     retval->distance_y = 32767;
1510 root 1.193 retval->direction = 0;
1511     retval->part = 0;
1512 root 1.29 }
1513     else
1514     {
1515     retval->distance_x += op2->x - x;
1516     retval->distance_y += op2->y - y;
1517    
1518 root 1.193 retval->part = 0;
1519     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1520     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1521 elmex 1.1 }
1522     }
1523    
1524     /* Returns true of op1 and op2 are effectively on the same map
1525     * (as related to map tiling). Note that this looks for a path from
1526 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1527 elmex 1.1 * to op1, this will still return false.
1528     * Note we only look one map out to keep the processing simple
1529     * and efficient. This could probably be a macro.
1530     * MSW 2001-08-05
1531     */
1532 root 1.29 int
1533     on_same_map (const object *op1, const object *op2)
1534     {
1535     int dx, dy;
1536 elmex 1.1
1537 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1538 elmex 1.1 }
1539 root 1.52
1540 root 1.167 //-GPL
1541    
1542 root 1.52 object *
1543     maptile::insert (object *op, int x, int y, object *originator, int flags)
1544     {
1545     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546     }
1547    
1548 root 1.81 region *
1549     maptile::region (int x, int y) const
1550     {
1551     if (regions
1552     && regionmap
1553     && !OUT_OF_REAL_MAP (this, x, y))
1554     if (struct region *reg = regionmap [regions [y * width + x]])
1555     return reg;
1556    
1557     if (default_region)
1558     return default_region;
1559    
1560     return ::region::default_region ();
1561     }
1562    
1563 root 1.167 //+GPL
1564    
1565 root 1.91 /* picks a random object from a style map.
1566     */
1567     object *
1568 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1569 root 1.91 {
1570     /* while returning a null object will result in a crash, that
1571     * is actually preferable to an infinite loop. That is because
1572     * most servers will automatically restart in case of crash.
1573     * Change the logic on getting the random space - shouldn't make
1574     * any difference, but this seems clearer to me.
1575     */
1576     for (int i = 1000; --i;)
1577     {
1578 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1579 root 1.91
1580 root 1.186 // must be head: do not prefer big monsters just because they are big.
1581 root 1.138 if (pick && pick->is_head ())
1582 root 1.186 return pick;
1583 root 1.91 }
1584    
1585     // instead of crashing in the unlikely(?) case, try to return *something*
1586 root 1.169 return archetype::find (shstr_bug);
1587 root 1.91 }
1588 root 1.85
1589 root 1.167 //-GPL
1590    
1591 root 1.114 void
1592     maptile::play_sound (faceidx sound, int x, int y) const
1593     {
1594     if (!sound)
1595     return;
1596    
1597 root 1.151 for_all_players_on_map (pl, this)
1598     if (client *ns = pl->ns)
1599     {
1600     int dx = x - pl->ob->x;
1601     int dy = y - pl->ob->y;
1602 root 1.114
1603 root 1.151 int distance = idistance (dx, dy);
1604 root 1.114
1605 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1606     ns->play_sound (sound, dx, dy);
1607     }
1608 root 1.114 }
1609    
1610 root 1.157 void
1611     maptile::say_msg (const char *msg, int x, int y) const
1612     {
1613     for_all_players (pl)
1614     if (client *ns = pl->ns)
1615     {
1616     int dx = x - pl->ob->x;
1617     int dy = y - pl->ob->y;
1618    
1619     int distance = idistance (dx, dy);
1620    
1621     if (distance <= MAX_SOUND_DISTANCE)
1622     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1623     }
1624     }
1625    
1626 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1627    
1628 root 1.155 static void
1629     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1630     {
1631     // clip to map to the left
1632     if (x0 < 0)
1633     {
1634     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1635     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1636    
1637     if (x1 < 0) // entirely to the left
1638     return;
1639    
1640     x0 = 0;
1641     }
1642    
1643     // clip to map to the right
1644     if (x1 > m->width)
1645     {
1646     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1647     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1648    
1649     if (x0 > m->width) // entirely to the right
1650     return;
1651    
1652     x1 = m->width;
1653     }
1654    
1655     // clip to map above
1656     if (y0 < 0)
1657     {
1658     if (maptile *tile = m->tile_available (TILE_UP, 1))
1659     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1660    
1661     if (y1 < 0) // entirely above
1662     return;
1663    
1664     y0 = 0;
1665     }
1666    
1667     // clip to map below
1668     if (y1 > m->height)
1669     {
1670     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1671     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1672    
1673     if (y0 > m->height) // entirely below
1674     return;
1675    
1676     y1 = m->height;
1677     }
1678    
1679     // if we get here, the rect is within the current map
1680     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1681    
1682     r->m = m;
1683     r->x0 = x0;
1684     r->y0 = y0;
1685     r->x1 = x1;
1686     r->y1 = y1;
1687     r->dx = dx;
1688     r->dy = dy;
1689     }
1690    
1691     maprect *
1692 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1693 root 1.155 {
1694     buf.clear ();
1695    
1696     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697    
1698     // add end marker
1699     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700     r->m = 0;
1701    
1702     return (maprect *)buf.linearise ();
1703     }
1704