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Revision: 1.202
Committed: Fri Apr 22 06:10:32 2011 UTC (13 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.201: +39 -33 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 1.200 {
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 1.202 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671     case KW_tile_path_6: thawer.get (tile_path [5]); break;
672 root 1.83
673 root 1.112 case KW_ERROR:
674 root 1.123 set_key_text (thawer.kw_str, thawer.value);
675 root 1.112 break;
676    
677 root 1.83 case KW_end:
678 root 1.124 thawer.next ();
679 root 1.83 return true;
680    
681     default:
682 root 1.187 if (!thawer.parse_error ("map"))
683 root 1.83 return false;
684     break;
685 root 1.10 }
686 root 1.124
687     thawer.next ();
688 elmex 1.1 }
689 root 1.41
690 root 1.56 abort ();
691 elmex 1.1 }
692    
693 root 1.167 //+GPL
694    
695 root 1.56 /******************************************************************************
696     * This is the start of unique map handling code
697     *****************************************************************************/
698 root 1.29
699 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
700     void
701     maptile::clear_unique_items ()
702 root 1.29 {
703 root 1.56 for (int i = 0; i < size (); ++i)
704 root 1.29 {
705 root 1.56 int unique = 0;
706     for (object *op = spaces [i].bot; op; )
707     {
708     object *above = op->above;
709 elmex 1.1
710 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
711 root 1.56 unique = 1;
712 root 1.14
713 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
714 root 1.148 op->destroy ();
715 elmex 1.1
716 root 1.56 op = above;
717     }
718 root 1.29 }
719 elmex 1.1 }
720    
721 root 1.167 //-GPL
722    
723 root 1.56 bool
724 root 1.72 maptile::_save_header (object_freezer &freezer)
725 root 1.29 {
726 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
727     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 elmex 1.1
729 root 1.177 MAP_OUT2 (arch, CS(map));
730 elmex 1.1
731 root 1.56 if (name) MAP_OUT (name);
732     MAP_OUT (swap_time);
733     MAP_OUT (reset_time);
734     MAP_OUT (reset_timeout);
735     MAP_OUT (fixed_resettime);
736 root 1.109 MAP_OUT (no_reset);
737 root 1.141 MAP_OUT (no_drop);
738 root 1.56 MAP_OUT (difficulty);
739 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
740 root 1.29
741 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
742 root 1.56 MAP_OUT (shopgreed);
743     MAP_OUT (shopmin);
744     MAP_OUT (shopmax);
745     if (shoprace) MAP_OUT (shoprace);
746 root 1.164
747 root 1.56 MAP_OUT (width);
748     MAP_OUT (height);
749     MAP_OUT (enter_x);
750     MAP_OUT (enter_y);
751 root 1.178 MAP_OUT (darkness);
752     MAP_OUT (outdoor);
753 root 1.14
754 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
755     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
756 elmex 1.1
757 root 1.56 MAP_OUT (per_player);
758     MAP_OUT (per_party);
759 elmex 1.1
760 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
761     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
762     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
763     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 root 1.202 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765     if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
766 root 1.40
767 root 1.63 freezer.put (this);
768 root 1.177 freezer.put (KW(end));
769 root 1.40
770 root 1.56 return true;
771 elmex 1.1 }
772    
773 root 1.56 bool
774 root 1.72 maptile::_save_header (const char *path)
775 root 1.29 {
776 root 1.17 object_freezer freezer;
777 root 1.10
778 root 1.72 if (!_save_header (freezer))
779 root 1.56 return false;
780 elmex 1.1
781 root 1.56 return freezer.save (path);
782 elmex 1.1 }
783    
784 root 1.167 //+GPL
785    
786 elmex 1.1 /*
787     * Remove and free all objects in the given map.
788     */
789 root 1.29 void
790 root 1.56 maptile::clear ()
791 root 1.29 {
792 root 1.81 if (spaces)
793     {
794     for (mapspace *ms = spaces + size (); ms-- > spaces; )
795 root 1.104 while (object *op = ms->bot)
796 root 1.81 {
797 root 1.127 // manually remove, as to not trigger anything
798     if (ms->bot = op->above)
799     ms->bot->below = 0;
800    
801     op->flag [FLAG_REMOVED] = true;
802    
803 root 1.128 object *head = op->head_ ();
804     if (op == head)
805 root 1.148 op->destroy ();
806 root 1.128 else if (head->map != op->map)
807     {
808     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
809 root 1.148 head->destroy ();
810 root 1.128 }
811 root 1.81 }
812 root 1.29
813 root 1.137 sfree0 (spaces, size ());
814 root 1.81 }
815 root 1.29
816 root 1.56 if (buttons)
817     free_objectlinkpt (buttons), buttons = 0;
818 root 1.127
819 root 1.137 sfree0 (regions, size ());
820 root 1.127 delete [] regionmap; regionmap = 0;
821 elmex 1.1 }
822    
823 root 1.29 void
824 root 1.56 maptile::clear_header ()
825 root 1.29 {
826 root 1.56 name = 0;
827     msg = 0;
828     maplore = 0;
829     shoprace = 0;
830     delete [] shopitems, shopitems = 0;
831 root 1.42
832 root 1.202 for (int i = 0; i < TILE_NUM; i++)
833 root 1.56 tile_path [i] = 0;
834 root 1.47 }
835 root 1.42
836 root 1.47 maptile::~maptile ()
837     {
838 root 1.53 assert (destroyed ());
839 elmex 1.1 }
840    
841 root 1.29 void
842 root 1.56 maptile::clear_links_to (maptile *m)
843 root 1.29 {
844     /* We need to look through all the maps and see if any maps
845     * are pointing at this one for tiling information. Since
846 root 1.47 * tiling can be asymetric, we just can not look to see which
847 root 1.29 * maps this map tiles with and clears those.
848     */
849 root 1.56 for (int i = 0; i < 4; i++)
850     if (tile_map[i] == m)
851     tile_map[i] = 0;
852 root 1.47 }
853 elmex 1.1
854 root 1.47 void
855 root 1.56 maptile::do_destroy ()
856 root 1.47 {
857 root 1.56 attachable::do_destroy ();
858    
859     clear ();
860 elmex 1.1 }
861    
862 root 1.109 /* decay and destroy perishable items in a map */
863 root 1.178 // TODO: should be done regularly, not on map load?
864 root 1.109 void
865     maptile::do_decay_objects ()
866     {
867     if (!spaces)
868     return;
869    
870     for (mapspace *ms = spaces + size (); ms-- > spaces; )
871     for (object *above, *op = ms->bot; op; op = above)
872     {
873     above = op->above;
874    
875     // do not decay anything above unique floor tiles (yet :)
876 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
877 root 1.109 break;
878    
879 root 1.180 bool destroy = 0;
880    
881 root 1.184 if (op->flag [FLAG_IS_FLOOR]
882     || op->flag [FLAG_OBJ_ORIGINAL]
883     || op->flag [FLAG_UNIQUE]
884     || op->flag [FLAG_OVERLAY_FLOOR]
885     || op->flag [FLAG_UNPAID]
886 root 1.109 || op->is_alive ())
887     ; // do not decay
888     else if (op->is_weapon ())
889     {
890     op->stats.dam--;
891     if (op->stats.dam < 0)
892     destroy = 1;
893     }
894     else if (op->is_armor ())
895     {
896     op->stats.ac--;
897     if (op->stats.ac < 0)
898     destroy = 1;
899     }
900     else if (op->type == FOOD)
901     {
902     op->stats.food -= rndm (5, 20);
903     if (op->stats.food < 0)
904     destroy = 1;
905     }
906     else
907     {
908     int mat = op->materials;
909    
910     if (mat & M_PAPER
911     || mat & M_LEATHER
912     || mat & M_WOOD
913     || mat & M_ORGANIC
914     || mat & M_CLOTH
915     || mat & M_LIQUID
916     || (mat & M_IRON && rndm (1, 5) == 1)
917     || (mat & M_GLASS && rndm (1, 2) == 1)
918     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
919     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
920 root 1.178 //|| (mat & M_ICE && temp > 32)
921     )
922 root 1.109 destroy = 1;
923     }
924    
925     /* adjust overall chance below */
926     if (destroy && rndm (0, 1))
927 root 1.149 op->destroy ();
928 root 1.109 }
929     }
930    
931 elmex 1.1 /*
932     * This routine is supposed to find out the difficulty of the map.
933     * difficulty does not have a lot to do with character level,
934     * but does have a lot to do with treasure on the map.
935     *
936 root 1.153 * Difficulty can now be set by the map creator. If the value stored
937     * in the map is zero, then use this routine. Maps should really
938     * have a difficulty set rather than using this function - human calculation
939     * is much better than this function's guesswork.
940 elmex 1.1 */
941 root 1.29 int
942 root 1.56 maptile::estimate_difficulty () const
943 root 1.29 {
944 elmex 1.1 long monster_cnt = 0;
945     double avgexp = 0;
946     sint64 total_exp = 0;
947    
948 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
949     for (object *op = ms->bot; op; op = op->above)
950     {
951 root 1.184 if (op->flag [FLAG_MONSTER])
952 root 1.56 {
953     total_exp += op->stats.exp;
954     monster_cnt++;
955     }
956 elmex 1.1
957 root 1.184 if (op->flag [FLAG_GENERATOR])
958 root 1.56 {
959     total_exp += op->stats.exp;
960 elmex 1.1
961 root 1.140 if (archetype *at = op->other_arch)
962     {
963     total_exp += at->stats.exp * 8;
964     monster_cnt++;
965     }
966    
967     for (object *inv = op->inv; inv; inv = inv->below)
968     {
969     total_exp += op->stats.exp * 8;
970     monster_cnt++;
971     }
972 root 1.56 }
973     }
974 elmex 1.1
975     avgexp = (double) total_exp / monster_cnt;
976    
977 root 1.56 for (int i = 1; i <= settings.max_level; i++)
978     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
979     return i;
980 elmex 1.1
981     return 1;
982     }
983    
984     /* change_map_light() - used to change map light level (darkness)
985     * up or down. Returns true if successful. It should now be
986     * possible to change a value by more than 1.
987     * Move this from los.c to map.c since this is more related
988     * to maps than los.
989     * postive values make it darker, negative make it brighter
990     */
991 root 1.29 int
992 root 1.56 maptile::change_map_light (int change)
993 root 1.29 {
994     /* Nothing to do */
995 root 1.154 if (!change)
996 root 1.56 return 0;
997 elmex 1.1
998 root 1.29 /* inform all players on the map */
999     if (change > 0)
1000 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1001 root 1.29 else
1002 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1003 root 1.29
1004 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1005 elmex 1.1
1006 root 1.29 /* All clients need to get re-updated for the change */
1007 root 1.56 update_all_map_los (this);
1008 root 1.142
1009 root 1.29 return 1;
1010 elmex 1.1 }
1011    
1012     /*
1013     * This function updates various attributes about a specific space
1014     * on the map (what it looks like, whether it blocks magic,
1015     * has a living creatures, prevents people from passing
1016     * through, etc)
1017     */
1018 root 1.29 void
1019 root 1.46 mapspace::update_ ()
1020 root 1.29 {
1021 root 1.142 object *last = 0;
1022 root 1.171 uint8 flags = P_UPTODATE;
1023 root 1.150 sint8 light = 0;
1024 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1025 root 1.170 uint64_t volume = 0;
1026 root 1.172 uint32_t items = 0;
1027 root 1.171 object *anywhere = 0;
1028 root 1.174 uint8_t middle_visibility = 0;
1029 root 1.29
1030 root 1.94 //object *middle = 0;
1031     //object *top = 0;
1032     //object *floor = 0;
1033     // this seems to generate better code than using locals, above
1034 root 1.95 object *&top = faces_obj[0] = 0;
1035     object *&middle = faces_obj[1] = 0;
1036     object *&floor = faces_obj[2] = 0;
1037 root 1.29
1038 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1039    
1040 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1041 root 1.29 {
1042 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1043     light += tmp->glow_radius;
1044 root 1.29
1045     /* This call is needed in order to update objects the player
1046     * is standing in that have animations (ie, grass, fire, etc).
1047     * However, it also causes the look window to be re-drawn
1048     * 3 times each time the player moves, because many of the
1049     * functions the move_player calls eventualy call this.
1050     *
1051     * Always put the player down for drawing.
1052     */
1053 root 1.171 if (expect_true (!tmp->invisible))
1054 root 1.29 {
1055 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1056 root 1.94 top = tmp;
1057 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1058     {
1059     /* If we got a floor, that means middle and top were below it,
1060     * so should not be visible, so we clear them.
1061     */
1062     middle = 0;
1063     top = 0;
1064     floor = tmp;
1065     volume = 0;
1066     items = 0;
1067     }
1068 root 1.170 else
1069 root 1.29 {
1070 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1071 root 1.170 {
1072 root 1.174 ++items;
1073     volume += tmp->volume ();
1074 root 1.170 }
1075 root 1.174
1076     /* Flag anywhere have high priority */
1077     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1078     anywhere = tmp;
1079    
1080     /* Find the highest visible face around. If equal
1081     * visibilities, we still want the one nearer to the
1082     * top
1083     */
1084     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1085 root 1.170 {
1086 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1087     middle = tmp;
1088 root 1.170 }
1089 root 1.29 }
1090     }
1091    
1092 root 1.45 move_slow |= tmp->move_slow;
1093 root 1.29 move_block |= tmp->move_block;
1094 root 1.45 move_on |= tmp->move_on;
1095     move_off |= tmp->move_off;
1096 root 1.29 move_allow |= tmp->move_allow;
1097    
1098 root 1.171 allflags |= tmp->flag;
1099    
1100     if (tmp->type == PLAYER) flags |= P_PLAYER;
1101     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1102 root 1.45 }
1103 root 1.29
1104 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1105     if (anywhere)
1106     middle = anywhere;
1107    
1108     // ORing all flags together and checking them here is much faster
1109     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1110     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1111     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1112     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1113    
1114 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1115 root 1.46 this->flags_ = flags;
1116     this->move_block = move_block & ~move_allow;
1117     this->move_on = move_on;
1118     this->move_off = move_off;
1119     this->move_slow = move_slow;
1120 root 1.172 this->volume_ = (volume + 1023) / 1024;
1121     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1122 root 1.29
1123     /* At this point, we have a floor face (if there is a floor),
1124     * and the floor is set - we are not going to touch it at
1125     * this point.
1126     * middle contains the highest visibility face.
1127     * top contains a player/monster face, if there is one.
1128     *
1129     * We now need to fill in top.face and/or middle.face.
1130     */
1131    
1132     /* If the top face also happens to be high visibility, re-do our
1133     * middle face. This should not happen, as we already have the
1134     * else statement above so middle should not get set. OTOH, it
1135     * may be possible for the faces to match but be different objects.
1136     */
1137     if (top == middle)
1138 root 1.94 middle = 0;
1139 root 1.29
1140     /* There are three posibilities at this point:
1141     * 1) top face is set, need middle to be set.
1142     * 2) middle is set, need to set top.
1143     * 3) neither middle or top is set - need to set both.
1144     */
1145    
1146 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1147 root 1.29 {
1148     /* Once we get to a floor, stop, since we already have a floor object */
1149 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1150 root 1.29 break;
1151    
1152     /* If two top faces are already set, quit processing */
1153 root 1.94 if (top && middle)
1154 root 1.29 break;
1155 root 1.10
1156 elmex 1.67 /* Only show visible faces */
1157     if (!tmp->invisible)
1158 root 1.29 {
1159     /* Fill in top if needed */
1160 root 1.94 if (!top)
1161 root 1.29 {
1162 root 1.94 top = tmp;
1163 root 1.29 if (top == middle)
1164 root 1.94 middle = 0;
1165 root 1.29 }
1166     else
1167     {
1168     /* top is already set - we should only get here if
1169     * middle is not set
1170     *
1171     * Set the middle face and break out, since there is nothing
1172     * more to fill in. We don't check visiblity here, since
1173     *
1174     */
1175 root 1.94 if (tmp != top)
1176 root 1.29 {
1177 root 1.94 middle = tmp;
1178 root 1.29 break;
1179 root 1.10 }
1180     }
1181     }
1182 elmex 1.1 }
1183 root 1.45
1184 root 1.29 if (middle == floor)
1185 root 1.94 middle = 0;
1186 root 1.45
1187 root 1.29 if (top == middle)
1188 root 1.94 middle = 0;
1189 root 1.45
1190 root 1.94 #if 0
1191     faces_obj [0] = top;
1192     faces_obj [1] = middle;
1193     faces_obj [2] = floor;
1194     #endif
1195 elmex 1.1 }
1196    
1197 root 1.155 maptile *
1198 root 1.117 maptile::tile_available (int dir, bool load)
1199 elmex 1.1 {
1200 root 1.155 if (tile_path[dir])
1201     {
1202 root 1.202 // map is there and we don't need to load it OR it's loaded => return what we have
1203 root 1.155 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1204     return tile_map[dir];
1205 root 1.118
1206 root 1.202 // well, try to locate it then, if possible - maybe it's there already
1207 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1208     return tile_map[dir];
1209     }
1210 root 1.56
1211 root 1.117 return 0;
1212 root 1.68 }
1213    
1214 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1215     * map m. This function also takes into account any
1216     * tiling considerations, loading adjacant maps as needed.
1217     * This is the function should always be used when it
1218     * necessary to check for valid coordinates.
1219     * This function will recursively call itself for the
1220     * tiled maps.
1221     */
1222 root 1.29 int
1223 root 1.31 out_of_map (maptile *m, int x, int y)
1224 elmex 1.1 {
1225 root 1.29 /* If we get passed a null map, this is obviously the
1226     * case. This generally shouldn't happen, but if the
1227     * map loads fail below, it could happen.
1228     */
1229     if (!m)
1230     return 0;
1231 elmex 1.1
1232 root 1.29 if (x < 0)
1233     {
1234 root 1.119 if (!m->tile_available (3))
1235 root 1.29 return 1;
1236 root 1.46
1237 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1238 elmex 1.1 }
1239 root 1.46
1240 root 1.48 if (x >= m->width)
1241 root 1.29 {
1242 root 1.119 if (!m->tile_available (1))
1243 root 1.29 return 1;
1244 root 1.46
1245 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1246 elmex 1.1 }
1247 root 1.46
1248 root 1.29 if (y < 0)
1249     {
1250 root 1.119 if (!m->tile_available (0))
1251 root 1.29 return 1;
1252 root 1.46
1253 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1254 elmex 1.1 }
1255 root 1.46
1256 root 1.48 if (y >= m->height)
1257 root 1.29 {
1258 root 1.119 if (!m->tile_available (2))
1259 root 1.29 return 1;
1260 root 1.46
1261 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1262 elmex 1.1 }
1263    
1264 root 1.29 /* Simple case - coordinates are within this local
1265     * map.
1266     */
1267     return 0;
1268 elmex 1.1 }
1269    
1270     /* This is basically the same as out_of_map above, but
1271     * instead we return NULL if no map is valid (coordinates
1272     * out of bounds and no tiled map), otherwise it returns
1273     * the map as that the coordinates are really on, and
1274 pippijn 1.66 * updates x and y to be the localised coordinates.
1275 elmex 1.1 * Using this is more efficient of calling out_of_map
1276     * and then figuring out what the real map is
1277     */
1278 root 1.31 maptile *
1279 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1280 elmex 1.1 {
1281 root 1.68 if (x < 0)
1282 root 1.29 {
1283 root 1.119 if (!tile_available (3))
1284 root 1.46 return 0;
1285 root 1.56
1286 root 1.68 x += tile_map[3]->width;
1287     return tile_map[3]->xy_find (x, y);
1288 elmex 1.1 }
1289 root 1.46
1290 root 1.68 if (x >= width)
1291 root 1.29 {
1292 root 1.119 if (!tile_available (1))
1293 root 1.46 return 0;
1294    
1295 root 1.68 x -= width;
1296     return tile_map[1]->xy_find (x, y);
1297 elmex 1.1 }
1298 root 1.46
1299 root 1.68 if (y < 0)
1300 root 1.29 {
1301 root 1.119 if (!tile_available (0))
1302 root 1.46 return 0;
1303    
1304 root 1.68 y += tile_map[0]->height;
1305     return tile_map[0]->xy_find (x, y);
1306 elmex 1.1 }
1307 root 1.46
1308 root 1.68 if (y >= height)
1309 root 1.29 {
1310 root 1.119 if (!tile_available (2))
1311 root 1.46 return 0;
1312    
1313 root 1.68 y -= height;
1314     return tile_map[2]->xy_find (x, y);
1315 elmex 1.1 }
1316    
1317 root 1.29 /* Simple case - coordinates are within this local
1318     * map.
1319     */
1320 root 1.68 return this;
1321 elmex 1.1 }
1322    
1323     /**
1324     * Return whether map2 is adjacent to map1. If so, store the distance from
1325     * map1 to map2 in dx/dy.
1326     */
1327 root 1.82 int
1328 root 1.199 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1329 root 1.29 {
1330     if (!map1 || !map2)
1331     return 0;
1332    
1333 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1334 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1335 root 1.29 if (map1 == map2)
1336     {
1337     *dx = 0;
1338     *dy = 0;
1339     }
1340 root 1.202 else if (map1->tile_available (TILE_NORTH, false) == map2)
1341     {
1342 root 1.29 *dx = 0;
1343 root 1.48 *dy = -map2->height;
1344 root 1.29 }
1345 root 1.202 else if (map1->tile_available (TILE_EAST , false) == map2)
1346     {
1347 root 1.48 *dx = map1->width;
1348 root 1.29 *dy = 0;
1349     }
1350 root 1.202 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1351     {
1352 root 1.29 *dx = 0;
1353 root 1.48 *dy = map1->height;
1354 root 1.29 }
1355 root 1.202 else if (map1->tile_available (TILE_WEST , false) == map2)
1356     {
1357 root 1.48 *dx = -map2->width;
1358 root 1.29 *dy = 0;
1359     }
1360 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1361 root 1.29 { /* up right */
1362 root 1.202 *dx = +map1->tile_map[TILE_NORTH]->width;
1363     *dy = -map1->tile_map[TILE_NORTH]->height;
1364 root 1.29 }
1365 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1366 root 1.29 { /* up left */
1367 root 1.48 *dx = -map2->width;
1368 root 1.202 *dy = -map1->tile_map[TILE_NORTH]->height;
1369 root 1.29 }
1370 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1371 root 1.29 { /* right up */
1372 root 1.202 *dx = +map1->width;
1373 root 1.48 *dy = -map2->height;
1374 root 1.29 }
1375 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1376 root 1.29 { /* right down */
1377 root 1.202 *dx = +map1->width;
1378     *dy = +map1->tile_map[TILE_EAST]->height;
1379 root 1.29 }
1380 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1381 root 1.29 { /* down right */
1382 root 1.202 *dx = +map1->tile_map[TILE_SOUTH]->width;
1383     *dy = +map1->height;
1384 root 1.29 }
1385 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1386 root 1.29 { /* down left */
1387 root 1.48 *dx = -map2->width;
1388 root 1.202 *dy = +map1->height;
1389 root 1.29 }
1390 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1391 root 1.29 { /* left up */
1392 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1393 root 1.48 *dy = -map2->height;
1394 root 1.29 }
1395 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1396 root 1.29 { /* left down */
1397 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1398     *dy = +map1->tile_map[TILE_WEST]->height;
1399 root 1.29 }
1400     else
1401 root 1.56 return 0;
1402 elmex 1.1
1403 root 1.29 return 1;
1404 elmex 1.1 }
1405    
1406 root 1.68 maptile *
1407     maptile::xy_load (sint16 &x, sint16 &y)
1408     {
1409     maptile *map = xy_find (x, y);
1410    
1411     if (map)
1412     map->load_sync ();
1413    
1414     return map;
1415     }
1416    
1417     maptile *
1418     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1419     {
1420     return m->xy_load (*x, *y);
1421     }
1422    
1423 elmex 1.1 /* From map.c
1424     * This is used by get_player to determine where the other
1425     * creature is. get_rangevector takes into account map tiling,
1426     * so you just can not look the the map coordinates and get the
1427     * righte value. distance_x/y are distance away, which
1428 root 1.79 * can be negative. direction is the crossfire direction scheme
1429 elmex 1.1 * that the creature should head. part is the part of the
1430     * monster that is closest.
1431     *
1432     * get_rangevector looks at op1 and op2, and fills in the
1433     * structure for op1 to get to op2.
1434     * We already trust that the caller has verified that the
1435     * two objects are at least on adjacent maps. If not,
1436     * results are not likely to be what is desired.
1437     * if the objects are not on maps, results are also likely to
1438     * be unexpected
1439     *
1440     * currently, the only flag supported (0x1) is don't translate for
1441     * closest body part of 'op1'
1442     */
1443 root 1.29 void
1444 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1445 root 1.29 {
1446     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1447     {
1448     /* be conservative and fill in _some_ data */
1449 root 1.190 retval->distance = 10000;
1450 root 1.86 retval->distance_x = 10000;
1451     retval->distance_y = 10000;
1452 root 1.190 retval->direction = 0;
1453     retval->part = 0;
1454 root 1.29 }
1455     else
1456     {
1457     retval->distance_x += op2->x - op1->x;
1458     retval->distance_y += op2->y - op1->y;
1459    
1460 root 1.185 object *best = op1;
1461    
1462 root 1.29 /* If this is multipart, find the closest part now */
1463 root 1.185 if (!(flags & 1) && op1->more)
1464 root 1.29 {
1465 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1466 root 1.29
1467     /* we just take the offset of the piece to head to figure
1468     * distance instead of doing all that work above again
1469     * since the distance fields we set above are positive in the
1470     * same axis as is used for multipart objects, the simply arithmetic
1471     * below works.
1472     */
1473 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1474 root 1.29 {
1475 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1476    
1477 root 1.29 if (tmpi < best_distance)
1478     {
1479     best_distance = tmpi;
1480 root 1.191 best = tmp;
1481 elmex 1.1 }
1482     }
1483 root 1.75
1484 root 1.29 if (best != op1)
1485     {
1486     retval->distance_x += op1->x - best->x;
1487     retval->distance_y += op1->y - best->y;
1488 elmex 1.1 }
1489     }
1490 root 1.75
1491 root 1.192 retval->part = best;
1492     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1493 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1494 elmex 1.1 }
1495     }
1496    
1497     /* this is basically the same as get_rangevector above, but instead of
1498     * the first parameter being an object, it instead is the map
1499     * and x,y coordinates - this is used for path to player -
1500     * since the object is not infact moving but we are trying to traverse
1501     * the path, we need this.
1502     * flags has no meaning for this function at this time - I kept it in to
1503     * be more consistant with the above function and also in case they are needed
1504     * for something in the future. Also, since no object is pasted, the best
1505     * field of the rv_vector is set to NULL.
1506     */
1507 root 1.29 void
1508 root 1.199 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1509 root 1.29 {
1510     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1511     {
1512     /* be conservative and fill in _some_ data */
1513 root 1.193 retval->distance = 100000;
1514 root 1.29 retval->distance_x = 32767;
1515     retval->distance_y = 32767;
1516 root 1.193 retval->direction = 0;
1517     retval->part = 0;
1518 root 1.29 }
1519     else
1520     {
1521     retval->distance_x += op2->x - x;
1522     retval->distance_y += op2->y - y;
1523    
1524 root 1.193 retval->part = 0;
1525     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1526     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1527 elmex 1.1 }
1528     }
1529    
1530     /* Returns true of op1 and op2 are effectively on the same map
1531     * (as related to map tiling). Note that this looks for a path from
1532 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1533 elmex 1.1 * to op1, this will still return false.
1534     * Note we only look one map out to keep the processing simple
1535     * and efficient. This could probably be a macro.
1536     * MSW 2001-08-05
1537     */
1538 root 1.29 int
1539     on_same_map (const object *op1, const object *op2)
1540     {
1541     int dx, dy;
1542 elmex 1.1
1543 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1544 elmex 1.1 }
1545 root 1.52
1546 root 1.167 //-GPL
1547    
1548 root 1.52 object *
1549     maptile::insert (object *op, int x, int y, object *originator, int flags)
1550     {
1551     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1552     }
1553    
1554 root 1.81 region *
1555     maptile::region (int x, int y) const
1556     {
1557     if (regions
1558     && regionmap
1559     && !OUT_OF_REAL_MAP (this, x, y))
1560     if (struct region *reg = regionmap [regions [y * width + x]])
1561     return reg;
1562    
1563     if (default_region)
1564     return default_region;
1565    
1566     return ::region::default_region ();
1567     }
1568    
1569 root 1.167 //+GPL
1570    
1571 root 1.91 /* picks a random object from a style map.
1572     */
1573     object *
1574 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1575 root 1.91 {
1576     /* while returning a null object will result in a crash, that
1577     * is actually preferable to an infinite loop. That is because
1578     * most servers will automatically restart in case of crash.
1579     * Change the logic on getting the random space - shouldn't make
1580     * any difference, but this seems clearer to me.
1581     */
1582     for (int i = 1000; --i;)
1583     {
1584 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1585 root 1.91
1586 root 1.186 // must be head: do not prefer big monsters just because they are big.
1587 root 1.138 if (pick && pick->is_head ())
1588 root 1.186 return pick;
1589 root 1.91 }
1590    
1591     // instead of crashing in the unlikely(?) case, try to return *something*
1592 root 1.169 return archetype::find (shstr_bug);
1593 root 1.91 }
1594 root 1.85
1595 root 1.167 //-GPL
1596    
1597 root 1.114 void
1598     maptile::play_sound (faceidx sound, int x, int y) const
1599     {
1600     if (!sound)
1601     return;
1602    
1603 root 1.151 for_all_players_on_map (pl, this)
1604     if (client *ns = pl->ns)
1605     {
1606     int dx = x - pl->ob->x;
1607     int dy = y - pl->ob->y;
1608 root 1.114
1609 root 1.151 int distance = idistance (dx, dy);
1610 root 1.114
1611 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1612     ns->play_sound (sound, dx, dy);
1613     }
1614 root 1.114 }
1615    
1616 root 1.157 void
1617     maptile::say_msg (const char *msg, int x, int y) const
1618     {
1619     for_all_players (pl)
1620     if (client *ns = pl->ns)
1621     {
1622     int dx = x - pl->ob->x;
1623     int dy = y - pl->ob->y;
1624    
1625     int distance = idistance (dx, dy);
1626    
1627     if (distance <= MAX_SOUND_DISTANCE)
1628     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1629     }
1630     }
1631    
1632 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1633    
1634 root 1.155 static void
1635     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1636     {
1637     // clip to map to the left
1638     if (x0 < 0)
1639     {
1640 root 1.202 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1641 root 1.155 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1642    
1643     if (x1 < 0) // entirely to the left
1644     return;
1645    
1646     x0 = 0;
1647     }
1648    
1649     // clip to map to the right
1650     if (x1 > m->width)
1651     {
1652 root 1.202 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1653 root 1.155 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1654    
1655     if (x0 > m->width) // entirely to the right
1656     return;
1657    
1658     x1 = m->width;
1659     }
1660    
1661     // clip to map above
1662     if (y0 < 0)
1663     {
1664 root 1.202 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1665 root 1.155 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1666    
1667     if (y1 < 0) // entirely above
1668     return;
1669    
1670     y0 = 0;
1671     }
1672    
1673     // clip to map below
1674     if (y1 > m->height)
1675     {
1676 root 1.202 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1677 root 1.155 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1678    
1679     if (y0 > m->height) // entirely below
1680     return;
1681    
1682     y1 = m->height;
1683     }
1684    
1685     // if we get here, the rect is within the current map
1686     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687    
1688     r->m = m;
1689     r->x0 = x0;
1690     r->y0 = y0;
1691     r->x1 = x1;
1692     r->y1 = y1;
1693     r->dx = dx;
1694     r->dy = dy;
1695     }
1696    
1697     maprect *
1698 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1699 root 1.155 {
1700     buf.clear ();
1701    
1702     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703    
1704     // add end marker
1705     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706     r->m = 0;
1707    
1708     return (maprect *)buf.linearise ();
1709     }
1710