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Revision: 1.206
Committed: Wed May 4 16:12:15 2011 UTC (13 years ago) by root
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Branch: MAIN
Changes since 1.205: +1 -1 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 1.203 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 1.205 if (state != MAP_INACTIVE)
367 root 1.204 return;
368    
369     for (mapspace *ms = spaces + size (); ms-- > spaces; )
370     for (object *op = ms->bot; op; op = op->above)
371     op->activate_recursive ();
372    
373 root 1.205 state = MAP_ACTIVE;
374 root 1.56 }
375    
376     void
377     maptile::deactivate ()
378     {
379 root 1.205 if (state != MAP_ACTIVE)
380 root 1.204 return;
381    
382     for (mapspace *ms = spaces + size (); ms-- > spaces; )
383     for (object *op = ms->bot; op; op = op->above)
384     op->deactivate_recursive ();
385    
386 root 1.205 state = MAP_INACTIVE;
387 root 1.56 }
388    
389     bool
390 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
391 root 1.56 {
392 root 1.100 coroapi::cede_to_tick ();
393 root 1.65
394 root 1.56 if (flags & IO_HEADER)
395 root 1.88 _save_header (f);
396 root 1.56
397     if (!spaces)
398     return false;
399    
400     for (int i = 0; i < size (); ++i)
401 root 1.24 {
402 root 1.121 bool unique = 0;
403    
404 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
405 root 1.24 {
406 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
407 root 1.56
408 root 1.121 if (expect_false (!op->can_map_save ()))
409 root 1.56 continue;
410    
411 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
412 root 1.24 {
413 root 1.56 if (flags & IO_UNIQUES)
414 root 1.88 op->write (f);
415 root 1.10 }
416 root 1.121 else if (expect_true (flags & IO_OBJECTS))
417 root 1.88 op->write (f);
418 root 1.10 }
419 elmex 1.1 }
420 root 1.24
421 root 1.100 coroapi::cede_to_tick ();
422 root 1.97
423 root 1.56 return true;
424 elmex 1.1 }
425    
426 root 1.56 bool
427 root 1.72 maptile::_save_objects (const char *path, int flags)
428 root 1.56 {
429     object_freezer freezer;
430 root 1.29
431 root 1.72 if (!_save_objects (freezer, flags))
432 root 1.56 return false;
433 root 1.29
434 root 1.56 return freezer.save (path);
435 elmex 1.1 }
436    
437 root 1.188 void
438     maptile::init ()
439 root 1.34 {
440 root 1.205 state = MAP_SWAPPED;
441 root 1.54
442 root 1.34 /* The maps used to pick up default x and y values from the
443 root 1.85 * map archetype. Mimic that behaviour.
444 root 1.34 */
445 root 1.188 width = 16;
446     height = 16;
447     timeout = 300;
448     max_items = MAX_ITEM_PER_ACTION;
449     max_volume = 2000000; // 2m³
450     reset_timeout = 0;
451     enter_x = 0;
452     enter_y = 0;
453     }
454    
455     maptile::maptile ()
456     {
457     init ();
458 root 1.34 }
459    
460 root 1.56 maptile::maptile (int w, int h)
461 root 1.54 {
462 root 1.188 init ();
463 root 1.54
464 root 1.188 width = w;
465     height = h;
466 root 1.54
467 root 1.56 alloc ();
468 elmex 1.1 }
469    
470     /*
471 root 1.31 * Allocates the arrays contained in a maptile.
472 elmex 1.1 * This basically allocates the dynamic array of spaces for the
473     * map.
474     */
475 root 1.29 void
476 root 1.56 maptile::alloc ()
477 root 1.29 {
478 root 1.34 if (spaces)
479 root 1.56 return;
480 elmex 1.1
481 root 1.53 spaces = salloc0<mapspace> (size ());
482 elmex 1.1 }
483    
484 root 1.167 //+GPL
485    
486 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487     * corresponding to that string. Memory is allocated for this, it must be freed
488     * at a later date.
489     * Called by parse_map_headers below.
490     */
491 root 1.29 static shopitems *
492     parse_shop_string (const char *input_string)
493     {
494     char *shop_string, *p, *q, *next_semicolon, *next_colon;
495     shopitems *items = NULL;
496     int i = 0, number_of_entries = 0;
497     const typedata *current_type;
498    
499 root 1.43 shop_string = strdup (input_string);
500 root 1.29 p = shop_string;
501     /* first we'll count the entries, we'll need that for allocating the array shortly */
502     while (p)
503     {
504     p = strchr (p, ';');
505     number_of_entries++;
506     if (p)
507     p++;
508     }
509 root 1.54
510 root 1.29 p = shop_string;
511     strip_endline (p);
512     items = new shopitems[number_of_entries + 1];
513     for (i = 0; i < number_of_entries; i++)
514     {
515     if (!p)
516     {
517     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518     break;
519     }
520 root 1.54
521 root 1.29 next_semicolon = strchr (p, ';');
522     next_colon = strchr (p, ':');
523     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525     items[i].strength = atoi (strchr (p, ':') + 1);
526    
527     if (isdigit (*p) || *p == '*')
528     {
529     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530     current_type = get_typedata (items[i].typenum);
531     if (current_type)
532     {
533     items[i].name = current_type->name;
534     items[i].name_pl = current_type->name_pl;
535     }
536     }
537     else
538     { /*we have a named type, let's figure out what it is */
539     q = strpbrk (p, ";:");
540     if (q)
541     *q = '\0';
542    
543     current_type = get_typedata_by_name (p);
544     if (current_type)
545     {
546     items[i].name = current_type->name;
547     items[i].typenum = current_type->number;
548     items[i].name_pl = current_type->name_pl;
549     }
550     else
551     { /* oh uh, something's wrong, let's free up this one, and try
552     * the next entry while we're at it, better print a warning
553     */
554     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555     }
556     }
557 root 1.54
558 root 1.29 items[i].index = number_of_entries;
559     if (next_semicolon)
560     p = ++next_semicolon;
561     else
562     p = NULL;
563 elmex 1.1 }
564 root 1.54
565 root 1.29 free (shop_string);
566     return items;
567 elmex 1.1 }
568    
569     /* opposite of parse string, this puts the string that was originally fed in to
570     * the map (or something equivilent) into output_string. */
571 root 1.164 static const char *
572     print_shop_string (maptile *m)
573 root 1.29 {
574 root 1.164 static dynbuf_text buf; buf.clear ();
575 root 1.197 bool first = true;
576 root 1.29
577 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
578 root 1.29 {
579 root 1.197 if (!first)
580     buf << ';';
581    
582     first = false;
583    
584 root 1.29 if (m->shopitems[i].typenum)
585     {
586     if (m->shopitems[i].strength)
587 root 1.197 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
588 root 1.29 else
589 root 1.197 buf.printf ("%s", m->shopitems[i].name);
590 root 1.10 }
591 root 1.29 else
592     {
593     if (m->shopitems[i].strength)
594 root 1.197 buf.printf ("*:%d", m->shopitems[i].strength);
595 root 1.29 else
596 root 1.164 buf.printf ("*");
597 root 1.29 }
598 root 1.164 }
599 root 1.54
600 root 1.164 return buf;
601 elmex 1.1 }
602    
603 root 1.167 //-GPL
604    
605 elmex 1.1 /* This loads the header information of the map. The header
606     * contains things like difficulty, size, timeout, etc.
607     * this used to be stored in the map object, but with the
608     * addition of tiling, fields beyond that easily named in an
609     * object structure were needed, so it just made sense to
610     * put all the stuff in the map object so that names actually make
611     * sense.
612     * This could be done in lex (like the object loader), but I think
613     * currently, there are few enough fields this is not a big deal.
614     * MSW 2001-07-01
615     */
616 root 1.56 bool
617 root 1.72 maptile::_load_header (object_thawer &thawer)
618 elmex 1.1 {
619 root 1.56 for (;;)
620 root 1.29 {
621 root 1.105 switch (thawer.kw)
622 root 1.29 {
623 root 1.56 case KW_msg:
624     thawer.get_ml (KW_endmsg, msg);
625     break;
626 root 1.22
627 root 1.201 case KW_lore: // deliantra extension
628 root 1.56 thawer.get_ml (KW_endlore, maplore);
629     break;
630 root 1.10
631 root 1.56 case KW_maplore:
632     thawer.get_ml (KW_endmaplore, maplore);
633     break;
634 root 1.10
635 root 1.56 case KW_arch:
636     if (strcmp (thawer.get_str (), "map"))
637     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
638     break;
639 root 1.29
640 root 1.56 case KW_oid:
641     thawer.get (this, thawer.get_sint32 ());
642     break;
643 root 1.29
644 root 1.56 case KW_file_format_version: break; // nop
645 root 1.29
646 root 1.56 case KW_name: thawer.get (name); break;
647     case KW_attach: thawer.get (attach); break;
648     case KW_reset_time: thawer.get (reset_time); break;
649     case KW_shopgreed: thawer.get (shopgreed); break;
650     case KW_shopmin: thawer.get (shopmin); break;
651     case KW_shopmax: thawer.get (shopmax); break;
652     case KW_shoprace: thawer.get (shoprace); break;
653     case KW_outdoor: thawer.get (outdoor); break;
654    
655     case KW_per_player: thawer.get (per_player); break;
656     case KW_per_party: thawer.get (per_party); break;
657 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
658 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
659 root 1.56
660 root 1.198 case KW_region: thawer.get (default_region); break;
661 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662    
663     // old names new names
664     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666     case KW_x: case KW_width: thawer.get (width); break;
667     case KW_y: case KW_height: thawer.get (height); break;
668     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669     case KW_value: case KW_swap_time: thawer.get (timeout); break;
670     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673    
674     case KW_tile_path_1: thawer.get (tile_path [0]); break;
675     case KW_tile_path_2: thawer.get (tile_path [1]); break;
676     case KW_tile_path_3: thawer.get (tile_path [2]); break;
677     case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 root 1.202 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679     case KW_tile_path_6: thawer.get (tile_path [5]); break;
680 root 1.83
681 root 1.112 case KW_ERROR:
682 root 1.123 set_key_text (thawer.kw_str, thawer.value);
683 root 1.112 break;
684    
685 root 1.83 case KW_end:
686 root 1.124 thawer.next ();
687 root 1.83 return true;
688    
689     default:
690 root 1.187 if (!thawer.parse_error ("map"))
691 root 1.83 return false;
692     break;
693 root 1.10 }
694 root 1.124
695     thawer.next ();
696 elmex 1.1 }
697 root 1.41
698 root 1.56 abort ();
699 elmex 1.1 }
700    
701 root 1.167 //+GPL
702    
703 root 1.56 /******************************************************************************
704     * This is the start of unique map handling code
705     *****************************************************************************/
706 root 1.29
707 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
708     void
709     maptile::clear_unique_items ()
710 root 1.29 {
711 root 1.56 for (int i = 0; i < size (); ++i)
712 root 1.29 {
713 root 1.56 int unique = 0;
714     for (object *op = spaces [i].bot; op; )
715     {
716     object *above = op->above;
717 elmex 1.1
718 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 root 1.56 unique = 1;
720 root 1.14
721 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 root 1.148 op->destroy ();
723 elmex 1.1
724 root 1.56 op = above;
725     }
726 root 1.29 }
727 elmex 1.1 }
728    
729 root 1.167 //-GPL
730    
731 root 1.56 bool
732 root 1.72 maptile::_save_header (object_freezer &freezer)
733 root 1.29 {
734 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
735     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 elmex 1.1
737 root 1.177 MAP_OUT2 (arch, CS(map));
738 elmex 1.1
739 root 1.56 if (name) MAP_OUT (name);
740     MAP_OUT (swap_time);
741     MAP_OUT (reset_time);
742     MAP_OUT (reset_timeout);
743     MAP_OUT (fixed_resettime);
744 root 1.109 MAP_OUT (no_reset);
745 root 1.141 MAP_OUT (no_drop);
746 root 1.56 MAP_OUT (difficulty);
747 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
748 root 1.29
749 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 root 1.56 MAP_OUT (shopgreed);
751     MAP_OUT (shopmin);
752     MAP_OUT (shopmax);
753     if (shoprace) MAP_OUT (shoprace);
754 root 1.164
755 root 1.56 MAP_OUT (width);
756     MAP_OUT (height);
757     MAP_OUT (enter_x);
758     MAP_OUT (enter_y);
759 root 1.178 MAP_OUT (darkness);
760     MAP_OUT (outdoor);
761 root 1.14
762 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
763     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
764 elmex 1.1
765 root 1.56 MAP_OUT (per_player);
766     MAP_OUT (per_party);
767 elmex 1.1
768 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
769     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
770     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
771     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 root 1.202 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773     if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
774 root 1.40
775 root 1.63 freezer.put (this);
776 root 1.177 freezer.put (KW(end));
777 root 1.40
778 root 1.56 return true;
779 elmex 1.1 }
780    
781 root 1.56 bool
782 root 1.72 maptile::_save_header (const char *path)
783 root 1.29 {
784 root 1.17 object_freezer freezer;
785 root 1.10
786 root 1.72 if (!_save_header (freezer))
787 root 1.56 return false;
788 elmex 1.1
789 root 1.56 return freezer.save (path);
790 elmex 1.1 }
791    
792 root 1.167 //+GPL
793    
794 elmex 1.1 /*
795     * Remove and free all objects in the given map.
796     */
797 root 1.29 void
798 root 1.56 maptile::clear ()
799 root 1.29 {
800 root 1.81 if (spaces)
801     {
802     for (mapspace *ms = spaces + size (); ms-- > spaces; )
803 root 1.104 while (object *op = ms->bot)
804 root 1.81 {
805 root 1.127 // manually remove, as to not trigger anything
806     if (ms->bot = op->above)
807     ms->bot->below = 0;
808    
809     op->flag [FLAG_REMOVED] = true;
810    
811 root 1.128 object *head = op->head_ ();
812     if (op == head)
813 root 1.148 op->destroy ();
814 root 1.128 else if (head->map != op->map)
815     {
816     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
817 root 1.148 head->destroy ();
818 root 1.128 }
819 root 1.81 }
820 root 1.29
821 root 1.137 sfree0 (spaces, size ());
822 root 1.81 }
823 root 1.29
824 root 1.56 if (buttons)
825     free_objectlinkpt (buttons), buttons = 0;
826 root 1.127
827 root 1.137 sfree0 (regions, size ());
828 root 1.127 delete [] regionmap; regionmap = 0;
829 elmex 1.1 }
830    
831 root 1.29 void
832 root 1.56 maptile::clear_header ()
833 root 1.29 {
834 root 1.56 name = 0;
835     msg = 0;
836     maplore = 0;
837     shoprace = 0;
838     delete [] shopitems, shopitems = 0;
839 root 1.42
840 root 1.202 for (int i = 0; i < TILE_NUM; i++)
841 root 1.56 tile_path [i] = 0;
842 root 1.47 }
843 root 1.42
844 root 1.47 maptile::~maptile ()
845     {
846 root 1.53 assert (destroyed ());
847 elmex 1.1 }
848    
849 root 1.29 void
850 root 1.56 maptile::clear_links_to (maptile *m)
851 root 1.29 {
852     /* We need to look through all the maps and see if any maps
853     * are pointing at this one for tiling information. Since
854 root 1.47 * tiling can be asymetric, we just can not look to see which
855 root 1.29 * maps this map tiles with and clears those.
856     */
857 root 1.206 for (int i = 0; i < TILE_NUM; i++)
858 root 1.56 if (tile_map[i] == m)
859     tile_map[i] = 0;
860 root 1.47 }
861 elmex 1.1
862 root 1.47 void
863 root 1.56 maptile::do_destroy ()
864 root 1.47 {
865 root 1.56 attachable::do_destroy ();
866    
867     clear ();
868 elmex 1.1 }
869    
870 root 1.109 /* decay and destroy perishable items in a map */
871 root 1.178 // TODO: should be done regularly, not on map load?
872 root 1.109 void
873     maptile::do_decay_objects ()
874     {
875     if (!spaces)
876     return;
877    
878     for (mapspace *ms = spaces + size (); ms-- > spaces; )
879     for (object *above, *op = ms->bot; op; op = above)
880     {
881     above = op->above;
882    
883     // do not decay anything above unique floor tiles (yet :)
884 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
885 root 1.109 break;
886    
887 root 1.180 bool destroy = 0;
888    
889 root 1.184 if (op->flag [FLAG_IS_FLOOR]
890     || op->flag [FLAG_OBJ_ORIGINAL]
891     || op->flag [FLAG_UNIQUE]
892     || op->flag [FLAG_OVERLAY_FLOOR]
893     || op->flag [FLAG_UNPAID]
894 root 1.109 || op->is_alive ())
895     ; // do not decay
896     else if (op->is_weapon ())
897     {
898     op->stats.dam--;
899     if (op->stats.dam < 0)
900     destroy = 1;
901     }
902     else if (op->is_armor ())
903     {
904     op->stats.ac--;
905     if (op->stats.ac < 0)
906     destroy = 1;
907     }
908     else if (op->type == FOOD)
909     {
910     op->stats.food -= rndm (5, 20);
911     if (op->stats.food < 0)
912     destroy = 1;
913     }
914     else
915     {
916     int mat = op->materials;
917    
918     if (mat & M_PAPER
919     || mat & M_LEATHER
920     || mat & M_WOOD
921     || mat & M_ORGANIC
922     || mat & M_CLOTH
923     || mat & M_LIQUID
924     || (mat & M_IRON && rndm (1, 5) == 1)
925     || (mat & M_GLASS && rndm (1, 2) == 1)
926     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 root 1.178 //|| (mat & M_ICE && temp > 32)
929     )
930 root 1.109 destroy = 1;
931     }
932    
933     /* adjust overall chance below */
934     if (destroy && rndm (0, 1))
935 root 1.149 op->destroy ();
936 root 1.109 }
937     }
938    
939 elmex 1.1 /*
940     * This routine is supposed to find out the difficulty of the map.
941     * difficulty does not have a lot to do with character level,
942     * but does have a lot to do with treasure on the map.
943     *
944 root 1.153 * Difficulty can now be set by the map creator. If the value stored
945     * in the map is zero, then use this routine. Maps should really
946     * have a difficulty set rather than using this function - human calculation
947     * is much better than this function's guesswork.
948 elmex 1.1 */
949 root 1.29 int
950 root 1.56 maptile::estimate_difficulty () const
951 root 1.29 {
952 elmex 1.1 long monster_cnt = 0;
953     double avgexp = 0;
954     sint64 total_exp = 0;
955    
956 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957     for (object *op = ms->bot; op; op = op->above)
958     {
959 root 1.184 if (op->flag [FLAG_MONSTER])
960 root 1.56 {
961     total_exp += op->stats.exp;
962     monster_cnt++;
963     }
964 elmex 1.1
965 root 1.184 if (op->flag [FLAG_GENERATOR])
966 root 1.56 {
967     total_exp += op->stats.exp;
968 elmex 1.1
969 root 1.140 if (archetype *at = op->other_arch)
970     {
971     total_exp += at->stats.exp * 8;
972     monster_cnt++;
973     }
974    
975     for (object *inv = op->inv; inv; inv = inv->below)
976     {
977     total_exp += op->stats.exp * 8;
978     monster_cnt++;
979     }
980 root 1.56 }
981     }
982 elmex 1.1
983     avgexp = (double) total_exp / monster_cnt;
984    
985 root 1.56 for (int i = 1; i <= settings.max_level; i++)
986     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
987     return i;
988 elmex 1.1
989     return 1;
990     }
991    
992     /* change_map_light() - used to change map light level (darkness)
993     * up or down. Returns true if successful. It should now be
994     * possible to change a value by more than 1.
995     * Move this from los.c to map.c since this is more related
996     * to maps than los.
997     * postive values make it darker, negative make it brighter
998     */
999 root 1.29 int
1000 root 1.56 maptile::change_map_light (int change)
1001 root 1.29 {
1002     /* Nothing to do */
1003 root 1.154 if (!change)
1004 root 1.56 return 0;
1005 elmex 1.1
1006 root 1.29 /* inform all players on the map */
1007     if (change > 0)
1008 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1009 root 1.29 else
1010 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1011 root 1.29
1012 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1013 elmex 1.1
1014 root 1.29 /* All clients need to get re-updated for the change */
1015 root 1.56 update_all_map_los (this);
1016 root 1.142
1017 root 1.29 return 1;
1018 elmex 1.1 }
1019    
1020     /*
1021     * This function updates various attributes about a specific space
1022     * on the map (what it looks like, whether it blocks magic,
1023     * has a living creatures, prevents people from passing
1024     * through, etc)
1025     */
1026 root 1.29 void
1027 root 1.46 mapspace::update_ ()
1028 root 1.29 {
1029 root 1.142 object *last = 0;
1030 root 1.171 uint8 flags = P_UPTODATE;
1031 root 1.150 sint8 light = 0;
1032 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 root 1.170 uint64_t volume = 0;
1034 root 1.172 uint32_t items = 0;
1035 root 1.171 object *anywhere = 0;
1036 root 1.174 uint8_t middle_visibility = 0;
1037 root 1.29
1038 root 1.94 //object *middle = 0;
1039     //object *top = 0;
1040     //object *floor = 0;
1041     // this seems to generate better code than using locals, above
1042 root 1.95 object *&top = faces_obj[0] = 0;
1043     object *&middle = faces_obj[1] = 0;
1044     object *&floor = faces_obj[2] = 0;
1045 root 1.29
1046 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1047    
1048 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1049 root 1.29 {
1050 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1051     light += tmp->glow_radius;
1052 root 1.29
1053     /* This call is needed in order to update objects the player
1054     * is standing in that have animations (ie, grass, fire, etc).
1055     * However, it also causes the look window to be re-drawn
1056     * 3 times each time the player moves, because many of the
1057     * functions the move_player calls eventualy call this.
1058     *
1059     * Always put the player down for drawing.
1060     */
1061 root 1.171 if (expect_true (!tmp->invisible))
1062 root 1.29 {
1063 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1064 root 1.94 top = tmp;
1065 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1066     {
1067     /* If we got a floor, that means middle and top were below it,
1068     * so should not be visible, so we clear them.
1069     */
1070     middle = 0;
1071     top = 0;
1072     floor = tmp;
1073     volume = 0;
1074     items = 0;
1075     }
1076 root 1.170 else
1077 root 1.29 {
1078 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 root 1.170 {
1080 root 1.174 ++items;
1081     volume += tmp->volume ();
1082 root 1.170 }
1083 root 1.174
1084     /* Flag anywhere have high priority */
1085     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1086     anywhere = tmp;
1087    
1088     /* Find the highest visible face around. If equal
1089     * visibilities, we still want the one nearer to the
1090     * top
1091     */
1092     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 root 1.170 {
1094 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1095     middle = tmp;
1096 root 1.170 }
1097 root 1.29 }
1098     }
1099    
1100 root 1.45 move_slow |= tmp->move_slow;
1101 root 1.29 move_block |= tmp->move_block;
1102 root 1.45 move_on |= tmp->move_on;
1103     move_off |= tmp->move_off;
1104 root 1.29 move_allow |= tmp->move_allow;
1105    
1106 root 1.171 allflags |= tmp->flag;
1107    
1108     if (tmp->type == PLAYER) flags |= P_PLAYER;
1109     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1110 root 1.45 }
1111 root 1.29
1112 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1113     if (anywhere)
1114     middle = anywhere;
1115    
1116     // ORing all flags together and checking them here is much faster
1117     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121    
1122 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1123 root 1.46 this->flags_ = flags;
1124     this->move_block = move_block & ~move_allow;
1125     this->move_on = move_on;
1126     this->move_off = move_off;
1127     this->move_slow = move_slow;
1128 root 1.172 this->volume_ = (volume + 1023) / 1024;
1129     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1130 root 1.29
1131     /* At this point, we have a floor face (if there is a floor),
1132     * and the floor is set - we are not going to touch it at
1133     * this point.
1134     * middle contains the highest visibility face.
1135     * top contains a player/monster face, if there is one.
1136     *
1137     * We now need to fill in top.face and/or middle.face.
1138     */
1139    
1140     /* If the top face also happens to be high visibility, re-do our
1141     * middle face. This should not happen, as we already have the
1142     * else statement above so middle should not get set. OTOH, it
1143     * may be possible for the faces to match but be different objects.
1144     */
1145     if (top == middle)
1146 root 1.94 middle = 0;
1147 root 1.29
1148     /* There are three posibilities at this point:
1149     * 1) top face is set, need middle to be set.
1150     * 2) middle is set, need to set top.
1151     * 3) neither middle or top is set - need to set both.
1152     */
1153    
1154 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1155 root 1.29 {
1156     /* Once we get to a floor, stop, since we already have a floor object */
1157 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1158 root 1.29 break;
1159    
1160     /* If two top faces are already set, quit processing */
1161 root 1.94 if (top && middle)
1162 root 1.29 break;
1163 root 1.10
1164 elmex 1.67 /* Only show visible faces */
1165     if (!tmp->invisible)
1166 root 1.29 {
1167     /* Fill in top if needed */
1168 root 1.94 if (!top)
1169 root 1.29 {
1170 root 1.94 top = tmp;
1171 root 1.29 if (top == middle)
1172 root 1.94 middle = 0;
1173 root 1.29 }
1174     else
1175     {
1176     /* top is already set - we should only get here if
1177     * middle is not set
1178     *
1179     * Set the middle face and break out, since there is nothing
1180     * more to fill in. We don't check visiblity here, since
1181     *
1182     */
1183 root 1.94 if (tmp != top)
1184 root 1.29 {
1185 root 1.94 middle = tmp;
1186 root 1.29 break;
1187 root 1.10 }
1188     }
1189     }
1190 elmex 1.1 }
1191 root 1.45
1192 root 1.29 if (middle == floor)
1193 root 1.94 middle = 0;
1194 root 1.45
1195 root 1.29 if (top == middle)
1196 root 1.94 middle = 0;
1197 root 1.45
1198 root 1.94 #if 0
1199     faces_obj [0] = top;
1200     faces_obj [1] = middle;
1201     faces_obj [2] = floor;
1202     #endif
1203 elmex 1.1 }
1204    
1205 root 1.155 maptile *
1206 root 1.117 maptile::tile_available (int dir, bool load)
1207 elmex 1.1 {
1208 root 1.155 if (tile_path[dir])
1209     {
1210 root 1.202 // map is there and we don't need to load it OR it's loaded => return what we have
1211 root 1.204 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1212 root 1.155 return tile_map[dir];
1213 root 1.118
1214 root 1.202 // well, try to locate it then, if possible - maybe it's there already
1215 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216     return tile_map[dir];
1217     }
1218 root 1.56
1219 root 1.117 return 0;
1220 root 1.68 }
1221    
1222 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1223     * map m. This function also takes into account any
1224     * tiling considerations, loading adjacant maps as needed.
1225     * This is the function should always be used when it
1226     * necessary to check for valid coordinates.
1227     * This function will recursively call itself for the
1228     * tiled maps.
1229     */
1230 root 1.29 int
1231 root 1.31 out_of_map (maptile *m, int x, int y)
1232 elmex 1.1 {
1233 root 1.29 /* If we get passed a null map, this is obviously the
1234     * case. This generally shouldn't happen, but if the
1235     * map loads fail below, it could happen.
1236     */
1237     if (!m)
1238     return 0;
1239 elmex 1.1
1240 root 1.29 if (x < 0)
1241     {
1242 root 1.119 if (!m->tile_available (3))
1243 root 1.29 return 1;
1244 root 1.46
1245 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1246 elmex 1.1 }
1247 root 1.46
1248 root 1.48 if (x >= m->width)
1249 root 1.29 {
1250 root 1.119 if (!m->tile_available (1))
1251 root 1.29 return 1;
1252 root 1.46
1253 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1254 elmex 1.1 }
1255 root 1.46
1256 root 1.29 if (y < 0)
1257     {
1258 root 1.119 if (!m->tile_available (0))
1259 root 1.29 return 1;
1260 root 1.46
1261 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1262 elmex 1.1 }
1263 root 1.46
1264 root 1.48 if (y >= m->height)
1265 root 1.29 {
1266 root 1.119 if (!m->tile_available (2))
1267 root 1.29 return 1;
1268 root 1.46
1269 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1270 elmex 1.1 }
1271    
1272 root 1.29 /* Simple case - coordinates are within this local
1273     * map.
1274     */
1275     return 0;
1276 elmex 1.1 }
1277    
1278     /* This is basically the same as out_of_map above, but
1279     * instead we return NULL if no map is valid (coordinates
1280     * out of bounds and no tiled map), otherwise it returns
1281     * the map as that the coordinates are really on, and
1282 pippijn 1.66 * updates x and y to be the localised coordinates.
1283 elmex 1.1 * Using this is more efficient of calling out_of_map
1284     * and then figuring out what the real map is
1285     */
1286 root 1.31 maptile *
1287 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1288 elmex 1.1 {
1289 root 1.68 if (x < 0)
1290 root 1.29 {
1291 root 1.119 if (!tile_available (3))
1292 root 1.46 return 0;
1293 root 1.56
1294 root 1.68 x += tile_map[3]->width;
1295     return tile_map[3]->xy_find (x, y);
1296 elmex 1.1 }
1297 root 1.46
1298 root 1.68 if (x >= width)
1299 root 1.29 {
1300 root 1.119 if (!tile_available (1))
1301 root 1.46 return 0;
1302    
1303 root 1.68 x -= width;
1304     return tile_map[1]->xy_find (x, y);
1305 elmex 1.1 }
1306 root 1.46
1307 root 1.68 if (y < 0)
1308 root 1.29 {
1309 root 1.119 if (!tile_available (0))
1310 root 1.46 return 0;
1311    
1312 root 1.68 y += tile_map[0]->height;
1313     return tile_map[0]->xy_find (x, y);
1314 elmex 1.1 }
1315 root 1.46
1316 root 1.68 if (y >= height)
1317 root 1.29 {
1318 root 1.119 if (!tile_available (2))
1319 root 1.46 return 0;
1320    
1321 root 1.68 y -= height;
1322     return tile_map[2]->xy_find (x, y);
1323 elmex 1.1 }
1324    
1325 root 1.29 /* Simple case - coordinates are within this local
1326     * map.
1327     */
1328 root 1.68 return this;
1329 elmex 1.1 }
1330    
1331     /**
1332     * Return whether map2 is adjacent to map1. If so, store the distance from
1333     * map1 to map2 in dx/dy.
1334     */
1335 root 1.82 int
1336 root 1.199 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1337 root 1.29 {
1338     if (!map1 || !map2)
1339     return 0;
1340    
1341 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1343 root 1.29 if (map1 == map2)
1344     {
1345     *dx = 0;
1346     *dy = 0;
1347     }
1348 root 1.202 else if (map1->tile_available (TILE_NORTH, false) == map2)
1349     {
1350 root 1.29 *dx = 0;
1351 root 1.48 *dy = -map2->height;
1352 root 1.29 }
1353 root 1.202 else if (map1->tile_available (TILE_EAST , false) == map2)
1354     {
1355 root 1.48 *dx = map1->width;
1356 root 1.29 *dy = 0;
1357     }
1358 root 1.202 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1359     {
1360 root 1.29 *dx = 0;
1361 root 1.48 *dy = map1->height;
1362 root 1.29 }
1363 root 1.202 else if (map1->tile_available (TILE_WEST , false) == map2)
1364     {
1365 root 1.48 *dx = -map2->width;
1366 root 1.29 *dy = 0;
1367     }
1368 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1369 root 1.29 { /* up right */
1370 root 1.202 *dx = +map1->tile_map[TILE_NORTH]->width;
1371     *dy = -map1->tile_map[TILE_NORTH]->height;
1372 root 1.29 }
1373 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1374 root 1.29 { /* up left */
1375 root 1.48 *dx = -map2->width;
1376 root 1.202 *dy = -map1->tile_map[TILE_NORTH]->height;
1377 root 1.29 }
1378 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1379 root 1.29 { /* right up */
1380 root 1.202 *dx = +map1->width;
1381 root 1.48 *dy = -map2->height;
1382 root 1.29 }
1383 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1384 root 1.29 { /* right down */
1385 root 1.202 *dx = +map1->width;
1386     *dy = +map1->tile_map[TILE_EAST]->height;
1387 root 1.29 }
1388 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1389 root 1.29 { /* down right */
1390 root 1.202 *dx = +map1->tile_map[TILE_SOUTH]->width;
1391     *dy = +map1->height;
1392 root 1.29 }
1393 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1394 root 1.29 { /* down left */
1395 root 1.48 *dx = -map2->width;
1396 root 1.202 *dy = +map1->height;
1397 root 1.29 }
1398 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1399 root 1.29 { /* left up */
1400 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1401 root 1.48 *dy = -map2->height;
1402 root 1.29 }
1403 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1404 root 1.29 { /* left down */
1405 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1406     *dy = +map1->tile_map[TILE_WEST]->height;
1407 root 1.29 }
1408     else
1409 root 1.56 return 0;
1410 elmex 1.1
1411 root 1.29 return 1;
1412 elmex 1.1 }
1413    
1414 root 1.68 maptile *
1415     maptile::xy_load (sint16 &x, sint16 &y)
1416     {
1417     maptile *map = xy_find (x, y);
1418    
1419     if (map)
1420     map->load_sync ();
1421    
1422     return map;
1423     }
1424    
1425     maptile *
1426     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1427     {
1428     return m->xy_load (*x, *y);
1429     }
1430    
1431 elmex 1.1 /* From map.c
1432     * This is used by get_player to determine where the other
1433     * creature is. get_rangevector takes into account map tiling,
1434     * so you just can not look the the map coordinates and get the
1435     * righte value. distance_x/y are distance away, which
1436 root 1.79 * can be negative. direction is the crossfire direction scheme
1437 elmex 1.1 * that the creature should head. part is the part of the
1438     * monster that is closest.
1439     *
1440     * get_rangevector looks at op1 and op2, and fills in the
1441     * structure for op1 to get to op2.
1442     * We already trust that the caller has verified that the
1443     * two objects are at least on adjacent maps. If not,
1444     * results are not likely to be what is desired.
1445     * if the objects are not on maps, results are also likely to
1446     * be unexpected
1447     *
1448     * currently, the only flag supported (0x1) is don't translate for
1449     * closest body part of 'op1'
1450     */
1451 root 1.29 void
1452 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1453 root 1.29 {
1454     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1455     {
1456     /* be conservative and fill in _some_ data */
1457 root 1.190 retval->distance = 10000;
1458 root 1.86 retval->distance_x = 10000;
1459     retval->distance_y = 10000;
1460 root 1.190 retval->direction = 0;
1461     retval->part = 0;
1462 root 1.29 }
1463     else
1464     {
1465     retval->distance_x += op2->x - op1->x;
1466     retval->distance_y += op2->y - op1->y;
1467    
1468 root 1.185 object *best = op1;
1469    
1470 root 1.29 /* If this is multipart, find the closest part now */
1471 root 1.185 if (!(flags & 1) && op1->more)
1472 root 1.29 {
1473 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1474 root 1.29
1475     /* we just take the offset of the piece to head to figure
1476     * distance instead of doing all that work above again
1477     * since the distance fields we set above are positive in the
1478     * same axis as is used for multipart objects, the simply arithmetic
1479     * below works.
1480     */
1481 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 root 1.29 {
1483 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1484    
1485 root 1.29 if (tmpi < best_distance)
1486     {
1487     best_distance = tmpi;
1488 root 1.191 best = tmp;
1489 elmex 1.1 }
1490     }
1491 root 1.75
1492 root 1.29 if (best != op1)
1493     {
1494     retval->distance_x += op1->x - best->x;
1495     retval->distance_y += op1->y - best->y;
1496 elmex 1.1 }
1497     }
1498 root 1.75
1499 root 1.192 retval->part = best;
1500     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1502 elmex 1.1 }
1503     }
1504    
1505     /* this is basically the same as get_rangevector above, but instead of
1506     * the first parameter being an object, it instead is the map
1507     * and x,y coordinates - this is used for path to player -
1508     * since the object is not infact moving but we are trying to traverse
1509     * the path, we need this.
1510     * flags has no meaning for this function at this time - I kept it in to
1511     * be more consistant with the above function and also in case they are needed
1512     * for something in the future. Also, since no object is pasted, the best
1513     * field of the rv_vector is set to NULL.
1514     */
1515 root 1.29 void
1516 root 1.199 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517 root 1.29 {
1518     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519     {
1520     /* be conservative and fill in _some_ data */
1521 root 1.193 retval->distance = 100000;
1522 root 1.29 retval->distance_x = 32767;
1523     retval->distance_y = 32767;
1524 root 1.193 retval->direction = 0;
1525     retval->part = 0;
1526 root 1.29 }
1527     else
1528     {
1529     retval->distance_x += op2->x - x;
1530     retval->distance_y += op2->y - y;
1531    
1532 root 1.193 retval->part = 0;
1533     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1535 elmex 1.1 }
1536     }
1537    
1538     /* Returns true of op1 and op2 are effectively on the same map
1539     * (as related to map tiling). Note that this looks for a path from
1540 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1541 elmex 1.1 * to op1, this will still return false.
1542     * Note we only look one map out to keep the processing simple
1543     * and efficient. This could probably be a macro.
1544     * MSW 2001-08-05
1545     */
1546 root 1.29 int
1547     on_same_map (const object *op1, const object *op2)
1548     {
1549     int dx, dy;
1550 elmex 1.1
1551 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1552 elmex 1.1 }
1553 root 1.52
1554 root 1.167 //-GPL
1555    
1556 root 1.52 object *
1557     maptile::insert (object *op, int x, int y, object *originator, int flags)
1558     {
1559     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560     }
1561    
1562 root 1.81 region *
1563     maptile::region (int x, int y) const
1564     {
1565     if (regions
1566     && regionmap
1567     && !OUT_OF_REAL_MAP (this, x, y))
1568     if (struct region *reg = regionmap [regions [y * width + x]])
1569     return reg;
1570    
1571     if (default_region)
1572     return default_region;
1573    
1574     return ::region::default_region ();
1575     }
1576    
1577 root 1.167 //+GPL
1578    
1579 root 1.91 /* picks a random object from a style map.
1580     */
1581     object *
1582 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1583 root 1.91 {
1584     /* while returning a null object will result in a crash, that
1585     * is actually preferable to an infinite loop. That is because
1586     * most servers will automatically restart in case of crash.
1587     * Change the logic on getting the random space - shouldn't make
1588     * any difference, but this seems clearer to me.
1589     */
1590     for (int i = 1000; --i;)
1591     {
1592 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1593 root 1.91
1594 root 1.186 // must be head: do not prefer big monsters just because they are big.
1595 root 1.138 if (pick && pick->is_head ())
1596 root 1.186 return pick;
1597 root 1.91 }
1598    
1599     // instead of crashing in the unlikely(?) case, try to return *something*
1600 root 1.169 return archetype::find (shstr_bug);
1601 root 1.91 }
1602 root 1.85
1603 root 1.167 //-GPL
1604    
1605 root 1.114 void
1606     maptile::play_sound (faceidx sound, int x, int y) const
1607     {
1608     if (!sound)
1609     return;
1610    
1611 root 1.151 for_all_players_on_map (pl, this)
1612     if (client *ns = pl->ns)
1613     {
1614     int dx = x - pl->ob->x;
1615     int dy = y - pl->ob->y;
1616 root 1.114
1617 root 1.151 int distance = idistance (dx, dy);
1618 root 1.114
1619 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1620     ns->play_sound (sound, dx, dy);
1621     }
1622 root 1.114 }
1623    
1624 root 1.157 void
1625     maptile::say_msg (const char *msg, int x, int y) const
1626     {
1627     for_all_players (pl)
1628     if (client *ns = pl->ns)
1629     {
1630     int dx = x - pl->ob->x;
1631     int dy = y - pl->ob->y;
1632    
1633     int distance = idistance (dx, dy);
1634    
1635     if (distance <= MAX_SOUND_DISTANCE)
1636     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637     }
1638     }
1639    
1640 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641    
1642 root 1.155 static void
1643     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1644     {
1645     // clip to map to the left
1646     if (x0 < 0)
1647     {
1648 root 1.202 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1649 root 1.155 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1650    
1651     if (x1 < 0) // entirely to the left
1652     return;
1653    
1654     x0 = 0;
1655     }
1656    
1657     // clip to map to the right
1658     if (x1 > m->width)
1659     {
1660 root 1.202 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 root 1.155 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1662    
1663     if (x0 > m->width) // entirely to the right
1664     return;
1665    
1666     x1 = m->width;
1667     }
1668    
1669     // clip to map above
1670     if (y0 < 0)
1671     {
1672 root 1.202 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 root 1.155 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1674    
1675     if (y1 < 0) // entirely above
1676     return;
1677    
1678     y0 = 0;
1679     }
1680    
1681     // clip to map below
1682     if (y1 > m->height)
1683     {
1684 root 1.202 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 root 1.155 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1686    
1687     if (y0 > m->height) // entirely below
1688     return;
1689    
1690     y1 = m->height;
1691     }
1692    
1693     // if we get here, the rect is within the current map
1694     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695    
1696     r->m = m;
1697     r->x0 = x0;
1698     r->y0 = y0;
1699     r->x1 = x1;
1700     r->y1 = y1;
1701     r->dx = dx;
1702     r->dy = dy;
1703     }
1704    
1705     maprect *
1706 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1707 root 1.155 {
1708     buf.clear ();
1709    
1710     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711    
1712     // add end marker
1713     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714     r->m = 0;
1715    
1716     return (maprect *)buf.linearise ();
1717     }
1718