ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.210
Committed: Sat May 7 13:25:02 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.209: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.76 *
4 root 1.203 * 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 1.208
375     activate_physics ();
376 root 1.56 }
377    
378     void
379     maptile::deactivate ()
380     {
381 root 1.205 if (state != MAP_ACTIVE)
382 root 1.204 return;
383    
384     for (mapspace *ms = spaces + size (); ms-- > spaces; )
385     for (object *op = ms->bot; op; op = op->above)
386     op->deactivate_recursive ();
387    
388 root 1.205 state = MAP_INACTIVE;
389 root 1.56 }
390    
391     bool
392 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
393 root 1.56 {
394 root 1.100 coroapi::cede_to_tick ();
395 root 1.65
396 root 1.56 if (flags & IO_HEADER)
397 root 1.88 _save_header (f);
398 root 1.56
399     if (!spaces)
400     return false;
401    
402     for (int i = 0; i < size (); ++i)
403 root 1.24 {
404 root 1.121 bool unique = 0;
405    
406 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
407 root 1.24 {
408 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
409 root 1.56
410 root 1.121 if (expect_false (!op->can_map_save ()))
411 root 1.56 continue;
412    
413 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
414 root 1.24 {
415 root 1.56 if (flags & IO_UNIQUES)
416 root 1.88 op->write (f);
417 root 1.10 }
418 root 1.121 else if (expect_true (flags & IO_OBJECTS))
419 root 1.88 op->write (f);
420 root 1.10 }
421 elmex 1.1 }
422 root 1.24
423 root 1.100 coroapi::cede_to_tick ();
424 root 1.97
425 root 1.56 return true;
426 elmex 1.1 }
427    
428 root 1.56 bool
429 root 1.72 maptile::_save_objects (const char *path, int flags)
430 root 1.56 {
431     object_freezer freezer;
432 root 1.29
433 root 1.72 if (!_save_objects (freezer, flags))
434 root 1.56 return false;
435 root 1.29
436 root 1.56 return freezer.save (path);
437 elmex 1.1 }
438    
439 root 1.188 void
440     maptile::init ()
441 root 1.34 {
442 root 1.205 state = MAP_SWAPPED;
443 root 1.54
444 root 1.34 /* The maps used to pick up default x and y values from the
445 root 1.85 * map archetype. Mimic that behaviour.
446 root 1.34 */
447 root 1.188 width = 16;
448     height = 16;
449     timeout = 300;
450     max_items = MAX_ITEM_PER_ACTION;
451     max_volume = 2000000; // 2m³
452     reset_timeout = 0;
453     enter_x = 0;
454     enter_y = 0;
455     }
456    
457     maptile::maptile ()
458     {
459     init ();
460 root 1.34 }
461    
462 root 1.56 maptile::maptile (int w, int h)
463 root 1.54 {
464 root 1.188 init ();
465 root 1.54
466 root 1.188 width = w;
467     height = h;
468 root 1.54
469 root 1.56 alloc ();
470 elmex 1.1 }
471    
472     /*
473 root 1.31 * Allocates the arrays contained in a maptile.
474 elmex 1.1 * This basically allocates the dynamic array of spaces for the
475     * map.
476     */
477 root 1.29 void
478 root 1.56 maptile::alloc ()
479 root 1.29 {
480 root 1.34 if (spaces)
481 root 1.56 return;
482 elmex 1.1
483 root 1.53 spaces = salloc0<mapspace> (size ());
484 elmex 1.1 }
485    
486 root 1.167 //+GPL
487    
488 elmex 1.1 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
489     * corresponding to that string. Memory is allocated for this, it must be freed
490     * at a later date.
491     * Called by parse_map_headers below.
492     */
493 root 1.29 static shopitems *
494     parse_shop_string (const char *input_string)
495     {
496     char *shop_string, *p, *q, *next_semicolon, *next_colon;
497     shopitems *items = NULL;
498     int i = 0, number_of_entries = 0;
499     const typedata *current_type;
500    
501 root 1.43 shop_string = strdup (input_string);
502 root 1.29 p = shop_string;
503     /* first we'll count the entries, we'll need that for allocating the array shortly */
504     while (p)
505     {
506     p = strchr (p, ';');
507     number_of_entries++;
508     if (p)
509     p++;
510     }
511 root 1.54
512 root 1.29 p = shop_string;
513     strip_endline (p);
514     items = new shopitems[number_of_entries + 1];
515     for (i = 0; i < number_of_entries; i++)
516     {
517     if (!p)
518     {
519     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
520     break;
521     }
522 root 1.54
523 root 1.29 next_semicolon = strchr (p, ';');
524     next_colon = strchr (p, ':');
525     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
526     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
527     items[i].strength = atoi (strchr (p, ':') + 1);
528    
529     if (isdigit (*p) || *p == '*')
530     {
531     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
532     current_type = get_typedata (items[i].typenum);
533     if (current_type)
534     {
535     items[i].name = current_type->name;
536     items[i].name_pl = current_type->name_pl;
537     }
538     }
539     else
540     { /*we have a named type, let's figure out what it is */
541     q = strpbrk (p, ";:");
542     if (q)
543     *q = '\0';
544    
545     current_type = get_typedata_by_name (p);
546     if (current_type)
547     {
548     items[i].name = current_type->name;
549     items[i].typenum = current_type->number;
550     items[i].name_pl = current_type->name_pl;
551     }
552     else
553     { /* oh uh, something's wrong, let's free up this one, and try
554     * the next entry while we're at it, better print a warning
555     */
556     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557     }
558     }
559 root 1.54
560 root 1.29 items[i].index = number_of_entries;
561     if (next_semicolon)
562     p = ++next_semicolon;
563     else
564     p = NULL;
565 elmex 1.1 }
566 root 1.54
567 root 1.29 free (shop_string);
568     return items;
569 elmex 1.1 }
570    
571     /* opposite of parse string, this puts the string that was originally fed in to
572     * the map (or something equivilent) into output_string. */
573 root 1.164 static const char *
574     print_shop_string (maptile *m)
575 root 1.29 {
576 root 1.164 static dynbuf_text buf; buf.clear ();
577 root 1.197 bool first = true;
578 root 1.29
579 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
580 root 1.29 {
581 root 1.197 if (!first)
582     buf << ';';
583    
584     first = false;
585    
586 root 1.29 if (m->shopitems[i].typenum)
587     {
588     if (m->shopitems[i].strength)
589 root 1.197 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
590 root 1.29 else
591 root 1.197 buf.printf ("%s", m->shopitems[i].name);
592 root 1.10 }
593 root 1.29 else
594     {
595     if (m->shopitems[i].strength)
596 root 1.197 buf.printf ("*:%d", m->shopitems[i].strength);
597 root 1.29 else
598 root 1.164 buf.printf ("*");
599 root 1.29 }
600 root 1.164 }
601 root 1.54
602 root 1.164 return buf;
603 elmex 1.1 }
604    
605 root 1.167 //-GPL
606    
607 elmex 1.1 /* This loads the header information of the map. The header
608     * contains things like difficulty, size, timeout, etc.
609     * this used to be stored in the map object, but with the
610     * addition of tiling, fields beyond that easily named in an
611     * object structure were needed, so it just made sense to
612     * put all the stuff in the map object so that names actually make
613     * sense.
614     * This could be done in lex (like the object loader), but I think
615     * currently, there are few enough fields this is not a big deal.
616     * MSW 2001-07-01
617     */
618 root 1.56 bool
619 root 1.72 maptile::_load_header (object_thawer &thawer)
620 elmex 1.1 {
621 root 1.56 for (;;)
622 root 1.29 {
623 root 1.105 switch (thawer.kw)
624 root 1.29 {
625 root 1.56 case KW_msg:
626     thawer.get_ml (KW_endmsg, msg);
627     break;
628 root 1.22
629 root 1.201 case KW_lore: // deliantra extension
630 root 1.56 thawer.get_ml (KW_endlore, maplore);
631     break;
632 root 1.10
633 root 1.56 case KW_maplore:
634     thawer.get_ml (KW_endmaplore, maplore);
635     break;
636 root 1.10
637 root 1.56 case KW_arch:
638     if (strcmp (thawer.get_str (), "map"))
639     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640     break;
641 root 1.29
642 root 1.56 case KW_oid:
643     thawer.get (this, thawer.get_sint32 ());
644     break;
645 root 1.29
646 root 1.56 case KW_file_format_version: break; // nop
647 root 1.29
648 root 1.56 case KW_name: thawer.get (name); break;
649     case KW_attach: thawer.get (attach); break;
650     case KW_reset_time: thawer.get (reset_time); break;
651     case KW_shopgreed: thawer.get (shopgreed); break;
652     case KW_shopmin: thawer.get (shopmin); break;
653     case KW_shopmax: thawer.get (shopmax); break;
654     case KW_shoprace: thawer.get (shoprace); break;
655     case KW_outdoor: thawer.get (outdoor); break;
656    
657     case KW_per_player: thawer.get (per_player); break;
658     case KW_per_party: thawer.get (per_party); break;
659 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
660 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
661 root 1.56
662 root 1.198 case KW_region: thawer.get (default_region); break;
663 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664    
665     // old names new names
666     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668     case KW_x: case KW_width: thawer.get (width); break;
669     case KW_y: case KW_height: thawer.get (height); break;
670     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671     case KW_value: case KW_swap_time: thawer.get (timeout); break;
672     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675    
676     case KW_tile_path_1: thawer.get (tile_path [0]); break;
677     case KW_tile_path_2: thawer.get (tile_path [1]); break;
678     case KW_tile_path_3: thawer.get (tile_path [2]); break;
679     case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 root 1.202 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681     case KW_tile_path_6: thawer.get (tile_path [5]); break;
682 root 1.83
683 root 1.112 case KW_ERROR:
684 root 1.123 set_key_text (thawer.kw_str, thawer.value);
685 root 1.112 break;
686    
687 root 1.83 case KW_end:
688 root 1.124 thawer.next ();
689 root 1.83 return true;
690    
691     default:
692 root 1.187 if (!thawer.parse_error ("map"))
693 root 1.83 return false;
694     break;
695 root 1.10 }
696 root 1.124
697     thawer.next ();
698 elmex 1.1 }
699 root 1.41
700 root 1.56 abort ();
701 elmex 1.1 }
702    
703 root 1.167 //+GPL
704    
705 root 1.56 /******************************************************************************
706     * This is the start of unique map handling code
707     *****************************************************************************/
708 root 1.29
709 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
710     void
711     maptile::clear_unique_items ()
712 root 1.29 {
713 root 1.56 for (int i = 0; i < size (); ++i)
714 root 1.29 {
715 root 1.56 int unique = 0;
716     for (object *op = spaces [i].bot; op; )
717     {
718     object *above = op->above;
719 elmex 1.1
720 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
721 root 1.56 unique = 1;
722 root 1.14
723 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
724 root 1.148 op->destroy ();
725 elmex 1.1
726 root 1.56 op = above;
727     }
728 root 1.29 }
729 elmex 1.1 }
730    
731 root 1.167 //-GPL
732    
733 root 1.56 bool
734 root 1.72 maptile::_save_header (object_freezer &freezer)
735 root 1.29 {
736 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
737     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
738 elmex 1.1
739 root 1.177 MAP_OUT2 (arch, CS(map));
740 elmex 1.1
741 root 1.56 if (name) MAP_OUT (name);
742     MAP_OUT (swap_time);
743     MAP_OUT (reset_time);
744     MAP_OUT (reset_timeout);
745     MAP_OUT (fixed_resettime);
746 root 1.109 MAP_OUT (no_reset);
747 root 1.141 MAP_OUT (no_drop);
748 root 1.56 MAP_OUT (difficulty);
749 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
750 root 1.29
751 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
752 root 1.56 MAP_OUT (shopgreed);
753     MAP_OUT (shopmin);
754     MAP_OUT (shopmax);
755     if (shoprace) MAP_OUT (shoprace);
756 root 1.164
757 root 1.56 MAP_OUT (width);
758     MAP_OUT (height);
759     MAP_OUT (enter_x);
760     MAP_OUT (enter_y);
761 root 1.178 MAP_OUT (darkness);
762     MAP_OUT (outdoor);
763 root 1.14
764 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 elmex 1.1
767 root 1.56 MAP_OUT (per_player);
768     MAP_OUT (per_party);
769 elmex 1.1
770 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
771     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
772     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
773     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 root 1.202 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775     if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
776 root 1.40
777 root 1.63 freezer.put (this);
778 root 1.177 freezer.put (KW(end));
779 root 1.40
780 root 1.56 return true;
781 elmex 1.1 }
782    
783 root 1.56 bool
784 root 1.72 maptile::_save_header (const char *path)
785 root 1.29 {
786 root 1.17 object_freezer freezer;
787 root 1.10
788 root 1.72 if (!_save_header (freezer))
789 root 1.56 return false;
790 elmex 1.1
791 root 1.56 return freezer.save (path);
792 elmex 1.1 }
793    
794 root 1.167 //+GPL
795    
796 elmex 1.1 /*
797     * Remove and free all objects in the given map.
798     */
799 root 1.29 void
800 root 1.56 maptile::clear ()
801 root 1.29 {
802 root 1.81 if (spaces)
803     {
804     for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 root 1.104 while (object *op = ms->bot)
806 root 1.81 {
807 root 1.127 // manually remove, as to not trigger anything
808     if (ms->bot = op->above)
809     ms->bot->below = 0;
810    
811     op->flag [FLAG_REMOVED] = true;
812    
813 root 1.128 object *head = op->head_ ();
814     if (op == head)
815 root 1.148 op->destroy ();
816 root 1.128 else if (head->map != op->map)
817     {
818     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 root 1.148 head->destroy ();
820 root 1.128 }
821 root 1.81 }
822 root 1.29
823 root 1.137 sfree0 (spaces, size ());
824 root 1.81 }
825 root 1.29
826 root 1.56 if (buttons)
827     free_objectlinkpt (buttons), buttons = 0;
828 root 1.127
829 root 1.137 sfree0 (regions, size ());
830 root 1.127 delete [] regionmap; regionmap = 0;
831 elmex 1.1 }
832    
833 root 1.29 void
834 root 1.56 maptile::clear_header ()
835 root 1.29 {
836 root 1.56 name = 0;
837     msg = 0;
838     maplore = 0;
839     shoprace = 0;
840     delete [] shopitems, shopitems = 0;
841 root 1.42
842 root 1.207 for (int i = 0; i < array_length (tile_path); i++)
843 root 1.56 tile_path [i] = 0;
844 root 1.47 }
845 root 1.42
846 root 1.47 maptile::~maptile ()
847     {
848 root 1.53 assert (destroyed ());
849 elmex 1.1 }
850    
851 root 1.29 void
852 root 1.56 maptile::clear_links_to (maptile *m)
853 root 1.29 {
854     /* We need to look through all the maps and see if any maps
855     * are pointing at this one for tiling information. Since
856 root 1.47 * tiling can be asymetric, we just can not look to see which
857 root 1.29 * maps this map tiles with and clears those.
858     */
859 root 1.207 for (int i = 0; i < array_length (tile_path); i++)
860 root 1.56 if (tile_map[i] == m)
861     tile_map[i] = 0;
862 root 1.47 }
863 elmex 1.1
864 root 1.47 void
865 root 1.56 maptile::do_destroy ()
866 root 1.47 {
867 root 1.56 attachable::do_destroy ();
868    
869     clear ();
870 elmex 1.1 }
871    
872 root 1.109 /* decay and destroy perishable items in a map */
873 root 1.178 // TODO: should be done regularly, not on map load?
874 root 1.109 void
875     maptile::do_decay_objects ()
876     {
877     if (!spaces)
878     return;
879    
880     for (mapspace *ms = spaces + size (); ms-- > spaces; )
881     for (object *above, *op = ms->bot; op; op = above)
882     {
883     above = op->above;
884    
885     // do not decay anything above unique floor tiles (yet :)
886 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 root 1.109 break;
888    
889 root 1.180 bool destroy = 0;
890    
891 root 1.184 if (op->flag [FLAG_IS_FLOOR]
892     || op->flag [FLAG_OBJ_ORIGINAL]
893     || op->flag [FLAG_UNIQUE]
894     || op->flag [FLAG_OVERLAY_FLOOR]
895     || op->flag [FLAG_UNPAID]
896 root 1.109 || op->is_alive ())
897     ; // do not decay
898     else if (op->is_weapon ())
899     {
900     op->stats.dam--;
901     if (op->stats.dam < 0)
902     destroy = 1;
903     }
904     else if (op->is_armor ())
905     {
906     op->stats.ac--;
907     if (op->stats.ac < 0)
908     destroy = 1;
909     }
910     else if (op->type == FOOD)
911     {
912     op->stats.food -= rndm (5, 20);
913     if (op->stats.food < 0)
914     destroy = 1;
915     }
916     else
917     {
918     int mat = op->materials;
919    
920     if (mat & M_PAPER
921     || mat & M_LEATHER
922     || mat & M_WOOD
923     || mat & M_ORGANIC
924     || mat & M_CLOTH
925     || mat & M_LIQUID
926     || (mat & M_IRON && rndm (1, 5) == 1)
927     || (mat & M_GLASS && rndm (1, 2) == 1)
928     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 root 1.178 //|| (mat & M_ICE && temp > 32)
931     )
932 root 1.109 destroy = 1;
933     }
934    
935     /* adjust overall chance below */
936     if (destroy && rndm (0, 1))
937 root 1.149 op->destroy ();
938 root 1.109 }
939     }
940    
941 elmex 1.1 /*
942     * This routine is supposed to find out the difficulty of the map.
943     * difficulty does not have a lot to do with character level,
944     * but does have a lot to do with treasure on the map.
945     *
946 root 1.153 * Difficulty can now be set by the map creator. If the value stored
947     * in the map is zero, then use this routine. Maps should really
948     * have a difficulty set rather than using this function - human calculation
949     * is much better than this function's guesswork.
950 elmex 1.1 */
951 root 1.29 int
952 root 1.56 maptile::estimate_difficulty () const
953 root 1.29 {
954 elmex 1.1 long monster_cnt = 0;
955     double avgexp = 0;
956     sint64 total_exp = 0;
957    
958 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959     for (object *op = ms->bot; op; op = op->above)
960     {
961 root 1.184 if (op->flag [FLAG_MONSTER])
962 root 1.56 {
963     total_exp += op->stats.exp;
964     monster_cnt++;
965     }
966 elmex 1.1
967 root 1.184 if (op->flag [FLAG_GENERATOR])
968 root 1.56 {
969     total_exp += op->stats.exp;
970 elmex 1.1
971 root 1.140 if (archetype *at = op->other_arch)
972     {
973     total_exp += at->stats.exp * 8;
974     monster_cnt++;
975     }
976    
977     for (object *inv = op->inv; inv; inv = inv->below)
978     {
979     total_exp += op->stats.exp * 8;
980     monster_cnt++;
981     }
982 root 1.56 }
983     }
984 elmex 1.1
985     avgexp = (double) total_exp / monster_cnt;
986    
987 root 1.56 for (int i = 1; i <= settings.max_level; i++)
988     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
989     return i;
990 elmex 1.1
991     return 1;
992     }
993    
994     /* change_map_light() - used to change map light level (darkness)
995     * up or down. Returns true if successful. It should now be
996     * possible to change a value by more than 1.
997     * Move this from los.c to map.c since this is more related
998     * to maps than los.
999     * postive values make it darker, negative make it brighter
1000     */
1001 root 1.29 int
1002 root 1.56 maptile::change_map_light (int change)
1003 root 1.29 {
1004     /* Nothing to do */
1005 root 1.154 if (!change)
1006 root 1.56 return 0;
1007 elmex 1.1
1008 root 1.29 /* inform all players on the map */
1009     if (change > 0)
1010 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1011 root 1.29 else
1012 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1013 root 1.29
1014 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1015 elmex 1.1
1016 root 1.29 /* All clients need to get re-updated for the change */
1017 root 1.56 update_all_map_los (this);
1018 root 1.142
1019 root 1.29 return 1;
1020 elmex 1.1 }
1021    
1022     /*
1023     * This function updates various attributes about a specific space
1024     * on the map (what it looks like, whether it blocks magic,
1025     * has a living creatures, prevents people from passing
1026     * through, etc)
1027     */
1028 root 1.29 void
1029 root 1.46 mapspace::update_ ()
1030 root 1.29 {
1031 root 1.142 object *last = 0;
1032 root 1.171 uint8 flags = P_UPTODATE;
1033 root 1.150 sint8 light = 0;
1034 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 root 1.170 uint64_t volume = 0;
1036 root 1.172 uint32_t items = 0;
1037 root 1.171 object *anywhere = 0;
1038 root 1.174 uint8_t middle_visibility = 0;
1039 root 1.29
1040 root 1.94 //object *middle = 0;
1041     //object *top = 0;
1042     //object *floor = 0;
1043     // this seems to generate better code than using locals, above
1044 root 1.95 object *&top = faces_obj[0] = 0;
1045     object *&middle = faces_obj[1] = 0;
1046     object *&floor = faces_obj[2] = 0;
1047 root 1.29
1048 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1049    
1050 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1051 root 1.29 {
1052 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1053     light += tmp->glow_radius;
1054 root 1.29
1055     /* This call is needed in order to update objects the player
1056     * is standing in that have animations (ie, grass, fire, etc).
1057     * However, it also causes the look window to be re-drawn
1058     * 3 times each time the player moves, because many of the
1059     * functions the move_player calls eventualy call this.
1060     *
1061     * Always put the player down for drawing.
1062     */
1063 root 1.171 if (expect_true (!tmp->invisible))
1064 root 1.29 {
1065 root 1.174 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1066 root 1.94 top = tmp;
1067 root 1.174 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1068     {
1069     /* If we got a floor, that means middle and top were below it,
1070     * so should not be visible, so we clear them.
1071     */
1072     middle = 0;
1073     top = 0;
1074     floor = tmp;
1075     volume = 0;
1076     items = 0;
1077     }
1078 root 1.170 else
1079 root 1.29 {
1080 root 1.174 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 root 1.170 {
1082 root 1.174 ++items;
1083     volume += tmp->volume ();
1084 root 1.170 }
1085 root 1.174
1086     /* Flag anywhere have high priority */
1087     if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088     anywhere = tmp;
1089    
1090     /* Find the highest visible face around. If equal
1091     * visibilities, we still want the one nearer to the
1092     * top
1093     */
1094     if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 root 1.170 {
1096 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1097     middle = tmp;
1098 root 1.170 }
1099 root 1.29 }
1100     }
1101    
1102 root 1.45 move_slow |= tmp->move_slow;
1103 root 1.29 move_block |= tmp->move_block;
1104 root 1.45 move_on |= tmp->move_on;
1105     move_off |= tmp->move_off;
1106 root 1.29 move_allow |= tmp->move_allow;
1107    
1108 root 1.171 allflags |= tmp->flag;
1109    
1110     if (tmp->type == PLAYER) flags |= P_PLAYER;
1111     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1112 root 1.45 }
1113 root 1.29
1114 root 1.171 // FLAG_SEE_ANYWHERE takes precedence
1115     if (anywhere)
1116     middle = anywhere;
1117    
1118     // ORing all flags together and checking them here is much faster
1119     if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120     if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121     if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122     if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123    
1124 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1125 root 1.46 this->flags_ = flags;
1126     this->move_block = move_block & ~move_allow;
1127     this->move_on = move_on;
1128     this->move_off = move_off;
1129     this->move_slow = move_slow;
1130 root 1.172 this->volume_ = (volume + 1023) / 1024;
1131     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1132 root 1.29
1133     /* At this point, we have a floor face (if there is a floor),
1134     * and the floor is set - we are not going to touch it at
1135     * this point.
1136     * middle contains the highest visibility face.
1137     * top contains a player/monster face, if there is one.
1138     *
1139     * We now need to fill in top.face and/or middle.face.
1140     */
1141    
1142     /* If the top face also happens to be high visibility, re-do our
1143     * middle face. This should not happen, as we already have the
1144     * else statement above so middle should not get set. OTOH, it
1145     * may be possible for the faces to match but be different objects.
1146     */
1147     if (top == middle)
1148 root 1.94 middle = 0;
1149 root 1.29
1150     /* There are three posibilities at this point:
1151     * 1) top face is set, need middle to be set.
1152     * 2) middle is set, need to set top.
1153     * 3) neither middle or top is set - need to set both.
1154     */
1155    
1156 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1157 root 1.29 {
1158     /* Once we get to a floor, stop, since we already have a floor object */
1159 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1160 root 1.29 break;
1161    
1162     /* If two top faces are already set, quit processing */
1163 root 1.94 if (top && middle)
1164 root 1.29 break;
1165 root 1.10
1166 elmex 1.67 /* Only show visible faces */
1167     if (!tmp->invisible)
1168 root 1.29 {
1169     /* Fill in top if needed */
1170 root 1.94 if (!top)
1171 root 1.29 {
1172 root 1.94 top = tmp;
1173 root 1.29 if (top == middle)
1174 root 1.94 middle = 0;
1175 root 1.29 }
1176     else
1177     {
1178     /* top is already set - we should only get here if
1179     * middle is not set
1180     *
1181     * Set the middle face and break out, since there is nothing
1182     * more to fill in. We don't check visiblity here, since
1183     *
1184     */
1185 root 1.94 if (tmp != top)
1186 root 1.29 {
1187 root 1.94 middle = tmp;
1188 root 1.29 break;
1189 root 1.10 }
1190     }
1191     }
1192 elmex 1.1 }
1193 root 1.45
1194 root 1.29 if (middle == floor)
1195 root 1.94 middle = 0;
1196 root 1.45
1197 root 1.29 if (top == middle)
1198 root 1.94 middle = 0;
1199 root 1.45
1200 root 1.209 // dire hack to handle "transparent" floors - currently only open_space
1201 root 1.210 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 root 1.209 {
1203     floor->set_anim_frame (0);
1204    
1205     if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206     {
1207     // mirror the floor - very unreliable because usually outdated,
1208     // but somewhta works because floors do not change often :/
1209     middle = floor;
1210    
1211     mapspace &ms = m->at (floor->x, floor->y);
1212    
1213     ms.update ();
1214    
1215     if (object *floor2 = ms.faces_obj [2])
1216 root 1.210 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1217 root 1.209 {
1218     floor->set_anim_frame (1);
1219     middle = floor;
1220     floor = floor2;
1221     }
1222     }
1223     }
1224    
1225 root 1.94 #if 0
1226     faces_obj [0] = top;
1227     faces_obj [1] = middle;
1228     faces_obj [2] = floor;
1229     #endif
1230 elmex 1.1 }
1231    
1232 root 1.155 maptile *
1233 root 1.117 maptile::tile_available (int dir, bool load)
1234 elmex 1.1 {
1235 root 1.155 if (tile_path[dir])
1236     {
1237 root 1.202 // map is there and we don't need to load it OR it's loaded => return what we have
1238 root 1.204 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1239 root 1.155 return tile_map[dir];
1240 root 1.118
1241 root 1.202 // well, try to locate it then, if possible - maybe it's there already
1242 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243     return tile_map[dir];
1244     }
1245 root 1.56
1246 root 1.117 return 0;
1247 root 1.68 }
1248    
1249 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1250     * map m. This function also takes into account any
1251     * tiling considerations, loading adjacant maps as needed.
1252     * This is the function should always be used when it
1253     * necessary to check for valid coordinates.
1254     * This function will recursively call itself for the
1255     * tiled maps.
1256     */
1257 root 1.29 int
1258 root 1.31 out_of_map (maptile *m, int x, int y)
1259 elmex 1.1 {
1260 root 1.29 /* If we get passed a null map, this is obviously the
1261     * case. This generally shouldn't happen, but if the
1262     * map loads fail below, it could happen.
1263     */
1264     if (!m)
1265     return 0;
1266 elmex 1.1
1267 root 1.29 if (x < 0)
1268     {
1269 root 1.119 if (!m->tile_available (3))
1270 root 1.29 return 1;
1271 root 1.46
1272 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1273 elmex 1.1 }
1274 root 1.46
1275 root 1.48 if (x >= m->width)
1276 root 1.29 {
1277 root 1.119 if (!m->tile_available (1))
1278 root 1.29 return 1;
1279 root 1.46
1280 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1281 elmex 1.1 }
1282 root 1.46
1283 root 1.29 if (y < 0)
1284     {
1285 root 1.119 if (!m->tile_available (0))
1286 root 1.29 return 1;
1287 root 1.46
1288 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1289 elmex 1.1 }
1290 root 1.46
1291 root 1.48 if (y >= m->height)
1292 root 1.29 {
1293 root 1.119 if (!m->tile_available (2))
1294 root 1.29 return 1;
1295 root 1.46
1296 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1297 elmex 1.1 }
1298    
1299 root 1.29 /* Simple case - coordinates are within this local
1300     * map.
1301     */
1302     return 0;
1303 elmex 1.1 }
1304    
1305     /* This is basically the same as out_of_map above, but
1306     * instead we return NULL if no map is valid (coordinates
1307     * out of bounds and no tiled map), otherwise it returns
1308     * the map as that the coordinates are really on, and
1309 pippijn 1.66 * updates x and y to be the localised coordinates.
1310 elmex 1.1 * Using this is more efficient of calling out_of_map
1311     * and then figuring out what the real map is
1312     */
1313 root 1.31 maptile *
1314 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1315 elmex 1.1 {
1316 root 1.68 if (x < 0)
1317 root 1.29 {
1318 root 1.119 if (!tile_available (3))
1319 root 1.46 return 0;
1320 root 1.56
1321 root 1.68 x += tile_map[3]->width;
1322     return tile_map[3]->xy_find (x, y);
1323 elmex 1.1 }
1324 root 1.46
1325 root 1.68 if (x >= width)
1326 root 1.29 {
1327 root 1.119 if (!tile_available (1))
1328 root 1.46 return 0;
1329    
1330 root 1.68 x -= width;
1331     return tile_map[1]->xy_find (x, y);
1332 elmex 1.1 }
1333 root 1.46
1334 root 1.68 if (y < 0)
1335 root 1.29 {
1336 root 1.119 if (!tile_available (0))
1337 root 1.46 return 0;
1338    
1339 root 1.68 y += tile_map[0]->height;
1340     return tile_map[0]->xy_find (x, y);
1341 elmex 1.1 }
1342 root 1.46
1343 root 1.68 if (y >= height)
1344 root 1.29 {
1345 root 1.119 if (!tile_available (2))
1346 root 1.46 return 0;
1347    
1348 root 1.68 y -= height;
1349     return tile_map[2]->xy_find (x, y);
1350 elmex 1.1 }
1351    
1352 root 1.29 /* Simple case - coordinates are within this local
1353     * map.
1354     */
1355 root 1.68 return this;
1356 elmex 1.1 }
1357    
1358     /**
1359     * Return whether map2 is adjacent to map1. If so, store the distance from
1360     * map1 to map2 in dx/dy.
1361     */
1362 root 1.82 int
1363 root 1.199 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1364 root 1.29 {
1365     if (!map1 || !map2)
1366     return 0;
1367    
1368 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1369 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1370 root 1.29 if (map1 == map2)
1371     {
1372     *dx = 0;
1373     *dy = 0;
1374     }
1375 root 1.202 else if (map1->tile_available (TILE_NORTH, false) == map2)
1376     {
1377 root 1.29 *dx = 0;
1378 root 1.48 *dy = -map2->height;
1379 root 1.29 }
1380 root 1.202 else if (map1->tile_available (TILE_EAST , false) == map2)
1381     {
1382 root 1.48 *dx = map1->width;
1383 root 1.29 *dy = 0;
1384     }
1385 root 1.202 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1386     {
1387 root 1.29 *dx = 0;
1388 root 1.48 *dy = map1->height;
1389 root 1.29 }
1390 root 1.202 else if (map1->tile_available (TILE_WEST , false) == map2)
1391     {
1392 root 1.48 *dx = -map2->width;
1393 root 1.29 *dy = 0;
1394     }
1395 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1396 root 1.29 { /* up right */
1397 root 1.202 *dx = +map1->tile_map[TILE_NORTH]->width;
1398     *dy = -map1->tile_map[TILE_NORTH]->height;
1399 root 1.29 }
1400 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1401 root 1.29 { /* up left */
1402 root 1.48 *dx = -map2->width;
1403 root 1.202 *dy = -map1->tile_map[TILE_NORTH]->height;
1404 root 1.29 }
1405 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1406 root 1.29 { /* right up */
1407 root 1.202 *dx = +map1->width;
1408 root 1.48 *dy = -map2->height;
1409 root 1.29 }
1410 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1411 root 1.29 { /* right down */
1412 root 1.202 *dx = +map1->width;
1413     *dy = +map1->tile_map[TILE_EAST]->height;
1414 root 1.29 }
1415 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1416 root 1.29 { /* down right */
1417 root 1.202 *dx = +map1->tile_map[TILE_SOUTH]->width;
1418     *dy = +map1->height;
1419 root 1.29 }
1420 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1421 root 1.29 { /* down left */
1422 root 1.48 *dx = -map2->width;
1423 root 1.202 *dy = +map1->height;
1424 root 1.29 }
1425 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1426 root 1.29 { /* left up */
1427 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1428 root 1.48 *dy = -map2->height;
1429 root 1.29 }
1430 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1431 root 1.29 { /* left down */
1432 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1433     *dy = +map1->tile_map[TILE_WEST]->height;
1434 root 1.29 }
1435     else
1436 root 1.56 return 0;
1437 elmex 1.1
1438 root 1.29 return 1;
1439 elmex 1.1 }
1440    
1441 root 1.68 maptile *
1442     maptile::xy_load (sint16 &x, sint16 &y)
1443     {
1444     maptile *map = xy_find (x, y);
1445    
1446     if (map)
1447     map->load_sync ();
1448    
1449     return map;
1450     }
1451    
1452     maptile *
1453     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1454     {
1455     return m->xy_load (*x, *y);
1456     }
1457    
1458 elmex 1.1 /* From map.c
1459     * This is used by get_player to determine where the other
1460     * creature is. get_rangevector takes into account map tiling,
1461     * so you just can not look the the map coordinates and get the
1462     * righte value. distance_x/y are distance away, which
1463 root 1.79 * can be negative. direction is the crossfire direction scheme
1464 elmex 1.1 * that the creature should head. part is the part of the
1465     * monster that is closest.
1466     *
1467     * get_rangevector looks at op1 and op2, and fills in the
1468     * structure for op1 to get to op2.
1469     * We already trust that the caller has verified that the
1470     * two objects are at least on adjacent maps. If not,
1471     * results are not likely to be what is desired.
1472     * if the objects are not on maps, results are also likely to
1473     * be unexpected
1474     *
1475     * currently, the only flag supported (0x1) is don't translate for
1476     * closest body part of 'op1'
1477     */
1478 root 1.29 void
1479 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1480 root 1.29 {
1481     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1482     {
1483     /* be conservative and fill in _some_ data */
1484 root 1.190 retval->distance = 10000;
1485 root 1.86 retval->distance_x = 10000;
1486     retval->distance_y = 10000;
1487 root 1.190 retval->direction = 0;
1488     retval->part = 0;
1489 root 1.29 }
1490     else
1491     {
1492     retval->distance_x += op2->x - op1->x;
1493     retval->distance_y += op2->y - op1->y;
1494    
1495 root 1.185 object *best = op1;
1496    
1497 root 1.29 /* If this is multipart, find the closest part now */
1498 root 1.185 if (!(flags & 1) && op1->more)
1499 root 1.29 {
1500 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1501 root 1.29
1502     /* we just take the offset of the piece to head to figure
1503     * distance instead of doing all that work above again
1504     * since the distance fields we set above are positive in the
1505     * same axis as is used for multipart objects, the simply arithmetic
1506     * below works.
1507     */
1508 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1509 root 1.29 {
1510 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1511    
1512 root 1.29 if (tmpi < best_distance)
1513     {
1514     best_distance = tmpi;
1515 root 1.191 best = tmp;
1516 elmex 1.1 }
1517     }
1518 root 1.75
1519 root 1.29 if (best != op1)
1520     {
1521     retval->distance_x += op1->x - best->x;
1522     retval->distance_y += op1->y - best->y;
1523 elmex 1.1 }
1524     }
1525 root 1.75
1526 root 1.192 retval->part = best;
1527     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1528 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1529 elmex 1.1 }
1530     }
1531    
1532     /* this is basically the same as get_rangevector above, but instead of
1533     * the first parameter being an object, it instead is the map
1534     * and x,y coordinates - this is used for path to player -
1535     * since the object is not infact moving but we are trying to traverse
1536     * the path, we need this.
1537     * flags has no meaning for this function at this time - I kept it in to
1538     * be more consistant with the above function and also in case they are needed
1539     * for something in the future. Also, since no object is pasted, the best
1540     * field of the rv_vector is set to NULL.
1541     */
1542 root 1.29 void
1543 root 1.199 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1544 root 1.29 {
1545     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1546     {
1547     /* be conservative and fill in _some_ data */
1548 root 1.193 retval->distance = 100000;
1549 root 1.29 retval->distance_x = 32767;
1550     retval->distance_y = 32767;
1551 root 1.193 retval->direction = 0;
1552     retval->part = 0;
1553 root 1.29 }
1554     else
1555     {
1556     retval->distance_x += op2->x - x;
1557     retval->distance_y += op2->y - y;
1558    
1559 root 1.193 retval->part = 0;
1560     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1561     retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1562 elmex 1.1 }
1563     }
1564    
1565     /* Returns true of op1 and op2 are effectively on the same map
1566     * (as related to map tiling). Note that this looks for a path from
1567 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1568 elmex 1.1 * to op1, this will still return false.
1569     * Note we only look one map out to keep the processing simple
1570     * and efficient. This could probably be a macro.
1571     * MSW 2001-08-05
1572     */
1573 root 1.29 int
1574     on_same_map (const object *op1, const object *op2)
1575     {
1576     int dx, dy;
1577 elmex 1.1
1578 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1579 elmex 1.1 }
1580 root 1.52
1581 root 1.167 //-GPL
1582    
1583 root 1.52 object *
1584     maptile::insert (object *op, int x, int y, object *originator, int flags)
1585     {
1586     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1587     }
1588    
1589 root 1.81 region *
1590     maptile::region (int x, int y) const
1591     {
1592     if (regions
1593     && regionmap
1594     && !OUT_OF_REAL_MAP (this, x, y))
1595     if (struct region *reg = regionmap [regions [y * width + x]])
1596     return reg;
1597    
1598     if (default_region)
1599     return default_region;
1600    
1601     return ::region::default_region ();
1602     }
1603    
1604 root 1.167 //+GPL
1605    
1606 root 1.91 /* picks a random object from a style map.
1607     */
1608     object *
1609 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1610 root 1.91 {
1611     /* while returning a null object will result in a crash, that
1612     * is actually preferable to an infinite loop. That is because
1613     * most servers will automatically restart in case of crash.
1614     * Change the logic on getting the random space - shouldn't make
1615     * any difference, but this seems clearer to me.
1616     */
1617     for (int i = 1000; --i;)
1618     {
1619 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1620 root 1.91
1621 root 1.186 // must be head: do not prefer big monsters just because they are big.
1622 root 1.138 if (pick && pick->is_head ())
1623 root 1.186 return pick;
1624 root 1.91 }
1625    
1626     // instead of crashing in the unlikely(?) case, try to return *something*
1627 root 1.169 return archetype::find (shstr_bug);
1628 root 1.91 }
1629 root 1.85
1630 root 1.167 //-GPL
1631    
1632 root 1.114 void
1633     maptile::play_sound (faceidx sound, int x, int y) const
1634     {
1635     if (!sound)
1636     return;
1637    
1638 root 1.151 for_all_players_on_map (pl, this)
1639     if (client *ns = pl->ns)
1640     {
1641     int dx = x - pl->ob->x;
1642     int dy = y - pl->ob->y;
1643 root 1.114
1644 root 1.151 int distance = idistance (dx, dy);
1645 root 1.114
1646 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1647     ns->play_sound (sound, dx, dy);
1648     }
1649 root 1.114 }
1650    
1651 root 1.157 void
1652     maptile::say_msg (const char *msg, int x, int y) const
1653     {
1654     for_all_players (pl)
1655     if (client *ns = pl->ns)
1656     {
1657     int dx = x - pl->ob->x;
1658     int dy = y - pl->ob->y;
1659    
1660     int distance = idistance (dx, dy);
1661    
1662     if (distance <= MAX_SOUND_DISTANCE)
1663     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1664     }
1665     }
1666    
1667 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668    
1669 root 1.155 static void
1670     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1671     {
1672     // clip to map to the left
1673     if (x0 < 0)
1674     {
1675 root 1.202 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1676 root 1.155 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1677    
1678     if (x1 < 0) // entirely to the left
1679     return;
1680    
1681     x0 = 0;
1682     }
1683    
1684     // clip to map to the right
1685     if (x1 > m->width)
1686     {
1687 root 1.202 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1688 root 1.155 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1689    
1690     if (x0 > m->width) // entirely to the right
1691     return;
1692    
1693     x1 = m->width;
1694     }
1695    
1696     // clip to map above
1697     if (y0 < 0)
1698     {
1699 root 1.202 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1700 root 1.155 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1701    
1702     if (y1 < 0) // entirely above
1703     return;
1704    
1705     y0 = 0;
1706     }
1707    
1708     // clip to map below
1709     if (y1 > m->height)
1710     {
1711 root 1.202 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1712 root 1.155 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1713    
1714     if (y0 > m->height) // entirely below
1715     return;
1716    
1717     y1 = m->height;
1718     }
1719    
1720     // if we get here, the rect is within the current map
1721     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1722    
1723     r->m = m;
1724     r->x0 = x0;
1725     r->y0 = y0;
1726     r->x1 = x1;
1727     r->y1 = y1;
1728     r->dx = dx;
1729     r->dy = dy;
1730     }
1731    
1732     maprect *
1733 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1734 root 1.155 {
1735     buf.clear ();
1736    
1737     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1738    
1739     // add end marker
1740     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1741     r->m = 0;
1742    
1743     return (maprect *)buf.linearise ();
1744     }
1745