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Revision: 1.166
Committed: Wed Oct 21 00:44:39 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.165: +7 -4 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 1.163 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.106 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 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     #include "loader.h"
29 elmex 1.1 #include "path.h"
30    
31 root 1.152 sint8 maptile::outdoor_darkness;
32    
33 elmex 1.1 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
34     * one function that just returns a P_.. value (see map.h)
35     * it will also do map translation for tiled maps, returning
36     * new values into newmap, nx, and ny. Any and all of those
37     * values can be null, in which case if a new map is needed (returned
38     * by a P_NEW_MAP value, another call to get_map_from_coord
39     * is needed. The case of not passing values is if we're just
40     * checking for the existence of something on those spaces, but
41     * don't expect to insert/remove anything from those spaces.
42     */
43 root 1.29 int
44 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
45 elmex 1.1 {
46 root 1.56 sint16 newx = x;
47     sint16 newy = y;
48 root 1.46
49 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50 root 1.46
51     if (!mp)
52     return P_OUT_OF_MAP;
53    
54     if (newmap) *newmap = mp;
55     if (nx) *nx = newx;
56     if (ny) *ny = newy;
57 elmex 1.3
58 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59 elmex 1.1 }
60    
61     /*
62     * Returns true if the given coordinate is blocked except by the
63     * object passed is not blocking. This is used with
64     * multipart monsters - if we want to see if a 2x2 monster
65     * can move 1 space to the left, we don't want its own area
66     * to block it from moving there.
67     * Returns TRUE if the space is blocked by something other than the
68     * monster.
69     * m, x, y are the target map/coordinates - needed for map tiling.
70     * the coordinates & map passed in should have been updated for tiling
71     * by the caller.
72     */
73 root 1.29 int
74 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
75 root 1.29 {
76     /* Make sure the coordinates are valid - they should be, as caller should
77     * have already checked this.
78     */
79     if (OUT_OF_REAL_MAP (m, sx, sy))
80     {
81     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82     return 1;
83 elmex 1.1 }
84    
85 root 1.161 mapspace &ms = m->at (sx, sy);
86 root 1.29
87 root 1.162 int mflags = ms.flags ();
88 root 1.161 int blocked = ms.move_block;
89 root 1.29
90     /* If space is currently not blocked by anything, no need to
91     * go further. Not true for players - all sorts of special
92     * things we need to do for players.
93     */
94     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
95     return 0;
96    
97 root 1.161 /* if there isn't anything alive on this space, and this space isn't
98 root 1.29 * otherwise blocked, we can return now. Only if there is a living
99     * creature do we need to investigate if it is part of this creature
100     * or another. Likewise, only if something is blocking us do we
101     * need to investigate if there is a special circumstance that would
102     * let the player through (inventory checkers for example)
103     */
104     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
105     return 0;
106    
107 root 1.102 ob = ob->head_ ();
108 root 1.29
109     /* We basically go through the stack of objects, and if there is
110     * some other object that has NO_PASS or FLAG_ALIVE set, return
111     * true. If we get through the entire stack, that must mean
112     * ob is blocking it, so return 0.
113     */
114 root 1.161 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
115 root 1.29 {
116 root 1.165 if (OB_MOVE_BLOCK (ob, tmp))
117 root 1.29 {
118 root 1.166 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
119     if (RESULT_INT (0))
120     return 1;
121     else
122     continue;
123    
124 root 1.165 if (tmp->type == CHECK_INV)
125     {
126     bool have = check_inv_recursive (ob, tmp);
127 root 1.161
128 root 1.165 // last_sp set means we block if we don't have.
129     if (logical_xor (have, tmp->last_sp))
130 root 1.29 return 1;
131     }
132 root 1.165 else if (tmp->type == T_MATCH)
133 root 1.29 {
134 root 1.165 // T_MATCH allows "entrance" iff the match is true
135     // == blocks if the match fails
136    
137     // we could have used an INVOKE_OBJECT, but decided against it, as we
138 root 1.166 // assume that T_MATCH is relatively common.
139 root 1.165 if (!match (tmp->slaying, ob, tmp, ob))
140 root 1.29 return 1;
141     }
142 root 1.165 else
143     return 1; // unconditional block
144    
145     } else {
146     // space does not block the ob, directly, but
147     // anything alive that is not a door still
148     // blocks anything but wizards.
149 root 1.102
150 root 1.103 if (tmp->flag [FLAG_ALIVE]
151 root 1.102 && tmp->head_ () != ob
152     && tmp != ob
153     && tmp->type != DOOR
154 root 1.165 && !tmp->flag [FLAG_WIZPASS])
155 root 1.29 return 1;
156 root 1.10 }
157 root 1.161 }
158 elmex 1.1
159 root 1.29 return 0;
160 elmex 1.1 }
161    
162     /*
163 root 1.129 * Returns qthe blocking object if the given object can't fit in the given
164     * spot. This is meant for multi space objects - for single space objecs,
165 elmex 1.1 * just calling get_map_blocked and checking that against movement type
166 root 1.129 * of object. This function goes through all the parts of the multipart
167     * object and makes sure they can be inserted.
168 elmex 1.1 *
169     * While this doesn't call out of map, the get_map_flags does.
170     *
171     * This function has been used to deprecate arch_out_of_map -
172     * this function also does that check, and since in most cases,
173     * a call to one would follow the other, doesn't make a lot of sense to
174     * have two seperate functions for this.
175     *
176     * This returns nonzero if this arch can not go on the space provided,
177     * 0 otherwise. the return value will contain the P_.. value
178     * so the caller can know why this object can't go on the map.
179     * Note that callers should not expect P_NEW_MAP to be set
180     * in return codes - since the object is multispace - if
181     * we did return values, what do you return if half the object
182     * is one map, half on another.
183     *
184     * Note this used to be arch_blocked, but with new movement
185     * code, we need to have actual object to check its move_type
186     * against the move_block values.
187     */
188 root 1.129 bool
189     object::blocked (maptile *m, int x, int y) const
190 root 1.29 {
191 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
192 root 1.29 {
193 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
194 elmex 1.1
195 root 1.129 if (!pos.normalise ())
196     return 1;
197 elmex 1.1
198 root 1.129 mapspace &ms = *pos;
199 elmex 1.1
200 root 1.129 if (ms.flags () & P_IS_ALIVE)
201     return 1;
202 root 1.47
203 root 1.129 /* However, often ob doesn't have any move type
204     * (signifying non-moving objects)
205 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
206     */
207 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
208 root 1.29 continue;
209 elmex 1.1
210 root 1.29 /* Note it is intentional that we check ob - the movement type of the
211     * head of the object should correspond for the entire object.
212     */
213 root 1.129 if (ms.blocks (move_type))
214     return 1;
215 root 1.45 }
216 elmex 1.1
217 root 1.29 return 0;
218 elmex 1.1 }
219    
220     /* When the map is loaded, load_object does not actually insert objects
221     * into inventory, but just links them. What this does is go through
222     * and insert them properly.
223     * The object 'container' is the object that contains the inventory.
224     * This is needed so that we can update the containers weight.
225     */
226 root 1.29 void
227     fix_container (object *container)
228 elmex 1.1 {
229 root 1.29 object *tmp = container->inv, *next;
230 elmex 1.1
231 root 1.56 container->inv = 0;
232     while (tmp)
233 root 1.29 {
234     next = tmp->below;
235     if (tmp->inv)
236     fix_container (tmp);
237 root 1.56
238     insert_ob_in_ob (tmp, container);
239 root 1.29 tmp = next;
240     }
241 root 1.56
242 root 1.135 // go through and calculate what all the containers are carrying.
243     //TODO: remove
244     container->update_weight ();
245 elmex 1.1 }
246    
247 root 1.64 void
248     maptile::set_object_flag (int flag, int value)
249     {
250     if (!spaces)
251     return;
252    
253     for (mapspace *ms = spaces + size (); ms-- > spaces; )
254     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255     tmp->flag [flag] = value;
256     }
257    
258 root 1.144 void
259     maptile::post_load_original ()
260     {
261     if (!spaces)
262     return;
263    
264     set_object_flag (FLAG_OBJ_ORIGINAL);
265    
266     for (mapspace *ms = spaces + size (); ms-- > spaces; )
267     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268     INVOKE_OBJECT (RESET, tmp);
269     }
270    
271 elmex 1.1 /* link_multipart_objects go through all the objects on the map looking
272     * for objects whose arch says they are multipart yet according to the
273     * info we have, they only have the head (as would be expected when
274 root 1.99 * they are saved).
275 elmex 1.1 */
276 root 1.56 void
277     maptile::link_multipart_objects ()
278 elmex 1.1 {
279 root 1.56 if (!spaces)
280     return;
281    
282     for (mapspace *ms = spaces + size (); ms-- > spaces; )
283 elmex 1.111 {
284     object *op = ms->bot;
285     while (op)
286     {
287     /* already multipart - don't do anything more */
288     if (op->head_ () == op && !op->more && op->arch->more)
289     {
290     op->remove ();
291     op->expand_tail ();
292    
293     // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
294     // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
295     // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
296     insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
297    
298     op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
299     // so we have to reset the iteration through the mapspace
300     }
301     else
302     op = op->above;
303     }
304     }
305 elmex 1.1 }
306 root 1.29
307 elmex 1.1 /*
308     * Loads (ands parses) the objects into a given map from the specified
309     * file pointer.
310     */
311 root 1.56 bool
312 root 1.88 maptile::_load_objects (object_thawer &f)
313 root 1.24 {
314 root 1.88 for (;;)
315     {
316 root 1.133 coroapi::cede_to_tick (); // cede once in a while
317 elmex 1.1
318 root 1.88 switch (f.kw)
319 root 1.24 {
320 root 1.88 case KW_arch:
321 root 1.90 if (object *op = object::read (f, this))
322 root 1.88 {
323 root 1.135 // TODO: why?
324 root 1.88 if (op->inv)
325 root 1.135 op->update_weight ();
326 root 1.10
327 root 1.130 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
328     {
329     // we insert manually because
330     // a) its way faster
331     // b) we remove manually, too, and there are good reasons for that
332 root 1.158 // c) it's correct
333 root 1.130 mapspace &ms = at (op->x, op->y);
334    
335     op->flag [FLAG_REMOVED] = false;
336    
337     op->above = 0;
338     op->below = ms.top;
339    
340 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
341 root 1.130
342     ms.top = op;
343     ms.flags_ = 0;
344     }
345     else
346     {
347     f.parse_warn (format ("object %s out of range", op->debug_desc ()));
348 root 1.148 op->destroy ();
349 root 1.130 }
350 root 1.88 }
351 root 1.41
352 root 1.88 continue;
353 root 1.41
354 root 1.88 case KW_EOF:
355     return true;
356 root 1.41
357 root 1.88 default:
358     if (!f.parse_error ("map file"))
359     return false;
360 root 1.41 break;
361 root 1.10 }
362 root 1.24
363 root 1.88 f.next ();
364 elmex 1.1 }
365 root 1.24
366 root 1.56 return true;
367     }
368    
369     void
370     maptile::activate ()
371     {
372 root 1.101 if (spaces)
373     for (mapspace *ms = spaces + size (); ms-- > spaces; )
374     for (object *op = ms->bot; op; op = op->above)
375     op->activate_recursive ();
376 root 1.56 }
377    
378     void
379     maptile::deactivate ()
380     {
381 root 1.101 if (spaces)
382     for (mapspace *ms = spaces + size (); ms-- > spaces; )
383     for (object *op = ms->bot; op; op = op->above)
384     op->deactivate_recursive ();
385 root 1.56 }
386    
387     bool
388 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
389 root 1.56 {
390 root 1.100 coroapi::cede_to_tick ();
391 root 1.65
392 root 1.56 if (flags & IO_HEADER)
393 root 1.88 _save_header (f);
394 root 1.56
395     if (!spaces)
396     return false;
397    
398     for (int i = 0; i < size (); ++i)
399 root 1.24 {
400 root 1.121 bool unique = 0;
401    
402 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
403 root 1.24 {
404 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
405 root 1.56
406 root 1.121 if (expect_false (!op->can_map_save ()))
407 root 1.56 continue;
408    
409 root 1.121 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
410 root 1.24 {
411 root 1.56 if (flags & IO_UNIQUES)
412 root 1.88 op->write (f);
413 root 1.10 }
414 root 1.121 else if (expect_true (flags & IO_OBJECTS))
415 root 1.88 op->write (f);
416 root 1.10 }
417 elmex 1.1 }
418 root 1.24
419 root 1.100 coroapi::cede_to_tick ();
420 root 1.97
421 root 1.56 return true;
422 elmex 1.1 }
423    
424 root 1.56 bool
425 root 1.72 maptile::_save_objects (const char *path, int flags)
426 root 1.56 {
427     object_freezer freezer;
428 root 1.29
429 root 1.72 if (!_save_objects (freezer, flags))
430 root 1.56 return false;
431 root 1.29
432 root 1.56 return freezer.save (path);
433 elmex 1.1 }
434    
435 root 1.34 maptile::maptile ()
436     {
437     in_memory = MAP_SWAPPED;
438 root 1.54
439 root 1.34 /* The maps used to pick up default x and y values from the
440 root 1.85 * map archetype. Mimic that behaviour.
441 root 1.34 */
442 root 1.85 width = 16;
443     height = 16;
444     timeout = 300;
445     max_nrof = 1000; // 1000 items of anything
446     max_volume = 2000000; // 2m³
447 root 1.34 }
448    
449 root 1.56 maptile::maptile (int w, int h)
450 root 1.54 {
451 root 1.56 in_memory = MAP_SWAPPED;
452 root 1.54
453 root 1.56 width = w;
454     height = h;
455     reset_timeout = 0;
456     timeout = 300;
457     enter_x = 0;
458     enter_y = 0;
459 root 1.54
460 root 1.56 alloc ();
461 elmex 1.1 }
462    
463     /*
464 root 1.31 * Allocates the arrays contained in a maptile.
465 elmex 1.1 * This basically allocates the dynamic array of spaces for the
466     * map.
467     */
468 root 1.29 void
469 root 1.56 maptile::alloc ()
470 root 1.29 {
471 root 1.34 if (spaces)
472 root 1.56 return;
473 elmex 1.1
474 root 1.53 spaces = salloc0<mapspace> (size ());
475 elmex 1.1 }
476    
477     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
478     * corresponding to that string. Memory is allocated for this, it must be freed
479     * at a later date.
480     * Called by parse_map_headers below.
481     */
482 root 1.29 static shopitems *
483     parse_shop_string (const char *input_string)
484     {
485     char *shop_string, *p, *q, *next_semicolon, *next_colon;
486     shopitems *items = NULL;
487     int i = 0, number_of_entries = 0;
488     const typedata *current_type;
489    
490 root 1.43 shop_string = strdup (input_string);
491 root 1.29 p = shop_string;
492     /* first we'll count the entries, we'll need that for allocating the array shortly */
493     while (p)
494     {
495     p = strchr (p, ';');
496     number_of_entries++;
497     if (p)
498     p++;
499     }
500 root 1.54
501 root 1.29 p = shop_string;
502     strip_endline (p);
503     items = new shopitems[number_of_entries + 1];
504     for (i = 0; i < number_of_entries; i++)
505     {
506     if (!p)
507     {
508     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
509     break;
510     }
511 root 1.54
512 root 1.29 next_semicolon = strchr (p, ';');
513     next_colon = strchr (p, ':');
514     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
515     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
516     items[i].strength = atoi (strchr (p, ':') + 1);
517    
518     if (isdigit (*p) || *p == '*')
519     {
520     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
521     current_type = get_typedata (items[i].typenum);
522     if (current_type)
523     {
524     items[i].name = current_type->name;
525     items[i].name_pl = current_type->name_pl;
526     }
527     }
528     else
529     { /*we have a named type, let's figure out what it is */
530     q = strpbrk (p, ";:");
531     if (q)
532     *q = '\0';
533    
534     current_type = get_typedata_by_name (p);
535     if (current_type)
536     {
537     items[i].name = current_type->name;
538     items[i].typenum = current_type->number;
539     items[i].name_pl = current_type->name_pl;
540     }
541     else
542     { /* oh uh, something's wrong, let's free up this one, and try
543     * the next entry while we're at it, better print a warning
544     */
545     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
546     }
547     }
548 root 1.54
549 root 1.29 items[i].index = number_of_entries;
550     if (next_semicolon)
551     p = ++next_semicolon;
552     else
553     p = NULL;
554 elmex 1.1 }
555 root 1.54
556 root 1.29 free (shop_string);
557     return items;
558 elmex 1.1 }
559    
560     /* opposite of parse string, this puts the string that was originally fed in to
561     * the map (or something equivilent) into output_string. */
562 root 1.164 static const char *
563     print_shop_string (maptile *m)
564 root 1.29 {
565 root 1.164 static dynbuf_text buf; buf.clear ();
566 root 1.29
567 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
568 root 1.29 {
569     if (m->shopitems[i].typenum)
570     {
571     if (m->shopitems[i].strength)
572 root 1.164 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
573 root 1.29 else
574 root 1.164 buf.printf ("%s;", m->shopitems[i].name);
575 root 1.10 }
576 root 1.29 else
577     {
578     if (m->shopitems[i].strength)
579 root 1.164 buf.printf ("*:%d;", m->shopitems[i].strength);
580 root 1.29 else
581 root 1.164 buf.printf ("*");
582 root 1.29 }
583 root 1.164 }
584 root 1.54
585 root 1.164 return buf;
586 elmex 1.1 }
587    
588     /* This loads the header information of the map. The header
589     * contains things like difficulty, size, timeout, etc.
590     * this used to be stored in the map object, but with the
591     * addition of tiling, fields beyond that easily named in an
592     * object structure were needed, so it just made sense to
593     * put all the stuff in the map object so that names actually make
594     * sense.
595     * This could be done in lex (like the object loader), but I think
596     * currently, there are few enough fields this is not a big deal.
597     * MSW 2001-07-01
598     */
599 root 1.56 bool
600 root 1.72 maptile::_load_header (object_thawer &thawer)
601 elmex 1.1 {
602 root 1.56 for (;;)
603 root 1.29 {
604 root 1.105 switch (thawer.kw)
605 root 1.29 {
606 root 1.56 case KW_msg:
607     thawer.get_ml (KW_endmsg, msg);
608     break;
609 root 1.22
610 root 1.56 case KW_lore: // CF+ extension
611     thawer.get_ml (KW_endlore, maplore);
612     break;
613 root 1.10
614 root 1.56 case KW_maplore:
615     thawer.get_ml (KW_endmaplore, maplore);
616     break;
617 root 1.10
618 root 1.56 case KW_arch:
619     if (strcmp (thawer.get_str (), "map"))
620     LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621     break;
622 root 1.29
623 root 1.56 case KW_oid:
624     thawer.get (this, thawer.get_sint32 ());
625     break;
626 root 1.29
627 root 1.56 case KW_file_format_version: break; // nop
628 root 1.29
629 root 1.56 case KW_name: thawer.get (name); break;
630     case KW_attach: thawer.get (attach); break;
631     case KW_reset_time: thawer.get (reset_time); break;
632     case KW_shopgreed: thawer.get (shopgreed); break;
633     case KW_shopmin: thawer.get (shopmin); break;
634     case KW_shopmax: thawer.get (shopmax); break;
635     case KW_shoprace: thawer.get (shoprace); break;
636     case KW_outdoor: thawer.get (outdoor); break;
637     case KW_temp: thawer.get (temp); break;
638     case KW_pressure: thawer.get (pressure); break;
639     case KW_humid: thawer.get (humid); break;
640     case KW_windspeed: thawer.get (windspeed); break;
641     case KW_winddir: thawer.get (winddir); break;
642     case KW_sky: thawer.get (sky); break;
643    
644     case KW_per_player: thawer.get (per_player); break;
645     case KW_per_party: thawer.get (per_party); break;
646 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
647 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
648 root 1.56
649 root 1.81 case KW_region: default_region = region::find (thawer.get_str ()); break;
650 root 1.56 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651    
652     // old names new names
653     case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
654     case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
655     case KW_x: case KW_width: thawer.get (width); break;
656     case KW_y: case KW_height: thawer.get (height); break;
657     case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
658     case KW_value: case KW_swap_time: thawer.get (timeout); break;
659     case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
660     case KW_invisible: case KW_darkness: thawer.get (darkness); break;
661     case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
662    
663     case KW_tile_path_1: thawer.get (tile_path [0]); break;
664     case KW_tile_path_2: thawer.get (tile_path [1]); break;
665     case KW_tile_path_3: thawer.get (tile_path [2]); break;
666     case KW_tile_path_4: thawer.get (tile_path [3]); break;
667 root 1.83
668 root 1.112 case KW_ERROR:
669 root 1.123 set_key_text (thawer.kw_str, thawer.value);
670 root 1.112 break;
671    
672 root 1.83 case KW_end:
673 root 1.124 thawer.next ();
674 root 1.83 return true;
675    
676     default:
677 root 1.87 if (!thawer.parse_error ("map", 0))
678 root 1.83 return false;
679     break;
680 root 1.10 }
681 root 1.124
682     thawer.next ();
683 elmex 1.1 }
684 root 1.41
685 root 1.56 abort ();
686 elmex 1.1 }
687    
688 root 1.56 /******************************************************************************
689     * This is the start of unique map handling code
690     *****************************************************************************/
691 root 1.29
692 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
693     void
694     maptile::clear_unique_items ()
695 root 1.29 {
696 root 1.56 for (int i = 0; i < size (); ++i)
697 root 1.29 {
698 root 1.56 int unique = 0;
699     for (object *op = spaces [i].bot; op; )
700     {
701     object *above = op->above;
702 elmex 1.1
703 root 1.56 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
704     unique = 1;
705 root 1.14
706 root 1.102 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
707 root 1.148 op->destroy ();
708 elmex 1.1
709 root 1.56 op = above;
710     }
711 root 1.29 }
712 elmex 1.1 }
713    
714 root 1.56 bool
715 root 1.72 maptile::_save_header (object_freezer &freezer)
716 root 1.29 {
717 root 1.56 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
718     #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
719 elmex 1.1
720 root 1.56 MAP_OUT2 (arch, "map");
721 elmex 1.1
722 root 1.56 if (name) MAP_OUT (name);
723     MAP_OUT (swap_time);
724     MAP_OUT (reset_time);
725     MAP_OUT (reset_timeout);
726     MAP_OUT (fixed_resettime);
727 root 1.109 MAP_OUT (no_reset);
728 root 1.141 MAP_OUT (no_drop);
729 root 1.56 MAP_OUT (difficulty);
730 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
731 root 1.29
732 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
733 root 1.56 MAP_OUT (shopgreed);
734     MAP_OUT (shopmin);
735     MAP_OUT (shopmax);
736     if (shoprace) MAP_OUT (shoprace);
737 root 1.164
738 root 1.56 MAP_OUT (darkness);
739     MAP_OUT (width);
740     MAP_OUT (height);
741     MAP_OUT (enter_x);
742     MAP_OUT (enter_y);
743 root 1.14
744 root 1.56 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
745     if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
746 elmex 1.1
747 root 1.56 MAP_OUT (outdoor);
748     MAP_OUT (temp);
749     MAP_OUT (pressure);
750     MAP_OUT (humid);
751     MAP_OUT (windspeed);
752     MAP_OUT (winddir);
753     MAP_OUT (sky);
754 elmex 1.1
755 root 1.56 MAP_OUT (per_player);
756     MAP_OUT (per_party);
757 elmex 1.1
758 root 1.56 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
759     if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
760     if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
761     if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
762 root 1.40
763 root 1.63 freezer.put (this);
764 root 1.61 freezer.put (KW_end);
765 root 1.40
766 root 1.56 return true;
767 elmex 1.1 }
768    
769 root 1.56 bool
770 root 1.72 maptile::_save_header (const char *path)
771 root 1.29 {
772 root 1.17 object_freezer freezer;
773 root 1.10
774 root 1.72 if (!_save_header (freezer))
775 root 1.56 return false;
776 elmex 1.1
777 root 1.56 return freezer.save (path);
778 elmex 1.1 }
779    
780     /*
781     * Remove and free all objects in the given map.
782     */
783 root 1.29 void
784 root 1.56 maptile::clear ()
785 root 1.29 {
786 root 1.81 if (spaces)
787     {
788     for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 root 1.104 while (object *op = ms->bot)
790 root 1.81 {
791 root 1.127 // manually remove, as to not trigger anything
792     if (ms->bot = op->above)
793     ms->bot->below = 0;
794    
795     op->flag [FLAG_REMOVED] = true;
796    
797 root 1.128 object *head = op->head_ ();
798     if (op == head)
799 root 1.148 op->destroy ();
800 root 1.128 else if (head->map != op->map)
801     {
802     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 root 1.148 head->destroy ();
804 root 1.128 }
805 root 1.81 }
806 root 1.29
807 root 1.137 sfree0 (spaces, size ());
808 root 1.81 }
809 root 1.29
810 root 1.56 if (buttons)
811     free_objectlinkpt (buttons), buttons = 0;
812 root 1.127
813 root 1.137 sfree0 (regions, size ());
814 root 1.127 delete [] regionmap; regionmap = 0;
815 elmex 1.1 }
816    
817 root 1.29 void
818 root 1.56 maptile::clear_header ()
819 root 1.29 {
820 root 1.56 name = 0;
821     msg = 0;
822     maplore = 0;
823     shoprace = 0;
824     delete [] shopitems, shopitems = 0;
825 root 1.42
826 root 1.47 for (int i = 0; i < 4; i++)
827 root 1.56 tile_path [i] = 0;
828 root 1.47 }
829 root 1.42
830 root 1.47 maptile::~maptile ()
831     {
832 root 1.53 assert (destroyed ());
833 elmex 1.1 }
834    
835 root 1.29 void
836 root 1.56 maptile::clear_links_to (maptile *m)
837 root 1.29 {
838     /* We need to look through all the maps and see if any maps
839     * are pointing at this one for tiling information. Since
840 root 1.47 * tiling can be asymetric, we just can not look to see which
841 root 1.29 * maps this map tiles with and clears those.
842     */
843 root 1.56 for (int i = 0; i < 4; i++)
844     if (tile_map[i] == m)
845     tile_map[i] = 0;
846 root 1.47 }
847 elmex 1.1
848 root 1.47 void
849 root 1.56 maptile::do_destroy ()
850 root 1.47 {
851 root 1.56 attachable::do_destroy ();
852    
853     clear ();
854 elmex 1.1 }
855    
856 root 1.109 /* decay and destroy perishable items in a map */
857     void
858     maptile::do_decay_objects ()
859     {
860     if (!spaces)
861     return;
862    
863     for (mapspace *ms = spaces + size (); ms-- > spaces; )
864     for (object *above, *op = ms->bot; op; op = above)
865     {
866     above = op->above;
867    
868     bool destroy = 0;
869    
870     // do not decay anything above unique floor tiles (yet :)
871     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
872     break;
873    
874     if (QUERY_FLAG (op, FLAG_IS_FLOOR)
875     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876     || QUERY_FLAG (op, FLAG_UNIQUE)
877     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878     || QUERY_FLAG (op, FLAG_UNPAID)
879     || op->is_alive ())
880     ; // do not decay
881     else if (op->is_weapon ())
882     {
883     op->stats.dam--;
884     if (op->stats.dam < 0)
885     destroy = 1;
886     }
887     else if (op->is_armor ())
888     {
889     op->stats.ac--;
890     if (op->stats.ac < 0)
891     destroy = 1;
892     }
893     else if (op->type == FOOD)
894     {
895     op->stats.food -= rndm (5, 20);
896     if (op->stats.food < 0)
897     destroy = 1;
898     }
899     else
900     {
901     int mat = op->materials;
902    
903     if (mat & M_PAPER
904     || mat & M_LEATHER
905     || mat & M_WOOD
906     || mat & M_ORGANIC
907     || mat & M_CLOTH
908     || mat & M_LIQUID
909     || (mat & M_IRON && rndm (1, 5) == 1)
910     || (mat & M_GLASS && rndm (1, 2) == 1)
911     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913     || (mat & M_ICE && temp > 32))
914     destroy = 1;
915     }
916    
917     /* adjust overall chance below */
918     if (destroy && rndm (0, 1))
919 root 1.149 op->destroy ();
920 root 1.109 }
921     }
922    
923 elmex 1.1 /*
924     * This routine is supposed to find out the difficulty of the map.
925     * difficulty does not have a lot to do with character level,
926     * but does have a lot to do with treasure on the map.
927     *
928 root 1.153 * Difficulty can now be set by the map creator. If the value stored
929     * in the map is zero, then use this routine. Maps should really
930     * have a difficulty set rather than using this function - human calculation
931     * is much better than this function's guesswork.
932 elmex 1.1 */
933 root 1.29 int
934 root 1.56 maptile::estimate_difficulty () const
935 root 1.29 {
936 elmex 1.1 long monster_cnt = 0;
937     double avgexp = 0;
938     sint64 total_exp = 0;
939    
940 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941     for (object *op = ms->bot; op; op = op->above)
942     {
943     if (QUERY_FLAG (op, FLAG_MONSTER))
944     {
945     total_exp += op->stats.exp;
946     monster_cnt++;
947     }
948 elmex 1.1
949 root 1.56 if (QUERY_FLAG (op, FLAG_GENERATOR))
950     {
951     total_exp += op->stats.exp;
952 elmex 1.1
953 root 1.140 if (archetype *at = op->other_arch)
954     {
955     total_exp += at->stats.exp * 8;
956     monster_cnt++;
957     }
958    
959     for (object *inv = op->inv; inv; inv = inv->below)
960     {
961     total_exp += op->stats.exp * 8;
962     monster_cnt++;
963     }
964 root 1.56 }
965     }
966 elmex 1.1
967     avgexp = (double) total_exp / monster_cnt;
968    
969 root 1.56 for (int i = 1; i <= settings.max_level; i++)
970     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
971     return i;
972 elmex 1.1
973     return 1;
974     }
975    
976     /* change_map_light() - used to change map light level (darkness)
977     * up or down. Returns true if successful. It should now be
978     * possible to change a value by more than 1.
979     * Move this from los.c to map.c since this is more related
980     * to maps than los.
981     * postive values make it darker, negative make it brighter
982     */
983 root 1.29 int
984 root 1.56 maptile::change_map_light (int change)
985 root 1.29 {
986     /* Nothing to do */
987 root 1.154 if (!change)
988 root 1.56 return 0;
989 elmex 1.1
990 root 1.29 /* inform all players on the map */
991     if (change > 0)
992 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
993 root 1.29 else
994 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
995 root 1.29
996 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
997 elmex 1.1
998 root 1.29 /* All clients need to get re-updated for the change */
999 root 1.56 update_all_map_los (this);
1000 root 1.142
1001 root 1.29 return 1;
1002 elmex 1.1 }
1003    
1004     /*
1005     * This function updates various attributes about a specific space
1006     * on the map (what it looks like, whether it blocks magic,
1007     * has a living creatures, prevents people from passing
1008     * through, etc)
1009     */
1010 root 1.29 void
1011 root 1.46 mapspace::update_ ()
1012 root 1.29 {
1013 root 1.142 object *last = 0;
1014 root 1.150 uint8 flags = P_UPTODATE, anywhere = 0;
1015     sint8 light = 0;
1016 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1017    
1018 root 1.94 //object *middle = 0;
1019     //object *top = 0;
1020     //object *floor = 0;
1021     // this seems to generate better code than using locals, above
1022 root 1.95 object *&top = faces_obj[0] = 0;
1023     object *&middle = faces_obj[1] = 0;
1024     object *&floor = faces_obj[2] = 0;
1025 root 1.29
1026 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1027 root 1.29 {
1028 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1029     light += tmp->glow_radius;
1030 root 1.29
1031     /* This call is needed in order to update objects the player
1032     * is standing in that have animations (ie, grass, fire, etc).
1033     * However, it also causes the look window to be re-drawn
1034     * 3 times each time the player moves, because many of the
1035     * functions the move_player calls eventualy call this.
1036     *
1037     * Always put the player down for drawing.
1038     */
1039     if (!tmp->invisible)
1040     {
1041     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1042 root 1.94 top = tmp;
1043 root 1.29 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1044     {
1045     /* If we got a floor, that means middle and top were below it,
1046     * so should not be visible, so we clear them.
1047     */
1048 root 1.94 middle = 0;
1049     top = 0;
1050     floor = tmp;
1051 root 1.29 }
1052     /* Flag anywhere have high priority */
1053     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1054     {
1055 root 1.94 middle = tmp;
1056 root 1.29 anywhere = 1;
1057     }
1058 root 1.143
1059 root 1.29 /* Find the highest visible face around. If equal
1060     * visibilities, we still want the one nearer to the
1061     * top
1062     */
1063 root 1.94 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1064     middle = tmp;
1065 root 1.29 }
1066 root 1.45
1067 root 1.29 if (tmp == tmp->above)
1068     {
1069     LOG (llevError, "Error in structure of map\n");
1070     exit (-1);
1071     }
1072    
1073 root 1.45 move_slow |= tmp->move_slow;
1074 root 1.29 move_block |= tmp->move_block;
1075 root 1.45 move_on |= tmp->move_on;
1076     move_off |= tmp->move_off;
1077 root 1.29 move_allow |= tmp->move_allow;
1078    
1079 root 1.45 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1080     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1081 root 1.146 if (tmp->type == PLAYER) flags |= P_PLAYER;
1082 root 1.45 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1083     if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1084     if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1085     }
1086 root 1.29
1087 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1088 root 1.46 this->flags_ = flags;
1089     this->move_block = move_block & ~move_allow;
1090     this->move_on = move_on;
1091     this->move_off = move_off;
1092     this->move_slow = move_slow;
1093 root 1.29
1094     /* At this point, we have a floor face (if there is a floor),
1095     * and the floor is set - we are not going to touch it at
1096     * this point.
1097     * middle contains the highest visibility face.
1098     * top contains a player/monster face, if there is one.
1099     *
1100     * We now need to fill in top.face and/or middle.face.
1101     */
1102    
1103     /* If the top face also happens to be high visibility, re-do our
1104     * middle face. This should not happen, as we already have the
1105     * else statement above so middle should not get set. OTOH, it
1106     * may be possible for the faces to match but be different objects.
1107     */
1108     if (top == middle)
1109 root 1.94 middle = 0;
1110 root 1.29
1111     /* There are three posibilities at this point:
1112     * 1) top face is set, need middle to be set.
1113     * 2) middle is set, need to set top.
1114     * 3) neither middle or top is set - need to set both.
1115     */
1116    
1117 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1118 root 1.29 {
1119     /* Once we get to a floor, stop, since we already have a floor object */
1120     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1121     break;
1122    
1123     /* If two top faces are already set, quit processing */
1124 root 1.94 if (top && middle)
1125 root 1.29 break;
1126 root 1.10
1127 elmex 1.67 /* Only show visible faces */
1128     if (!tmp->invisible)
1129 root 1.29 {
1130     /* Fill in top if needed */
1131 root 1.94 if (!top)
1132 root 1.29 {
1133 root 1.94 top = tmp;
1134 root 1.29 if (top == middle)
1135 root 1.94 middle = 0;
1136 root 1.29 }
1137     else
1138     {
1139     /* top is already set - we should only get here if
1140     * middle is not set
1141     *
1142     * Set the middle face and break out, since there is nothing
1143     * more to fill in. We don't check visiblity here, since
1144     *
1145     */
1146 root 1.94 if (tmp != top)
1147 root 1.29 {
1148 root 1.94 middle = tmp;
1149 root 1.29 break;
1150 root 1.10 }
1151     }
1152     }
1153 elmex 1.1 }
1154 root 1.45
1155 root 1.29 if (middle == floor)
1156 root 1.94 middle = 0;
1157 root 1.45
1158 root 1.29 if (top == middle)
1159 root 1.94 middle = 0;
1160 root 1.45
1161 root 1.94 #if 0
1162     faces_obj [0] = top;
1163     faces_obj [1] = middle;
1164     faces_obj [2] = floor;
1165     #endif
1166 elmex 1.1 }
1167    
1168 root 1.85 uint64
1169     mapspace::volume () const
1170     {
1171     uint64 vol = 0;
1172    
1173     for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1174     vol += op->volume ();
1175    
1176     return vol;
1177     }
1178    
1179 root 1.155 maptile *
1180 root 1.117 maptile::tile_available (int dir, bool load)
1181 elmex 1.1 {
1182 root 1.155 if (tile_path[dir])
1183     {
1184     if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1185     return tile_map[dir];
1186 root 1.118
1187 root 1.155 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1188     return tile_map[dir];
1189     }
1190 root 1.56
1191 root 1.117 return 0;
1192 root 1.68 }
1193    
1194 elmex 1.1 /* this returns TRUE if the coordinates (x,y) are out of
1195     * map m. This function also takes into account any
1196     * tiling considerations, loading adjacant maps as needed.
1197     * This is the function should always be used when it
1198     * necessary to check for valid coordinates.
1199     * This function will recursively call itself for the
1200     * tiled maps.
1201     */
1202 root 1.29 int
1203 root 1.31 out_of_map (maptile *m, int x, int y)
1204 elmex 1.1 {
1205 root 1.29 /* If we get passed a null map, this is obviously the
1206     * case. This generally shouldn't happen, but if the
1207     * map loads fail below, it could happen.
1208     */
1209     if (!m)
1210     return 0;
1211 elmex 1.1
1212 root 1.29 if (x < 0)
1213     {
1214 root 1.119 if (!m->tile_available (3))
1215 root 1.29 return 1;
1216 root 1.46
1217 root 1.56 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1218 elmex 1.1 }
1219 root 1.46
1220 root 1.48 if (x >= m->width)
1221 root 1.29 {
1222 root 1.119 if (!m->tile_available (1))
1223 root 1.29 return 1;
1224 root 1.46
1225 root 1.56 return out_of_map (m->tile_map[1], x - m->width, y);
1226 elmex 1.1 }
1227 root 1.46
1228 root 1.29 if (y < 0)
1229     {
1230 root 1.119 if (!m->tile_available (0))
1231 root 1.29 return 1;
1232 root 1.46
1233 root 1.56 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1234 elmex 1.1 }
1235 root 1.46
1236 root 1.48 if (y >= m->height)
1237 root 1.29 {
1238 root 1.119 if (!m->tile_available (2))
1239 root 1.29 return 1;
1240 root 1.46
1241 root 1.56 return out_of_map (m->tile_map[2], x, y - m->height);
1242 elmex 1.1 }
1243    
1244 root 1.29 /* Simple case - coordinates are within this local
1245     * map.
1246     */
1247     return 0;
1248 elmex 1.1 }
1249    
1250     /* This is basically the same as out_of_map above, but
1251     * instead we return NULL if no map is valid (coordinates
1252     * out of bounds and no tiled map), otherwise it returns
1253     * the map as that the coordinates are really on, and
1254 pippijn 1.66 * updates x and y to be the localised coordinates.
1255 elmex 1.1 * Using this is more efficient of calling out_of_map
1256     * and then figuring out what the real map is
1257     */
1258 root 1.31 maptile *
1259 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1260 elmex 1.1 {
1261 root 1.68 if (x < 0)
1262 root 1.29 {
1263 root 1.119 if (!tile_available (3))
1264 root 1.46 return 0;
1265 root 1.56
1266 root 1.68 x += tile_map[3]->width;
1267     return tile_map[3]->xy_find (x, y);
1268 elmex 1.1 }
1269 root 1.46
1270 root 1.68 if (x >= width)
1271 root 1.29 {
1272 root 1.119 if (!tile_available (1))
1273 root 1.46 return 0;
1274    
1275 root 1.68 x -= width;
1276     return tile_map[1]->xy_find (x, y);
1277 elmex 1.1 }
1278 root 1.46
1279 root 1.68 if (y < 0)
1280 root 1.29 {
1281 root 1.119 if (!tile_available (0))
1282 root 1.46 return 0;
1283    
1284 root 1.68 y += tile_map[0]->height;
1285     return tile_map[0]->xy_find (x, y);
1286 elmex 1.1 }
1287 root 1.46
1288 root 1.68 if (y >= height)
1289 root 1.29 {
1290 root 1.119 if (!tile_available (2))
1291 root 1.46 return 0;
1292    
1293 root 1.68 y -= height;
1294     return tile_map[2]->xy_find (x, y);
1295 elmex 1.1 }
1296    
1297 root 1.29 /* Simple case - coordinates are within this local
1298     * map.
1299     */
1300 root 1.68 return this;
1301 elmex 1.1 }
1302    
1303     /**
1304     * Return whether map2 is adjacent to map1. If so, store the distance from
1305     * map1 to map2 in dx/dy.
1306     */
1307 root 1.82 int
1308 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1309 root 1.29 {
1310     if (!map1 || !map2)
1311     return 0;
1312    
1313 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1314 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1315 root 1.29 if (map1 == map2)
1316     {
1317     *dx = 0;
1318     *dy = 0;
1319     }
1320     else if (map1->tile_map[0] == map2)
1321     { /* up */
1322     *dx = 0;
1323 root 1.48 *dy = -map2->height;
1324 root 1.29 }
1325     else if (map1->tile_map[1] == map2)
1326     { /* right */
1327 root 1.48 *dx = map1->width;
1328 root 1.29 *dy = 0;
1329     }
1330     else if (map1->tile_map[2] == map2)
1331     { /* down */
1332     *dx = 0;
1333 root 1.48 *dy = map1->height;
1334 root 1.29 }
1335     else if (map1->tile_map[3] == map2)
1336     { /* left */
1337 root 1.48 *dx = -map2->width;
1338 root 1.29 *dy = 0;
1339     }
1340     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1341     { /* up right */
1342 root 1.48 *dx = map1->tile_map[0]->width;
1343     *dy = -map1->tile_map[0]->height;
1344 root 1.29 }
1345     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1346     { /* up left */
1347 root 1.48 *dx = -map2->width;
1348     *dy = -map1->tile_map[0]->height;
1349 root 1.29 }
1350     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1351     { /* right up */
1352 root 1.48 *dx = map1->width;
1353     *dy = -map2->height;
1354 root 1.29 }
1355     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1356     { /* right down */
1357 root 1.48 *dx = map1->width;
1358     *dy = map1->tile_map[1]->height;
1359 root 1.29 }
1360     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1361     { /* down right */
1362 root 1.48 *dx = map1->tile_map[2]->width;
1363     *dy = map1->height;
1364 root 1.29 }
1365     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1366     { /* down left */
1367 root 1.48 *dx = -map2->width;
1368     *dy = map1->height;
1369 root 1.29 }
1370     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1371     { /* left up */
1372 root 1.48 *dx = -map1->tile_map[3]->width;
1373     *dy = -map2->height;
1374 root 1.29 }
1375     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1376     { /* left down */
1377 root 1.48 *dx = -map1->tile_map[3]->width;
1378     *dy = map1->tile_map[3]->height;
1379 root 1.29 }
1380     else
1381 root 1.56 return 0;
1382 elmex 1.1
1383 root 1.29 return 1;
1384 elmex 1.1 }
1385    
1386 root 1.68 maptile *
1387     maptile::xy_load (sint16 &x, sint16 &y)
1388     {
1389     maptile *map = xy_find (x, y);
1390    
1391     if (map)
1392     map->load_sync ();
1393    
1394     return map;
1395     }
1396    
1397     maptile *
1398     get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1399     {
1400     return m->xy_load (*x, *y);
1401     }
1402    
1403 elmex 1.1 /* From map.c
1404     * This is used by get_player to determine where the other
1405     * creature is. get_rangevector takes into account map tiling,
1406     * so you just can not look the the map coordinates and get the
1407     * righte value. distance_x/y are distance away, which
1408 root 1.79 * can be negative. direction is the crossfire direction scheme
1409 elmex 1.1 * that the creature should head. part is the part of the
1410     * monster that is closest.
1411     *
1412     * get_rangevector looks at op1 and op2, and fills in the
1413     * structure for op1 to get to op2.
1414     * We already trust that the caller has verified that the
1415     * two objects are at least on adjacent maps. If not,
1416     * results are not likely to be what is desired.
1417     * if the objects are not on maps, results are also likely to
1418     * be unexpected
1419     *
1420     * currently, the only flag supported (0x1) is don't translate for
1421     * closest body part of 'op1'
1422     */
1423 root 1.29 void
1424     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1425     {
1426     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1427     {
1428     /* be conservative and fill in _some_ data */
1429 root 1.86 retval->distance = 10000;
1430     retval->distance_x = 10000;
1431     retval->distance_y = 10000;
1432 root 1.29 retval->direction = 0;
1433     retval->part = 0;
1434     }
1435     else
1436     {
1437     object *best;
1438    
1439     retval->distance_x += op2->x - op1->x;
1440     retval->distance_y += op2->y - op1->y;
1441    
1442     best = op1;
1443     /* If this is multipart, find the closest part now */
1444     if (!(flags & 0x1) && op1->more)
1445     {
1446     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1447    
1448     /* we just take the offset of the piece to head to figure
1449     * distance instead of doing all that work above again
1450     * since the distance fields we set above are positive in the
1451     * same axis as is used for multipart objects, the simply arithmetic
1452     * below works.
1453     */
1454 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 root 1.29 {
1456     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1457     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1458     if (tmpi < best_distance)
1459     {
1460     best_distance = tmpi;
1461     best = tmp;
1462 elmex 1.1 }
1463     }
1464 root 1.75
1465 root 1.29 if (best != op1)
1466     {
1467     retval->distance_x += op1->x - best->x;
1468     retval->distance_y += op1->y - best->y;
1469 elmex 1.1 }
1470     }
1471 root 1.75
1472 root 1.29 retval->part = best;
1473 root 1.86 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1474 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1475 elmex 1.1 }
1476     }
1477    
1478     /* this is basically the same as get_rangevector above, but instead of
1479     * the first parameter being an object, it instead is the map
1480     * and x,y coordinates - this is used for path to player -
1481     * since the object is not infact moving but we are trying to traverse
1482     * the path, we need this.
1483     * flags has no meaning for this function at this time - I kept it in to
1484     * be more consistant with the above function and also in case they are needed
1485     * for something in the future. Also, since no object is pasted, the best
1486     * field of the rv_vector is set to NULL.
1487     */
1488 root 1.29 void
1489 root 1.82 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1490 root 1.29 {
1491     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1492     {
1493     /* be conservative and fill in _some_ data */
1494     retval->distance = 100000;
1495     retval->distance_x = 32767;
1496     retval->distance_y = 32767;
1497     retval->direction = 0;
1498     retval->part = 0;
1499     }
1500     else
1501     {
1502     retval->distance_x += op2->x - x;
1503     retval->distance_y += op2->y - y;
1504    
1505 root 1.159 retval->part = 0;
1506     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1507 root 1.29 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1508 elmex 1.1 }
1509     }
1510    
1511     /* Returns true of op1 and op2 are effectively on the same map
1512     * (as related to map tiling). Note that this looks for a path from
1513 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1514 elmex 1.1 * to op1, this will still return false.
1515     * Note we only look one map out to keep the processing simple
1516     * and efficient. This could probably be a macro.
1517     * MSW 2001-08-05
1518     */
1519 root 1.29 int
1520     on_same_map (const object *op1, const object *op2)
1521     {
1522     int dx, dy;
1523 elmex 1.1
1524 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1525 elmex 1.1 }
1526 root 1.52
1527     object *
1528     maptile::insert (object *op, int x, int y, object *originator, int flags)
1529     {
1530     return insert_ob_in_map_at (op, this, originator, flags, x, y);
1531     }
1532    
1533 root 1.81 region *
1534     maptile::region (int x, int y) const
1535     {
1536     if (regions
1537     && regionmap
1538     && !OUT_OF_REAL_MAP (this, x, y))
1539     if (struct region *reg = regionmap [regions [y * width + x]])
1540     return reg;
1541    
1542     if (default_region)
1543     return default_region;
1544    
1545     return ::region::default_region ();
1546     }
1547    
1548 root 1.91 /* picks a random object from a style map.
1549     */
1550     object *
1551 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1552 root 1.91 {
1553     /* while returning a null object will result in a crash, that
1554     * is actually preferable to an infinite loop. That is because
1555     * most servers will automatically restart in case of crash.
1556     * Change the logic on getting the random space - shouldn't make
1557     * any difference, but this seems clearer to me.
1558     */
1559     for (int i = 1000; --i;)
1560     {
1561 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1562 root 1.91
1563     // do not prefer big monsters just because they are big.
1564 root 1.138 if (pick && pick->is_head ())
1565 root 1.91 return pick->head_ ();
1566     }
1567    
1568     // instead of crashing in the unlikely(?) case, try to return *something*
1569 root 1.138 return archetype::find ("bug");
1570 root 1.91 }
1571 root 1.85
1572 root 1.114 void
1573     maptile::play_sound (faceidx sound, int x, int y) const
1574     {
1575     if (!sound)
1576     return;
1577    
1578 root 1.151 for_all_players_on_map (pl, this)
1579     if (client *ns = pl->ns)
1580     {
1581     int dx = x - pl->ob->x;
1582     int dy = y - pl->ob->y;
1583 root 1.114
1584 root 1.151 int distance = idistance (dx, dy);
1585 root 1.114
1586 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1587     ns->play_sound (sound, dx, dy);
1588     }
1589 root 1.114 }
1590    
1591 root 1.157 void
1592     maptile::say_msg (const char *msg, int x, int y) const
1593     {
1594     for_all_players (pl)
1595     if (client *ns = pl->ns)
1596     {
1597     int dx = x - pl->ob->x;
1598     int dy = y - pl->ob->y;
1599    
1600     int distance = idistance (dx, dy);
1601    
1602     if (distance <= MAX_SOUND_DISTANCE)
1603     ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1604     }
1605     }
1606    
1607 root 1.155 static void
1608     split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1609     {
1610     // clip to map to the left
1611     if (x0 < 0)
1612     {
1613     if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1614     split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1615    
1616     if (x1 < 0) // entirely to the left
1617     return;
1618    
1619     x0 = 0;
1620     }
1621    
1622     // clip to map to the right
1623     if (x1 > m->width)
1624     {
1625     if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1626     split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1627    
1628     if (x0 > m->width) // entirely to the right
1629     return;
1630    
1631     x1 = m->width;
1632     }
1633    
1634     // clip to map above
1635     if (y0 < 0)
1636     {
1637     if (maptile *tile = m->tile_available (TILE_UP, 1))
1638     split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1639    
1640     if (y1 < 0) // entirely above
1641     return;
1642    
1643     y0 = 0;
1644     }
1645    
1646     // clip to map below
1647     if (y1 > m->height)
1648     {
1649     if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1650     split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1651    
1652     if (y0 > m->height) // entirely below
1653     return;
1654    
1655     y1 = m->height;
1656     }
1657    
1658     // if we get here, the rect is within the current map
1659     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1660    
1661     r->m = m;
1662     r->x0 = x0;
1663     r->y0 = y0;
1664     r->x1 = x1;
1665     r->y1 = y1;
1666     r->dx = dx;
1667     r->dy = dy;
1668     }
1669    
1670     maprect *
1671     maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1672     {
1673     static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674     buf.clear ();
1675    
1676     ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677    
1678     // add end marker
1679     maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680     r->m = 0;
1681    
1682     return (maprect *)buf.linearise ();
1683     }
1684