1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
7 |
* |
8 |
* 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 |
* |
13 |
* 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 |
* |
18 |
* 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 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
#include <unistd.h> |
26 |
|
27 |
#include "global.h" |
28 |
#include "path.h" |
29 |
|
30 |
//+GPL |
31 |
|
32 |
sint8 maptile::outdoor_darkness; |
33 |
|
34 |
/* 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 |
int |
45 |
get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) |
46 |
{ |
47 |
sint16 newx = x; |
48 |
sint16 newy = y; |
49 |
|
50 |
maptile *mp = get_map_from_coord (oldmap, &newx, &newy); |
51 |
|
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 |
|
59 |
return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); |
60 |
} |
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 |
int |
75 |
blocked_link (object *ob, maptile *m, int sx, int sy) |
76 |
{ |
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 |
LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n"); |
83 |
return 1; |
84 |
} |
85 |
|
86 |
mapspace &ms = m->at (sx, sy); |
87 |
|
88 |
int mflags = ms.flags (); |
89 |
int blocked = ms.move_block; |
90 |
|
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 |
if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0) |
96 |
return 0; |
97 |
|
98 |
/* if there isn't anything alive on this space, and this space isn't |
99 |
* 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 |
ob = ob->head_ (); |
109 |
|
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 |
for (object *tmp = ms.top; tmp; tmp = tmp->below) |
116 |
{ |
117 |
if (OB_MOVE_BLOCK (ob, tmp)) |
118 |
{ |
119 |
if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) |
120 |
if (RESULT_INT (0)) |
121 |
return 1; |
122 |
else |
123 |
continue; |
124 |
|
125 |
if (tmp->type == CHECK_INV) |
126 |
{ |
127 |
bool have = check_inv_recursive (ob, tmp); |
128 |
|
129 |
// last_sp set means we block if we don't have. |
130 |
if (logical_xor (have, tmp->last_sp)) |
131 |
return 1; |
132 |
} |
133 |
else if (tmp->type == T_MATCH) |
134 |
{ |
135 |
// 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 |
// assume that T_MATCH is relatively common. |
140 |
if (!match (tmp->slaying, ob, tmp, ob)) |
141 |
return 1; |
142 |
} |
143 |
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 |
// blocks anything |
150 |
|
151 |
if (tmp->flag [FLAG_ALIVE] |
152 |
&& tmp->type != DOOR |
153 |
&& tmp->head_ () != ob) //TODO: maybe move these check up? |
154 |
return 1; |
155 |
} |
156 |
} |
157 |
|
158 |
return 0; |
159 |
} |
160 |
|
161 |
/* |
162 |
* Returns the blocking object if the given object can't fit in the given |
163 |
* spot. This is meant for multi space objects - for single space objecs, |
164 |
* just calling get_map_blocked and checking that against movement type |
165 |
* of object. This function goes through all the parts of the multipart |
166 |
* object and makes sure they can be inserted. |
167 |
* |
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 |
bool |
188 |
object::blocked (maptile *m, int x, int y) const |
189 |
{ |
190 |
for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) |
191 |
{ |
192 |
mapxy pos (m, x + tmp->x, y + tmp->y); |
193 |
|
194 |
if (!pos.normalise ()) |
195 |
return 1; |
196 |
|
197 |
mapspace &ms = *pos; |
198 |
|
199 |
if (ms.flags () & P_IS_ALIVE) |
200 |
return 1; |
201 |
|
202 |
/* However, often ob doesn't have any move type |
203 |
* (signifying non-moving objects) |
204 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
205 |
*/ |
206 |
if (!move_type && ms.move_block != MOVE_ALL) |
207 |
continue; |
208 |
|
209 |
/* 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 |
if (ms.blocks (move_type)) |
213 |
return 1; |
214 |
} |
215 |
|
216 |
return 0; |
217 |
} |
218 |
|
219 |
//-GPL |
220 |
|
221 |
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 |
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 |
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 |
//+GPL |
259 |
|
260 |
/* 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 |
* they are saved). |
264 |
*/ |
265 |
void |
266 |
maptile::link_multipart_objects () |
267 |
{ |
268 |
if (!spaces) |
269 |
return; |
270 |
|
271 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
272 |
{ |
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 |
} |
295 |
|
296 |
//-GPL |
297 |
|
298 |
/* |
299 |
* Loads (ands parses) the objects into a given map from the specified |
300 |
* file pointer. |
301 |
*/ |
302 |
bool |
303 |
maptile::_load_objects (object_thawer &f) |
304 |
{ |
305 |
for (;;) |
306 |
{ |
307 |
coroapi::cede_to_tick (); // cede once in a while |
308 |
|
309 |
switch (f.kw) |
310 |
{ |
311 |
case KW_arch: |
312 |
if (object *op = object::read (f, this)) |
313 |
{ |
314 |
// TODO: why? |
315 |
if (op->inv) |
316 |
{ |
317 |
op->carrying = 0; |
318 |
op->update_weight (); |
319 |
} |
320 |
|
321 |
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 |
// c) it's correct |
327 |
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 |
*(ms.top ? &ms.top->above : &ms.bot) = op; |
335 |
|
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 |
op->destroy (); |
343 |
} |
344 |
} |
345 |
|
346 |
continue; |
347 |
|
348 |
case KW_EOF: |
349 |
return true; |
350 |
|
351 |
default: |
352 |
if (!f.parse_error ("map file")) |
353 |
return false; |
354 |
break; |
355 |
} |
356 |
|
357 |
f.next (); |
358 |
} |
359 |
|
360 |
return true; |
361 |
} |
362 |
|
363 |
void |
364 |
maptile::activate () |
365 |
{ |
366 |
if (state != MAP_INACTIVE) |
367 |
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 |
state = MAP_ACTIVE; |
374 |
|
375 |
activate_physics (); |
376 |
} |
377 |
|
378 |
void |
379 |
maptile::deactivate () |
380 |
{ |
381 |
if (state != MAP_ACTIVE) |
382 |
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 |
state = MAP_INACTIVE; |
389 |
} |
390 |
|
391 |
bool |
392 |
maptile::_save_objects (object_freezer &f, int flags) |
393 |
{ |
394 |
coroapi::cede_to_tick (); |
395 |
|
396 |
if (flags & IO_HEADER) |
397 |
_save_header (f); |
398 |
|
399 |
if (!spaces) |
400 |
return false; |
401 |
|
402 |
for (int i = 0; i < size (); ++i) |
403 |
{ |
404 |
bool unique = 0; |
405 |
|
406 |
for (object *op = spaces [i].bot; op; op = op->above) |
407 |
{ |
408 |
unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; |
409 |
|
410 |
if (expect_false (!op->can_map_save ())) |
411 |
continue; |
412 |
|
413 |
if (expect_false (unique || op->flag [FLAG_UNIQUE])) |
414 |
{ |
415 |
if (flags & IO_UNIQUES) |
416 |
op->write (f); |
417 |
} |
418 |
else if (expect_true (flags & IO_OBJECTS)) |
419 |
op->write (f); |
420 |
} |
421 |
} |
422 |
|
423 |
coroapi::cede_to_tick (); |
424 |
|
425 |
return true; |
426 |
} |
427 |
|
428 |
bool |
429 |
maptile::_save_objects (const char *path, int flags) |
430 |
{ |
431 |
object_freezer freezer; |
432 |
|
433 |
if (!_save_objects (freezer, flags)) |
434 |
return false; |
435 |
|
436 |
return freezer.save (path); |
437 |
} |
438 |
|
439 |
void |
440 |
maptile::init () |
441 |
{ |
442 |
state = MAP_SWAPPED; |
443 |
|
444 |
/* The maps used to pick up default x and y values from the |
445 |
* map archetype. Mimic that behaviour. |
446 |
*/ |
447 |
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 |
} |
461 |
|
462 |
maptile::maptile (int w, int h) |
463 |
{ |
464 |
init (); |
465 |
|
466 |
width = w; |
467 |
height = h; |
468 |
|
469 |
alloc (); |
470 |
} |
471 |
|
472 |
/* |
473 |
* Allocates the arrays contained in a maptile. |
474 |
* This basically allocates the dynamic array of spaces for the |
475 |
* map. |
476 |
*/ |
477 |
void |
478 |
maptile::alloc () |
479 |
{ |
480 |
if (spaces) |
481 |
return; |
482 |
|
483 |
spaces = salloc0<mapspace> (size ()); |
484 |
} |
485 |
|
486 |
//+GPL |
487 |
|
488 |
/* 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 |
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 |
shop_string = strdup (input_string); |
502 |
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 |
|
512 |
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 |
|
523 |
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 |
|
560 |
items[i].index = number_of_entries; |
561 |
if (next_semicolon) |
562 |
p = ++next_semicolon; |
563 |
else |
564 |
p = NULL; |
565 |
} |
566 |
|
567 |
free (shop_string); |
568 |
return items; |
569 |
} |
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 |
static const char * |
574 |
print_shop_string (maptile *m) |
575 |
{ |
576 |
static dynbuf_text buf; buf.clear (); |
577 |
bool first = true; |
578 |
|
579 |
for (int i = 0; i < m->shopitems[0].index; i++) |
580 |
{ |
581 |
if (!first) |
582 |
buf << ';'; |
583 |
|
584 |
first = false; |
585 |
|
586 |
if (m->shopitems[i].typenum) |
587 |
{ |
588 |
if (m->shopitems[i].strength) |
589 |
buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength); |
590 |
else |
591 |
buf.printf ("%s", m->shopitems[i].name); |
592 |
} |
593 |
else |
594 |
{ |
595 |
if (m->shopitems[i].strength) |
596 |
buf.printf ("*:%d", m->shopitems[i].strength); |
597 |
else |
598 |
buf.printf ("*"); |
599 |
} |
600 |
} |
601 |
|
602 |
return buf; |
603 |
} |
604 |
|
605 |
//-GPL |
606 |
|
607 |
/* 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 |
bool |
619 |
maptile::_load_header (object_thawer &thawer) |
620 |
{ |
621 |
for (;;) |
622 |
{ |
623 |
switch (thawer.kw) |
624 |
{ |
625 |
case KW_msg: |
626 |
thawer.get_ml (KW_endmsg, msg); |
627 |
break; |
628 |
|
629 |
case KW_lore: // deliantra extension |
630 |
thawer.get_ml (KW_endlore, maplore); |
631 |
break; |
632 |
|
633 |
case KW_maplore: |
634 |
thawer.get_ml (KW_endmaplore, maplore); |
635 |
break; |
636 |
|
637 |
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 |
|
642 |
case KW_oid: |
643 |
thawer.get (this, thawer.get_sint32 ()); |
644 |
break; |
645 |
|
646 |
case KW_file_format_version: break; // nop |
647 |
|
648 |
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 |
case KW_no_reset: thawer.get (no_reset); break; |
660 |
case KW_no_drop: thawer.get (no_drop); break; |
661 |
|
662 |
case KW_region: thawer.get (default_region); break; |
663 |
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 [TILE_NORTH]); break; |
677 |
case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break; |
678 |
case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break; |
679 |
case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break; |
680 |
case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break; |
681 |
case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break; |
682 |
|
683 |
case KW_ERROR: |
684 |
set_key_text (thawer.kw_str, thawer.value); |
685 |
break; |
686 |
|
687 |
case KW_end: |
688 |
thawer.next (); |
689 |
return true; |
690 |
|
691 |
default: |
692 |
if (!thawer.parse_error ("map")) |
693 |
return false; |
694 |
break; |
695 |
} |
696 |
|
697 |
thawer.next (); |
698 |
} |
699 |
|
700 |
abort (); |
701 |
} |
702 |
|
703 |
//+GPL |
704 |
|
705 |
/****************************************************************************** |
706 |
* This is the start of unique map handling code |
707 |
*****************************************************************************/ |
708 |
|
709 |
/* This goes through the maptile and removed any unique items on the map. */ |
710 |
void |
711 |
maptile::clear_unique_items () |
712 |
{ |
713 |
for (int i = 0; i < size (); ++i) |
714 |
{ |
715 |
int unique = 0; |
716 |
for (object *op = spaces [i].bot; op; ) |
717 |
{ |
718 |
object *above = op->above; |
719 |
|
720 |
if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) |
721 |
unique = 1; |
722 |
|
723 |
if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique)) |
724 |
op->destroy (); |
725 |
|
726 |
op = above; |
727 |
} |
728 |
} |
729 |
} |
730 |
|
731 |
//-GPL |
732 |
|
733 |
bool |
734 |
maptile::_save_header (object_freezer &freezer) |
735 |
{ |
736 |
#define MAP_OUT(k) freezer.put (KW(k), k) |
737 |
#define MAP_OUT2(k,v) freezer.put (KW(k), v) |
738 |
|
739 |
MAP_OUT2 (arch, CS(map)); |
740 |
|
741 |
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 |
MAP_OUT (no_reset); |
747 |
MAP_OUT (no_drop); |
748 |
MAP_OUT (difficulty); |
749 |
if (default_region) MAP_OUT2 (region, default_region->name); |
750 |
|
751 |
if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); |
752 |
MAP_OUT (shopgreed); |
753 |
MAP_OUT (shopmin); |
754 |
MAP_OUT (shopmax); |
755 |
if (shoprace) MAP_OUT (shoprace); |
756 |
|
757 |
MAP_OUT (width); |
758 |
MAP_OUT (height); |
759 |
MAP_OUT (enter_x); |
760 |
MAP_OUT (enter_y); |
761 |
MAP_OUT (darkness); |
762 |
MAP_OUT (outdoor); |
763 |
|
764 |
if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); |
765 |
if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); |
766 |
|
767 |
MAP_OUT (per_player); |
768 |
MAP_OUT (per_party); |
769 |
|
770 |
if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]); |
771 |
if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]); |
772 |
if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]); |
773 |
if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]); |
774 |
if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]); |
775 |
if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]); |
776 |
|
777 |
freezer.put (this); |
778 |
freezer.put (KW(end)); |
779 |
|
780 |
return true; |
781 |
} |
782 |
|
783 |
bool |
784 |
maptile::_save_header (const char *path) |
785 |
{ |
786 |
object_freezer freezer; |
787 |
|
788 |
if (!_save_header (freezer)) |
789 |
return false; |
790 |
|
791 |
return freezer.save (path); |
792 |
} |
793 |
|
794 |
//+GPL |
795 |
|
796 |
/* |
797 |
* Remove and free all objects in the given map. |
798 |
*/ |
799 |
void |
800 |
maptile::clear () |
801 |
{ |
802 |
if (spaces) |
803 |
{ |
804 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
805 |
while (object *op = ms->bot) |
806 |
{ |
807 |
// 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 |
object *head = op->head_ (); |
814 |
if (op == head) |
815 |
op->destroy (); |
816 |
else if (head->map != op->map) |
817 |
{ |
818 |
LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
819 |
head->destroy (); |
820 |
} |
821 |
} |
822 |
|
823 |
sfree0 (spaces, size ()); |
824 |
} |
825 |
|
826 |
if (buttons) |
827 |
free_objectlinkpt (buttons), buttons = 0; |
828 |
|
829 |
sfree0 (regions, size ()); |
830 |
delete [] regionmap; regionmap = 0; |
831 |
} |
832 |
|
833 |
void |
834 |
maptile::clear_header () |
835 |
{ |
836 |
name = 0; |
837 |
msg = 0; |
838 |
maplore = 0; |
839 |
shoprace = 0; |
840 |
delete [] shopitems, shopitems = 0; |
841 |
|
842 |
for (int i = 0; i < array_length (tile_path); i++) |
843 |
tile_path [i] = 0; |
844 |
} |
845 |
|
846 |
maptile::~maptile () |
847 |
{ |
848 |
assert (destroyed ()); |
849 |
} |
850 |
|
851 |
void |
852 |
maptile::clear_links_to (maptile *m) |
853 |
{ |
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 |
* tiling can be asymetric, we just can not look to see which |
857 |
* maps this map tiles with and clears those. |
858 |
*/ |
859 |
for (int i = 0; i < array_length (tile_path); i++) |
860 |
if (tile_map[i] == m) |
861 |
tile_map[i] = 0; |
862 |
} |
863 |
|
864 |
void |
865 |
maptile::do_destroy () |
866 |
{ |
867 |
attachable::do_destroy (); |
868 |
|
869 |
clear (); |
870 |
} |
871 |
|
872 |
/* decay and destroy perishable items in a map */ |
873 |
// TODO: should be done regularly, not on map load? |
874 |
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 |
if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) |
887 |
break; |
888 |
|
889 |
bool destroy = 0; |
890 |
|
891 |
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 |
|| 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 |
//|| (mat & M_ICE && temp > 32) |
931 |
) |
932 |
destroy = 1; |
933 |
} |
934 |
|
935 |
/* adjust overall chance below */ |
936 |
if (destroy && rndm (0, 1)) |
937 |
op->destroy (); |
938 |
} |
939 |
} |
940 |
|
941 |
/* |
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 |
* 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 |
*/ |
951 |
int |
952 |
maptile::estimate_difficulty () const |
953 |
{ |
954 |
long monster_cnt = 0; |
955 |
double avgexp = 0; |
956 |
sint64 total_exp = 0; |
957 |
|
958 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
959 |
for (object *op = ms->bot; op; op = op->above) |
960 |
{ |
961 |
if (op->flag [FLAG_MONSTER]) |
962 |
{ |
963 |
total_exp += op->stats.exp; |
964 |
monster_cnt++; |
965 |
} |
966 |
|
967 |
if (op->flag [FLAG_GENERATOR]) |
968 |
{ |
969 |
total_exp += op->stats.exp; |
970 |
|
971 |
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 |
} |
983 |
} |
984 |
|
985 |
avgexp = (double) total_exp / monster_cnt; |
986 |
|
987 |
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 |
|
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 |
int |
1002 |
maptile::change_map_light (int change) |
1003 |
{ |
1004 |
/* Nothing to do */ |
1005 |
if (!change) |
1006 |
return 0; |
1007 |
|
1008 |
/* inform all players on the map */ |
1009 |
if (change > 0) |
1010 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1011 |
else |
1012 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1013 |
|
1014 |
darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); |
1015 |
|
1016 |
/* All clients need to get re-updated for the change */ |
1017 |
update_all_map_los (this); |
1018 |
|
1019 |
return 1; |
1020 |
} |
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 |
void |
1029 |
mapspace::update_ () |
1030 |
{ |
1031 |
object *last = 0; |
1032 |
uint8 flags = P_UPTODATE; |
1033 |
sint8 light = 0; |
1034 |
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1035 |
uint64_t volume = 0; |
1036 |
uint32_t items = 0; |
1037 |
object *anywhere = 0; |
1038 |
uint8_t middle_visibility = 0; |
1039 |
|
1040 |
//object *middle = 0; |
1041 |
//object *top = 0; |
1042 |
//object *floor = 0; |
1043 |
// this seems to generate better code than using locals, above |
1044 |
object *&top = faces_obj[0] = 0; |
1045 |
object *&middle = faces_obj[1] = 0; |
1046 |
object *&floor = faces_obj[2] = 0; |
1047 |
|
1048 |
object::flags_t allflags; // all flags of all objects or'ed together |
1049 |
|
1050 |
for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1051 |
{ |
1052 |
// Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1053 |
light += tmp->glow_radius; |
1054 |
|
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 |
if (expect_true (!tmp->invisible)) |
1064 |
{ |
1065 |
if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) |
1066 |
top = tmp; |
1067 |
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 |
else |
1079 |
{ |
1080 |
if (expect_true (!tmp->flag [FLAG_NO_PICK])) |
1081 |
{ |
1082 |
++items; |
1083 |
volume += tmp->volume (); |
1084 |
} |
1085 |
|
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 |
{ |
1096 |
middle_visibility = ::faces [tmp->face].visibility; |
1097 |
middle = tmp; |
1098 |
} |
1099 |
} |
1100 |
} |
1101 |
|
1102 |
move_slow |= tmp->move_slow; |
1103 |
move_block |= tmp->move_block; |
1104 |
move_on |= tmp->move_on; |
1105 |
move_off |= tmp->move_off; |
1106 |
move_allow |= tmp->move_allow; |
1107 |
|
1108 |
allflags |= tmp->flag; |
1109 |
|
1110 |
if (tmp->type == PLAYER) flags |= P_PLAYER; |
1111 |
if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1112 |
} |
1113 |
|
1114 |
// 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 |
this->light = min (light, MAX_LIGHT_RADIUS); |
1125 |
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 |
this->volume_ = (volume + 1023) / 1024; |
1131 |
this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 |
1132 |
|
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 |
middle = 0; |
1149 |
|
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 |
for (object *tmp = last; tmp; tmp = tmp->below) |
1157 |
{ |
1158 |
/* Once we get to a floor, stop, since we already have a floor object */ |
1159 |
if (tmp->flag [FLAG_IS_FLOOR]) |
1160 |
break; |
1161 |
|
1162 |
/* If two top faces are already set, quit processing */ |
1163 |
if (top && middle) |
1164 |
break; |
1165 |
|
1166 |
/* Only show visible faces */ |
1167 |
if (!tmp->invisible) |
1168 |
{ |
1169 |
/* Fill in top if needed */ |
1170 |
if (!top) |
1171 |
{ |
1172 |
top = tmp; |
1173 |
if (top == middle) |
1174 |
middle = 0; |
1175 |
} |
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 |
if (tmp != top) |
1186 |
{ |
1187 |
middle = tmp; |
1188 |
break; |
1189 |
} |
1190 |
} |
1191 |
} |
1192 |
} |
1193 |
|
1194 |
if (middle == floor) |
1195 |
middle = 0; |
1196 |
|
1197 |
if (top == middle) |
1198 |
middle = 0; |
1199 |
|
1200 |
// set lower map transparent floor flag if applicable |
1201 |
if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top) |
1202 |
{ |
1203 |
floor->set_anim_frame (0); |
1204 |
|
1205 |
if (maptile *m = floor->map->tile_map [TILE_DOWN]) |
1206 |
{ |
1207 |
mapspace &ms = m->at (floor->x, floor->y); |
1208 |
ms.update (); |
1209 |
|
1210 |
if (object *floor2 = ms.faces_obj [2]) |
1211 |
if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR]) |
1212 |
{ |
1213 |
floor->set_anim_frame (1); |
1214 |
top = floor; |
1215 |
middle = ms.faces_obj [0]; |
1216 |
floor = floor2; |
1217 |
} |
1218 |
|
1219 |
ms.pflags |= PF_VIS_UP; |
1220 |
} |
1221 |
} |
1222 |
|
1223 |
#if 0 |
1224 |
faces_obj [0] = top; |
1225 |
faces_obj [1] = middle; |
1226 |
faces_obj [2] = floor; |
1227 |
#endif |
1228 |
} |
1229 |
|
1230 |
void |
1231 |
mapspace::update_up () |
1232 |
{ |
1233 |
// invalidate up |
1234 |
if (!(pflags & PF_VIS_UP)) |
1235 |
return; |
1236 |
|
1237 |
pflags &= ~PF_VIS_UP; |
1238 |
|
1239 |
if (bot) |
1240 |
if (maptile *m = bot->map->tile_map [TILE_UP]) |
1241 |
m->at (bot->x, bot->y).invalidate (); |
1242 |
} |
1243 |
|
1244 |
maptile * |
1245 |
maptile::tile_available (int dir, bool load) |
1246 |
{ |
1247 |
// map is there and we don't need to load it OR it's loaded => return what we have |
1248 |
if (tile_map [dir] && (!load || tile_map [dir]->linkable ())) |
1249 |
return tile_map [dir]; |
1250 |
|
1251 |
if (tile_path [dir]) |
1252 |
{ |
1253 |
// well, try to locate it then, if possible - maybe it's there already |
1254 |
// this is the ONLY place in the server that links maps with each other, |
1255 |
// so any kind of inter-map stuff has to be initiated here. |
1256 |
if (maptile *m = find_async (tile_path [dir], this, load)) |
1257 |
{ |
1258 |
bool mismatch = false; |
1259 |
|
1260 |
if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN) |
1261 |
if (width != m->width) |
1262 |
mismatch = true; |
1263 |
|
1264 |
if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN) |
1265 |
if (height != m->height) |
1266 |
mismatch = true; |
1267 |
|
1268 |
if (mismatch) |
1269 |
{ |
1270 |
LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n", |
1271 |
dir, &path, &m->path); |
1272 |
m = 0; |
1273 |
} |
1274 |
else if (0)//D |
1275 |
{ |
1276 |
// as an optimisation, link us against the other map if the other map |
1277 |
// has us as neighbour, which is very common, but not guaranteed. |
1278 |
int dir2 = REVERSE_TILE_DIR (dir); |
1279 |
|
1280 |
if (m->tile_path [dir2] == path) |
1281 |
m->tile_map [dir2] = this; |
1282 |
} |
1283 |
|
1284 |
|
1285 |
return tile_map [dir] = m; |
1286 |
} |
1287 |
} |
1288 |
|
1289 |
return 0; |
1290 |
} |
1291 |
|
1292 |
/* this returns TRUE if the coordinates (x,y) are out of |
1293 |
* map m. This function also takes into account any |
1294 |
* tiling considerations, loading adjacant maps as needed. |
1295 |
* This is the function should always be used when it |
1296 |
* necessary to check for valid coordinates. |
1297 |
* This function will recursively call itself for the |
1298 |
* tiled maps. |
1299 |
*/ |
1300 |
int |
1301 |
out_of_map (maptile *m, int x, int y) |
1302 |
{ |
1303 |
/* If we get passed a null map, this is obviously the |
1304 |
* case. This generally shouldn't happen, but if the |
1305 |
* map loads fail below, it could happen. |
1306 |
*/ |
1307 |
if (!m) |
1308 |
return 0; |
1309 |
|
1310 |
if (x < 0) |
1311 |
{ |
1312 |
if (!m->tile_available (TILE_WEST)) |
1313 |
return 1; |
1314 |
|
1315 |
return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y); |
1316 |
} |
1317 |
|
1318 |
if (x >= m->width) |
1319 |
{ |
1320 |
if (!m->tile_available (TILE_EAST)) |
1321 |
return 1; |
1322 |
|
1323 |
return out_of_map (m->tile_map [TILE_EAST], x - m->width, y); |
1324 |
} |
1325 |
|
1326 |
if (y < 0) |
1327 |
{ |
1328 |
if (!m->tile_available (TILE_NORTH)) |
1329 |
return 1; |
1330 |
|
1331 |
return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height); |
1332 |
} |
1333 |
|
1334 |
if (y >= m->height) |
1335 |
{ |
1336 |
if (!m->tile_available (TILE_SOUTH)) |
1337 |
return 1; |
1338 |
|
1339 |
return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height); |
1340 |
} |
1341 |
|
1342 |
/* Simple case - coordinates are within this local |
1343 |
* map. |
1344 |
*/ |
1345 |
return 0; |
1346 |
} |
1347 |
|
1348 |
/* This is basically the same as out_of_map above, but |
1349 |
* instead we return NULL if no map is valid (coordinates |
1350 |
* out of bounds and no tiled map), otherwise it returns |
1351 |
* the map as that the coordinates are really on, and |
1352 |
* updates x and y to be the localised coordinates. |
1353 |
* Using this is more efficient of calling out_of_map |
1354 |
* and then figuring out what the real map is |
1355 |
*/ |
1356 |
maptile * |
1357 |
maptile::xy_find (sint16 &x, sint16 &y) |
1358 |
{ |
1359 |
if (x < 0) |
1360 |
{ |
1361 |
if (!tile_available (TILE_WEST)) |
1362 |
return 0; |
1363 |
|
1364 |
x += tile_map [TILE_WEST]->width; |
1365 |
return tile_map [TILE_WEST]->xy_find (x, y); |
1366 |
} |
1367 |
|
1368 |
if (x >= width) |
1369 |
{ |
1370 |
if (!tile_available (TILE_EAST)) |
1371 |
return 0; |
1372 |
|
1373 |
x -= width; |
1374 |
return tile_map [TILE_EAST]->xy_find (x, y); |
1375 |
} |
1376 |
|
1377 |
if (y < 0) |
1378 |
{ |
1379 |
if (!tile_available (TILE_NORTH)) |
1380 |
return 0; |
1381 |
|
1382 |
y += tile_map [TILE_NORTH]->height; |
1383 |
return tile_map [TILE_NORTH]->xy_find (x, y); |
1384 |
} |
1385 |
|
1386 |
if (y >= height) |
1387 |
{ |
1388 |
if (!tile_available (TILE_SOUTH)) |
1389 |
return 0; |
1390 |
|
1391 |
y -= height; |
1392 |
return tile_map [TILE_SOUTH]->xy_find (x, y); |
1393 |
} |
1394 |
|
1395 |
/* Simple case - coordinates are within this local |
1396 |
* map. |
1397 |
*/ |
1398 |
return this; |
1399 |
} |
1400 |
|
1401 |
/** |
1402 |
* Return whether map2 is adjacent to map1. If so, store the distance from |
1403 |
* map1 to map2 in dx/dy. |
1404 |
*/ |
1405 |
int |
1406 |
adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy) |
1407 |
{ |
1408 |
if (!map1 || !map2) |
1409 |
return 0; |
1410 |
|
1411 |
//TODO: this doesn't actually check correctly when intermediate maps are not loaded |
1412 |
//fix: compare paths instead (this is likely faster, too!) |
1413 |
if (map1 == map2) |
1414 |
{ |
1415 |
*dx = 0; |
1416 |
*dy = 0; |
1417 |
} |
1418 |
else if (map1->tile_available (TILE_NORTH, false) == map2) |
1419 |
{ |
1420 |
*dx = 0; |
1421 |
*dy = -map2->height; |
1422 |
} |
1423 |
else if (map1->tile_available (TILE_EAST , false) == map2) |
1424 |
{ |
1425 |
*dx = map1->width; |
1426 |
*dy = 0; |
1427 |
} |
1428 |
else if (map1->tile_available (TILE_SOUTH, false) == map2) |
1429 |
{ |
1430 |
*dx = 0; |
1431 |
*dy = map1->height; |
1432 |
} |
1433 |
else if (map1->tile_available (TILE_WEST , false) == map2) |
1434 |
{ |
1435 |
*dx = -map2->width; |
1436 |
*dy = 0; |
1437 |
} |
1438 |
else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2) |
1439 |
{ /* up right */ |
1440 |
*dx = +map1->tile_map[TILE_NORTH]->width; |
1441 |
*dy = -map1->tile_map[TILE_NORTH]->height; |
1442 |
} |
1443 |
else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2) |
1444 |
{ /* up left */ |
1445 |
*dx = -map2->width; |
1446 |
*dy = -map1->tile_map[TILE_NORTH]->height; |
1447 |
} |
1448 |
else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2) |
1449 |
{ /* right up */ |
1450 |
*dx = +map1->width; |
1451 |
*dy = -map2->height; |
1452 |
} |
1453 |
else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2) |
1454 |
{ /* right down */ |
1455 |
*dx = +map1->width; |
1456 |
*dy = +map1->tile_map[TILE_EAST]->height; |
1457 |
} |
1458 |
else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2) |
1459 |
{ /* down right */ |
1460 |
*dx = +map1->tile_map[TILE_SOUTH]->width; |
1461 |
*dy = +map1->height; |
1462 |
} |
1463 |
else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2) |
1464 |
{ /* down left */ |
1465 |
*dx = -map2->width; |
1466 |
*dy = +map1->height; |
1467 |
} |
1468 |
else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2) |
1469 |
{ /* left up */ |
1470 |
*dx = -map1->tile_map[TILE_WEST]->width; |
1471 |
*dy = -map2->height; |
1472 |
} |
1473 |
else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2) |
1474 |
{ /* left down */ |
1475 |
*dx = -map1->tile_map[TILE_WEST]->width; |
1476 |
*dy = +map1->tile_map[TILE_WEST]->height; |
1477 |
} |
1478 |
else |
1479 |
return 0; |
1480 |
|
1481 |
return 1; |
1482 |
} |
1483 |
|
1484 |
maptile * |
1485 |
maptile::xy_load (sint16 &x, sint16 &y) |
1486 |
{ |
1487 |
maptile *map = xy_find (x, y); |
1488 |
|
1489 |
if (map) |
1490 |
map->load_sync (); |
1491 |
|
1492 |
return map; |
1493 |
} |
1494 |
|
1495 |
maptile * |
1496 |
get_map_from_coord (maptile *m, sint16 *x, sint16 *y) |
1497 |
{ |
1498 |
return m->xy_load (*x, *y); |
1499 |
} |
1500 |
|
1501 |
/* From map.c |
1502 |
* This is used by get_player to determine where the other |
1503 |
* creature is. get_rangevector takes into account map tiling, |
1504 |
* so you just can not look the the map coordinates and get the |
1505 |
* righte value. distance_x/y are distance away, which |
1506 |
* can be negative. direction is the crossfire direction scheme |
1507 |
* that the creature should head. part is the part of the |
1508 |
* monster that is closest. |
1509 |
* |
1510 |
* get_rangevector looks at op1 and op2, and fills in the |
1511 |
* structure for op1 to get to op2. |
1512 |
* We already trust that the caller has verified that the |
1513 |
* two objects are at least on adjacent maps. If not, |
1514 |
* results are not likely to be what is desired. |
1515 |
* if the objects are not on maps, results are also likely to |
1516 |
* be unexpected |
1517 |
* |
1518 |
* currently, the only flag supported (0x1) is don't translate for |
1519 |
* closest body part of 'op1' |
1520 |
*/ |
1521 |
void |
1522 |
get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) |
1523 |
{ |
1524 |
if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
1525 |
{ |
1526 |
/* be conservative and fill in _some_ data */ |
1527 |
retval->distance = 10000; |
1528 |
retval->distance_x = 10000; |
1529 |
retval->distance_y = 10000; |
1530 |
retval->direction = 0; |
1531 |
retval->part = 0; |
1532 |
} |
1533 |
else |
1534 |
{ |
1535 |
retval->distance_x += op2->x - op1->x; |
1536 |
retval->distance_y += op2->y - op1->y; |
1537 |
|
1538 |
object *best = op1; |
1539 |
|
1540 |
/* If this is multipart, find the closest part now */ |
1541 |
if (!(flags & 1) && op1->more) |
1542 |
{ |
1543 |
int best_distance = idistance (retval->distance_x, retval->distance_y); |
1544 |
|
1545 |
/* we just take the offset of the piece to head to figure |
1546 |
* distance instead of doing all that work above again |
1547 |
* since the distance fields we set above are positive in the |
1548 |
* same axis as is used for multipart objects, the simply arithmetic |
1549 |
* below works. |
1550 |
*/ |
1551 |
for (object *tmp = op1->more; tmp; tmp = tmp->more) |
1552 |
{ |
1553 |
int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y); |
1554 |
|
1555 |
if (tmpi < best_distance) |
1556 |
{ |
1557 |
best_distance = tmpi; |
1558 |
best = tmp; |
1559 |
} |
1560 |
} |
1561 |
|
1562 |
if (best != op1) |
1563 |
{ |
1564 |
retval->distance_x += op1->x - best->x; |
1565 |
retval->distance_y += op1->y - best->y; |
1566 |
} |
1567 |
} |
1568 |
|
1569 |
retval->part = best; |
1570 |
retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1571 |
retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); |
1572 |
} |
1573 |
} |
1574 |
|
1575 |
/* this is basically the same as get_rangevector above, but instead of |
1576 |
* the first parameter being an object, it instead is the map |
1577 |
* and x,y coordinates - this is used for path to player - |
1578 |
* since the object is not infact moving but we are trying to traverse |
1579 |
* the path, we need this. |
1580 |
* flags has no meaning for this function at this time - I kept it in to |
1581 |
* be more consistant with the above function and also in case they are needed |
1582 |
* for something in the future. Also, since no object is pasted, the best |
1583 |
* field of the rv_vector is set to NULL. |
1584 |
*/ |
1585 |
void |
1586 |
get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) |
1587 |
{ |
1588 |
if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) |
1589 |
{ |
1590 |
/* be conservative and fill in _some_ data */ |
1591 |
retval->distance = 100000; |
1592 |
retval->distance_x = 32767; |
1593 |
retval->distance_y = 32767; |
1594 |
retval->direction = 0; |
1595 |
retval->part = 0; |
1596 |
} |
1597 |
else |
1598 |
{ |
1599 |
retval->distance_x += op2->x - x; |
1600 |
retval->distance_y += op2->y - y; |
1601 |
|
1602 |
retval->part = 0; |
1603 |
retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1604 |
retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); |
1605 |
} |
1606 |
} |
1607 |
|
1608 |
/* Returns true of op1 and op2 are effectively on the same map |
1609 |
* (as related to map tiling). Note that this looks for a path from |
1610 |
* op1 to op2, so if the tiled maps are asymetric and op2 has a path |
1611 |
* to op1, this will still return false. |
1612 |
* Note we only look one map out to keep the processing simple |
1613 |
* and efficient. This could probably be a macro. |
1614 |
* MSW 2001-08-05 |
1615 |
*/ |
1616 |
int |
1617 |
on_same_map (const object *op1, const object *op2) |
1618 |
{ |
1619 |
int dx, dy; |
1620 |
|
1621 |
return adjacent_map (op1->map, op2->map, &dx, &dy); |
1622 |
} |
1623 |
|
1624 |
//-GPL |
1625 |
|
1626 |
object * |
1627 |
maptile::insert (object *op, int x, int y, object *originator, int flags) |
1628 |
{ |
1629 |
return insert_ob_in_map_at (op, this, originator, flags, x, y); |
1630 |
} |
1631 |
|
1632 |
region * |
1633 |
maptile::region (int x, int y) const |
1634 |
{ |
1635 |
if (regions |
1636 |
&& regionmap |
1637 |
&& !OUT_OF_REAL_MAP (this, x, y)) |
1638 |
if (struct region *reg = regionmap [regions [y * width + x]]) |
1639 |
return reg; |
1640 |
|
1641 |
if (default_region) |
1642 |
return default_region; |
1643 |
|
1644 |
return ::region::default_region (); |
1645 |
} |
1646 |
|
1647 |
//+GPL |
1648 |
|
1649 |
/* picks a random object from a style map. |
1650 |
*/ |
1651 |
object * |
1652 |
maptile::pick_random_object (rand_gen &gen) const |
1653 |
{ |
1654 |
/* while returning a null object will result in a crash, that |
1655 |
* is actually preferable to an infinite loop. That is because |
1656 |
* most servers will automatically restart in case of crash. |
1657 |
* Change the logic on getting the random space - shouldn't make |
1658 |
* any difference, but this seems clearer to me. |
1659 |
*/ |
1660 |
for (int i = 1000; --i;) |
1661 |
{ |
1662 |
object *pick = at (gen (width), gen (height)).bot; |
1663 |
|
1664 |
// must be head: do not prefer big monsters just because they are big. |
1665 |
if (pick && pick->is_head ()) |
1666 |
return pick; |
1667 |
} |
1668 |
|
1669 |
// instead of crashing in the unlikely(?) case, try to return *something* |
1670 |
return archetype::find (shstr_bug); |
1671 |
} |
1672 |
|
1673 |
//-GPL |
1674 |
|
1675 |
void |
1676 |
maptile::play_sound (faceidx sound, int x, int y) const |
1677 |
{ |
1678 |
if (!sound) |
1679 |
return; |
1680 |
|
1681 |
for_all_players_on_map (pl, this) |
1682 |
if (client *ns = pl->ns) |
1683 |
{ |
1684 |
int dx = x - pl->ob->x; |
1685 |
int dy = y - pl->ob->y; |
1686 |
|
1687 |
int distance = idistance (dx, dy); |
1688 |
|
1689 |
if (distance <= MAX_SOUND_DISTANCE) |
1690 |
ns->play_sound (sound, dx, dy); |
1691 |
} |
1692 |
} |
1693 |
|
1694 |
void |
1695 |
maptile::say_msg (const char *msg, int x, int y) const |
1696 |
{ |
1697 |
for_all_players (pl) |
1698 |
if (client *ns = pl->ns) |
1699 |
{ |
1700 |
int dx = x - pl->ob->x; |
1701 |
int dy = y - pl->ob->y; |
1702 |
|
1703 |
int distance = idistance (dx, dy); |
1704 |
|
1705 |
if (distance <= MAX_SOUND_DISTANCE) |
1706 |
ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); |
1707 |
} |
1708 |
} |
1709 |
|
1710 |
dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25); |
1711 |
|
1712 |
static void |
1713 |
split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) |
1714 |
{ |
1715 |
// clip to map to the left |
1716 |
if (x0 < 0) |
1717 |
{ |
1718 |
if (maptile *tile = m->tile_available (TILE_WEST, 1)) |
1719 |
split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); |
1720 |
|
1721 |
if (x1 < 0) // entirely to the left |
1722 |
return; |
1723 |
|
1724 |
x0 = 0; |
1725 |
} |
1726 |
|
1727 |
// clip to map to the right |
1728 |
if (x1 > m->width) |
1729 |
{ |
1730 |
if (maptile *tile = m->tile_available (TILE_EAST, 1)) |
1731 |
split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); |
1732 |
|
1733 |
if (x0 >= m->width) // entirely to the right |
1734 |
return; |
1735 |
|
1736 |
x1 = m->width; |
1737 |
} |
1738 |
|
1739 |
// clip to map to the north |
1740 |
if (y0 < 0) |
1741 |
{ |
1742 |
if (maptile *tile = m->tile_available (TILE_NORTH, 1)) |
1743 |
split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); |
1744 |
|
1745 |
if (y1 < 0) // entirely to the north |
1746 |
return; |
1747 |
|
1748 |
y0 = 0; |
1749 |
} |
1750 |
|
1751 |
// clip to map to the south |
1752 |
if (y1 > m->height) |
1753 |
{ |
1754 |
if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) |
1755 |
split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); |
1756 |
|
1757 |
if (y0 >= m->height) // entirely to the south |
1758 |
return; |
1759 |
|
1760 |
y1 = m->height; |
1761 |
} |
1762 |
|
1763 |
// if we get here, the rect is within the current map |
1764 |
maprect *r = (maprect *)buf.alloc (sizeof (maprect)); |
1765 |
|
1766 |
r->m = m; |
1767 |
r->x0 = x0; |
1768 |
r->y0 = y0; |
1769 |
r->x1 = x1; |
1770 |
r->y1 = y1; |
1771 |
r->dx = dx; |
1772 |
r->dy = dy; |
1773 |
} |
1774 |
|
1775 |
maprect * |
1776 |
maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1) |
1777 |
{ |
1778 |
buf.clear (); |
1779 |
|
1780 |
::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); |
1781 |
|
1782 |
// add end marker |
1783 |
maprect *r = (maprect *)buf.alloc (sizeof (maprect)); |
1784 |
r->m = 0; |
1785 |
|
1786 |
return (maprect *)buf.linearise (); |
1787 |
} |
1788 |
|