1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
25 |
#include <unistd.h> |
26 |
|
27 |
#include "global.h" |
28 |
#include "loader.h" |
29 |
#include "path.h" |
30 |
|
31 |
//+GPL |
32 |
|
33 |
sint8 maptile::outdoor_darkness; |
34 |
|
35 |
/* This rolls up wall, blocks_magic, blocks_view, etc, all into |
36 |
* one function that just returns a P_.. value (see map.h) |
37 |
* it will also do map translation for tiled maps, returning |
38 |
* new values into newmap, nx, and ny. Any and all of those |
39 |
* values can be null, in which case if a new map is needed (returned |
40 |
* by a P_NEW_MAP value, another call to get_map_from_coord |
41 |
* is needed. The case of not passing values is if we're just |
42 |
* checking for the existence of something on those spaces, but |
43 |
* don't expect to insert/remove anything from those spaces. |
44 |
*/ |
45 |
int |
46 |
get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) |
47 |
{ |
48 |
sint16 newx = x; |
49 |
sint16 newy = y; |
50 |
|
51 |
maptile *mp = get_map_from_coord (oldmap, &newx, &newy); |
52 |
|
53 |
if (!mp) |
54 |
return P_OUT_OF_MAP; |
55 |
|
56 |
if (newmap) *newmap = mp; |
57 |
if (nx) *nx = newx; |
58 |
if (ny) *ny = newy; |
59 |
|
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return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); |
61 |
} |
62 |
|
63 |
/* |
64 |
* Returns true if the given coordinate is blocked except by the |
65 |
* object passed is not blocking. This is used with |
66 |
* multipart monsters - if we want to see if a 2x2 monster |
67 |
* can move 1 space to the left, we don't want its own area |
68 |
* to block it from moving there. |
69 |
* Returns TRUE if the space is blocked by something other than the |
70 |
* monster. |
71 |
* m, x, y are the target map/coordinates - needed for map tiling. |
72 |
* the coordinates & map passed in should have been updated for tiling |
73 |
* by the caller. |
74 |
*/ |
75 |
int |
76 |
blocked_link (object *ob, maptile *m, int sx, int sy) |
77 |
{ |
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/* Make sure the coordinates are valid - they should be, as caller should |
79 |
* have already checked this. |
80 |
*/ |
81 |
if (OUT_OF_REAL_MAP (m, sx, sy)) |
82 |
{ |
83 |
LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); |
84 |
return 1; |
85 |
} |
86 |
|
87 |
mapspace &ms = m->at (sx, sy); |
88 |
|
89 |
int mflags = ms.flags (); |
90 |
int blocked = ms.move_block; |
91 |
|
92 |
/* If space is currently not blocked by anything, no need to |
93 |
* go further. Not true for players - all sorts of special |
94 |
* things we need to do for players. |
95 |
*/ |
96 |
if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
97 |
return 0; |
98 |
|
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/* if there isn't anything alive on this space, and this space isn't |
100 |
* otherwise blocked, we can return now. Only if there is a living |
101 |
* creature do we need to investigate if it is part of this creature |
102 |
* or another. Likewise, only if something is blocking us do we |
103 |
* need to investigate if there is a special circumstance that would |
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* let the player through (inventory checkers for example) |
105 |
*/ |
106 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) |
107 |
return 0; |
108 |
|
109 |
ob = ob->head_ (); |
110 |
|
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/* We basically go through the stack of objects, and if there is |
112 |
* some other object that has NO_PASS or FLAG_ALIVE set, return |
113 |
* true. If we get through the entire stack, that must mean |
114 |
* ob is blocking it, so return 0. |
115 |
*/ |
116 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
117 |
{ |
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if (OB_MOVE_BLOCK (ob, tmp)) |
119 |
{ |
120 |
if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) |
121 |
if (RESULT_INT (0)) |
122 |
return 1; |
123 |
else |
124 |
continue; |
125 |
|
126 |
if (tmp->type == CHECK_INV) |
127 |
{ |
128 |
bool have = check_inv_recursive (ob, tmp); |
129 |
|
130 |
// last_sp set means we block if we don't have. |
131 |
if (logical_xor (have, tmp->last_sp)) |
132 |
return 1; |
133 |
} |
134 |
else if (tmp->type == T_MATCH) |
135 |
{ |
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// T_MATCH allows "entrance" iff the match is true |
137 |
// == blocks if the match fails |
138 |
|
139 |
// we could have used an INVOKE_OBJECT, but decided against it, as we |
140 |
// assume that T_MATCH is relatively common. |
141 |
if (!match (tmp->slaying, ob, tmp, ob)) |
142 |
return 1; |
143 |
} |
144 |
else |
145 |
return 1; // unconditional block |
146 |
|
147 |
} else { |
148 |
// space does not block the ob, directly, but |
149 |
// anything alive that is not a door still |
150 |
// blocks anything but wizards. |
151 |
|
152 |
if (tmp->flag [FLAG_ALIVE] |
153 |
&& tmp->head_ () != ob |
154 |
&& tmp != ob |
155 |
&& tmp->type != DOOR) |
156 |
return 1; |
157 |
} |
158 |
} |
159 |
|
160 |
return 0; |
161 |
} |
162 |
|
163 |
/* |
164 |
* Returns qthe blocking object if the given object can't fit in the given |
165 |
* spot. This is meant for multi space objects - for single space objecs, |
166 |
* just calling get_map_blocked and checking that against movement type |
167 |
* of object. This function goes through all the parts of the multipart |
168 |
* object and makes sure they can be inserted. |
169 |
* |
170 |
* While this doesn't call out of map, the get_map_flags does. |
171 |
* |
172 |
* This function has been used to deprecate arch_out_of_map - |
173 |
* this function also does that check, and since in most cases, |
174 |
* a call to one would follow the other, doesn't make a lot of sense to |
175 |
* have two seperate functions for this. |
176 |
* |
177 |
* This returns nonzero if this arch can not go on the space provided, |
178 |
* 0 otherwise. the return value will contain the P_.. value |
179 |
* so the caller can know why this object can't go on the map. |
180 |
* Note that callers should not expect P_NEW_MAP to be set |
181 |
* in return codes - since the object is multispace - if |
182 |
* we did return values, what do you return if half the object |
183 |
* is one map, half on another. |
184 |
* |
185 |
* Note this used to be arch_blocked, but with new movement |
186 |
* code, we need to have actual object to check its move_type |
187 |
* against the move_block values. |
188 |
*/ |
189 |
bool |
190 |
object::blocked (maptile *m, int x, int y) const |
191 |
{ |
192 |
for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) |
193 |
{ |
194 |
mapxy pos (m, x + tmp->x, y + tmp->y); |
195 |
|
196 |
if (!pos.normalise ()) |
197 |
return 1; |
198 |
|
199 |
mapspace &ms = *pos; |
200 |
|
201 |
if (ms.flags () & P_IS_ALIVE) |
202 |
return 1; |
203 |
|
204 |
/* However, often ob doesn't have any move type |
205 |
* (signifying non-moving objects) |
206 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
207 |
*/ |
208 |
if (!move_type && ms.move_block != MOVE_ALL) |
209 |
continue; |
210 |
|
211 |
/* Note it is intentional that we check ob - the movement type of the |
212 |
* head of the object should correspond for the entire object. |
213 |
*/ |
214 |
if (ms.blocks (move_type)) |
215 |
return 1; |
216 |
} |
217 |
|
218 |
return 0; |
219 |
} |
220 |
|
221 |
//-GPL |
222 |
|
223 |
void |
224 |
maptile::set_object_flag (int flag, int value) |
225 |
{ |
226 |
if (!spaces) |
227 |
return; |
228 |
|
229 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
230 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
231 |
tmp->flag [flag] = value; |
232 |
} |
233 |
|
234 |
void |
235 |
maptile::post_load_original () |
236 |
{ |
237 |
if (!spaces) |
238 |
return; |
239 |
|
240 |
set_object_flag (FLAG_OBJ_ORIGINAL); |
241 |
|
242 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
243 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
244 |
INVOKE_OBJECT (RESET, tmp); |
245 |
} |
246 |
|
247 |
void |
248 |
maptile::post_load () |
249 |
{ |
250 |
#if 0 |
251 |
if (!spaces) |
252 |
return; |
253 |
|
254 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
255 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
256 |
; // nop |
257 |
#endif |
258 |
} |
259 |
|
260 |
//+GPL |
261 |
|
262 |
/* link_multipart_objects go through all the objects on the map looking |
263 |
* for objects whose arch says they are multipart yet according to the |
264 |
* info we have, they only have the head (as would be expected when |
265 |
* they are saved). |
266 |
*/ |
267 |
void |
268 |
maptile::link_multipart_objects () |
269 |
{ |
270 |
if (!spaces) |
271 |
return; |
272 |
|
273 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
274 |
{ |
275 |
object *op = ms->bot; |
276 |
while (op) |
277 |
{ |
278 |
/* already multipart - don't do anything more */ |
279 |
if (op->head_ () == op && !op->more && op->arch->more) |
280 |
{ |
281 |
op->remove (); |
282 |
op->expand_tail (); |
283 |
|
284 |
// FIXME: INS_ON_TOP is just a workaround for the pentagram vs. |
285 |
// multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters |
286 |
// below the pentagrams... hopefully INS_ON_TOP doesn't break anything |
287 |
insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON); |
288 |
|
289 |
op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP |
290 |
// so we have to reset the iteration through the mapspace |
291 |
} |
292 |
else |
293 |
op = op->above; |
294 |
} |
295 |
} |
296 |
} |
297 |
|
298 |
//-GPL |
299 |
|
300 |
/* |
301 |
* Loads (ands parses) the objects into a given map from the specified |
302 |
* file pointer. |
303 |
*/ |
304 |
bool |
305 |
maptile::_load_objects (object_thawer &f) |
306 |
{ |
307 |
for (;;) |
308 |
{ |
309 |
coroapi::cede_to_tick (); // cede once in a while |
310 |
|
311 |
switch (f.kw) |
312 |
{ |
313 |
case KW_arch: |
314 |
if (object *op = object::read (f, this)) |
315 |
{ |
316 |
// TODO: why? |
317 |
if (op->inv) |
318 |
op->update_weight (); |
319 |
|
320 |
if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) |
321 |
{ |
322 |
// we insert manually because |
323 |
// a) its way faster |
324 |
// b) we remove manually, too, and there are good reasons for that |
325 |
// c) it's correct |
326 |
mapspace &ms = at (op->x, op->y); |
327 |
|
328 |
op->flag [FLAG_REMOVED] = false; |
329 |
|
330 |
op->above = 0; |
331 |
op->below = ms.top; |
332 |
|
333 |
*(ms.top ? &ms.top->above : &ms.bot) = op; |
334 |
|
335 |
ms.top = op; |
336 |
ms.flags_ = 0; |
337 |
} |
338 |
else |
339 |
{ |
340 |
f.parse_warn (format ("object %s out of range", op->debug_desc ())); |
341 |
op->destroy (); |
342 |
} |
343 |
} |
344 |
|
345 |
continue; |
346 |
|
347 |
case KW_EOF: |
348 |
return true; |
349 |
|
350 |
default: |
351 |
if (!f.parse_error ("map file")) |
352 |
return false; |
353 |
break; |
354 |
} |
355 |
|
356 |
f.next (); |
357 |
} |
358 |
|
359 |
return true; |
360 |
} |
361 |
|
362 |
void |
363 |
maptile::activate () |
364 |
{ |
365 |
if (spaces) |
366 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
367 |
for (object *op = ms->bot; op; op = op->above) |
368 |
op->activate_recursive (); |
369 |
} |
370 |
|
371 |
void |
372 |
maptile::deactivate () |
373 |
{ |
374 |
if (spaces) |
375 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
376 |
for (object *op = ms->bot; op; op = op->above) |
377 |
op->deactivate_recursive (); |
378 |
} |
379 |
|
380 |
bool |
381 |
maptile::_save_objects (object_freezer &f, int flags) |
382 |
{ |
383 |
coroapi::cede_to_tick (); |
384 |
|
385 |
if (flags & IO_HEADER) |
386 |
_save_header (f); |
387 |
|
388 |
if (!spaces) |
389 |
return false; |
390 |
|
391 |
for (int i = 0; i < size (); ++i) |
392 |
{ |
393 |
bool unique = 0; |
394 |
|
395 |
for (object *op = spaces [i].bot; op; op = op->above) |
396 |
{ |
397 |
unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; |
398 |
|
399 |
if (expect_false (!op->can_map_save ())) |
400 |
continue; |
401 |
|
402 |
if (expect_false (unique || op->flag [FLAG_UNIQUE])) |
403 |
{ |
404 |
if (flags & IO_UNIQUES) |
405 |
op->write (f); |
406 |
} |
407 |
else if (expect_true (flags & IO_OBJECTS)) |
408 |
op->write (f); |
409 |
} |
410 |
} |
411 |
|
412 |
coroapi::cede_to_tick (); |
413 |
|
414 |
return true; |
415 |
} |
416 |
|
417 |
bool |
418 |
maptile::_save_objects (const char *path, int flags) |
419 |
{ |
420 |
object_freezer freezer; |
421 |
|
422 |
if (!_save_objects (freezer, flags)) |
423 |
return false; |
424 |
|
425 |
return freezer.save (path); |
426 |
} |
427 |
|
428 |
maptile::maptile () |
429 |
{ |
430 |
in_memory = MAP_SWAPPED; |
431 |
|
432 |
/* The maps used to pick up default x and y values from the |
433 |
* map archetype. Mimic that behaviour. |
434 |
*/ |
435 |
width = 16; |
436 |
height = 16; |
437 |
timeout = 300; |
438 |
max_items = MAX_ITEM_PER_ACTION; |
439 |
max_volume = 2000000; // 2m³ |
440 |
} |
441 |
|
442 |
maptile::maptile (int w, int h) |
443 |
{ |
444 |
in_memory = MAP_SWAPPED; |
445 |
|
446 |
width = w; |
447 |
height = h; |
448 |
reset_timeout = 0; |
449 |
timeout = 300; |
450 |
enter_x = 0; |
451 |
enter_y = 0; |
452 |
|
453 |
alloc (); |
454 |
} |
455 |
|
456 |
/* |
457 |
* Allocates the arrays contained in a maptile. |
458 |
* This basically allocates the dynamic array of spaces for the |
459 |
* map. |
460 |
*/ |
461 |
void |
462 |
maptile::alloc () |
463 |
{ |
464 |
if (spaces) |
465 |
return; |
466 |
|
467 |
spaces = salloc0<mapspace> (size ()); |
468 |
} |
469 |
|
470 |
//+GPL |
471 |
|
472 |
/* Takes a string from a map definition and outputs a pointer to the array of shopitems |
473 |
* corresponding to that string. Memory is allocated for this, it must be freed |
474 |
* at a later date. |
475 |
* Called by parse_map_headers below. |
476 |
*/ |
477 |
static shopitems * |
478 |
parse_shop_string (const char *input_string) |
479 |
{ |
480 |
char *shop_string, *p, *q, *next_semicolon, *next_colon; |
481 |
shopitems *items = NULL; |
482 |
int i = 0, number_of_entries = 0; |
483 |
const typedata *current_type; |
484 |
|
485 |
shop_string = strdup (input_string); |
486 |
p = shop_string; |
487 |
/* first we'll count the entries, we'll need that for allocating the array shortly */ |
488 |
while (p) |
489 |
{ |
490 |
p = strchr (p, ';'); |
491 |
number_of_entries++; |
492 |
if (p) |
493 |
p++; |
494 |
} |
495 |
|
496 |
p = shop_string; |
497 |
strip_endline (p); |
498 |
items = new shopitems[number_of_entries + 1]; |
499 |
for (i = 0; i < number_of_entries; i++) |
500 |
{ |
501 |
if (!p) |
502 |
{ |
503 |
LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); |
504 |
break; |
505 |
} |
506 |
|
507 |
next_semicolon = strchr (p, ';'); |
508 |
next_colon = strchr (p, ':'); |
509 |
/* if there is a stregth specified, figure out what it is, we'll need it soon. */ |
510 |
if (next_colon && (!next_semicolon || next_colon < next_semicolon)) |
511 |
items[i].strength = atoi (strchr (p, ':') + 1); |
512 |
|
513 |
if (isdigit (*p) || *p == '*') |
514 |
{ |
515 |
items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */ |
516 |
current_type = get_typedata (items[i].typenum); |
517 |
if (current_type) |
518 |
{ |
519 |
items[i].name = current_type->name; |
520 |
items[i].name_pl = current_type->name_pl; |
521 |
} |
522 |
} |
523 |
else |
524 |
{ /*we have a named type, let's figure out what it is */ |
525 |
q = strpbrk (p, ";:"); |
526 |
if (q) |
527 |
*q = '\0'; |
528 |
|
529 |
current_type = get_typedata_by_name (p); |
530 |
if (current_type) |
531 |
{ |
532 |
items[i].name = current_type->name; |
533 |
items[i].typenum = current_type->number; |
534 |
items[i].name_pl = current_type->name_pl; |
535 |
} |
536 |
else |
537 |
{ /* oh uh, something's wrong, let's free up this one, and try |
538 |
* the next entry while we're at it, better print a warning |
539 |
*/ |
540 |
LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); |
541 |
} |
542 |
} |
543 |
|
544 |
items[i].index = number_of_entries; |
545 |
if (next_semicolon) |
546 |
p = ++next_semicolon; |
547 |
else |
548 |
p = NULL; |
549 |
} |
550 |
|
551 |
free (shop_string); |
552 |
return items; |
553 |
} |
554 |
|
555 |
/* opposite of parse string, this puts the string that was originally fed in to |
556 |
* the map (or something equivilent) into output_string. */ |
557 |
static const char * |
558 |
print_shop_string (maptile *m) |
559 |
{ |
560 |
static dynbuf_text buf; buf.clear (); |
561 |
|
562 |
for (int i = 0; i < m->shopitems[0].index; i++) |
563 |
{ |
564 |
if (m->shopitems[i].typenum) |
565 |
{ |
566 |
if (m->shopitems[i].strength) |
567 |
buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); |
568 |
else |
569 |
buf.printf ("%s;", m->shopitems[i].name); |
570 |
} |
571 |
else |
572 |
{ |
573 |
if (m->shopitems[i].strength) |
574 |
buf.printf ("*:%d;", m->shopitems[i].strength); |
575 |
else |
576 |
buf.printf ("*"); |
577 |
} |
578 |
} |
579 |
|
580 |
return buf; |
581 |
} |
582 |
|
583 |
//-GPL |
584 |
|
585 |
/* This loads the header information of the map. The header |
586 |
* contains things like difficulty, size, timeout, etc. |
587 |
* this used to be stored in the map object, but with the |
588 |
* addition of tiling, fields beyond that easily named in an |
589 |
* object structure were needed, so it just made sense to |
590 |
* put all the stuff in the map object so that names actually make |
591 |
* sense. |
592 |
* This could be done in lex (like the object loader), but I think |
593 |
* currently, there are few enough fields this is not a big deal. |
594 |
* MSW 2001-07-01 |
595 |
*/ |
596 |
bool |
597 |
maptile::_load_header (object_thawer &thawer) |
598 |
{ |
599 |
for (;;) |
600 |
{ |
601 |
switch (thawer.kw) |
602 |
{ |
603 |
case KW_msg: |
604 |
thawer.get_ml (KW_endmsg, msg); |
605 |
break; |
606 |
|
607 |
case KW_lore: // CF+ extension |
608 |
thawer.get_ml (KW_endlore, maplore); |
609 |
break; |
610 |
|
611 |
case KW_maplore: |
612 |
thawer.get_ml (KW_endmaplore, maplore); |
613 |
break; |
614 |
|
615 |
case KW_arch: |
616 |
if (strcmp (thawer.get_str (), "map")) |
617 |
LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ()); |
618 |
break; |
619 |
|
620 |
case KW_oid: |
621 |
thawer.get (this, thawer.get_sint32 ()); |
622 |
break; |
623 |
|
624 |
case KW_file_format_version: break; // nop |
625 |
|
626 |
case KW_name: thawer.get (name); break; |
627 |
case KW_attach: thawer.get (attach); break; |
628 |
case KW_reset_time: thawer.get (reset_time); break; |
629 |
case KW_shopgreed: thawer.get (shopgreed); break; |
630 |
case KW_shopmin: thawer.get (shopmin); break; |
631 |
case KW_shopmax: thawer.get (shopmax); break; |
632 |
case KW_shoprace: thawer.get (shoprace); break; |
633 |
case KW_outdoor: thawer.get (outdoor); break; |
634 |
|
635 |
case KW_per_player: thawer.get (per_player); break; |
636 |
case KW_per_party: thawer.get (per_party); break; |
637 |
case KW_no_reset: thawer.get (no_reset); break; |
638 |
case KW_no_drop: thawer.get (no_drop); break; |
639 |
|
640 |
case KW_region: default_region = region::find (thawer.get_str ()); break; |
641 |
case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; |
642 |
|
643 |
// old names new names |
644 |
case KW_hp: case KW_enter_x: thawer.get (enter_x); break; |
645 |
case KW_sp: case KW_enter_y: thawer.get (enter_y); break; |
646 |
case KW_x: case KW_width: thawer.get (width); break; |
647 |
case KW_y: case KW_height: thawer.get (height); break; |
648 |
case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break; |
649 |
case KW_value: case KW_swap_time: thawer.get (timeout); break; |
650 |
case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; |
651 |
case KW_invisible: case KW_darkness: thawer.get (darkness); break; |
652 |
case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; |
653 |
|
654 |
case KW_tile_path_1: thawer.get (tile_path [0]); break; |
655 |
case KW_tile_path_2: thawer.get (tile_path [1]); break; |
656 |
case KW_tile_path_3: thawer.get (tile_path [2]); break; |
657 |
case KW_tile_path_4: thawer.get (tile_path [3]); break; |
658 |
|
659 |
case KW_ERROR: |
660 |
set_key_text (thawer.kw_str, thawer.value); |
661 |
break; |
662 |
|
663 |
case KW_end: |
664 |
thawer.next (); |
665 |
return true; |
666 |
|
667 |
default: |
668 |
if (!thawer.parse_error ("map", 0)) |
669 |
return false; |
670 |
break; |
671 |
} |
672 |
|
673 |
thawer.next (); |
674 |
} |
675 |
|
676 |
abort (); |
677 |
} |
678 |
|
679 |
//+GPL |
680 |
|
681 |
/****************************************************************************** |
682 |
* This is the start of unique map handling code |
683 |
*****************************************************************************/ |
684 |
|
685 |
/* This goes through the maptile and removed any unique items on the map. */ |
686 |
void |
687 |
maptile::clear_unique_items () |
688 |
{ |
689 |
for (int i = 0; i < size (); ++i) |
690 |
{ |
691 |
int unique = 0; |
692 |
for (object *op = spaces [i].bot; op; ) |
693 |
{ |
694 |
object *above = op->above; |
695 |
|
696 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
697 |
unique = 1; |
698 |
|
699 |
if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
700 |
op->destroy (); |
701 |
|
702 |
op = above; |
703 |
} |
704 |
} |
705 |
} |
706 |
|
707 |
//-GPL |
708 |
|
709 |
bool |
710 |
maptile::_save_header (object_freezer &freezer) |
711 |
{ |
712 |
#define MAP_OUT(k) freezer.put (KW(k), k) |
713 |
#define MAP_OUT2(k,v) freezer.put (KW(k), v) |
714 |
|
715 |
MAP_OUT2 (arch, CS(map)); |
716 |
|
717 |
if (name) MAP_OUT (name); |
718 |
MAP_OUT (swap_time); |
719 |
MAP_OUT (reset_time); |
720 |
MAP_OUT (reset_timeout); |
721 |
MAP_OUT (fixed_resettime); |
722 |
MAP_OUT (no_reset); |
723 |
MAP_OUT (no_drop); |
724 |
MAP_OUT (difficulty); |
725 |
if (default_region) MAP_OUT2 (region, default_region->name); |
726 |
|
727 |
if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); |
728 |
MAP_OUT (shopgreed); |
729 |
MAP_OUT (shopmin); |
730 |
MAP_OUT (shopmax); |
731 |
if (shoprace) MAP_OUT (shoprace); |
732 |
|
733 |
MAP_OUT (width); |
734 |
MAP_OUT (height); |
735 |
MAP_OUT (enter_x); |
736 |
MAP_OUT (enter_y); |
737 |
MAP_OUT (darkness); |
738 |
MAP_OUT (outdoor); |
739 |
|
740 |
if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); |
741 |
if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); |
742 |
|
743 |
MAP_OUT (per_player); |
744 |
MAP_OUT (per_party); |
745 |
|
746 |
if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); |
747 |
if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); |
748 |
if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); |
749 |
if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); |
750 |
|
751 |
freezer.put (this); |
752 |
freezer.put (KW(end)); |
753 |
|
754 |
return true; |
755 |
} |
756 |
|
757 |
bool |
758 |
maptile::_save_header (const char *path) |
759 |
{ |
760 |
object_freezer freezer; |
761 |
|
762 |
if (!_save_header (freezer)) |
763 |
return false; |
764 |
|
765 |
return freezer.save (path); |
766 |
} |
767 |
|
768 |
//+GPL |
769 |
|
770 |
/* |
771 |
* Remove and free all objects in the given map. |
772 |
*/ |
773 |
void |
774 |
maptile::clear () |
775 |
{ |
776 |
if (spaces) |
777 |
{ |
778 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
779 |
while (object *op = ms->bot) |
780 |
{ |
781 |
// manually remove, as to not trigger anything |
782 |
if (ms->bot = op->above) |
783 |
ms->bot->below = 0; |
784 |
|
785 |
op->flag [FLAG_REMOVED] = true; |
786 |
|
787 |
object *head = op->head_ (); |
788 |
if (op == head) |
789 |
op->destroy (); |
790 |
else if (head->map != op->map) |
791 |
{ |
792 |
LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
793 |
head->destroy (); |
794 |
} |
795 |
} |
796 |
|
797 |
sfree0 (spaces, size ()); |
798 |
} |
799 |
|
800 |
if (buttons) |
801 |
free_objectlinkpt (buttons), buttons = 0; |
802 |
|
803 |
sfree0 (regions, size ()); |
804 |
delete [] regionmap; regionmap = 0; |
805 |
} |
806 |
|
807 |
void |
808 |
maptile::clear_header () |
809 |
{ |
810 |
name = 0; |
811 |
msg = 0; |
812 |
maplore = 0; |
813 |
shoprace = 0; |
814 |
delete [] shopitems, shopitems = 0; |
815 |
|
816 |
for (int i = 0; i < 4; i++) |
817 |
tile_path [i] = 0; |
818 |
} |
819 |
|
820 |
maptile::~maptile () |
821 |
{ |
822 |
assert (destroyed ()); |
823 |
} |
824 |
|
825 |
void |
826 |
maptile::clear_links_to (maptile *m) |
827 |
{ |
828 |
/* We need to look through all the maps and see if any maps |
829 |
* are pointing at this one for tiling information. Since |
830 |
* tiling can be asymetric, we just can not look to see which |
831 |
* maps this map tiles with and clears those. |
832 |
*/ |
833 |
for (int i = 0; i < 4; i++) |
834 |
if (tile_map[i] == m) |
835 |
tile_map[i] = 0; |
836 |
} |
837 |
|
838 |
void |
839 |
maptile::do_destroy () |
840 |
{ |
841 |
attachable::do_destroy (); |
842 |
|
843 |
clear (); |
844 |
} |
845 |
|
846 |
/* decay and destroy perishable items in a map */ |
847 |
// TODO: should be done regularly, not on map load? |
848 |
void |
849 |
maptile::do_decay_objects () |
850 |
{ |
851 |
if (!spaces) |
852 |
return; |
853 |
|
854 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
855 |
for (object *above, *op = ms->bot; op; op = above) |
856 |
{ |
857 |
above = op->above; |
858 |
|
859 |
bool destroy = 0; |
860 |
|
861 |
// do not decay anything above unique floor tiles (yet :) |
862 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
863 |
break; |
864 |
|
865 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
866 |
|| QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
867 |
|| QUERY_FLAG (op, FLAG_UNIQUE) |
868 |
|| QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
869 |
|| QUERY_FLAG (op, FLAG_UNPAID) |
870 |
|| op->is_alive ()) |
871 |
; // do not decay |
872 |
else if (op->is_weapon ()) |
873 |
{ |
874 |
op->stats.dam--; |
875 |
if (op->stats.dam < 0) |
876 |
destroy = 1; |
877 |
} |
878 |
else if (op->is_armor ()) |
879 |
{ |
880 |
op->stats.ac--; |
881 |
if (op->stats.ac < 0) |
882 |
destroy = 1; |
883 |
} |
884 |
else if (op->type == FOOD) |
885 |
{ |
886 |
op->stats.food -= rndm (5, 20); |
887 |
if (op->stats.food < 0) |
888 |
destroy = 1; |
889 |
} |
890 |
else |
891 |
{ |
892 |
int mat = op->materials; |
893 |
|
894 |
if (mat & M_PAPER |
895 |
|| mat & M_LEATHER |
896 |
|| mat & M_WOOD |
897 |
|| mat & M_ORGANIC |
898 |
|| mat & M_CLOTH |
899 |
|| mat & M_LIQUID |
900 |
|| (mat & M_IRON && rndm (1, 5) == 1) |
901 |
|| (mat & M_GLASS && rndm (1, 2) == 1) |
902 |
|| ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
903 |
|| ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
904 |
//|| (mat & M_ICE && temp > 32) |
905 |
) |
906 |
destroy = 1; |
907 |
} |
908 |
|
909 |
/* adjust overall chance below */ |
910 |
if (destroy && rndm (0, 1)) |
911 |
op->destroy (); |
912 |
} |
913 |
} |
914 |
|
915 |
/* |
916 |
* This routine is supposed to find out the difficulty of the map. |
917 |
* difficulty does not have a lot to do with character level, |
918 |
* but does have a lot to do with treasure on the map. |
919 |
* |
920 |
* Difficulty can now be set by the map creator. If the value stored |
921 |
* in the map is zero, then use this routine. Maps should really |
922 |
* have a difficulty set rather than using this function - human calculation |
923 |
* is much better than this function's guesswork. |
924 |
*/ |
925 |
int |
926 |
maptile::estimate_difficulty () const |
927 |
{ |
928 |
long monster_cnt = 0; |
929 |
double avgexp = 0; |
930 |
sint64 total_exp = 0; |
931 |
|
932 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
933 |
for (object *op = ms->bot; op; op = op->above) |
934 |
{ |
935 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
936 |
{ |
937 |
total_exp += op->stats.exp; |
938 |
monster_cnt++; |
939 |
} |
940 |
|
941 |
if (QUERY_FLAG (op, FLAG_GENERATOR)) |
942 |
{ |
943 |
total_exp += op->stats.exp; |
944 |
|
945 |
if (archetype *at = op->other_arch) |
946 |
{ |
947 |
total_exp += at->stats.exp * 8; |
948 |
monster_cnt++; |
949 |
} |
950 |
|
951 |
for (object *inv = op->inv; inv; inv = inv->below) |
952 |
{ |
953 |
total_exp += op->stats.exp * 8; |
954 |
monster_cnt++; |
955 |
} |
956 |
} |
957 |
} |
958 |
|
959 |
avgexp = (double) total_exp / monster_cnt; |
960 |
|
961 |
for (int i = 1; i <= settings.max_level; i++) |
962 |
if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) |
963 |
return i; |
964 |
|
965 |
return 1; |
966 |
} |
967 |
|
968 |
/* change_map_light() - used to change map light level (darkness) |
969 |
* up or down. Returns true if successful. It should now be |
970 |
* possible to change a value by more than 1. |
971 |
* Move this from los.c to map.c since this is more related |
972 |
* to maps than los. |
973 |
* postive values make it darker, negative make it brighter |
974 |
*/ |
975 |
int |
976 |
maptile::change_map_light (int change) |
977 |
{ |
978 |
/* Nothing to do */ |
979 |
if (!change) |
980 |
return 0; |
981 |
|
982 |
/* inform all players on the map */ |
983 |
if (change > 0) |
984 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
985 |
else |
986 |
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
987 |
|
988 |
darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); |
989 |
|
990 |
/* All clients need to get re-updated for the change */ |
991 |
update_all_map_los (this); |
992 |
|
993 |
return 1; |
994 |
} |
995 |
|
996 |
/* |
997 |
* This function updates various attributes about a specific space |
998 |
* on the map (what it looks like, whether it blocks magic, |
999 |
* has a living creatures, prevents people from passing |
1000 |
* through, etc) |
1001 |
*/ |
1002 |
void |
1003 |
mapspace::update_ () |
1004 |
{ |
1005 |
object *last = 0; |
1006 |
uint8 flags = P_UPTODATE; |
1007 |
sint8 light = 0; |
1008 |
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1009 |
uint64_t volume = 0; |
1010 |
uint32_t items = 0; |
1011 |
object *anywhere = 0; |
1012 |
uint8_t middle_visibility = 0; |
1013 |
|
1014 |
//object *middle = 0; |
1015 |
//object *top = 0; |
1016 |
//object *floor = 0; |
1017 |
// this seems to generate better code than using locals, above |
1018 |
object *&top = faces_obj[0] = 0; |
1019 |
object *&middle = faces_obj[1] = 0; |
1020 |
object *&floor = faces_obj[2] = 0; |
1021 |
|
1022 |
object::flags_t allflags; // all flags of all objects or'ed together |
1023 |
|
1024 |
for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1025 |
{ |
1026 |
// Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1027 |
light += tmp->glow_radius; |
1028 |
|
1029 |
/* This call is needed in order to update objects the player |
1030 |
* is standing in that have animations (ie, grass, fire, etc). |
1031 |
* However, it also causes the look window to be re-drawn |
1032 |
* 3 times each time the player moves, because many of the |
1033 |
* functions the move_player calls eventualy call this. |
1034 |
* |
1035 |
* Always put the player down for drawing. |
1036 |
*/ |
1037 |
if (expect_true (!tmp->invisible)) |
1038 |
{ |
1039 |
if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) |
1040 |
top = tmp; |
1041 |
else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) |
1042 |
{ |
1043 |
/* If we got a floor, that means middle and top were below it, |
1044 |
* so should not be visible, so we clear them. |
1045 |
*/ |
1046 |
middle = 0; |
1047 |
top = 0; |
1048 |
floor = tmp; |
1049 |
volume = 0; |
1050 |
items = 0; |
1051 |
} |
1052 |
else |
1053 |
{ |
1054 |
if (expect_true (!tmp->flag [FLAG_NO_PICK])) |
1055 |
{ |
1056 |
++items; |
1057 |
volume += tmp->volume (); |
1058 |
} |
1059 |
|
1060 |
/* Flag anywhere have high priority */ |
1061 |
if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) |
1062 |
anywhere = tmp; |
1063 |
|
1064 |
/* Find the highest visible face around. If equal |
1065 |
* visibilities, we still want the one nearer to the |
1066 |
* top |
1067 |
*/ |
1068 |
if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) |
1069 |
{ |
1070 |
middle_visibility = ::faces [tmp->face].visibility; |
1071 |
middle = tmp; |
1072 |
} |
1073 |
} |
1074 |
} |
1075 |
|
1076 |
move_slow |= tmp->move_slow; |
1077 |
move_block |= tmp->move_block; |
1078 |
move_on |= tmp->move_on; |
1079 |
move_off |= tmp->move_off; |
1080 |
move_allow |= tmp->move_allow; |
1081 |
|
1082 |
allflags |= tmp->flag; |
1083 |
|
1084 |
if (tmp->type == PLAYER) flags |= P_PLAYER; |
1085 |
if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1086 |
} |
1087 |
|
1088 |
// FLAG_SEE_ANYWHERE takes precedence |
1089 |
if (anywhere) |
1090 |
middle = anywhere; |
1091 |
|
1092 |
// ORing all flags together and checking them here is much faster |
1093 |
if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; |
1094 |
if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; |
1095 |
if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; |
1096 |
if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; |
1097 |
|
1098 |
this->light = min (light, MAX_LIGHT_RADIUS); |
1099 |
this->flags_ = flags; |
1100 |
this->move_block = move_block & ~move_allow; |
1101 |
this->move_on = move_on; |
1102 |
this->move_off = move_off; |
1103 |
this->move_slow = move_slow; |
1104 |
this->volume_ = (volume + 1023) / 1024; |
1105 |
this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 |
1106 |
|
1107 |
/* At this point, we have a floor face (if there is a floor), |
1108 |
* and the floor is set - we are not going to touch it at |
1109 |
* this point. |
1110 |
* middle contains the highest visibility face. |
1111 |
* top contains a player/monster face, if there is one. |
1112 |
* |
1113 |
* We now need to fill in top.face and/or middle.face. |
1114 |
*/ |
1115 |
|
1116 |
/* If the top face also happens to be high visibility, re-do our |
1117 |
* middle face. This should not happen, as we already have the |
1118 |
* else statement above so middle should not get set. OTOH, it |
1119 |
* may be possible for the faces to match but be different objects. |
1120 |
*/ |
1121 |
if (top == middle) |
1122 |
middle = 0; |
1123 |
|
1124 |
/* There are three posibilities at this point: |
1125 |
* 1) top face is set, need middle to be set. |
1126 |
* 2) middle is set, need to set top. |
1127 |
* 3) neither middle or top is set - need to set both. |
1128 |
*/ |
1129 |
|
1130 |
for (object *tmp = last; tmp; tmp = tmp->below) |
1131 |
{ |
1132 |
/* Once we get to a floor, stop, since we already have a floor object */ |
1133 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1134 |
break; |
1135 |
|
1136 |
/* If two top faces are already set, quit processing */ |
1137 |
if (top && middle) |
1138 |
break; |
1139 |
|
1140 |
/* Only show visible faces */ |
1141 |
if (!tmp->invisible) |
1142 |
{ |
1143 |
/* Fill in top if needed */ |
1144 |
if (!top) |
1145 |
{ |
1146 |
top = tmp; |
1147 |
if (top == middle) |
1148 |
middle = 0; |
1149 |
} |
1150 |
else |
1151 |
{ |
1152 |
/* top is already set - we should only get here if |
1153 |
* middle is not set |
1154 |
* |
1155 |
* Set the middle face and break out, since there is nothing |
1156 |
* more to fill in. We don't check visiblity here, since |
1157 |
* |
1158 |
*/ |
1159 |
if (tmp != top) |
1160 |
{ |
1161 |
middle = tmp; |
1162 |
break; |
1163 |
} |
1164 |
} |
1165 |
} |
1166 |
} |
1167 |
|
1168 |
if (middle == floor) |
1169 |
middle = 0; |
1170 |
|
1171 |
if (top == middle) |
1172 |
middle = 0; |
1173 |
|
1174 |
#if 0 |
1175 |
faces_obj [0] = top; |
1176 |
faces_obj [1] = middle; |
1177 |
faces_obj [2] = floor; |
1178 |
#endif |
1179 |
} |
1180 |
|
1181 |
maptile * |
1182 |
maptile::tile_available (int dir, bool load) |
1183 |
{ |
1184 |
if (tile_path[dir]) |
1185 |
{ |
1186 |
if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) |
1187 |
return tile_map[dir]; |
1188 |
|
1189 |
if ((tile_map[dir] = find_async (tile_path[dir], this, load))) |
1190 |
return tile_map[dir]; |
1191 |
} |
1192 |
|
1193 |
return 0; |
1194 |
} |
1195 |
|
1196 |
/* this returns TRUE if the coordinates (x,y) are out of |
1197 |
* map m. This function also takes into account any |
1198 |
* tiling considerations, loading adjacant maps as needed. |
1199 |
* This is the function should always be used when it |
1200 |
* necessary to check for valid coordinates. |
1201 |
* This function will recursively call itself for the |
1202 |
* tiled maps. |
1203 |
*/ |
1204 |
int |
1205 |
out_of_map (maptile *m, int x, int y) |
1206 |
{ |
1207 |
/* If we get passed a null map, this is obviously the |
1208 |
* case. This generally shouldn't happen, but if the |
1209 |
* map loads fail below, it could happen. |
1210 |
*/ |
1211 |
if (!m) |
1212 |
return 0; |
1213 |
|
1214 |
if (x < 0) |
1215 |
{ |
1216 |
if (!m->tile_available (3)) |
1217 |
return 1; |
1218 |
|
1219 |
return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); |
1220 |
} |
1221 |
|
1222 |
if (x >= m->width) |
1223 |
{ |
1224 |
if (!m->tile_available (1)) |
1225 |
return 1; |
1226 |
|
1227 |
return out_of_map (m->tile_map[1], x - m->width, y); |
1228 |
} |
1229 |
|
1230 |
if (y < 0) |
1231 |
{ |
1232 |
if (!m->tile_available (0)) |
1233 |
return 1; |
1234 |
|
1235 |
return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); |
1236 |
} |
1237 |
|
1238 |
if (y >= m->height) |
1239 |
{ |
1240 |
if (!m->tile_available (2)) |
1241 |
return 1; |
1242 |
|
1243 |
return out_of_map (m->tile_map[2], x, y - m->height); |
1244 |
} |
1245 |
|
1246 |
/* Simple case - coordinates are within this local |
1247 |
* map. |
1248 |
*/ |
1249 |
return 0; |
1250 |
} |
1251 |
|
1252 |
/* This is basically the same as out_of_map above, but |
1253 |
* instead we return NULL if no map is valid (coordinates |
1254 |
* out of bounds and no tiled map), otherwise it returns |
1255 |
* the map as that the coordinates are really on, and |
1256 |
* updates x and y to be the localised coordinates. |
1257 |
* Using this is more efficient of calling out_of_map |
1258 |
* and then figuring out what the real map is |
1259 |
*/ |
1260 |
maptile * |
1261 |
maptile::xy_find (sint16 &x, sint16 &y) |
1262 |
{ |
1263 |
if (x < 0) |
1264 |
{ |
1265 |
if (!tile_available (3)) |
1266 |
return 0; |
1267 |
|
1268 |
x += tile_map[3]->width; |
1269 |
return tile_map[3]->xy_find (x, y); |
1270 |
} |
1271 |
|
1272 |
if (x >= width) |
1273 |
{ |
1274 |
if (!tile_available (1)) |
1275 |
return 0; |
1276 |
|
1277 |
x -= width; |
1278 |
return tile_map[1]->xy_find (x, y); |
1279 |
} |
1280 |
|
1281 |
if (y < 0) |
1282 |
{ |
1283 |
if (!tile_available (0)) |
1284 |
return 0; |
1285 |
|
1286 |
y += tile_map[0]->height; |
1287 |
return tile_map[0]->xy_find (x, y); |
1288 |
} |
1289 |
|
1290 |
if (y >= height) |
1291 |
{ |
1292 |
if (!tile_available (2)) |
1293 |
return 0; |
1294 |
|
1295 |
y -= height; |
1296 |
return tile_map[2]->xy_find (x, y); |
1297 |
} |
1298 |
|
1299 |
/* Simple case - coordinates are within this local |
1300 |
* map. |
1301 |
*/ |
1302 |
return this; |
1303 |
} |
1304 |
|
1305 |
/** |
1306 |
* Return whether map2 is adjacent to map1. If so, store the distance from |
1307 |
* map1 to map2 in dx/dy. |
1308 |
*/ |
1309 |
int |
1310 |
adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) |
1311 |
{ |
1312 |
if (!map1 || !map2) |
1313 |
return 0; |
1314 |
|
1315 |
//TODO: this doesn't actually check correctly when intermediate maps are not loaded |
1316 |
//fix: compare paths instead (this is likely faster, too!) |
1317 |
if (map1 == map2) |
1318 |
{ |
1319 |
*dx = 0; |
1320 |
*dy = 0; |
1321 |
} |
1322 |
else if (map1->tile_map[0] == map2) |
1323 |
{ /* up */ |
1324 |
*dx = 0; |
1325 |
*dy = -map2->height; |
1326 |
} |
1327 |
else if (map1->tile_map[1] == map2) |
1328 |
{ /* right */ |
1329 |
*dx = map1->width; |
1330 |
*dy = 0; |
1331 |
} |
1332 |
else if (map1->tile_map[2] == map2) |
1333 |
{ /* down */ |
1334 |
*dx = 0; |
1335 |
*dy = map1->height; |
1336 |
} |
1337 |
else if (map1->tile_map[3] == map2) |
1338 |
{ /* left */ |
1339 |
*dx = -map2->width; |
1340 |
*dy = 0; |
1341 |
} |
1342 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) |
1343 |
{ /* up right */ |
1344 |
*dx = map1->tile_map[0]->width; |
1345 |
*dy = -map1->tile_map[0]->height; |
1346 |
} |
1347 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) |
1348 |
{ /* up left */ |
1349 |
*dx = -map2->width; |
1350 |
*dy = -map1->tile_map[0]->height; |
1351 |
} |
1352 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) |
1353 |
{ /* right up */ |
1354 |
*dx = map1->width; |
1355 |
*dy = -map2->height; |
1356 |
} |
1357 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) |
1358 |
{ /* right down */ |
1359 |
*dx = map1->width; |
1360 |
*dy = map1->tile_map[1]->height; |
1361 |
} |
1362 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) |
1363 |
{ /* down right */ |
1364 |
*dx = map1->tile_map[2]->width; |
1365 |
*dy = map1->height; |
1366 |
} |
1367 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) |
1368 |
{ /* down left */ |
1369 |
*dx = -map2->width; |
1370 |
*dy = map1->height; |
1371 |
} |
1372 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) |
1373 |
{ /* left up */ |
1374 |
*dx = -map1->tile_map[3]->width; |
1375 |
*dy = -map2->height; |
1376 |
} |
1377 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) |
1378 |
{ /* left down */ |
1379 |
*dx = -map1->tile_map[3]->width; |
1380 |
*dy = map1->tile_map[3]->height; |
1381 |
} |
1382 |
else |
1383 |
return 0; |
1384 |
|
1385 |
return 1; |
1386 |
} |
1387 |
|
1388 |
maptile * |
1389 |
maptile::xy_load (sint16 &x, sint16 &y) |
1390 |
{ |
1391 |
maptile *map = xy_find (x, y); |
1392 |
|
1393 |
if (map) |
1394 |
map->load_sync (); |
1395 |
|
1396 |
return map; |
1397 |
} |
1398 |
|
1399 |
maptile * |
1400 |
get_map_from_coord (maptile *m, sint16 *x, sint16 *y) |
1401 |
{ |
1402 |
return m->xy_load (*x, *y); |
1403 |
} |
1404 |
|
1405 |
/* From map.c |
1406 |
* This is used by get_player to determine where the other |
1407 |
* creature is. get_rangevector takes into account map tiling, |
1408 |
* so you just can not look the the map coordinates and get the |
1409 |
* righte value. distance_x/y are distance away, which |
1410 |
* can be negative. direction is the crossfire direction scheme |
1411 |
* that the creature should head. part is the part of the |
1412 |
* monster that is closest. |
1413 |
* |
1414 |
* get_rangevector looks at op1 and op2, and fills in the |
1415 |
* structure for op1 to get to op2. |
1416 |
* We already trust that the caller has verified that the |
1417 |
* two objects are at least on adjacent maps. If not, |
1418 |
* results are not likely to be what is desired. |
1419 |
* if the objects are not on maps, results are also likely to |
1420 |
* be unexpected |
1421 |
* |
1422 |
* currently, the only flag supported (0x1) is don't translate for |
1423 |
* closest body part of 'op1' |
1424 |
*/ |
1425 |
void |
1426 |
get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) |
1427 |
{ |
1428 |
if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
1429 |
{ |
1430 |
/* be conservative and fill in _some_ data */ |
1431 |
retval->distance = 10000; |
1432 |
retval->distance_x = 10000; |
1433 |
retval->distance_y = 10000; |
1434 |
retval->direction = 0; |
1435 |
retval->part = 0; |
1436 |
} |
1437 |
else |
1438 |
{ |
1439 |
object *best; |
1440 |
|
1441 |
retval->distance_x += op2->x - op1->x; |
1442 |
retval->distance_y += op2->y - op1->y; |
1443 |
|
1444 |
best = op1; |
1445 |
/* If this is multipart, find the closest part now */ |
1446 |
if (!(flags & 0x1) && op1->more) |
1447 |
{ |
1448 |
int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; |
1449 |
|
1450 |
/* we just take the offset of the piece to head to figure |
1451 |
* distance instead of doing all that work above again |
1452 |
* since the distance fields we set above are positive in the |
1453 |
* same axis as is used for multipart objects, the simply arithmetic |
1454 |
* below works. |
1455 |
*/ |
1456 |
for (object *tmp = op1->more; tmp; tmp = tmp->more) |
1457 |
{ |
1458 |
tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + |
1459 |
(op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); |
1460 |
if (tmpi < best_distance) |
1461 |
{ |
1462 |
best_distance = tmpi; |
1463 |
best = tmp; |
1464 |
} |
1465 |
} |
1466 |
|
1467 |
if (best != op1) |
1468 |
{ |
1469 |
retval->distance_x += op1->x - best->x; |
1470 |
retval->distance_y += op1->y - best->y; |
1471 |
} |
1472 |
} |
1473 |
|
1474 |
retval->part = best; |
1475 |
retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1476 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1477 |
} |
1478 |
} |
1479 |
|
1480 |
/* this is basically the same as get_rangevector above, but instead of |
1481 |
* the first parameter being an object, it instead is the map |
1482 |
* and x,y coordinates - this is used for path to player - |
1483 |
* since the object is not infact moving but we are trying to traverse |
1484 |
* the path, we need this. |
1485 |
* flags has no meaning for this function at this time - I kept it in to |
1486 |
* be more consistant with the above function and also in case they are needed |
1487 |
* for something in the future. Also, since no object is pasted, the best |
1488 |
* field of the rv_vector is set to NULL. |
1489 |
*/ |
1490 |
void |
1491 |
get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) |
1492 |
{ |
1493 |
if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) |
1494 |
{ |
1495 |
/* be conservative and fill in _some_ data */ |
1496 |
retval->distance = 100000; |
1497 |
retval->distance_x = 32767; |
1498 |
retval->distance_y = 32767; |
1499 |
retval->direction = 0; |
1500 |
retval->part = 0; |
1501 |
} |
1502 |
else |
1503 |
{ |
1504 |
retval->distance_x += op2->x - x; |
1505 |
retval->distance_y += op2->y - y; |
1506 |
|
1507 |
retval->part = 0; |
1508 |
retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1509 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1510 |
} |
1511 |
} |
1512 |
|
1513 |
/* Returns true of op1 and op2 are effectively on the same map |
1514 |
* (as related to map tiling). Note that this looks for a path from |
1515 |
* op1 to op2, so if the tiled maps are asymetric and op2 has a path |
1516 |
* to op1, this will still return false. |
1517 |
* Note we only look one map out to keep the processing simple |
1518 |
* and efficient. This could probably be a macro. |
1519 |
* MSW 2001-08-05 |
1520 |
*/ |
1521 |
int |
1522 |
on_same_map (const object *op1, const object *op2) |
1523 |
{ |
1524 |
int dx, dy; |
1525 |
|
1526 |
return adjacent_map (op1->map, op2->map, &dx, &dy); |
1527 |
} |
1528 |
|
1529 |
//-GPL |
1530 |
|
1531 |
object * |
1532 |
maptile::insert (object *op, int x, int y, object *originator, int flags) |
1533 |
{ |
1534 |
return insert_ob_in_map_at (op, this, originator, flags, x, y); |
1535 |
} |
1536 |
|
1537 |
region * |
1538 |
maptile::region (int x, int y) const |
1539 |
{ |
1540 |
if (regions |
1541 |
&& regionmap |
1542 |
&& !OUT_OF_REAL_MAP (this, x, y)) |
1543 |
if (struct region *reg = regionmap [regions [y * width + x]]) |
1544 |
return reg; |
1545 |
|
1546 |
if (default_region) |
1547 |
return default_region; |
1548 |
|
1549 |
return ::region::default_region (); |
1550 |
} |
1551 |
|
1552 |
//+GPL |
1553 |
|
1554 |
/* picks a random object from a style map. |
1555 |
*/ |
1556 |
object * |
1557 |
maptile::pick_random_object (rand_gen &gen) const |
1558 |
{ |
1559 |
/* while returning a null object will result in a crash, that |
1560 |
* is actually preferable to an infinite loop. That is because |
1561 |
* most servers will automatically restart in case of crash. |
1562 |
* Change the logic on getting the random space - shouldn't make |
1563 |
* any difference, but this seems clearer to me. |
1564 |
*/ |
1565 |
for (int i = 1000; --i;) |
1566 |
{ |
1567 |
object *pick = at (gen (width), gen (height)).bot; |
1568 |
|
1569 |
// do not prefer big monsters just because they are big. |
1570 |
if (pick && pick->is_head ()) |
1571 |
return pick->head_ (); |
1572 |
} |
1573 |
|
1574 |
// instead of crashing in the unlikely(?) case, try to return *something* |
1575 |
return archetype::find (shstr_bug); |
1576 |
} |
1577 |
|
1578 |
//-GPL |
1579 |
|
1580 |
void |
1581 |
maptile::play_sound (faceidx sound, int x, int y) const |
1582 |
{ |
1583 |
if (!sound) |
1584 |
return; |
1585 |
|
1586 |
for_all_players_on_map (pl, this) |
1587 |
if (client *ns = pl->ns) |
1588 |
{ |
1589 |
int dx = x - pl->ob->x; |
1590 |
int dy = y - pl->ob->y; |
1591 |
|
1592 |
int distance = idistance (dx, dy); |
1593 |
|
1594 |
if (distance <= MAX_SOUND_DISTANCE) |
1595 |
ns->play_sound (sound, dx, dy); |
1596 |
} |
1597 |
} |
1598 |
|
1599 |
void |
1600 |
maptile::say_msg (const char *msg, int x, int y) const |
1601 |
{ |
1602 |
for_all_players (pl) |
1603 |
if (client *ns = pl->ns) |
1604 |
{ |
1605 |
int dx = x - pl->ob->x; |
1606 |
int dy = y - pl->ob->y; |
1607 |
|
1608 |
int distance = idistance (dx, dy); |
1609 |
|
1610 |
if (distance <= MAX_SOUND_DISTANCE) |
1611 |
ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); |
1612 |
} |
1613 |
} |
1614 |
|
1615 |
static void |
1616 |
split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) |
1617 |
{ |
1618 |
// clip to map to the left |
1619 |
if (x0 < 0) |
1620 |
{ |
1621 |
if (maptile *tile = m->tile_available (TILE_LEFT, 1)) |
1622 |
split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); |
1623 |
|
1624 |
if (x1 < 0) // entirely to the left |
1625 |
return; |
1626 |
|
1627 |
x0 = 0; |
1628 |
} |
1629 |
|
1630 |
// clip to map to the right |
1631 |
if (x1 > m->width) |
1632 |
{ |
1633 |
if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) |
1634 |
split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); |
1635 |
|
1636 |
if (x0 > m->width) // entirely to the right |
1637 |
return; |
1638 |
|
1639 |
x1 = m->width; |
1640 |
} |
1641 |
|
1642 |
// clip to map above |
1643 |
if (y0 < 0) |
1644 |
{ |
1645 |
if (maptile *tile = m->tile_available (TILE_UP, 1)) |
1646 |
split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); |
1647 |
|
1648 |
if (y1 < 0) // entirely above |
1649 |
return; |
1650 |
|
1651 |
y0 = 0; |
1652 |
} |
1653 |
|
1654 |
// clip to map below |
1655 |
if (y1 > m->height) |
1656 |
{ |
1657 |
if (maptile *tile = m->tile_available (TILE_DOWN, 1)) |
1658 |
split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); |
1659 |
|
1660 |
if (y0 > m->height) // entirely below |
1661 |
return; |
1662 |
|
1663 |
y1 = m->height; |
1664 |
} |
1665 |
|
1666 |
// if we get here, the rect is within the current map |
1667 |
maprect *r = (maprect *)buf.alloc (sizeof (maprect)); |
1668 |
|
1669 |
r->m = m; |
1670 |
r->x0 = x0; |
1671 |
r->y0 = y0; |
1672 |
r->x1 = x1; |
1673 |
r->y1 = y1; |
1674 |
r->dx = dx; |
1675 |
r->dy = dy; |
1676 |
} |
1677 |
|
1678 |
maprect * |
1679 |
maptile::split_to_tiles (int x0, int y0, int x1, int y1) |
1680 |
{ |
1681 |
static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8); |
1682 |
buf.clear (); |
1683 |
|
1684 |
::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); |
1685 |
|
1686 |
// add end marker |
1687 |
maprect *r = (maprect *)buf.alloc (sizeof (maprect)); |
1688 |
r->m = 0; |
1689 |
|
1690 |
return (maprect *)buf.linearise (); |
1691 |
} |
1692 |
|