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Revision: 1.215
Committed: Sun May 8 12:40:41 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.214: +2 -3 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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
1275 // as an optimisation, link us against the other map if the other map
1276 // has us as neighbour, which is very common, but not guaranteed.
1277 int dir2 = REVERSE_TILE_DIR (dir);
1278
1279 if (m->tile_path [dir2] == path)
1280 m->tile_map [dir2] = this;
1281
1282 return tile_map [dir] = m;
1283 }
1284 }
1285
1286 return 0;
1287 }
1288
1289 /* this returns TRUE if the coordinates (x,y) are out of
1290 * map m. This function also takes into account any
1291 * tiling considerations, loading adjacant maps as needed.
1292 * This is the function should always be used when it
1293 * necessary to check for valid coordinates.
1294 * This function will recursively call itself for the
1295 * tiled maps.
1296 */
1297 int
1298 out_of_map (maptile *m, int x, int y)
1299 {
1300 /* If we get passed a null map, this is obviously the
1301 * case. This generally shouldn't happen, but if the
1302 * map loads fail below, it could happen.
1303 */
1304 if (!m)
1305 return 0;
1306
1307 if (x < 0)
1308 {
1309 if (!m->tile_available (TILE_WEST))
1310 return 1;
1311
1312 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1313 }
1314
1315 if (x >= m->width)
1316 {
1317 if (!m->tile_available (TILE_EAST))
1318 return 1;
1319
1320 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1321 }
1322
1323 if (y < 0)
1324 {
1325 if (!m->tile_available (TILE_NORTH))
1326 return 1;
1327
1328 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1329 }
1330
1331 if (y >= m->height)
1332 {
1333 if (!m->tile_available (TILE_SOUTH))
1334 return 1;
1335
1336 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1337 }
1338
1339 /* Simple case - coordinates are within this local
1340 * map.
1341 */
1342 return 0;
1343 }
1344
1345 /* This is basically the same as out_of_map above, but
1346 * instead we return NULL if no map is valid (coordinates
1347 * out of bounds and no tiled map), otherwise it returns
1348 * the map as that the coordinates are really on, and
1349 * updates x and y to be the localised coordinates.
1350 * Using this is more efficient of calling out_of_map
1351 * and then figuring out what the real map is
1352 */
1353 maptile *
1354 maptile::xy_find (sint16 &x, sint16 &y)
1355 {
1356 if (x < 0)
1357 {
1358 if (!tile_available (TILE_WEST))
1359 return 0;
1360
1361 x += tile_map [TILE_WEST]->width;
1362 return tile_map [TILE_WEST]->xy_find (x, y);
1363 }
1364
1365 if (x >= width)
1366 {
1367 if (!tile_available (TILE_EAST))
1368 return 0;
1369
1370 x -= width;
1371 return tile_map [TILE_EAST]->xy_find (x, y);
1372 }
1373
1374 if (y < 0)
1375 {
1376 if (!tile_available (TILE_NORTH))
1377 return 0;
1378
1379 y += tile_map [TILE_NORTH]->height;
1380 return tile_map [TILE_NORTH]->xy_find (x, y);
1381 }
1382
1383 if (y >= height)
1384 {
1385 if (!tile_available (TILE_SOUTH))
1386 return 0;
1387
1388 y -= height;
1389 return tile_map [TILE_SOUTH]->xy_find (x, y);
1390 }
1391
1392 /* Simple case - coordinates are within this local
1393 * map.
1394 */
1395 return this;
1396 }
1397
1398 /**
1399 * Return whether map2 is adjacent to map1. If so, store the distance from
1400 * map1 to map2 in dx/dy.
1401 */
1402 int
1403 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1404 {
1405 if (!map1 || !map2)
1406 return 0;
1407
1408 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1409 //fix: compare paths instead (this is likely faster, too!)
1410 if (map1 == map2)
1411 {
1412 *dx = 0;
1413 *dy = 0;
1414 }
1415 else if (map1->tile_available (TILE_NORTH, false) == map2)
1416 {
1417 *dx = 0;
1418 *dy = -map2->height;
1419 }
1420 else if (map1->tile_available (TILE_EAST , false) == map2)
1421 {
1422 *dx = map1->width;
1423 *dy = 0;
1424 }
1425 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1426 {
1427 *dx = 0;
1428 *dy = map1->height;
1429 }
1430 else if (map1->tile_available (TILE_WEST , false) == map2)
1431 {
1432 *dx = -map2->width;
1433 *dy = 0;
1434 }
1435 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1436 { /* up right */
1437 *dx = +map1->tile_map[TILE_NORTH]->width;
1438 *dy = -map1->tile_map[TILE_NORTH]->height;
1439 }
1440 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1441 { /* up left */
1442 *dx = -map2->width;
1443 *dy = -map1->tile_map[TILE_NORTH]->height;
1444 }
1445 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1446 { /* right up */
1447 *dx = +map1->width;
1448 *dy = -map2->height;
1449 }
1450 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1451 { /* right down */
1452 *dx = +map1->width;
1453 *dy = +map1->tile_map[TILE_EAST]->height;
1454 }
1455 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1456 { /* down right */
1457 *dx = +map1->tile_map[TILE_SOUTH]->width;
1458 *dy = +map1->height;
1459 }
1460 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1461 { /* down left */
1462 *dx = -map2->width;
1463 *dy = +map1->height;
1464 }
1465 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1466 { /* left up */
1467 *dx = -map1->tile_map[TILE_WEST]->width;
1468 *dy = -map2->height;
1469 }
1470 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1471 { /* left down */
1472 *dx = -map1->tile_map[TILE_WEST]->width;
1473 *dy = +map1->tile_map[TILE_WEST]->height;
1474 }
1475 else
1476 return 0;
1477
1478 return 1;
1479 }
1480
1481 maptile *
1482 maptile::xy_load (sint16 &x, sint16 &y)
1483 {
1484 maptile *map = xy_find (x, y);
1485
1486 if (map)
1487 map->load_sync ();
1488
1489 return map;
1490 }
1491
1492 maptile *
1493 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1494 {
1495 return m->xy_load (*x, *y);
1496 }
1497
1498 /* From map.c
1499 * This is used by get_player to determine where the other
1500 * creature is. get_rangevector takes into account map tiling,
1501 * so you just can not look the the map coordinates and get the
1502 * righte value. distance_x/y are distance away, which
1503 * can be negative. direction is the crossfire direction scheme
1504 * that the creature should head. part is the part of the
1505 * monster that is closest.
1506 *
1507 * get_rangevector looks at op1 and op2, and fills in the
1508 * structure for op1 to get to op2.
1509 * We already trust that the caller has verified that the
1510 * two objects are at least on adjacent maps. If not,
1511 * results are not likely to be what is desired.
1512 * if the objects are not on maps, results are also likely to
1513 * be unexpected
1514 *
1515 * currently, the only flag supported (0x1) is don't translate for
1516 * closest body part of 'op1'
1517 */
1518 void
1519 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1520 {
1521 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1522 {
1523 /* be conservative and fill in _some_ data */
1524 retval->distance = 10000;
1525 retval->distance_x = 10000;
1526 retval->distance_y = 10000;
1527 retval->direction = 0;
1528 retval->part = 0;
1529 }
1530 else
1531 {
1532 retval->distance_x += op2->x - op1->x;
1533 retval->distance_y += op2->y - op1->y;
1534
1535 object *best = op1;
1536
1537 /* If this is multipart, find the closest part now */
1538 if (!(flags & 1) && op1->more)
1539 {
1540 int best_distance = idistance (retval->distance_x, retval->distance_y);
1541
1542 /* we just take the offset of the piece to head to figure
1543 * distance instead of doing all that work above again
1544 * since the distance fields we set above are positive in the
1545 * same axis as is used for multipart objects, the simply arithmetic
1546 * below works.
1547 */
1548 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1549 {
1550 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1551
1552 if (tmpi < best_distance)
1553 {
1554 best_distance = tmpi;
1555 best = tmp;
1556 }
1557 }
1558
1559 if (best != op1)
1560 {
1561 retval->distance_x += op1->x - best->x;
1562 retval->distance_y += op1->y - best->y;
1563 }
1564 }
1565
1566 retval->part = best;
1567 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1568 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1569 }
1570 }
1571
1572 /* this is basically the same as get_rangevector above, but instead of
1573 * the first parameter being an object, it instead is the map
1574 * and x,y coordinates - this is used for path to player -
1575 * since the object is not infact moving but we are trying to traverse
1576 * the path, we need this.
1577 * flags has no meaning for this function at this time - I kept it in to
1578 * be more consistant with the above function and also in case they are needed
1579 * for something in the future. Also, since no object is pasted, the best
1580 * field of the rv_vector is set to NULL.
1581 */
1582 void
1583 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1584 {
1585 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1586 {
1587 /* be conservative and fill in _some_ data */
1588 retval->distance = 100000;
1589 retval->distance_x = 32767;
1590 retval->distance_y = 32767;
1591 retval->direction = 0;
1592 retval->part = 0;
1593 }
1594 else
1595 {
1596 retval->distance_x += op2->x - x;
1597 retval->distance_y += op2->y - y;
1598
1599 retval->part = 0;
1600 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1601 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1602 }
1603 }
1604
1605 /* Returns true of op1 and op2 are effectively on the same map
1606 * (as related to map tiling). Note that this looks for a path from
1607 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1608 * to op1, this will still return false.
1609 * Note we only look one map out to keep the processing simple
1610 * and efficient. This could probably be a macro.
1611 * MSW 2001-08-05
1612 */
1613 int
1614 on_same_map (const object *op1, const object *op2)
1615 {
1616 int dx, dy;
1617
1618 return adjacent_map (op1->map, op2->map, &dx, &dy);
1619 }
1620
1621 //-GPL
1622
1623 object *
1624 maptile::insert (object *op, int x, int y, object *originator, int flags)
1625 {
1626 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1627 }
1628
1629 region *
1630 maptile::region (int x, int y) const
1631 {
1632 if (regions
1633 && regionmap
1634 && !OUT_OF_REAL_MAP (this, x, y))
1635 if (struct region *reg = regionmap [regions [y * width + x]])
1636 return reg;
1637
1638 if (default_region)
1639 return default_region;
1640
1641 return ::region::default_region ();
1642 }
1643
1644 //+GPL
1645
1646 /* picks a random object from a style map.
1647 */
1648 object *
1649 maptile::pick_random_object (rand_gen &gen) const
1650 {
1651 /* while returning a null object will result in a crash, that
1652 * is actually preferable to an infinite loop. That is because
1653 * most servers will automatically restart in case of crash.
1654 * Change the logic on getting the random space - shouldn't make
1655 * any difference, but this seems clearer to me.
1656 */
1657 for (int i = 1000; --i;)
1658 {
1659 object *pick = at (gen (width), gen (height)).bot;
1660
1661 // must be head: do not prefer big monsters just because they are big.
1662 if (pick && pick->is_head ())
1663 return pick;
1664 }
1665
1666 // instead of crashing in the unlikely(?) case, try to return *something*
1667 return archetype::find (shstr_bug);
1668 }
1669
1670 //-GPL
1671
1672 void
1673 maptile::play_sound (faceidx sound, int x, int y) const
1674 {
1675 if (!sound)
1676 return;
1677
1678 for_all_players_on_map (pl, this)
1679 if (client *ns = pl->ns)
1680 {
1681 int dx = x - pl->ob->x;
1682 int dy = y - pl->ob->y;
1683
1684 int distance = idistance (dx, dy);
1685
1686 if (distance <= MAX_SOUND_DISTANCE)
1687 ns->play_sound (sound, dx, dy);
1688 }
1689 }
1690
1691 void
1692 maptile::say_msg (const char *msg, int x, int y) const
1693 {
1694 for_all_players (pl)
1695 if (client *ns = pl->ns)
1696 {
1697 int dx = x - pl->ob->x;
1698 int dy = y - pl->ob->y;
1699
1700 int distance = idistance (dx, dy);
1701
1702 if (distance <= MAX_SOUND_DISTANCE)
1703 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1704 }
1705 }
1706
1707 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1708
1709 static void
1710 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1711 {
1712 // clip to map to the left
1713 if (x0 < 0)
1714 {
1715 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1716 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1717
1718 if (x1 < 0) // entirely to the left
1719 return;
1720
1721 x0 = 0;
1722 }
1723
1724 // clip to map to the right
1725 if (x1 > m->width)
1726 {
1727 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1728 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1729
1730 if (x0 > m->width) // entirely to the right
1731 return;
1732
1733 x1 = m->width;
1734 }
1735
1736 // clip to map above
1737 if (y0 < 0)
1738 {
1739 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1740 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1741
1742 if (y1 < 0) // entirely above
1743 return;
1744
1745 y0 = 0;
1746 }
1747
1748 // clip to map below
1749 if (y1 > m->height)
1750 {
1751 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1752 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1753
1754 if (y0 > m->height) // entirely below
1755 return;
1756
1757 y1 = m->height;
1758 }
1759
1760 // if we get here, the rect is within the current map
1761 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1762
1763 r->m = m;
1764 r->x0 = x0;
1765 r->y0 = y0;
1766 r->x1 = x1;
1767 r->y1 = y1;
1768 r->dx = dx;
1769 r->dy = dy;
1770 }
1771
1772 maprect *
1773 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1774 {
1775 buf.clear ();
1776
1777 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1778
1779 // add end marker
1780 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1781 r->m = 0;
1782
1783 return (maprect *)buf.linearise ();
1784 }
1785