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Revision: 1.223
Committed: Wed Dec 5 19:03:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.222: +9 -9 lines
Log Message:
some bugfixes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <unistd.h>
27
28 #include "global.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
60 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 {
78 /* 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 | logBacktrace, "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
99 /* 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
104 * 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
111 /* 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.top; tmp; tmp = tmp->below)
117 {
118 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 {
136 // 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
151
152 if (tmp->flag [FLAG_ALIVE]
153 && tmp->type != DOOR
154 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1;
156 }
157 }
158
159 return 0;
160 }
161
162 /*
163 * Returns the blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted.
168 *
169 * While this doesn't call out of map, the get_map_flags does.
170 *
171 * This function has been used to deprecate arch_out_of_map -
172 * this function also does that check, and since in most cases,
173 * a call to one would follow the other, doesn't make a lot of sense to
174 * have two seperate functions for this.
175 *
176 * This returns nonzero if this arch can not go on the space provided,
177 * 0 otherwise. the return value will contain the P_.. value
178 * so the caller can know why this object can't go on the map.
179 * Note that callers should not expect P_NEW_MAP to be set
180 * in return codes - since the object is multispace - if
181 * we did return values, what do you return if half the object
182 * is one map, half on another.
183 *
184 * Note this used to be arch_blocked, but with new movement
185 * code, we need to have actual object to check its move_type
186 * against the move_block values.
187 */
188 bool
189 object::blocked (maptile *m, int x, int y) const
190 {
191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
194
195 if (!pos.normalise ())
196 return 1;
197
198 mapspace &ms = *pos;
199
200 if (ms.flags () & P_IS_ALIVE)
201 return 1;
202
203 /* However, often ob doesn't have any move type
204 * (signifying non-moving objects)
205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
206 */
207 if (!move_type && ms.move_block != MOVE_ALL)
208 continue;
209
210 /* Note it is intentional that we check ob - the movement type of the
211 * head of the object should correspond for the entire object.
212 */
213 if (ms.blocks (move_type))
214 return 1;
215 }
216
217 return 0;
218 }
219
220 //-GPL
221
222 void
223 maptile::set_object_flag (int flag, int value)
224 {
225 if (!spaces)
226 return;
227
228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
230 tmp->flag [flag] = value;
231 }
232
233 void
234 maptile::post_load_original ()
235 {
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244 }
245
246 void
247 maptile::post_load ()
248 {
249 #if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256 #endif
257 }
258
259 //+GPL
260
261 /* link_multipart_objects go through all the objects on the map looking
262 * for objects whose arch says they are multipart yet according to the
263 * info we have, they only have the head (as would be expected when
264 * they are saved).
265 */
266 void
267 maptile::link_multipart_objects ()
268 {
269 if (!spaces)
270 return;
271
272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
273 {
274 object *op = ms->bot;
275 while (op)
276 {
277 /* already multipart - don't do anything more */
278 if (op->head_ () == op && !op->more && op->arch->more)
279 {
280 op->remove ();
281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
290 }
291 else
292 op = op->above;
293 }
294 }
295 }
296
297 //-GPL
298
299 /*
300 * Loads (ands parses) the objects into a given map from the specified
301 * file pointer.
302 */
303 bool
304 maptile::_load_objects (object_thawer &f)
305 {
306 for (;;)
307 {
308 coroapi::cede_to_tick (); // cede once in a while
309
310 switch (f.kw)
311 {
312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 {
318 op->carrying = 0;
319 op->update_weight ();
320 }
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
345 }
346
347 continue;
348
349 case KW_EOF:
350 return true;
351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
355 break;
356 }
357
358 f.next ();
359 }
360
361 return true;
362 }
363
364 void
365 maptile::activate ()
366 {
367 if (state != MAP_INACTIVE)
368 return;
369
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
377 }
378
379 void
380 maptile::deactivate ()
381 {
382 if (state != MAP_ACTIVE)
383 return;
384
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
390 }
391
392 bool
393 maptile::_save_objects (object_freezer &f, int flags)
394 {
395 coroapi::cede_to_tick ();
396
397 if (flags & IO_HEADER)
398 _save_header (f);
399
400 if (!spaces)
401 return false;
402
403 for (int i = 0; i < size (); ++i)
404 {
405 bool unique = 0;
406
407 for (object *op = spaces [i].bot; op; op = op->above)
408 {
409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
410
411 if (ecb_expect_false (!op->can_map_save ()))
412 continue;
413
414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
415 {
416 if (flags & IO_UNIQUES)
417 op->write (f);
418 }
419 else if (ecb_expect_true (flags & IO_OBJECTS))
420 op->write (f);
421 }
422 }
423
424 coroapi::cede_to_tick ();
425
426 return true;
427 }
428
429 bool
430 maptile::_save_objects (const char *path, int flags)
431 {
432 object_freezer freezer;
433
434 if (!_save_objects (freezer, flags))
435 return false;
436
437 return freezer.save (path);
438 }
439
440 void
441 maptile::init ()
442 {
443 state = MAP_SWAPPED;
444
445 /* The maps used to pick up default x and y values from the
446 * map archetype. Mimic that behaviour.
447 */
448 width = 16;
449 height = 16;
450 timeout = 300;
451 max_items = MAX_ITEM_PER_ACTION;
452 max_volume = 2000000; // 2m³
453 reset_timeout = 0;
454 enter_x = 0;
455 enter_y = 0;
456 }
457
458 maptile::maptile ()
459 {
460 init ();
461 }
462
463 maptile::maptile (int w, int h)
464 {
465 init ();
466
467 width = w;
468 height = h;
469
470 alloc ();
471 }
472
473 /*
474 * Allocates the arrays contained in a maptile.
475 * This basically allocates the dynamic array of spaces for the
476 * map.
477 */
478 void
479 maptile::alloc ()
480 {
481 if (spaces)
482 return;
483
484 spaces = salloc0<mapspace> (size ());
485 }
486
487 //+GPL
488
489 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
490 * corresponding to that string. Memory is allocated for this, it must be freed
491 * at a later date.
492 * Called by parse_map_headers below.
493 */
494 static shopitems *
495 parse_shop_string (const char *input_string)
496 {
497 char *shop_string, *p, *q, *next_semicolon, *next_colon;
498 shopitems *items = NULL;
499 int i = 0, number_of_entries = 0;
500 const typedata *current_type;
501
502 shop_string = strdup (input_string);
503 p = shop_string;
504 /* first we'll count the entries, we'll need that for allocating the array shortly */
505 while (p)
506 {
507 p = strchr (p, ';');
508 number_of_entries++;
509 if (p)
510 p++;
511 }
512
513 p = shop_string;
514 strip_endline (p);
515 items = new shopitems[number_of_entries + 1];
516 for (i = 0; i < number_of_entries; i++)
517 {
518 if (!p)
519 {
520 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
521 break;
522 }
523
524 next_semicolon = strchr (p, ';');
525 next_colon = strchr (p, ':');
526 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
527 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
528 items[i].strength = atoi (strchr (p, ':') + 1);
529
530 if (isdigit (*p) || *p == '*')
531 {
532 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
533 current_type = get_typedata (items[i].typenum);
534 if (current_type)
535 {
536 items[i].name = current_type->name;
537 items[i].name_pl = current_type->name_pl;
538 }
539 }
540 else
541 { /*we have a named type, let's figure out what it is */
542 q = strpbrk (p, ";:");
543 if (q)
544 *q = '\0';
545
546 current_type = get_typedata_by_name (p);
547 if (current_type)
548 {
549 items[i].name = current_type->name;
550 items[i].typenum = current_type->number;
551 items[i].name_pl = current_type->name_pl;
552 }
553 else
554 { /* oh uh, something's wrong, let's free up this one, and try
555 * the next entry while we're at it, better print a warning
556 */
557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
558 }
559 }
560
561 items[i].index = number_of_entries;
562 if (next_semicolon)
563 p = ++next_semicolon;
564 else
565 p = NULL;
566 }
567
568 free (shop_string);
569 return items;
570 }
571
572 /* opposite of parse string, this puts the string that was originally fed in to
573 * the map (or something equivilent) into output_string. */
574 static const char *
575 print_shop_string (maptile *m)
576 {
577 static dynbuf_text buf; buf.clear ();
578 bool first = true;
579
580 for (int i = 0; i < m->shopitems[0].index; i++)
581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
587 if (m->shopitems[i].typenum)
588 {
589 if (m->shopitems[i].strength)
590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
591 else
592 buf.printf ("%s", m->shopitems[i].name);
593 }
594 else
595 {
596 if (m->shopitems[i].strength)
597 buf.printf ("*:%d", m->shopitems[i].strength);
598 else
599 buf.printf ("*");
600 }
601 }
602
603 return buf;
604 }
605
606 //-GPL
607
608 /* This loads the header information of the map. The header
609 * contains things like difficulty, size, timeout, etc.
610 * this used to be stored in the map object, but with the
611 * addition of tiling, fields beyond that easily named in an
612 * object structure were needed, so it just made sense to
613 * put all the stuff in the map object so that names actually make
614 * sense.
615 * This could be done in lex (like the object loader), but I think
616 * currently, there are few enough fields this is not a big deal.
617 * MSW 2001-07-01
618 */
619 bool
620 maptile::_load_header (object_thawer &thawer)
621 {
622 for (;;)
623 {
624 switch (thawer.kw)
625 {
626 case KW_msg:
627 thawer.get_ml (KW_endmsg, msg);
628 break;
629
630 case KW_lore: // deliantra extension
631 thawer.get_ml (KW_endlore, maplore);
632 break;
633
634 case KW_maplore:
635 thawer.get_ml (KW_endmaplore, maplore);
636 break;
637
638 case KW_arch:
639 if (strcmp (thawer.get_str (), "map"))
640 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
641 break;
642
643 case KW_oid:
644 thawer.get (this, thawer.get_sint32 ());
645 break;
646
647 case KW_file_format_version: break; // nop
648
649 case KW_name: thawer.get (name); break;
650 case KW_attach: thawer.get (attach); break;
651 case KW_reset_time: thawer.get (reset_time); break;
652 case KW_shopgreed: thawer.get (shopgreed); break;
653 case KW_shopmin: thawer.get (shopmin); break;
654 case KW_shopmax: thawer.get (shopmax); break;
655 case KW_shoprace: thawer.get (shoprace); break;
656 case KW_outdoor: thawer.get (outdoor); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
662
663 case KW_region: thawer.get (default_region); break;
664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
665
666 // old names new names
667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
669 case KW_x: case KW_width: thawer.get (width); break;
670 case KW_y: case KW_height: thawer.get (height); break;
671 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
676
677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
687
688 case KW_end:
689 thawer.next ();
690 return true;
691
692 default:
693 if (!thawer.parse_error ("map"))
694 return false;
695 break;
696 }
697
698 thawer.next ();
699 }
700
701 abort ();
702 }
703
704 //+GPL
705
706 /******************************************************************************
707 * This is the start of unique map handling code
708 *****************************************************************************/
709
710 /* This goes through the maptile and removed any unique items on the map. */
711 void
712 maptile::clear_unique_items ()
713 {
714 for (int i = 0; i < size (); ++i)
715 {
716 int unique = 0;
717 for (object *op = spaces [i].bot; op; )
718 {
719 object *above = op->above;
720
721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
722 unique = 1;
723
724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
725 op->destroy ();
726
727 op = above;
728 }
729 }
730 }
731
732 //-GPL
733
734 bool
735 maptile::_save_header (object_freezer &freezer)
736 {
737 #define MAP_OUT(k) freezer.put (KW(k), k)
738 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
739
740 MAP_OUT2 (arch, CS(map));
741
742 if (name) MAP_OUT (name);
743 MAP_OUT (swap_time);
744 MAP_OUT (reset_time);
745 MAP_OUT (reset_timeout);
746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
749 MAP_OUT (difficulty);
750 if (default_region) MAP_OUT2 (region, default_region->name);
751
752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
753 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin);
755 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace);
757
758 MAP_OUT (width);
759 MAP_OUT (height);
760 MAP_OUT (enter_x);
761 MAP_OUT (enter_y);
762 MAP_OUT (darkness);
763 MAP_OUT (outdoor);
764
765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767
768 MAP_OUT (per_player);
769 MAP_OUT (per_party);
770
771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
777
778 freezer.put (this);
779 freezer.put (KW(end));
780
781 return true;
782 }
783
784 bool
785 maptile::_save_header (const char *path)
786 {
787 object_freezer freezer;
788
789 if (!_save_header (freezer))
790 return false;
791
792 return freezer.save (path);
793 }
794
795 //+GPL
796
797 /*
798 * Remove and free all objects in the given map.
799 */
800 void
801 maptile::clear ()
802 {
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
815 if (op == head)
816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
822 }
823
824 sfree0 (spaces, size ());
825 }
826
827 if (buttons)
828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
832 }
833
834 void
835 maptile::clear_header ()
836 {
837 name = 0;
838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
842
843 for (int i = 0; i < ecb_array_length (tile_path); i++)
844 tile_path [i] = 0;
845 }
846
847 maptile::~maptile ()
848 {
849 assert (destroyed ());
850 }
851
852 void
853 maptile::clear_links_to (maptile *m)
854 {
855 /* We need to look through all the maps and see if any maps
856 * are pointing at this one for tiling information. Since
857 * tiling can be asymetric, we just can not look to see which
858 * maps this map tiles with and clears those.
859 */
860 for (int i = 0; i < ecb_array_length (tile_path); i++)
861 if (tile_map[i] == m)
862 tile_map[i] = 0;
863 }
864
865 void
866 maptile::do_destroy ()
867 {
868 attachable::do_destroy ();
869
870 clear ();
871 }
872
873 /* decay and destroy perishable items in a map */
874 // TODO: should be done regularly, not on map load?
875 void
876 maptile::do_decay_objects ()
877 {
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
932 )
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
940 }
941
942 /*
943 * This routine is supposed to find out the difficulty of the map.
944 * difficulty does not have a lot to do with character level,
945 * but does have a lot to do with treasure on the map.
946 *
947 * Difficulty can now be set by the map creator. If the value stored
948 * in the map is zero, then use this routine. Maps should really
949 * have a difficulty set rather than using this function - human calculation
950 * is much better than this function's guesswork.
951 */
952 int
953 maptile::estimate_difficulty () const
954 {
955 long monster_cnt = 0;
956 double avgexp = 0;
957 sint64 total_exp = 0;
958
959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above)
961 {
962 if (op->flag [FLAG_MONSTER])
963 {
964 total_exp += op->stats.exp;
965 monster_cnt++;
966 }
967
968 if (op->flag [FLAG_GENERATOR])
969 {
970 total_exp += op->stats.exp;
971
972 if (archetype *at = op->other_arch)
973 {
974 total_exp += at->stats.exp * 8;
975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
983 }
984 }
985
986 avgexp = (double) total_exp / monster_cnt;
987
988 for (int i = 1; i <= settings.max_level; i++)
989 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
990 return i;
991
992 return 1;
993 }
994
995 /* change_map_light() - used to change map light level (darkness)
996 * up or down. Returns true if successful. It should now be
997 * possible to change a value by more than 1.
998 * Move this from los.c to map.c since this is more related
999 * to maps than los.
1000 * postive values make it darker, negative make it brighter
1001 */
1002 int
1003 maptile::change_map_light (int change)
1004 {
1005 /* Nothing to do */
1006 if (!change)
1007 return 0;
1008
1009 /* inform all players on the map */
1010 if (change > 0)
1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1012 else
1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1014
1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1016
1017 /* All clients need to get re-updated for the change */
1018 update_all_map_los (this);
1019
1020 return 1;
1021 }
1022
1023 /*
1024 * This function updates various attributes about a specific space
1025 * on the map (what it looks like, whether it blocks magic,
1026 * has a living creatures, prevents people from passing
1027 * through, etc)
1028 */
1029 void
1030 mapspace::update_ ()
1031 {
1032 object *last = 0;
1033 uint8 flags = P_UPTODATE;
1034 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1040
1041 //object *middle = 0;
1042 //object *top = 0;
1043 //object *floor = 0;
1044 // this seems to generate better code than using locals, above
1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1050
1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1052 {
1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1054 light += tmp->glow_radius;
1055
1056 /* This call is needed in order to update objects the player
1057 * is standing in that have animations (ie, grass, fire, etc).
1058 * However, it also causes the look window to be re-drawn
1059 * 3 times each time the player moves, because many of the
1060 * functions the move_player calls eventualy call this.
1061 *
1062 * Always put the player down for drawing.
1063 */
1064 if (ecb_expect_true (!tmp->invisible))
1065 {
1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1067 top = tmp;
1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */
1073 middle = 0;
1074 top = 0;
1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1078 }
1079 else
1080 {
1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1098 middle = tmp;
1099 }
1100 }
1101 }
1102
1103 move_slow |= tmp->move_slow;
1104 move_block |= tmp->move_block;
1105 move_on |= tmp->move_on;
1106 move_off |= tmp->move_off;
1107 move_allow |= tmp->move_allow;
1108
1109 allflags |= tmp->flag;
1110
1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1113 }
1114
1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1126 this->flags_ = flags;
1127 this->move_block = move_block & ~move_allow;
1128 this->move_on = move_on;
1129 this->move_off = move_off;
1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1133
1134 /* At this point, we have a floor face (if there is a floor),
1135 * and the floor is set - we are not going to touch it at
1136 * this point.
1137 * middle contains the highest visibility face.
1138 * top contains a player/monster face, if there is one.
1139 *
1140 * We now need to fill in top.face and/or middle.face.
1141 */
1142
1143 /* If the top face also happens to be high visibility, re-do our
1144 * middle face. This should not happen, as we already have the
1145 * else statement above so middle should not get set. OTOH, it
1146 * may be possible for the faces to match but be different objects.
1147 */
1148 if (top == middle)
1149 middle = 0;
1150
1151 /* There are three posibilities at this point:
1152 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both.
1155 */
1156
1157 for (object *tmp = last; tmp; tmp = tmp->below)
1158 {
1159 /* Once we get to a floor, stop, since we already have a floor object */
1160 if (tmp->flag [FLAG_IS_FLOOR])
1161 break;
1162
1163 /* If two top faces are already set, quit processing */
1164 if (top && middle)
1165 break;
1166
1167 /* Only show visible faces */
1168 if (!tmp->invisible)
1169 {
1170 /* Fill in top if needed */
1171 if (!top)
1172 {
1173 top = tmp;
1174 if (top == middle)
1175 middle = 0;
1176 }
1177 else
1178 {
1179 /* top is already set - we should only get here if
1180 * middle is not set
1181 *
1182 * Set the middle face and break out, since there is nothing
1183 * more to fill in. We don't check visiblity here, since
1184 *
1185 */
1186 if (tmp != top)
1187 {
1188 middle = tmp;
1189 break;
1190 }
1191 }
1192 }
1193 }
1194
1195 if (middle == floor)
1196 middle = 0;
1197
1198 if (top == middle)
1199 middle = 0;
1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1224 #if 0
1225 faces_obj [0] = top;
1226 faces_obj [1] = middle;
1227 faces_obj [2] = floor;
1228 #endif
1229 }
1230
1231 void
1232 mapspace::update_up ()
1233 {
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243 }
1244
1245 maptile *
1246 maptile::tile_available (int dir, bool load)
1247 {
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1290 return 0;
1291 }
1292
1293 /* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed.
1296 * This is the function should always be used when it
1297 * necessary to check for valid coordinates.
1298 * This function will recursively call itself for the
1299 * tiled maps.
1300 */
1301 int
1302 out_of_map (maptile *m, int x, int y)
1303 {
1304 /* If we get passed a null map, this is obviously the
1305 * case. This generally shouldn't happen, but if the
1306 * map loads fail below, it could happen.
1307 */
1308 if (!m)
1309 return 0;
1310
1311 if (x < 0)
1312 {
1313 if (!m->tile_available (TILE_WEST))
1314 return 1;
1315
1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1317 }
1318
1319 if (x >= m->width)
1320 {
1321 if (!m->tile_available (TILE_EAST))
1322 return 1;
1323
1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1325 }
1326
1327 if (y < 0)
1328 {
1329 if (!m->tile_available (TILE_NORTH))
1330 return 1;
1331
1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1333 }
1334
1335 if (y >= m->height)
1336 {
1337 if (!m->tile_available (TILE_SOUTH))
1338 return 1;
1339
1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1341 }
1342
1343 /* Simple case - coordinates are within this local
1344 * map.
1345 */
1346 return 0;
1347 }
1348
1349 /* This is basically the same as out_of_map above, but
1350 * instead we return NULL if no map is valid (coordinates
1351 * out of bounds and no tiled map), otherwise it returns
1352 * the map as that the coordinates are really on, and
1353 * updates x and y to be the localised coordinates.
1354 * Using this is more efficient of calling out_of_map
1355 * and then figuring out what the real map is
1356 */
1357 maptile *
1358 maptile::xy_find (sint16 &x, sint16 &y)
1359 {
1360 if (x < 0)
1361 {
1362 if (!tile_available (TILE_WEST))
1363 return 0;
1364
1365 x += tile_map [TILE_WEST]->width;
1366 return tile_map [TILE_WEST]->xy_find (x, y);
1367 }
1368
1369 if (x >= width)
1370 {
1371 if (!tile_available (TILE_EAST))
1372 return 0;
1373
1374 x -= width;
1375 return tile_map [TILE_EAST]->xy_find (x, y);
1376 }
1377
1378 if (y < 0)
1379 {
1380 if (!tile_available (TILE_NORTH))
1381 return 0;
1382
1383 y += tile_map [TILE_NORTH]->height;
1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1385 }
1386
1387 if (y >= height)
1388 {
1389 if (!tile_available (TILE_SOUTH))
1390 return 0;
1391
1392 y -= height;
1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1394 }
1395
1396 /* Simple case - coordinates are within this local
1397 * map.
1398 */
1399 return this;
1400 }
1401
1402 /**
1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1404 * map1 to map2 in dx/dy.
1405 */
1406 int
1407 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1408 {
1409 if (!map1 || !map2)
1410 return 0;
1411
1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 //fix: compare paths instead (this is likely faster, too!)
1414 if (map1 == map2)
1415 {
1416 *dx = 0;
1417 *dy = 0;
1418 }
1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1420 {
1421 *dx = 0;
1422 *dy = -map2->height;
1423 }
1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1425 {
1426 *dx = map1->width;
1427 *dy = 0;
1428 }
1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1430 {
1431 *dx = 0;
1432 *dy = map1->height;
1433 }
1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1435 {
1436 *dx = -map2->width;
1437 *dy = 0;
1438 }
1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1440 { /* up right */
1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1443 }
1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1445 { /* up left */
1446 *dx = -map2->width;
1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1448 }
1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1450 { /* right up */
1451 *dx = +map1->width;
1452 *dy = -map2->height;
1453 }
1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1455 { /* right down */
1456 *dx = +map1->width;
1457 *dy = +map1->tile_map[TILE_EAST]->height;
1458 }
1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1460 { /* down right */
1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1462 *dy = +map1->height;
1463 }
1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1465 { /* down left */
1466 *dx = -map2->width;
1467 *dy = +map1->height;
1468 }
1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1470 { /* left up */
1471 *dx = -map1->tile_map[TILE_WEST]->width;
1472 *dy = -map2->height;
1473 }
1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1475 { /* left down */
1476 *dx = -map1->tile_map[TILE_WEST]->width;
1477 *dy = +map1->tile_map[TILE_WEST]->height;
1478 }
1479 else
1480 return 0;
1481
1482 return 1;
1483 }
1484
1485 maptile *
1486 maptile::xy_load (sint16 &x, sint16 &y)
1487 {
1488 maptile *map = xy_find (x, y);
1489
1490 if (map)
1491 map->load_sync ();
1492
1493 return map;
1494 }
1495
1496 maptile *
1497 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1498 {
1499 return m->xy_load (*x, *y);
1500 }
1501
1502 /* From map.c
1503 * This is used by get_player to determine where the other
1504 * creature is. get_rangevector takes into account map tiling,
1505 * so you just can not look the the map coordinates and get the
1506 * righte value. distance_x/y are distance away, which
1507 * can be negative. direction is the crossfire direction scheme
1508 * that the creature should head. part is the part of the
1509 * monster that is closest.
1510 *
1511 * get_rangevector looks at op1 and op2, and fills in the
1512 * structure for op1 to get to op2.
1513 * We already trust that the caller has verified that the
1514 * two objects are at least on adjacent maps. If not,
1515 * results are not likely to be what is desired.
1516 * if the objects are not on maps, results are also likely to
1517 * be unexpected
1518 *
1519 * currently, the only flag supported (0x1) is don't translate for
1520 * closest body part of 'op1'
1521 */
1522 void
1523 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1524 {
1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1526 {
1527 /* be conservative and fill in _some_ data */
1528 retval->distance = 10000;
1529 retval->distance_x = 10000;
1530 retval->distance_y = 10000;
1531 retval->direction = 0;
1532 retval->part = 0;
1533 }
1534 else
1535 {
1536 retval->distance_x += op2->x - op1->x;
1537 retval->distance_y += op2->y - op1->y;
1538
1539 object *best = op1;
1540
1541 /* If this is multipart, find the closest part now */
1542 if (!(flags & 1) && op1->more)
1543 {
1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1545
1546 /* we just take the offset of the piece to head to figure
1547 * distance instead of doing all that work above again
1548 * since the distance fields we set above are positive in the
1549 * same axis as is used for multipart objects, the simply arithmetic
1550 * below works.
1551 */
1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1553 {
1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1555
1556 if (tmpi < best_distance)
1557 {
1558 best_distance = tmpi;
1559 best = tmp;
1560 }
1561 }
1562
1563 if (best != op1)
1564 {
1565 retval->distance_x += op1->x - best->x;
1566 retval->distance_y += op1->y - best->y;
1567 }
1568 }
1569
1570 retval->part = best;
1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1573 }
1574 }
1575
1576 /* this is basically the same as get_rangevector above, but instead of
1577 * the first parameter being an object, it instead is the map
1578 * and x,y coordinates - this is used for path to player -
1579 * since the object is not infact moving but we are trying to traverse
1580 * the path, we need this.
1581 * flags has no meaning for this function at this time - I kept it in to
1582 * be more consistant with the above function and also in case they are needed
1583 * for something in the future. Also, since no object is pasted, the best
1584 * field of the rv_vector is set to NULL.
1585 */
1586 void
1587 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1588 {
1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1590 {
1591 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000;
1593 retval->distance_x = 32767;
1594 retval->distance_y = 32767;
1595 retval->direction = 0;
1596 retval->part = 0;
1597 }
1598 else
1599 {
1600 retval->distance_x += op2->x - x;
1601 retval->distance_y += op2->y - y;
1602
1603 retval->part = 0;
1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1606 }
1607 }
1608
1609 /* Returns true of op1 and op2 are effectively on the same map
1610 * (as related to map tiling). Note that this looks for a path from
1611 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1612 * to op1, this will still return false.
1613 * Note we only look one map out to keep the processing simple
1614 * and efficient. This could probably be a macro.
1615 * MSW 2001-08-05
1616 */
1617 int
1618 on_same_map (const object *op1, const object *op2)
1619 {
1620 int dx, dy;
1621
1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1623 }
1624
1625 //-GPL
1626
1627 object *
1628 maptile::insert (object *op, int x, int y, object *originator, int flags)
1629 {
1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1631 }
1632
1633 region *
1634 maptile::region (int x, int y) const
1635 {
1636 if (regions
1637 && regionmap
1638 && !OUT_OF_REAL_MAP (this, x, y))
1639 if (struct region *reg = regionmap [regions [y * width + x]])
1640 return reg;
1641
1642 if (default_region)
1643 return default_region;
1644
1645 return ::region::default_region ();
1646 }
1647
1648 //+GPL
1649
1650 /* picks a random object from a style map.
1651 */
1652 object *
1653 maptile::pick_random_object (rand_gen &gen) const
1654 {
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672 }
1673
1674 //-GPL
1675
1676 void
1677 maptile::play_sound (faceidx sound, int x, int y) const
1678 {
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693 }
1694
1695 void
1696 maptile::say_msg (const char *msg, int x, int y) const
1697 {
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709 }
1710
1711 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713 static void
1714 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715 {
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774 }
1775
1776 maprect *
1777 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778 {
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788 }
1789