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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

# User Rev Content
1 elmex 1.1 /*
2 root 1.132 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.218 *
4 root 1.221 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.219 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.183 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.218 *
9 root 1.160 * 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 root 1.218 *
14 root 1.110 * 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 root 1.218 *
19 root 1.160 * 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 root 1.218 *
23 root 1.132 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.76 */
25 elmex 1.1
26 root 1.85 #include <unistd.h>
27    
28     #include "global.h"
29 elmex 1.1 #include "path.h"
30    
31 root 1.167 //+GPL
32    
33 root 1.152 sint8 maptile::outdoor_darkness;
34    
35 elmex 1.1 /* 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 root 1.29 int
46 root 1.46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
47 elmex 1.1 {
48 root 1.56 sint16 newx = x;
49     sint16 newy = y;
50 root 1.46
51 root 1.56 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52 root 1.46
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 elmex 1.3
60 root 1.56 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
61 elmex 1.1 }
62    
63     /*
64     * Returns true if the given coordinate is blocked except by the
65 root 1.220 * object passed is not blocking. This is used with
66 elmex 1.1 * 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 root 1.29 int
76 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
77 root 1.29 {
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 root 1.194 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 root 1.29 return 1;
85 elmex 1.1 }
86    
87 root 1.161 mapspace &ms = m->at (sx, sy);
88 root 1.29
89 root 1.162 int mflags = ms.flags ();
90 root 1.161 int blocked = ms.move_block;
91 root 1.29
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 root 1.195 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 root 1.29 return 0;
98    
99 root 1.161 /* if there isn't anything alive on this space, and this space isn't
100 root 1.29 * 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 root 1.102 ob = ob->head_ ();
110 root 1.29
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 root 1.189 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 root 1.29 {
118 root 1.165 if (OB_MOVE_BLOCK (ob, tmp))
119 root 1.29 {
120 root 1.166 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121     if (RESULT_INT (0))
122     return 1;
123     else
124     continue;
125    
126 root 1.165 if (tmp->type == CHECK_INV)
127     {
128     bool have = check_inv_recursive (ob, tmp);
129 root 1.161
130 root 1.165 // last_sp set means we block if we don't have.
131     if (logical_xor (have, tmp->last_sp))
132 root 1.29 return 1;
133     }
134 root 1.165 else if (tmp->type == T_MATCH)
135 root 1.29 {
136 root 1.165 // 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 root 1.166 // assume that T_MATCH is relatively common.
141 root 1.165 if (!match (tmp->slaying, ob, tmp, ob))
142 root 1.29 return 1;
143     }
144 root 1.165 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 root 1.189 // blocks anything
151 root 1.102
152 root 1.103 if (tmp->flag [FLAG_ALIVE]
153 root 1.189 && tmp->type != DOOR
154     && tmp->head_ () != ob) //TODO: maybe move these check up?
155 root 1.29 return 1;
156 root 1.10 }
157 root 1.161 }
158 elmex 1.1
159 root 1.29 return 0;
160 elmex 1.1 }
161    
162     /*
163 root 1.189 * Returns the blocking object if the given object can't fit in the given
164 root 1.129 * spot. This is meant for multi space objects - for single space objecs,
165 elmex 1.1 * just calling get_map_blocked and checking that against movement type
166 root 1.129 * of object. This function goes through all the parts of the multipart
167     * object and makes sure they can be inserted.
168 elmex 1.1 *
169     * While this doesn't call out of map, the get_map_flags does.
170     *
171     * This function has been used to deprecate arch_out_of_map -
172     * this function also does that check, and since in most cases,
173     * a call to one would follow the other, doesn't make a lot of sense to
174     * have two seperate functions for this.
175     *
176     * This returns nonzero if this arch can not go on the space provided,
177     * 0 otherwise. the return value will contain the P_.. value
178     * so the caller can know why this object can't go on the map.
179     * Note that callers should not expect P_NEW_MAP to be set
180     * in return codes - since the object is multispace - if
181     * we did return values, what do you return if half the object
182     * is one map, half on another.
183     *
184     * Note this used to be arch_blocked, but with new movement
185     * code, we need to have actual object to check its move_type
186     * against the move_block values.
187     */
188 root 1.129 bool
189     object::blocked (maptile *m, int x, int y) const
190 root 1.29 {
191 root 1.129 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
192 root 1.29 {
193 root 1.129 mapxy pos (m, x + tmp->x, y + tmp->y);
194 elmex 1.1
195 root 1.129 if (!pos.normalise ())
196     return 1;
197 elmex 1.1
198 root 1.129 mapspace &ms = *pos;
199 elmex 1.1
200 root 1.129 if (ms.flags () & P_IS_ALIVE)
201     return 1;
202 root 1.47
203 root 1.129 /* However, often ob doesn't have any move type
204     * (signifying non-moving objects)
205 root 1.29 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
206     */
207 root 1.129 if (!move_type && ms.move_block != MOVE_ALL)
208 root 1.29 continue;
209 elmex 1.1
210 root 1.29 /* Note it is intentional that we check ob - the movement type of the
211     * head of the object should correspond for the entire object.
212     */
213 root 1.129 if (ms.blocks (move_type))
214     return 1;
215 root 1.45 }
216 elmex 1.1
217 root 1.29 return 0;
218 elmex 1.1 }
219    
220 root 1.167 //-GPL
221    
222 root 1.64 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 root 1.144 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 root 1.176 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 root 1.167 //+GPL
260    
261 elmex 1.1 /* 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 root 1.99 * they are saved).
265 elmex 1.1 */
266 root 1.56 void
267     maptile::link_multipart_objects ()
268 elmex 1.1 {
269 root 1.56 if (!spaces)
270     return;
271    
272     for (mapspace *ms = spaces + size (); ms-- > spaces; )
273 elmex 1.111 {
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 elmex 1.1 }
296 root 1.29
297 root 1.167 //-GPL
298    
299 elmex 1.1 /*
300     * Loads (ands parses) the objects into a given map from the specified
301     * file pointer.
302     */
303 root 1.56 bool
304 root 1.88 maptile::_load_objects (object_thawer &f)
305 root 1.24 {
306 root 1.88 for (;;)
307     {
308 root 1.133 coroapi::cede_to_tick (); // cede once in a while
309 elmex 1.1
310 root 1.88 switch (f.kw)
311 root 1.24 {
312 root 1.88 case KW_arch:
313 root 1.90 if (object *op = object::read (f, this))
314 root 1.88 {
315 root 1.135 // TODO: why?
316 root 1.88 if (op->inv)
317 root 1.200 {
318     op->carrying = 0;
319     op->update_weight ();
320     }
321 root 1.10
322 root 1.130 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 root 1.158 // c) it's correct
328 root 1.130 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 root 1.158 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 root 1.130
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 root 1.148 op->destroy ();
344 root 1.130 }
345 root 1.88 }
346 root 1.41
347 root 1.88 continue;
348 root 1.41
349 root 1.88 case KW_EOF:
350     return true;
351 root 1.41
352 root 1.88 default:
353     if (!f.parse_error ("map file"))
354     return false;
355 root 1.41 break;
356 root 1.10 }
357 root 1.24
358 root 1.88 f.next ();
359 elmex 1.1 }
360 root 1.24
361 root 1.56 return true;
362     }
363    
364     void
365     maptile::activate ()
366     {
367 root 1.205 if (state != MAP_INACTIVE)
368 root 1.204 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 root 1.205 state = MAP_ACTIVE;
375 root 1.208
376     activate_physics ();
377 root 1.56 }
378    
379     void
380     maptile::deactivate ()
381     {
382 root 1.205 if (state != MAP_ACTIVE)
383 root 1.204 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 root 1.205 state = MAP_INACTIVE;
390 root 1.56 }
391    
392     bool
393 root 1.88 maptile::_save_objects (object_freezer &f, int flags)
394 root 1.56 {
395 root 1.100 coroapi::cede_to_tick ();
396 root 1.65
397 root 1.56 if (flags & IO_HEADER)
398 root 1.88 _save_header (f);
399 root 1.56
400     if (!spaces)
401     return false;
402    
403     for (int i = 0; i < size (); ++i)
404 root 1.24 {
405 root 1.121 bool unique = 0;
406    
407 root 1.56 for (object *op = spaces [i].bot; op; op = op->above)
408 root 1.24 {
409 root 1.121 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
410 root 1.56
411 root 1.223 if (ecb_expect_false (!op->can_map_save ()))
412 root 1.56 continue;
413    
414 root 1.223 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
415 root 1.24 {
416 root 1.56 if (flags & IO_UNIQUES)
417 root 1.88 op->write (f);
418 root 1.10 }
419 root 1.223 else if (ecb_expect_true (flags & IO_OBJECTS))
420 root 1.88 op->write (f);
421 root 1.10 }
422 elmex 1.1 }
423 root 1.24
424 root 1.100 coroapi::cede_to_tick ();
425 root 1.97
426 root 1.56 return true;
427 elmex 1.1 }
428    
429 root 1.56 bool
430 root 1.72 maptile::_save_objects (const char *path, int flags)
431 root 1.56 {
432     object_freezer freezer;
433 root 1.29
434 root 1.72 if (!_save_objects (freezer, flags))
435 root 1.56 return false;
436 root 1.29
437 root 1.56 return freezer.save (path);
438 elmex 1.1 }
439    
440 root 1.188 void
441     maptile::init ()
442 root 1.34 {
443 root 1.205 state = MAP_SWAPPED;
444 root 1.54
445 root 1.34 /* The maps used to pick up default x and y values from the
446 root 1.85 * map archetype. Mimic that behaviour.
447 root 1.34 */
448 root 1.188 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 root 1.34 }
462    
463 root 1.56 maptile::maptile (int w, int h)
464 root 1.54 {
465 root 1.188 init ();
466 root 1.54
467 root 1.188 width = w;
468     height = h;
469 root 1.54
470 root 1.56 alloc ();
471 elmex 1.1 }
472    
473     /*
474 root 1.31 * Allocates the arrays contained in a maptile.
475 elmex 1.1 * This basically allocates the dynamic array of spaces for the
476     * map.
477     */
478 root 1.29 void
479 root 1.56 maptile::alloc ()
480 root 1.29 {
481 root 1.34 if (spaces)
482 root 1.56 return;
483 elmex 1.1
484 root 1.53 spaces = salloc0<mapspace> (size ());
485 elmex 1.1 }
486    
487 root 1.167 //+GPL
488    
489 root 1.220 /* 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 elmex 1.1 * at a later date.
492     * Called by parse_map_headers below.
493     */
494 root 1.29 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 root 1.43 shop_string = strdup (input_string);
503 root 1.29 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 root 1.54
513 root 1.29 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 root 1.54
524 root 1.29 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 root 1.216 items[i].name = current_type->name;
550 root 1.29 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 root 1.220 * the next entry while we're at it, better print a warning
556 root 1.29 */
557     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
558     }
559     }
560 root 1.54
561 root 1.29 items[i].index = number_of_entries;
562     if (next_semicolon)
563     p = ++next_semicolon;
564     else
565     p = NULL;
566 elmex 1.1 }
567 root 1.54
568 root 1.29 free (shop_string);
569     return items;
570 elmex 1.1 }
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 root 1.164 static const char *
575     print_shop_string (maptile *m)
576 root 1.29 {
577 root 1.164 static dynbuf_text buf; buf.clear ();
578 root 1.197 bool first = true;
579 root 1.29
580 root 1.164 for (int i = 0; i < m->shopitems[0].index; i++)
581 root 1.29 {
582 root 1.197 if (!first)
583     buf << ';';
584    
585     first = false;
586    
587 root 1.29 if (m->shopitems[i].typenum)
588     {
589     if (m->shopitems[i].strength)
590 root 1.197 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
591 root 1.29 else
592 root 1.197 buf.printf ("%s", m->shopitems[i].name);
593 root 1.10 }
594 root 1.29 else
595     {
596     if (m->shopitems[i].strength)
597 root 1.197 buf.printf ("*:%d", m->shopitems[i].strength);
598 root 1.29 else
599 root 1.164 buf.printf ("*");
600 root 1.29 }
601 root 1.164 }
602 root 1.54
603 root 1.164 return buf;
604 elmex 1.1 }
605    
606 root 1.167 //-GPL
607    
608 elmex 1.1 /* 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 root 1.56 bool
620 root 1.72 maptile::_load_header (object_thawer &thawer)
621 elmex 1.1 {
622 root 1.56 for (;;)
623 root 1.29 {
624 root 1.105 switch (thawer.kw)
625 root 1.29 {
626 root 1.56 case KW_msg:
627     thawer.get_ml (KW_endmsg, msg);
628     break;
629 root 1.22
630 root 1.201 case KW_lore: // deliantra extension
631 root 1.56 thawer.get_ml (KW_endlore, maplore);
632     break;
633 root 1.10
634 root 1.56 case KW_maplore:
635     thawer.get_ml (KW_endmaplore, maplore);
636     break;
637 root 1.10
638 root 1.56 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 root 1.29
643 root 1.56 case KW_oid:
644     thawer.get (this, thawer.get_sint32 ());
645     break;
646 root 1.29
647 root 1.56 case KW_file_format_version: break; // nop
648 root 1.29
649 root 1.56 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 root 1.109 case KW_no_reset: thawer.get (no_reset); break;
661 root 1.141 case KW_no_drop: thawer.get (no_drop); break;
662 root 1.56
663 root 1.198 case KW_region: thawer.get (default_region); break;
664 root 1.56 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 root 1.213 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 root 1.83
684 root 1.112 case KW_ERROR:
685 root 1.123 set_key_text (thawer.kw_str, thawer.value);
686 root 1.112 break;
687    
688 root 1.83 case KW_end:
689 root 1.124 thawer.next ();
690 root 1.83 return true;
691    
692     default:
693 root 1.187 if (!thawer.parse_error ("map"))
694 root 1.83 return false;
695     break;
696 root 1.10 }
697 root 1.124
698     thawer.next ();
699 elmex 1.1 }
700 root 1.41
701 root 1.56 abort ();
702 elmex 1.1 }
703    
704 root 1.167 //+GPL
705    
706 root 1.56 /******************************************************************************
707     * This is the start of unique map handling code
708     *****************************************************************************/
709 root 1.29
710 root 1.56 /* This goes through the maptile and removed any unique items on the map. */
711     void
712     maptile::clear_unique_items ()
713 root 1.29 {
714 root 1.56 for (int i = 0; i < size (); ++i)
715 root 1.29 {
716 root 1.56 int unique = 0;
717     for (object *op = spaces [i].bot; op; )
718     {
719     object *above = op->above;
720 elmex 1.1
721 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
722 root 1.56 unique = 1;
723 root 1.14
724 root 1.184 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
725 root 1.148 op->destroy ();
726 elmex 1.1
727 root 1.56 op = above;
728     }
729 root 1.29 }
730 elmex 1.1 }
731    
732 root 1.167 //-GPL
733    
734 root 1.56 bool
735 root 1.72 maptile::_save_header (object_freezer &freezer)
736 root 1.29 {
737 root 1.177 #define MAP_OUT(k) freezer.put (KW(k), k)
738     #define MAP_OUT2(k,v) freezer.put (KW(k), v)
739 elmex 1.1
740 root 1.177 MAP_OUT2 (arch, CS(map));
741 elmex 1.1
742 root 1.56 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 root 1.109 MAP_OUT (no_reset);
748 root 1.141 MAP_OUT (no_drop);
749 root 1.56 MAP_OUT (difficulty);
750 root 1.80 if (default_region) MAP_OUT2 (region, default_region->name);
751 root 1.29
752 root 1.164 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
753 root 1.56 MAP_OUT (shopgreed);
754     MAP_OUT (shopmin);
755     MAP_OUT (shopmax);
756     if (shoprace) MAP_OUT (shoprace);
757 root 1.164
758 root 1.56 MAP_OUT (width);
759     MAP_OUT (height);
760     MAP_OUT (enter_x);
761     MAP_OUT (enter_y);
762 root 1.178 MAP_OUT (darkness);
763     MAP_OUT (outdoor);
764 root 1.14
765 root 1.177 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766     if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 elmex 1.1
768 root 1.56 MAP_OUT (per_player);
769     MAP_OUT (per_party);
770 elmex 1.1
771 root 1.213 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 root 1.40
778 root 1.63 freezer.put (this);
779 root 1.177 freezer.put (KW(end));
780 root 1.40
781 root 1.56 return true;
782 elmex 1.1 }
783    
784 root 1.56 bool
785 root 1.72 maptile::_save_header (const char *path)
786 root 1.29 {
787 root 1.17 object_freezer freezer;
788 root 1.10
789 root 1.72 if (!_save_header (freezer))
790 root 1.56 return false;
791 elmex 1.1
792 root 1.56 return freezer.save (path);
793 elmex 1.1 }
794    
795 root 1.167 //+GPL
796    
797 elmex 1.1 /*
798     * Remove and free all objects in the given map.
799     */
800 root 1.29 void
801 root 1.56 maptile::clear ()
802 root 1.29 {
803 root 1.81 if (spaces)
804     {
805     for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 root 1.104 while (object *op = ms->bot)
807 root 1.81 {
808 root 1.127 // 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 root 1.128 object *head = op->head_ ();
815     if (op == head)
816 root 1.148 op->destroy ();
817 root 1.128 else if (head->map != op->map)
818     {
819     LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 root 1.148 head->destroy ();
821 root 1.128 }
822 root 1.81 }
823 root 1.29
824 root 1.137 sfree0 (spaces, size ());
825 root 1.81 }
826 root 1.29
827 root 1.56 if (buttons)
828     free_objectlinkpt (buttons), buttons = 0;
829 root 1.127
830 root 1.137 sfree0 (regions, size ());
831 root 1.127 delete [] regionmap; regionmap = 0;
832 elmex 1.1 }
833    
834 root 1.29 void
835 root 1.56 maptile::clear_header ()
836 root 1.29 {
837 root 1.56 name = 0;
838     msg = 0;
839     maplore = 0;
840     shoprace = 0;
841     delete [] shopitems, shopitems = 0;
842 root 1.42
843 root 1.222 for (int i = 0; i < ecb_array_length (tile_path); i++)
844 root 1.56 tile_path [i] = 0;
845 root 1.47 }
846 root 1.42
847 root 1.47 maptile::~maptile ()
848     {
849 root 1.53 assert (destroyed ());
850 elmex 1.1 }
851    
852 root 1.29 void
853 root 1.56 maptile::clear_links_to (maptile *m)
854 root 1.29 {
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 root 1.47 * tiling can be asymetric, we just can not look to see which
858 root 1.29 * maps this map tiles with and clears those.
859     */
860 root 1.222 for (int i = 0; i < ecb_array_length (tile_path); i++)
861 root 1.56 if (tile_map[i] == m)
862     tile_map[i] = 0;
863 root 1.47 }
864 elmex 1.1
865 root 1.47 void
866 root 1.56 maptile::do_destroy ()
867 root 1.47 {
868 root 1.56 attachable::do_destroy ();
869    
870     clear ();
871 elmex 1.1 }
872    
873 root 1.109 /* decay and destroy perishable items in a map */
874 root 1.178 // TODO: should be done regularly, not on map load?
875 root 1.109 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 root 1.184 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 root 1.109 break;
889    
890 root 1.180 bool destroy = 0;
891    
892 root 1.184 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 root 1.109 || 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 root 1.178 //|| (mat & M_ICE && temp > 32)
932     )
933 root 1.109 destroy = 1;
934     }
935    
936     /* adjust overall chance below */
937     if (destroy && rndm (0, 1))
938 root 1.149 op->destroy ();
939 root 1.109 }
940     }
941    
942 elmex 1.1 /*
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 root 1.153 * 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 elmex 1.1 */
952 root 1.29 int
953 root 1.56 maptile::estimate_difficulty () const
954 root 1.29 {
955 elmex 1.1 long monster_cnt = 0;
956     double avgexp = 0;
957     sint64 total_exp = 0;
958    
959 root 1.56 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960     for (object *op = ms->bot; op; op = op->above)
961     {
962 root 1.184 if (op->flag [FLAG_MONSTER])
963 root 1.56 {
964     total_exp += op->stats.exp;
965     monster_cnt++;
966     }
967 elmex 1.1
968 root 1.184 if (op->flag [FLAG_GENERATOR])
969 root 1.56 {
970     total_exp += op->stats.exp;
971 elmex 1.1
972 root 1.140 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 root 1.56 }
984     }
985 elmex 1.1
986     avgexp = (double) total_exp / monster_cnt;
987    
988 root 1.56 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 elmex 1.1
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 root 1.29 int
1003 root 1.56 maptile::change_map_light (int change)
1004 root 1.29 {
1005     /* Nothing to do */
1006 root 1.154 if (!change)
1007 root 1.56 return 0;
1008 elmex 1.1
1009 root 1.29 /* inform all players on the map */
1010     if (change > 0)
1011 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1012 root 1.29 else
1013 root 1.56 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1014 root 1.29
1015 root 1.154 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1016 elmex 1.1
1017 root 1.29 /* All clients need to get re-updated for the change */
1018 root 1.56 update_all_map_los (this);
1019 root 1.142
1020 root 1.29 return 1;
1021 elmex 1.1 }
1022    
1023 root 1.220 /*
1024 elmex 1.1 * 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 root 1.29 void
1030 root 1.46 mapspace::update_ ()
1031 root 1.29 {
1032 root 1.142 object *last = 0;
1033 root 1.171 uint8 flags = P_UPTODATE;
1034 root 1.150 sint8 light = 0;
1035 root 1.29 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 root 1.170 uint64_t volume = 0;
1037 root 1.172 uint32_t items = 0;
1038 root 1.171 object *anywhere = 0;
1039 root 1.174 uint8_t middle_visibility = 0;
1040 root 1.29
1041 root 1.94 //object *middle = 0;
1042     //object *top = 0;
1043     //object *floor = 0;
1044     // this seems to generate better code than using locals, above
1045 root 1.95 object *&top = faces_obj[0] = 0;
1046     object *&middle = faces_obj[1] = 0;
1047     object *&floor = faces_obj[2] = 0;
1048 root 1.29
1049 root 1.171 object::flags_t allflags; // all flags of all objects or'ed together
1050    
1051 root 1.142 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1052 root 1.29 {
1053 root 1.150 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1054     light += tmp->glow_radius;
1055 root 1.29
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 root 1.223 if (ecb_expect_true (!tmp->invisible))
1065 root 1.29 {
1066 root 1.223 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1067 root 1.94 top = tmp;
1068 root 1.223 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 root 1.174 {
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 root 1.170 else
1080 root 1.29 {
1081 root 1.223 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 root 1.170 {
1083 root 1.174 ++items;
1084     volume += tmp->volume ();
1085 root 1.170 }
1086 root 1.174
1087     /* Flag anywhere have high priority */
1088 root 1.223 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 root 1.174 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 root 1.223 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 root 1.170 {
1097 root 1.174 middle_visibility = ::faces [tmp->face].visibility;
1098     middle = tmp;
1099 root 1.170 }
1100 root 1.29 }
1101     }
1102    
1103 root 1.45 move_slow |= tmp->move_slow;
1104 root 1.29 move_block |= tmp->move_block;
1105 root 1.45 move_on |= tmp->move_on;
1106     move_off |= tmp->move_off;
1107 root 1.29 move_allow |= tmp->move_allow;
1108    
1109 root 1.171 allflags |= tmp->flag;
1110    
1111     if (tmp->type == PLAYER) flags |= P_PLAYER;
1112     if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1113 root 1.45 }
1114 root 1.29
1115 root 1.171 // 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 root 1.150 this->light = min (light, MAX_LIGHT_RADIUS);
1126 root 1.46 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 root 1.172 this->volume_ = (volume + 1023) / 1024;
1132     this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1133 root 1.29
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 root 1.220 * middle contains the highest visibility face.
1138 root 1.29 * 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 root 1.220 * else statement above so middle should not get set. OTOH, it
1146 root 1.29 * may be possible for the faces to match but be different objects.
1147     */
1148     if (top == middle)
1149 root 1.94 middle = 0;
1150 root 1.29
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 root 1.142 for (object *tmp = last; tmp; tmp = tmp->below)
1158 root 1.29 {
1159     /* Once we get to a floor, stop, since we already have a floor object */
1160 root 1.184 if (tmp->flag [FLAG_IS_FLOOR])
1161 root 1.29 break;
1162    
1163     /* If two top faces are already set, quit processing */
1164 root 1.94 if (top && middle)
1165 root 1.29 break;
1166 root 1.10
1167 elmex 1.67 /* Only show visible faces */
1168     if (!tmp->invisible)
1169 root 1.29 {
1170     /* Fill in top if needed */
1171 root 1.94 if (!top)
1172 root 1.29 {
1173 root 1.94 top = tmp;
1174 root 1.29 if (top == middle)
1175 root 1.94 middle = 0;
1176 root 1.29 }
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 root 1.220 *
1185 root 1.29 */
1186 root 1.94 if (tmp != top)
1187 root 1.29 {
1188 root 1.94 middle = tmp;
1189 root 1.29 break;
1190 root 1.10 }
1191     }
1192     }
1193 elmex 1.1 }
1194 root 1.45
1195 root 1.29 if (middle == floor)
1196 root 1.94 middle = 0;
1197 root 1.45
1198 root 1.29 if (top == middle)
1199 root 1.94 middle = 0;
1200 root 1.45
1201 root 1.213 // set lower map transparent floor flag if applicable
1202     if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 root 1.209 {
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 root 1.213 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 root 1.209 {
1214     floor->set_anim_frame (1);
1215 root 1.213 top = floor;
1216     middle = ms.faces_obj [0];
1217 root 1.209 floor = floor2;
1218     }
1219 root 1.213
1220     ms.pflags |= PF_VIS_UP;
1221 root 1.209 }
1222     }
1223    
1224 root 1.94 #if 0
1225     faces_obj [0] = top;
1226     faces_obj [1] = middle;
1227     faces_obj [2] = floor;
1228     #endif
1229 elmex 1.1 }
1230    
1231 root 1.213 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 root 1.155 maptile *
1246 root 1.117 maptile::tile_available (int dir, bool load)
1247 elmex 1.1 {
1248 root 1.213 // 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 root 1.155 {
1254 root 1.213 // well, try to locate it then, if possible - maybe it's there already
1255 root 1.215 // 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 root 1.213 if (maptile *m = find_async (tile_path [dir], this, load))
1258     {
1259 root 1.214 bool mismatch = false;
1260 root 1.213
1261     if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262     if (width != m->width)
1263 root 1.214 mismatch = true;
1264 root 1.213
1265     if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266     if (height != m->height)
1267 root 1.214 mismatch = true;
1268 root 1.118
1269 root 1.214 if (mismatch)
1270 root 1.213 {
1271     LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272     dir, &path, &m->path);
1273     m = 0;
1274     }
1275 root 1.216 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 root 1.213
1281 root 1.216 if (m->tile_path [dir2] == path)
1282     m->tile_map [dir2] = this;
1283     }
1284 root 1.214
1285    
1286 root 1.213 return tile_map [dir] = m;
1287     }
1288 root 1.155 }
1289 root 1.56
1290 root 1.117 return 0;
1291 root 1.68 }
1292    
1293 elmex 1.1 /* 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 root 1.220 * This function will recursively call itself for the
1299 elmex 1.1 * tiled maps.
1300     */
1301 root 1.29 int
1302 root 1.31 out_of_map (maptile *m, int x, int y)
1303 elmex 1.1 {
1304 root 1.29 /* 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 elmex 1.1
1311 root 1.29 if (x < 0)
1312     {
1313 root 1.213 if (!m->tile_available (TILE_WEST))
1314 root 1.29 return 1;
1315 root 1.46
1316 root 1.213 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1317 elmex 1.1 }
1318 root 1.46
1319 root 1.48 if (x >= m->width)
1320 root 1.29 {
1321 root 1.213 if (!m->tile_available (TILE_EAST))
1322 root 1.29 return 1;
1323 root 1.46
1324 root 1.213 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1325 elmex 1.1 }
1326 root 1.46
1327 root 1.29 if (y < 0)
1328     {
1329 root 1.213 if (!m->tile_available (TILE_NORTH))
1330 root 1.29 return 1;
1331 root 1.46
1332 root 1.213 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1333 elmex 1.1 }
1334 root 1.46
1335 root 1.48 if (y >= m->height)
1336 root 1.29 {
1337 root 1.213 if (!m->tile_available (TILE_SOUTH))
1338 root 1.29 return 1;
1339 root 1.46
1340 root 1.213 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1341 elmex 1.1 }
1342    
1343 root 1.29 /* Simple case - coordinates are within this local
1344     * map.
1345     */
1346     return 0;
1347 elmex 1.1 }
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 root 1.220 * the map as that the coordinates are really on, and
1353 pippijn 1.66 * updates x and y to be the localised coordinates.
1354 elmex 1.1 * Using this is more efficient of calling out_of_map
1355     * and then figuring out what the real map is
1356     */
1357 root 1.31 maptile *
1358 root 1.68 maptile::xy_find (sint16 &x, sint16 &y)
1359 elmex 1.1 {
1360 root 1.68 if (x < 0)
1361 root 1.29 {
1362 root 1.213 if (!tile_available (TILE_WEST))
1363 root 1.46 return 0;
1364 root 1.56
1365 root 1.213 x += tile_map [TILE_WEST]->width;
1366     return tile_map [TILE_WEST]->xy_find (x, y);
1367 elmex 1.1 }
1368 root 1.46
1369 root 1.68 if (x >= width)
1370 root 1.29 {
1371 root 1.213 if (!tile_available (TILE_EAST))
1372 root 1.46 return 0;
1373    
1374 root 1.68 x -= width;
1375 root 1.213 return tile_map [TILE_EAST]->xy_find (x, y);
1376 elmex 1.1 }
1377 root 1.46
1378 root 1.68 if (y < 0)
1379 root 1.29 {
1380 root 1.213 if (!tile_available (TILE_NORTH))
1381 root 1.46 return 0;
1382    
1383 root 1.213 y += tile_map [TILE_NORTH]->height;
1384     return tile_map [TILE_NORTH]->xy_find (x, y);
1385 elmex 1.1 }
1386 root 1.46
1387 root 1.68 if (y >= height)
1388 root 1.29 {
1389 root 1.213 if (!tile_available (TILE_SOUTH))
1390 root 1.46 return 0;
1391    
1392 root 1.68 y -= height;
1393 root 1.213 return tile_map [TILE_SOUTH]->xy_find (x, y);
1394 elmex 1.1 }
1395    
1396 root 1.29 /* Simple case - coordinates are within this local
1397     * map.
1398     */
1399 root 1.68 return this;
1400 elmex 1.1 }
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 root 1.82 int
1407 root 1.199 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1408 root 1.29 {
1409     if (!map1 || !map2)
1410     return 0;
1411    
1412 root 1.120 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 root 1.68 //fix: compare paths instead (this is likely faster, too!)
1414 root 1.29 if (map1 == map2)
1415     {
1416     *dx = 0;
1417     *dy = 0;
1418     }
1419 root 1.202 else if (map1->tile_available (TILE_NORTH, false) == map2)
1420     {
1421 root 1.29 *dx = 0;
1422 root 1.48 *dy = -map2->height;
1423 root 1.29 }
1424 root 1.202 else if (map1->tile_available (TILE_EAST , false) == map2)
1425     {
1426 root 1.48 *dx = map1->width;
1427 root 1.29 *dy = 0;
1428     }
1429 root 1.202 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1430     {
1431 root 1.29 *dx = 0;
1432 root 1.48 *dy = map1->height;
1433 root 1.29 }
1434 root 1.202 else if (map1->tile_available (TILE_WEST , false) == map2)
1435     {
1436 root 1.48 *dx = -map2->width;
1437 root 1.29 *dy = 0;
1438     }
1439 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1440 root 1.29 { /* up right */
1441 root 1.202 *dx = +map1->tile_map[TILE_NORTH]->width;
1442     *dy = -map1->tile_map[TILE_NORTH]->height;
1443 root 1.29 }
1444 root 1.202 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1445 root 1.29 { /* up left */
1446 root 1.48 *dx = -map2->width;
1447 root 1.202 *dy = -map1->tile_map[TILE_NORTH]->height;
1448 root 1.29 }
1449 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1450 root 1.29 { /* right up */
1451 root 1.202 *dx = +map1->width;
1452 root 1.48 *dy = -map2->height;
1453 root 1.29 }
1454 root 1.202 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1455 root 1.29 { /* right down */
1456 root 1.202 *dx = +map1->width;
1457     *dy = +map1->tile_map[TILE_EAST]->height;
1458 root 1.29 }
1459 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1460 root 1.29 { /* down right */
1461 root 1.202 *dx = +map1->tile_map[TILE_SOUTH]->width;
1462     *dy = +map1->height;
1463 root 1.29 }
1464 root 1.202 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1465 root 1.29 { /* down left */
1466 root 1.48 *dx = -map2->width;
1467 root 1.202 *dy = +map1->height;
1468 root 1.29 }
1469 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1470 root 1.29 { /* left up */
1471 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1472 root 1.48 *dy = -map2->height;
1473 root 1.29 }
1474 root 1.202 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1475 root 1.29 { /* left down */
1476 root 1.202 *dx = -map1->tile_map[TILE_WEST]->width;
1477     *dy = +map1->tile_map[TILE_WEST]->height;
1478 root 1.29 }
1479     else
1480 root 1.56 return 0;
1481 elmex 1.1
1482 root 1.29 return 1;
1483 elmex 1.1 }
1484    
1485 root 1.68 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 elmex 1.1 /* 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 root 1.79 * can be negative. direction is the crossfire direction scheme
1508 elmex 1.1 * that the creature should head. part is the part of the
1509     * monster that is closest.
1510 root 1.218 *
1511 elmex 1.1 * 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 root 1.29 void
1523 root 1.185 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1524 root 1.29 {
1525     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1526     {
1527     /* be conservative and fill in _some_ data */
1528 root 1.190 retval->distance = 10000;
1529 root 1.86 retval->distance_x = 10000;
1530     retval->distance_y = 10000;
1531 root 1.190 retval->direction = 0;
1532     retval->part = 0;
1533 root 1.29 }
1534     else
1535     {
1536     retval->distance_x += op2->x - op1->x;
1537     retval->distance_y += op2->y - op1->y;
1538    
1539 root 1.185 object *best = op1;
1540    
1541 root 1.29 /* If this is multipart, find the closest part now */
1542 root 1.185 if (!(flags & 1) && op1->more)
1543 root 1.29 {
1544 root 1.191 int best_distance = idistance (retval->distance_x, retval->distance_y);
1545 root 1.29
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 root 1.86 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1553 root 1.29 {
1554 root 1.191 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1555    
1556 root 1.29 if (tmpi < best_distance)
1557     {
1558     best_distance = tmpi;
1559 root 1.191 best = tmp;
1560 elmex 1.1 }
1561     }
1562 root 1.75
1563 root 1.29 if (best != op1)
1564     {
1565     retval->distance_x += op1->x - best->x;
1566     retval->distance_y += op1->y - best->y;
1567 elmex 1.1 }
1568     }
1569 root 1.75
1570 root 1.192 retval->part = best;
1571     retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1572 root 1.193 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1573 elmex 1.1 }
1574     }
1575    
1576 root 1.220 /* this is basically the same as get_rangevector above, but instead of
1577 elmex 1.1 * the first parameter being an object, it instead is the map
1578 root 1.220 * and x,y coordinates - this is used for path to player -
1579 elmex 1.1 * 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 root 1.29 void
1587 root 1.199 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1588 root 1.29 {
1589     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1590     {
1591     /* be conservative and fill in _some_ data */
1592 root 1.193 retval->distance = 100000;
1593 root 1.29 retval->distance_x = 32767;
1594     retval->distance_y = 32767;
1595 root 1.193 retval->direction = 0;
1596     retval->part = 0;
1597 root 1.29 }
1598     else
1599     {
1600     retval->distance_x += op2->x - x;
1601     retval->distance_y += op2->y - y;
1602    
1603 root 1.193 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 elmex 1.1 }
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 root 1.56 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1612 elmex 1.1 * 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 root 1.29 int
1618     on_same_map (const object *op1, const object *op2)
1619     {
1620     int dx, dy;
1621 elmex 1.1
1622 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
1623 elmex 1.1 }
1624 root 1.52
1625 root 1.167 //-GPL
1626    
1627 root 1.52 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 root 1.81 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 root 1.167 //+GPL
1649    
1650 root 1.91 /* picks a random object from a style map.
1651     */
1652     object *
1653 root 1.138 maptile::pick_random_object (rand_gen &gen) const
1654 root 1.91 {
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 root 1.138 object *pick = at (gen (width), gen (height)).bot;
1664 root 1.91
1665 root 1.186 // must be head: do not prefer big monsters just because they are big.
1666 root 1.138 if (pick && pick->is_head ())
1667 root 1.186 return pick;
1668 root 1.91 }
1669    
1670     // instead of crashing in the unlikely(?) case, try to return *something*
1671 root 1.169 return archetype::find (shstr_bug);
1672 root 1.91 }
1673 root 1.85
1674 root 1.167 //-GPL
1675    
1676 root 1.114 void
1677     maptile::play_sound (faceidx sound, int x, int y) const
1678     {
1679     if (!sound)
1680     return;
1681    
1682 root 1.151 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 root 1.114
1688 root 1.151 int distance = idistance (dx, dy);
1689 root 1.114
1690 root 1.151 if (distance <= MAX_SOUND_DISTANCE)
1691     ns->play_sound (sound, dx, dy);
1692     }
1693 root 1.114 }
1694    
1695 root 1.157 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 root 1.182 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712    
1713 root 1.155 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 root 1.202 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 root 1.155 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 root 1.202 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 root 1.155 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733    
1734 root 1.216 if (x0 >= m->width) // entirely to the right
1735 root 1.155 return;
1736    
1737     x1 = m->width;
1738     }
1739    
1740 root 1.216 // clip to map to the north
1741 root 1.155 if (y0 < 0)
1742     {
1743 root 1.202 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 root 1.155 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745    
1746 root 1.216 if (y1 < 0) // entirely to the north
1747 root 1.155 return;
1748    
1749     y0 = 0;
1750     }
1751    
1752 root 1.216 // clip to map to the south
1753 root 1.155 if (y1 > m->height)
1754     {
1755 root 1.202 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 root 1.155 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757    
1758 root 1.216 if (y0 >= m->height) // entirely to the south
1759 root 1.155 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 root 1.182 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778 root 1.155 {
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