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Comparing deliantra/server/common/map.C (file contents):
Revision 1.112 by root, Thu Jul 12 18:48:20 2007 UTC vs.
Revision 1.163 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
32 30
33/* 31sint8 maptile::outdoor_darkness;
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 32
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 71 * by the caller.
138 */ 72 */
139int 73int
140blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 75{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 77 * have already checked this.
147 */ 78 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 80 {
152 } 83 }
153 84
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
155 * directly. 86 * directly.
156 */ 87 */
157 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
158 89
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
160 92
161 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 95 * things we need to do for players.
164 */ 96 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 98 return 0;
167 99
168 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
180 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
184 */ 116 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
187 120
188 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
190 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
191 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
193 * pass through this space. 128 * pass through this space.
194 */ 129 */
195 if (tmp->last_sp) 130 if (tmp->last_sp)
196 { 131 {
197 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
198 return 1; 133 return 1;
199 else
200 continue;
201 } 134 }
202 else 135 else
203 { 136 {
204 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
205 * if they do, they can't pass through. 138 * if they do, they can't pass through.
206 */ 139 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
208 return 1; 141 return 1;
209 else
210 continue;
211 } 142 }
212 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
213 else 148 else
214 { 149 {
215 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
217 * movement, can't move here. 152 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a 153 * second - if a monster, can't move there, unless it is a
219 * hidden dm 154 * dm.
220 */ 155 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
222 return 1; 157 return 1;
223 158
224 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob 160 && tmp->head_ () != ob
226 && tmp != ob 161 && tmp != ob
227 && tmp->type != DOOR 162 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
229 return 1; 164 return 1;
230 } 165 }
231
232 } 166 }
167
233 return 0; 168 return 0;
234} 169}
235 170
236/* 171/*
237 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
238 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
241 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
242 * 177 *
243 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
244 * 179 *
245 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
257 * 192 *
258 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
259 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
260 * against the move_block values. 195 * against the move_block values.
261 */ 196 */
262int 197bool
263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
264{ 199{
265 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
279 203
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 204 if (!pos.normalise ())
281 { 205 return 1;
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 206
284 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
285 return P_OUT_OF_MAP; 208
286 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
287 return P_IS_ALIVE; 210 return 1;
288 211
289 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
290 213 * (signifying non-moving objects)
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
294 */ 215 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
297 continue; 217 continue;
298 218
299 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
300 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
301 */ 221 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
303 return P_NO_PASS; 223 return 1;
304 } 224 }
305 225
306 return 0; 226 return 0;
307} 227}
308 228
326 246
327 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
328 tmp = next; 248 tmp = next;
329 } 249 }
330 250
331 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
332 * carrying. 252 //TODO: remove
333 */ 253 container->update_weight ();
334 sum_weight (container);
335} 254}
336 255
337void 256void
338maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
339{ 258{
341 return; 260 return;
342 261
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
265}
266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
346} 278}
347 279
348/* link_multipart_objects go through all the objects on the map looking 280/* link_multipart_objects go through all the objects on the map looking
349 * for objects whose arch says they are multipart yet according to the 281 * for objects whose arch says they are multipart yet according to the
350 * info we have, they only have the head (as would be expected when 282 * info we have, they only have the head (as would be expected when
388bool 320bool
389maptile::_load_objects (object_thawer &f) 321maptile::_load_objects (object_thawer &f)
390{ 322{
391 for (;;) 323 for (;;)
392 { 324 {
393 coroapi::cede_to_tick_every (100); // cede once in a while 325 coroapi::cede_to_tick (); // cede once in a while
394 326
395 switch (f.kw) 327 switch (f.kw)
396 { 328 {
397 case KW_arch: 329 case KW_arch:
398 if (object *op = object::read (f, this)) 330 if (object *op = object::read (f, this))
399 { 331 {
332 // TODO: why?
400 if (op->inv) 333 if (op->inv)
401 sum_weight (op); 334 op->update_weight ();
402 335
403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
404 } 359 }
405 360
406 continue; 361 continue;
407 362
408 case KW_EOF: 363 case KW_EOF:
421} 376}
422 377
423void 378void
424maptile::activate () 379maptile::activate ()
425{ 380{
426 active = true;
427
428 if (spaces) 381 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive (); 384 op->activate_recursive ();
432} 385}
433 386
434void 387void
435maptile::deactivate () 388maptile::deactivate ()
436{ 389{
437 active = false;
438
439 if (spaces) 390 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive (); 393 op->deactivate_recursive ();
443} 394}
453 if (!spaces) 404 if (!spaces)
454 return false; 405 return false;
455 406
456 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
457 { 408 {
458 int unique = 0; 409 bool unique = 0;
410
459 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
460 { 412 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
462 unique = 1;
463 414
464 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
465 continue; 416 continue;
466 417
467 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
468 { 419 {
469 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
470 op->write (f); 421 op->write (f);
471 } 422 }
472 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
473 op->write (f); 424 op->write (f);
474 } 425 }
475 } 426 }
476 427
477 coroapi::cede_to_tick (); 428 coroapi::cede_to_tick ();
478 429
479 return true; 430 return true;
480}
481
482bool
483maptile::_load_objects (const char *path, bool skip_header)
484{
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
494 {
495 keyword kw = f.kw;
496 f.skip ();
497 if (kw == KW_end)
498 break;
499 }
500
501 return _load_objects (f);
502} 431}
503 432
504bool 433bool
505maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
506{ 435{
681bool 610bool
682maptile::_load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
683{ 612{
684 for (;;) 613 for (;;)
685 { 614 {
686 thawer.next ();
687
688 switch (thawer.kw) 615 switch (thawer.kw)
689 { 616 {
690 case KW_msg: 617 case KW_msg:
691 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
692 break; 619 break;
726 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
727 654
728 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
731 659
732 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734 662
735 // old names new names 663 // old names new names
747 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750 678
751 case KW_ERROR: 679 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value); 680 set_key_text (thawer.kw_str, thawer.value);
753 break; 681 break;
754 682
755 case KW_end: 683 case KW_end:
684 thawer.next ();
756 return true; 685 return true;
757 686
758 default: 687 default:
759 if (!thawer.parse_error ("map", 0)) 688 if (!thawer.parse_error ("map", 0))
760 return false; 689 return false;
761 break; 690 break;
762 } 691 }
692
693 thawer.next ();
763 } 694 }
764 695
765 abort (); 696 abort ();
766}
767
768bool
769maptile::_load_header (const char *path)
770{
771 object_thawer thawer (path);
772
773 if (!thawer)
774 return false;
775
776 return _load_header (thawer);
777} 697}
778 698
779/****************************************************************************** 699/******************************************************************************
780 * This is the start of unique map handling code 700 * This is the start of unique map handling code
781 *****************************************************************************/ 701 *****************************************************************************/
793 713
794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
795 unique = 1; 715 unique = 1;
796 716
797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
798 {
799 op->destroy_inv (false);
800 op->destroy (); 718 op->destroy ();
801 }
802 719
803 op = above; 720 op = above;
804 } 721 }
805 } 722 }
806} 723}
817 MAP_OUT (swap_time); 734 MAP_OUT (swap_time);
818 MAP_OUT (reset_time); 735 MAP_OUT (reset_time);
819 MAP_OUT (reset_timeout); 736 MAP_OUT (reset_timeout);
820 MAP_OUT (fixed_resettime); 737 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset); 738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
822 MAP_OUT (difficulty); 740 MAP_OUT (difficulty);
823 741
824 if (default_region) MAP_OUT2 (region, default_region->name); 742 if (default_region) MAP_OUT2 (region, default_region->name);
825 743
826 if (shopitems) 744 if (shopitems)
880 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
881 */ 799 */
882void 800void
883maptile::clear () 801maptile::clear ()
884{ 802{
885 sfree (regions, size ()), regions = 0;
886 free (regionmap), regionmap = 0;
887
888 if (spaces) 803 if (spaces)
889 { 804 {
890 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
891 while (object *op = ms->bot) 806 while (object *op = ms->bot)
892 { 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
893 op = op->head_ (); 814 object *head = op->head_ ();
894 op->destroy_inv (false); 815 if (op == head)
895 op->destroy (); 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 }
896 } 822 }
897 823
898 sfree (spaces, size ()), spaces = 0; 824 sfree0 (spaces, size ());
899 } 825 }
900 826
901 if (buttons) 827 if (buttons)
902 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
903} 832}
904 833
905void 834void
906maptile::clear_header () 835maptile::clear_header ()
907{ 836{
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break; 889 break;
961 890
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE) 893 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID) 895 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ()) 896 || op->is_alive ())
969 ; // do not decay 897 ; // do not decay
1008 op->destroy (); 936 op->destroy ();
1009 } 937 }
1010} 938}
1011 939
1012/* 940/*
1013 * Updates every button on the map (by calling update_button() for them).
1014 */
1015void
1016maptile::update_buttons ()
1017{
1018 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1019 for (objectlink *ol = obp->link; ol; ol = ol->next)
1020 {
1021 if (!ol->ob)
1022 {
1023 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1024 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1025 continue;
1026 }
1027
1028 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1029 {
1030 update_button (ol->ob);
1031 break;
1032 }
1033 }
1034}
1035
1036/*
1037 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
1038 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
1039 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
1040 * 944 *
1041 * Difficulty can now be set by the map creature. If the value stored 945 * Difficulty can now be set by the map creator. If the value stored
1042 * in the map is zero, then use this routine. Maps should really 946 * in the map is zero, then use this routine. Maps should really
1043 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
1044 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
1045 */ 949 */
1046int 950int
1047maptile::estimate_difficulty () const 951maptile::estimate_difficulty () const
1048{ 952{
1049 long monster_cnt = 0; 953 long monster_cnt = 0;
1061 965
1062 if (QUERY_FLAG (op, FLAG_GENERATOR)) 966 if (QUERY_FLAG (op, FLAG_GENERATOR))
1063 { 967 {
1064 total_exp += op->stats.exp; 968 total_exp += op->stats.exp;
1065 969
1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 970 if (archetype *at = op->other_arch)
971 {
1067 total_exp += at->stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1068
1069 monster_cnt++; 973 monster_cnt++;
974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
1070 } 981 }
1071 } 982 }
1072 983
1073 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1074 985
1087 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1088 */ 999 */
1089int 1000int
1090maptile::change_map_light (int change) 1001maptile::change_map_light (int change)
1091{ 1002{
1092 int new_level = darkness + change;
1093
1094 /* Nothing to do */ 1003 /* Nothing to do */
1095 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1004 if (!change)
1096 return 0; 1005 return 0;
1097 1006
1098 /* inform all players on the map */ 1007 /* inform all players on the map */
1099 if (change > 0) 1008 if (change > 0)
1100 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1101 else 1010 else
1102 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1103 1012
1104 /* Do extra checking. since darkness is a unsigned value, 1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1105 * we need to be extra careful about negative values.
1106 * In general, the checks below are only needed if change
1107 * is not +/-1
1108 */
1109 if (new_level < 0)
1110 darkness = 0;
1111 else if (new_level >= MAX_DARKNESS)
1112 darkness = MAX_DARKNESS;
1113 else
1114 darkness = new_level;
1115 1014
1116 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1117 update_all_map_los (this); 1016 update_all_map_los (this);
1017
1118 return 1; 1018 return 1;
1119} 1019}
1120 1020
1121/* 1021/*
1122 * This function updates various attributes about a specific space 1022 * This function updates various attributes about a specific space
1125 * through, etc) 1025 * through, etc)
1126 */ 1026 */
1127void 1027void
1128mapspace::update_ () 1028mapspace::update_ ()
1129{ 1029{
1130 object *tmp, *last = 0; 1030 object *last = 0;
1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1032 sint8 light = 0;
1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1133 1034
1134 //object *middle = 0; 1035 //object *middle = 0;
1135 //object *top = 0; 1036 //object *top = 0;
1136 //object *floor = 0; 1037 //object *floor = 0;
1137 // this seems to generate better code than using locals, above 1038 // this seems to generate better code than using locals, above
1138 object *&top = faces_obj[0] = 0; 1039 object *&top = faces_obj[0] = 0;
1139 object *&middle = faces_obj[1] = 0; 1040 object *&middle = faces_obj[1] = 0;
1140 object *&floor = faces_obj[2] = 0; 1041 object *&floor = faces_obj[2] = 0;
1141 1042
1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1143 { 1044 {
1144 /* This could be made additive I guess (two lights better than 1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1145 * one). But if so, it shouldn't be a simple additive - 2
1146 * light bulbs do not illuminate twice as far as once since
1147 * it is a dissapation factor that is cubed.
1148 */
1149 if (tmp->glow_radius > light)
1150 light = tmp->glow_radius; 1046 light += tmp->glow_radius;
1151 1047
1152 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1153 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1154 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1155 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1175 { 1071 {
1176 middle = tmp; 1072 middle = tmp;
1177 anywhere = 1; 1073 anywhere = 1;
1178 } 1074 }
1075
1179 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1180 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1181 * top 1078 * top
1182 */ 1079 */
1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1202 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1203 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1204 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1205 } 1102 }
1206 1103
1207 this->light = light; 1104 this->light = min (light, MAX_LIGHT_RADIUS);
1208 this->flags_ = flags; 1105 this->flags_ = flags;
1209 this->move_block = move_block & ~move_allow; 1106 this->move_block = move_block & ~move_allow;
1210 this->move_on = move_on; 1107 this->move_on = move_on;
1211 this->move_off = move_off; 1108 this->move_off = move_off;
1212 this->move_slow = move_slow; 1109 this->move_slow = move_slow;
1232 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1233 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1234 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1235 */ 1132 */
1236 1133
1237 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1238 { 1135 {
1239 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1241 break; 1138 break;
1242 1139
1294 vol += op->volume (); 1191 vol += op->volume ();
1295 1192
1296 return vol; 1193 return vol;
1297} 1194}
1298 1195
1299/* this updates the orig_map->tile_map[tile_num] value after finding 1196maptile *
1300 * the map. It also takes care of linking back the freshly found 1197maptile::tile_available (int dir, bool load)
1301 * maps tile_map values if it tiles back to this one. It returns
1302 * the value of orig_map->tile_map[tile_num].
1303 */
1304static inline maptile *
1305find_and_link (maptile *orig_map, int tile_num)
1306{ 1198{
1307 maptile *mp = orig_map->tile_map [tile_num]; 1199 if (tile_path[dir])
1308
1309 if (!mp)
1310 {
1311 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1312
1313 if (!mp)
1314 {
1315 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1316 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1317 &orig_map->tile_path[tile_num], &orig_map->path);
1318 mp = new maptile (1, 1);
1319 mp->alloc ();
1320 mp->in_memory = MAP_IN_MEMORY;
1321 }
1322 } 1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1323 1203
1324 int dest_tile = (tile_num + 2) % 4; 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1325 1207
1326 orig_map->tile_map [tile_num] = mp;
1327
1328 // optimisation: back-link map to origin map if euclidean
1329 //TODO: non-euclidean maps MUST GO
1330 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1331 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1332
1333 return mp; 1208 return 0;
1334}
1335
1336static inline void
1337load_and_link (maptile *orig_map, int tile_num)
1338{
1339 find_and_link (orig_map, tile_num)->load_sync ();
1340} 1209}
1341 1210
1342/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1343 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1344 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1357 if (!m) 1226 if (!m)
1358 return 0; 1227 return 0;
1359 1228
1360 if (x < 0) 1229 if (x < 0)
1361 { 1230 {
1362 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1363 return 1; 1232 return 1;
1364 1233
1365 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1366 find_and_link (m, 3);
1367
1368 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1369 } 1235 }
1370 1236
1371 if (x >= m->width) 1237 if (x >= m->width)
1372 { 1238 {
1373 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1374 return 1; 1240 return 1;
1375 1241
1376 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1377 find_and_link (m, 1);
1378
1379 return out_of_map (m->tile_map[1], x - m->width, y); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1380 } 1243 }
1381 1244
1382 if (y < 0) 1245 if (y < 0)
1383 { 1246 {
1384 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1385 return 1; 1248 return 1;
1386 1249
1387 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1388 find_and_link (m, 0);
1389
1390 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1391 } 1251 }
1392 1252
1393 if (y >= m->height) 1253 if (y >= m->height)
1394 { 1254 {
1395 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1396 return 1; 1256 return 1;
1397
1398 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1399 find_and_link (m, 2);
1400 1257
1401 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1402 } 1259 }
1403 1260
1404 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1418maptile * 1275maptile *
1419maptile::xy_find (sint16 &x, sint16 &y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1420{ 1277{
1421 if (x < 0) 1278 if (x < 0)
1422 { 1279 {
1423 if (!tile_path[3]) 1280 if (!tile_available (3))
1424 return 0; 1281 return 0;
1425 1282
1426 find_and_link (this, 3);
1427 x += tile_map[3]->width; 1283 x += tile_map[3]->width;
1428 return tile_map[3]->xy_find (x, y); 1284 return tile_map[3]->xy_find (x, y);
1429 } 1285 }
1430 1286
1431 if (x >= width) 1287 if (x >= width)
1432 { 1288 {
1433 if (!tile_path[1]) 1289 if (!tile_available (1))
1434 return 0; 1290 return 0;
1435 1291
1436 find_and_link (this, 1);
1437 x -= width; 1292 x -= width;
1438 return tile_map[1]->xy_find (x, y); 1293 return tile_map[1]->xy_find (x, y);
1439 } 1294 }
1440 1295
1441 if (y < 0) 1296 if (y < 0)
1442 { 1297 {
1443 if (!tile_path[0]) 1298 if (!tile_available (0))
1444 return 0; 1299 return 0;
1445 1300
1446 find_and_link (this, 0);
1447 y += tile_map[0]->height; 1301 y += tile_map[0]->height;
1448 return tile_map[0]->xy_find (x, y); 1302 return tile_map[0]->xy_find (x, y);
1449 } 1303 }
1450 1304
1451 if (y >= height) 1305 if (y >= height)
1452 { 1306 {
1453 if (!tile_path[2]) 1307 if (!tile_available (2))
1454 return 0; 1308 return 0;
1455 1309
1456 find_and_link (this, 2);
1457 y -= height; 1310 y -= height;
1458 return tile_map[2]->xy_find (x, y); 1311 return tile_map[2]->xy_find (x, y);
1459 } 1312 }
1460 1313
1461 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1473{ 1326{
1474 if (!map1 || !map2) 1327 if (!map1 || !map2)
1475 return 0; 1328 return 0;
1476 1329
1477 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1478 //fix: compare paths instead (this is likely faster, too!) 1331 //fix: compare paths instead (this is likely faster, too!)
1479 if (map1 == map2) 1332 if (map1 == map2)
1480 { 1333 {
1481 *dx = 0; 1334 *dx = 0;
1482 *dy = 0; 1335 *dy = 0;
1664 else 1517 else
1665 { 1518 {
1666 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1667 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1668 1521
1669 retval->part = NULL; 1522 retval->part = 0;
1670 retval->distance = idistance (retval->distance_x, retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1672 } 1525 }
1673} 1526}
1674 1527
1675/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1689} 1542}
1690 1543
1691object * 1544object *
1692maptile::insert (object *op, int x, int y, object *originator, int flags) 1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1693{ 1546{
1694 if (!op->flag [FLAG_REMOVED])
1695 op->remove ();
1696
1697 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1698} 1548}
1699 1549
1700region * 1550region *
1701maptile::region (int x, int y) const 1551maptile::region (int x, int y) const
1711 1561
1712 return ::region::default_region (); 1562 return ::region::default_region ();
1713} 1563}
1714 1564
1715/* picks a random object from a style map. 1565/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */ 1566 */
1719object * 1567object *
1720maptile::pick_random_object () const 1568maptile::pick_random_object (rand_gen &gen) const
1721{ 1569{
1722 /* while returning a null object will result in a crash, that 1570 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because 1571 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash. 1572 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make 1573 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me. 1574 * any difference, but this seems clearer to me.
1727 */ 1575 */
1728 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1729 { 1577 {
1730 object *pick = at (rndm (width), rndm (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1731 1579
1732 // do not prefer big monsters just because they are big. 1580 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick) 1581 if (pick && pick->is_head ())
1734 return pick->head_ (); 1582 return pick->head_ ();
1735 } 1583 }
1736 1584
1737 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked"); 1586 return archetype::find ("bug");
1739} 1587}
1740 1588
1589void
1590maptile::play_sound (faceidx sound, int x, int y) const
1591{
1592 if (!sound)
1593 return;
1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1611 for_all_players (pl)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 }
1622}
1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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