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Comparing deliantra/server/common/map.C (file contents):
Revision 1.101 by root, Sat Apr 21 16:56:28 2007 UTC vs.
Revision 1.118 by root, Fri Aug 24 00:40:31 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h" 27#include "funcpoint.h"
29 28
30#include "loader.h" 29#include "loader.h"
31 30
32#include "path.h" 31#include "path.h"
33
34/*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * 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
174 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
175 */ 108 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 110 return 0;
178 111
179 if (ob->head != NULL)
180 ob = ob->head; 112 ob = ob->head_ ();
181 113
182 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
215 else 147 else
216 { 148 {
217 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
219 * movement, can't move here. 151 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
221 * hidden dm 153 * hidden dm
222 */ 154 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 156 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 163 return 1;
228 } 164 }
229 165
230 } 166 }
231 return 0; 167 return 0;
273 209
274 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
276 } 212 }
277 213
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 215 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 217
282 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 221 return P_IS_ALIVE;
353{ 289{
354 if (!spaces) 290 if (!spaces)
355 return; 291 return;
356 292
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *op = ms->bot; op; op = op->above) 294 {
295 object *op = ms->bot;
296 while (op)
359 { 297 {
360 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
361 if (!op->head && !op->more && op->arch->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
362 { 300 {
363 op->remove (); 301 op->remove ();
364 op->expand_tail (); 302 op->expand_tail ();
303
304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
366 } 311 }
312 else
313 op = op->above;
367 } 314 }
315 }
368} 316}
369 317
370/* 318/*
371 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
372 * file pointer. 320 * file pointer.
407} 355}
408 356
409void 357void
410maptile::activate () 358maptile::activate ()
411{ 359{
412 active = true;
413
414 if (spaces) 360 if (spaces)
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
417 op->activate_recursive (); 363 op->activate_recursive ();
418} 364}
419 365
420void 366void
421maptile::deactivate () 367maptile::deactivate ()
422{ 368{
423 active = false;
424
425 if (spaces) 369 if (spaces)
426 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
427 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
428 op->deactivate_recursive (); 372 op->deactivate_recursive ();
429} 373}
667bool 611bool
668maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
669{ 613{
670 for (;;) 614 for (;;)
671 { 615 {
672 keyword kw = thawer.get_kv (); 616 thawer.next ();
673 617
674 switch (kw) 618 switch (thawer.kw)
675 { 619 {
676 case KW_msg: 620 case KW_msg:
677 thawer.get_ml (KW_endmsg, msg); 621 thawer.get_ml (KW_endmsg, msg);
678 break; 622 break;
679 623
711 case KW_winddir: thawer.get (winddir); break; 655 case KW_winddir: thawer.get (winddir); break;
712 case KW_sky: thawer.get (sky); break; 656 case KW_sky: thawer.get (sky); break;
713 657
714 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
715 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
716 661
717 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719 664
720 // old names new names 665 // old names new names
731 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
732 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
733 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
734 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735 680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
736 case KW_end: 685 case KW_end:
737 return true; 686 return true;
738 687
739 default: 688 default:
740 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
773 object *above = op->above; 722 object *above = op->above;
774 723
775 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
776 unique = 1; 725 unique = 1;
777 726
778 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
779 { 728 {
780 op->destroy_inv (false); 729 op->destroy_inv (false);
781 op->destroy (); 730 op->destroy ();
782 } 731 }
783 732
797 if (name) MAP_OUT (name); 746 if (name) MAP_OUT (name);
798 MAP_OUT (swap_time); 747 MAP_OUT (swap_time);
799 MAP_OUT (reset_time); 748 MAP_OUT (reset_time);
800 MAP_OUT (reset_timeout); 749 MAP_OUT (reset_timeout);
801 MAP_OUT (fixed_resettime); 750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
802 MAP_OUT (difficulty); 752 MAP_OUT (difficulty);
803 753
804 if (default_region) MAP_OUT2 (region, default_region->name); 754 if (default_region) MAP_OUT2 (region, default_region->name);
805 755
806 if (shopitems) 756 if (shopitems)
860 * Remove and free all objects in the given map. 810 * Remove and free all objects in the given map.
861 */ 811 */
862void 812void
863maptile::clear () 813maptile::clear ()
864{ 814{
865 sfree (regions, size ()), regions = 0; 815 sfree (regions, size ()); regions = 0;
866 free (regionmap), regionmap = 0; 816 delete [] regionmap; regionmap = 0;
867 817
868 if (spaces) 818 if (spaces)
869 { 819 {
870 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
871 while (object *op = ms->bot) 821 while (object *op = ms->bot)
872 { 822 {
873 if (op->head)
874 op = op->head; 823 op = op->head_ ();
875
876 op->destroy_inv (false); 824 op->destroy_inv (false);
877 op->destroy (); 825 op->destroy ();
878 } 826 }
879 827
880 sfree (spaces, size ()), spaces = 0; 828 sfree (spaces, size ()), spaces = 0;
919maptile::do_destroy () 867maptile::do_destroy ()
920{ 868{
921 attachable::do_destroy (); 869 attachable::do_destroy ();
922 870
923 clear (); 871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::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 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
924} 940}
925 941
926/* 942/*
927 * Updates every button on the map (by calling update_button() for them). 943 * Updates every button on the map (by calling update_button() for them).
928 */ 944 */
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 992 if (QUERY_FLAG (op, FLAG_GENERATOR))
977 { 993 {
978 total_exp += op->stats.exp; 994 total_exp += op->stats.exp;
979 995
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
981 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
982 998
983 monster_cnt++; 999 monster_cnt++;
984 } 1000 }
985 } 1001 }
986 1002
1208 vol += op->volume (); 1224 vol += op->volume ();
1209 1225
1210 return vol; 1226 return vol;
1211} 1227}
1212 1228
1213/* this updates the orig_map->tile_map[tile_num] value after finding 1229bool
1214 * the map. It also takes care of linking back the freshly found 1230maptile::tile_available (int dir, bool load)
1215 * maps tile_map values if it tiles back to this one. It returns
1216 * the value of orig_map->tile_map[tile_num].
1217 */
1218static inline maptile *
1219find_and_link (maptile *orig_map, int tile_num)
1220{ 1231{
1221 maptile *mp = orig_map->tile_map [tile_num]; 1232 if (!tile_path[dir])
1233 return 0;
1222 1234
1223 if (!mp) 1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1224 { 1236 return 1;
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226 1237
1227 if (!mp) 1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1228 { 1239 return 1;
1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231 &orig_map->tile_path[tile_num], &orig_map->path);
1232 mp = new maptile (1, 1);
1233 mp->alloc ();
1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1236 }
1237 1240
1238 int dest_tile = (tile_num + 2) % 4;
1239
1240 orig_map->tile_map [tile_num] = mp;
1241
1242 // optimisation: back-link map to origin map if euclidean
1243 //TODO: non-euclidean maps MUST GO
1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1246
1247 return mp; 1241 return 0;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1254} 1242}
1255 1243
1256/* this returns TRUE if the coordinates (x,y) are out of 1244/* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any 1245 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed. 1246 * tiling considerations, loading adjacant maps as needed.
1271 if (!m) 1259 if (!m)
1272 return 0; 1260 return 0;
1273 1261
1274 if (x < 0) 1262 if (x < 0)
1275 { 1263 {
1276 if (!m->tile_path[3]) 1264 if (!m->tile_available (3, 0))
1277 return 1; 1265 return 1;
1278 1266
1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 find_and_link (m, 3);
1281
1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 } 1268 }
1284 1269
1285 if (x >= m->width) 1270 if (x >= m->width)
1286 { 1271 {
1287 if (!m->tile_path[1]) 1272 if (!m->tile_available (1, 0))
1288 return 1; 1273 return 1;
1289 1274
1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 find_and_link (m, 1);
1292
1293 return out_of_map (m->tile_map[1], x - m->width, y); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
1294 } 1276 }
1295 1277
1296 if (y < 0) 1278 if (y < 0)
1297 { 1279 {
1298 if (!m->tile_path[0]) 1280 if (!m->tile_available (0, 0))
1299 return 1; 1281 return 1;
1300 1282
1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 find_and_link (m, 0);
1303
1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 } 1284 }
1306 1285
1307 if (y >= m->height) 1286 if (y >= m->height)
1308 { 1287 {
1309 if (!m->tile_path[2]) 1288 if (!m->tile_available (2, 0))
1310 return 1; 1289 return 1;
1311
1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 find_and_link (m, 2);
1314 1290
1315 return out_of_map (m->tile_map[2], x, y - m->height); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
1316 } 1292 }
1317 1293
1318 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1332maptile * 1308maptile *
1333maptile::xy_find (sint16 &x, sint16 &y) 1309maptile::xy_find (sint16 &x, sint16 &y)
1334{ 1310{
1335 if (x < 0) 1311 if (x < 0)
1336 { 1312 {
1337 if (!tile_path[3]) 1313 if (!tile_available (3, 1))
1338 return 0; 1314 return 0;
1339 1315
1340 find_and_link (this, 3);
1341 x += tile_map[3]->width; 1316 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y); 1317 return tile_map[3]->xy_find (x, y);
1343 } 1318 }
1344 1319
1345 if (x >= width) 1320 if (x >= width)
1346 { 1321 {
1347 if (!tile_path[1]) 1322 if (!tile_available (1, 1))
1348 return 0; 1323 return 0;
1349 1324
1350 find_and_link (this, 1);
1351 x -= width; 1325 x -= width;
1352 return tile_map[1]->xy_find (x, y); 1326 return tile_map[1]->xy_find (x, y);
1353 } 1327 }
1354 1328
1355 if (y < 0) 1329 if (y < 0)
1356 { 1330 {
1357 if (!tile_path[0]) 1331 if (!tile_available (0, 1))
1358 return 0; 1332 return 0;
1359 1333
1360 find_and_link (this, 0);
1361 y += tile_map[0]->height; 1334 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y); 1335 return tile_map[0]->xy_find (x, y);
1363 } 1336 }
1364 1337
1365 if (y >= height) 1338 if (y >= height)
1366 { 1339 {
1367 if (!tile_path[2]) 1340 if (!tile_available (2, 1))
1368 return 0; 1341 return 0;
1369 1342
1370 find_and_link (this, 2);
1371 y -= height; 1343 y -= height;
1372 return tile_map[2]->xy_find (x, y); 1344 return tile_map[2]->xy_find (x, y);
1373 } 1345 }
1374 1346
1375 /* Simple case - coordinates are within this local 1347 /* Simple case - coordinates are within this local
1650 1622
1651 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked"); 1624 return get_archetype ("blocked");
1653} 1625}
1654 1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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