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Comparing deliantra/server/common/map.C (file contents):
Revision 1.116 by root, Wed Aug 15 04:57:48 2007 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 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"
30
31sint8 maptile::outdoor_darkness;
32 32
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 71 * by the caller.
72 */ 72 */
73int 73int
74blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 75{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 77 * have already checked this.
81 */ 78 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 80 {
86 } 83 }
87 84
88 /* 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
89 * directly. 86 * directly.
90 */ 87 */
91 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
92 89
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
94 92
95 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 95 * things we need to do for players.
98 */ 96 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 98 return 0;
101 99
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
118 */ 116 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
121 120
122 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
124 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
125 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
126 * 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
127 * pass through this space. 128 * pass through this space.
128 */ 129 */
129 if (tmp->last_sp) 130 if (tmp->last_sp)
130 { 131 {
131 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
132 return 1; 133 return 1;
133 else
134 continue;
135 } 134 }
136 else 135 else
137 { 136 {
138 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
139 * if they do, they can't pass through. 138 * if they do, they can't pass through.
140 */ 139 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
142 return 1; 141 return 1;
143 else
144 continue;
145 } 142 }
146 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
147 else 148 else
148 { 149 {
149 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
151 * movement, can't move here. 152 * movement, can't move here.
152 * 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
153 * hidden dm 154 * dm.
154 */ 155 */
155 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
156 return 1; 157 return 1;
157 158
158 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 160 && tmp->head_ () != ob
160 && tmp != ob 161 && tmp != ob
161 && tmp->type != DOOR 162 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
163 return 1; 164 return 1;
164 } 165 }
165
166 } 166 }
167
167 return 0; 168 return 0;
168} 169}
169 170
170/* 171/*
171 * 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
172 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
176 * 177 *
177 * 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.
178 * 179 *
179 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
191 * 192 *
192 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
193 * 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
194 * against the move_block values. 195 * against the move_block values.
195 */ 196 */
196int 197bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
198{ 199{
199 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
213 203
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 204 if (!pos.normalise ())
215 { 205 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 206
218 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 208
220 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 210 return 1;
222 211
223 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
224 213 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * 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.
228 */ 215 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 217 continue;
232 218
233 /* 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
234 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
235 */ 221 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
237 return P_NO_PASS; 223 return 1;
238 } 224 }
239 225
240 return 0; 226 return 0;
241} 227}
242 228
260 246
261 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
262 tmp = next; 248 tmp = next;
263 } 249 }
264 250
265 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
266 * carrying. 252 //TODO: remove
267 */ 253 container->update_weight ();
268 sum_weight (container);
269} 254}
270 255
271void 256void
272maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
273{ 258{
275 return; 260 return;
276 261
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 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);
280} 278}
281 279
282/* 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
283 * 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
284 * 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
322bool 320bool
323maptile::_load_objects (object_thawer &f) 321maptile::_load_objects (object_thawer &f)
324{ 322{
325 for (;;) 323 for (;;)
326 { 324 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 325 coroapi::cede_to_tick (); // cede once in a while
328 326
329 switch (f.kw) 327 switch (f.kw)
330 { 328 {
331 case KW_arch: 329 case KW_arch:
332 if (object *op = object::read (f, this)) 330 if (object *op = object::read (f, this))
333 { 331 {
332 // TODO: why?
334 if (op->inv) 333 if (op->inv)
335 sum_weight (op); 334 op->update_weight ();
336 335
337 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 }
338 } 359 }
339 360
340 continue; 361 continue;
341 362
342 case KW_EOF: 363 case KW_EOF:
383 if (!spaces) 404 if (!spaces)
384 return false; 405 return false;
385 406
386 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
387 { 408 {
388 int unique = 0; 409 bool unique = 0;
410
389 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
390 { 412 {
391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
392 unique = 1;
393 414
394 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
395 continue; 416 continue;
396 417
397 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
398 { 419 {
399 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
400 op->write (f); 421 op->write (f);
401 } 422 }
402 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f); 424 op->write (f);
404 } 425 }
405 } 426 }
406 427
407 coroapi::cede_to_tick (); 428 coroapi::cede_to_tick ();
408 429
409 return true; 430 return true;
410}
411
412bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432} 431}
433 432
434bool 433bool
435maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
436{ 435{
567 return items; 566 return items;
568} 567}
569 568
570/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
572static void 571static const char *
573print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
574{ 573{
575 int i; 574 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 575
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 577 {
581 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
582 { 579 {
583 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 582 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
587 } 584 }
588 else 585 else
589 { 586 {
590 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 589 else
593 sprintf (tmp, "*"); 590 buf.printf ("*");
594 } 591 }
595
596 strcat (output_string, tmp);
597 } 592 }
593
594 return buf;
598} 595}
599 596
600/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
611bool 608bool
612maptile::_load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
613{ 610{
614 for (;;) 611 for (;;)
615 { 612 {
616 thawer.next ();
617
618 switch (thawer.kw) 613 switch (thawer.kw)
619 { 614 {
620 case KW_msg: 615 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
622 break; 617 break;
656 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
657 652
658 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
661 657
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 660
665 // old names new names 661 // old names new names
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 676
681 case KW_ERROR: 677 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 678 set_key_text (thawer.kw_str, thawer.value);
683 break; 679 break;
684 680
685 case KW_end: 681 case KW_end:
682 thawer.next ();
686 return true; 683 return true;
687 684
688 default: 685 default:
689 if (!thawer.parse_error ("map", 0)) 686 if (!thawer.parse_error ("map", 0))
690 return false; 687 return false;
691 break; 688 break;
692 } 689 }
690
691 thawer.next ();
693 } 692 }
694 693
695 abort (); 694 abort ();
696}
697
698bool
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707} 695}
708 696
709/****************************************************************************** 697/******************************************************************************
710 * This is the start of unique map handling code 698 * This is the start of unique map handling code
711 *****************************************************************************/ 699 *****************************************************************************/
723 711
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1; 713 unique = 1;
726 714
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 716 op->destroy ();
731 }
732 717
733 op = above; 718 op = above;
734 } 719 }
735 } 720 }
736} 721}
747 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
755 740
756 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
765 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
767 MAP_OUT (darkness); 747 MAP_OUT (darkness);
768 MAP_OUT (width); 748 MAP_OUT (width);
769 MAP_OUT (height); 749 MAP_OUT (height);
770 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
771 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
810 * Remove and free all objects in the given map. 790 * Remove and free all objects in the given map.
811 */ 791 */
812void 792void
813maptile::clear () 793maptile::clear ()
814{ 794{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 795 if (spaces)
819 { 796 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 797 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 798 while (object *op = ms->bot)
822 { 799 {
800 // manually remove, as to not trigger anything
801 if (ms->bot = op->above)
802 ms->bot->below = 0;
803
804 op->flag [FLAG_REMOVED] = true;
805
823 op = op->head_ (); 806 object *head = op->head_ ();
824 op->destroy_inv (false); 807 if (op == head)
825 op->destroy (); 808 op->destroy ();
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
826 } 814 }
827 815
828 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
829 } 817 }
830 818
831 if (buttons) 819 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
833} 824}
834 825
835void 826void
836maptile::clear_header () 827maptile::clear_header ()
837{ 828{
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break; 881 break;
891 882
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 885 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID) 887 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 888 || op->is_alive ())
899 ; // do not decay 889 ; // do not decay
938 op->destroy (); 928 op->destroy ();
939 } 929 }
940} 930}
941 931
942/* 932/*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945void
946maptile::update_buttons ()
947{
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
962 }
963 }
964}
965
966/*
967 * This routine is supposed to find out the difficulty of the map. 933 * This routine is supposed to find out the difficulty of the map.
968 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
969 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
970 * 936 *
971 * Difficulty can now be set by the map creature. If the value stored 937 * Difficulty can now be set by the map creator. If the value stored
972 * in the map is zero, then use this routine. Maps should really 938 * in the map is zero, then use this routine. Maps should really
973 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
974 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
975 */ 941 */
976int 942int
977maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
978{ 944{
979 long monster_cnt = 0; 945 long monster_cnt = 0;
991 957
992 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
993 { 959 {
994 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
995 961
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = op->other_arch)
963 {
997 total_exp += at->stats.exp * 8; 964 total_exp += at->stats.exp * 8;
998
999 monster_cnt++; 965 monster_cnt++;
966 }
967
968 for (object *inv = op->inv; inv; inv = inv->below)
969 {
970 total_exp += op->stats.exp * 8;
971 monster_cnt++;
972 }
1000 } 973 }
1001 } 974 }
1002 975
1003 avgexp = (double) total_exp / monster_cnt; 976 avgexp = (double) total_exp / monster_cnt;
1004 977
1017 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1018 */ 991 */
1019int 992int
1020maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1021{ 994{
1022 int new_level = darkness + change;
1023
1024 /* Nothing to do */ 995 /* Nothing to do */
1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1026 return 0; 997 return 0;
1027 998
1028 /* inform all players on the map */ 999 /* inform all players on the map */
1029 if (change > 0) 1000 if (change > 0)
1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1031 else 1002 else
1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1033 1004
1034 /* Do extra checking. since darkness is a unsigned value, 1005 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1035 * we need to be extra careful about negative values.
1036 * In general, the checks below are only needed if change
1037 * is not +/-1
1038 */
1039 if (new_level < 0)
1040 darkness = 0;
1041 else if (new_level >= MAX_DARKNESS)
1042 darkness = MAX_DARKNESS;
1043 else
1044 darkness = new_level;
1045 1006
1046 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this); 1008 update_all_map_los (this);
1009
1048 return 1; 1010 return 1;
1049} 1011}
1050 1012
1051/* 1013/*
1052 * This function updates various attributes about a specific space 1014 * This function updates various attributes about a specific space
1055 * through, etc) 1017 * through, etc)
1056 */ 1018 */
1057void 1019void
1058mapspace::update_ () 1020mapspace::update_ ()
1059{ 1021{
1060 object *tmp, *last = 0; 1022 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1023 uint8 flags = P_UPTODATE, anywhere = 0;
1024 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063 1026
1064 //object *middle = 0; 1027 //object *middle = 0;
1065 //object *top = 0; 1028 //object *top = 0;
1066 //object *floor = 0; 1029 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1030 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1031 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1032 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1033 object *&floor = faces_obj[2] = 0;
1071 1034
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1036 {
1074 /* This could be made additive I guess (two lights better than 1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius; 1038 light += tmp->glow_radius;
1081 1039
1082 /* This call is needed in order to update objects the player 1040 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc). 1041 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn 1042 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the 1043 * 3 times each time the player moves, because many of the
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 { 1063 {
1106 middle = tmp; 1064 middle = tmp;
1107 anywhere = 1; 1065 anywhere = 1;
1108 } 1066 }
1067
1109 /* Find the highest visible face around. If equal 1068 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the 1069 * visibilities, we still want the one nearer to the
1111 * top 1070 * top
1112 */ 1071 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1094 }
1136 1095
1137 this->light = light; 1096 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1097 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1098 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1099 this->move_on = move_on;
1141 this->move_off = move_off; 1100 this->move_off = move_off;
1142 this->move_slow = move_slow; 1101 this->move_slow = move_slow;
1162 * 1) top face is set, need middle to be set. 1121 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top. 1122 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both. 1123 * 3) neither middle or top is set - need to set both.
1165 */ 1124 */
1166 1125
1167 for (tmp = last; tmp; tmp = tmp->below) 1126 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1127 {
1169 /* Once we get to a floor, stop, since we already have a floor object */ 1128 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171 break; 1130 break;
1172 1131
1224 vol += op->volume (); 1183 vol += op->volume ();
1225 1184
1226 return vol; 1185 return vol;
1227} 1186}
1228 1187
1229/* this updates the orig_map->tile_map[tile_num] value after finding 1188maptile *
1230 * the map. It also takes care of linking back the freshly found 1189maptile::tile_available (int dir, bool load)
1231 * maps tile_map values if it tiles back to this one. It returns
1232 * the value of orig_map->tile_map[tile_num].
1233 */
1234static inline maptile *
1235find_and_link (maptile *orig_map, int tile_num)
1236{ 1190{
1237 maptile *mp = orig_map->tile_map [tile_num]; 1191 if (tile_path[dir])
1238
1239 if (!mp)
1240 {
1241 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1242
1243 if (!mp)
1244 {
1245 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1246 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1247 &orig_map->tile_path[tile_num], &orig_map->path);
1248 mp = new maptile (1, 1);
1249 mp->alloc ();
1250 mp->in_memory = MAP_IN_MEMORY;
1251 }
1252 } 1192 {
1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1194 return tile_map[dir];
1253 1195
1254 int dest_tile = (tile_num + 2) % 4; 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197 return tile_map[dir];
1198 }
1255 1199
1256 orig_map->tile_map [tile_num] = mp;
1257
1258 // optimisation: back-link map to origin map if euclidean
1259 //TODO: non-euclidean maps MUST GO
1260 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1261 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1262
1263 return mp; 1200 return 0;
1264}
1265
1266static inline void
1267load_and_link (maptile *orig_map, int tile_num)
1268{
1269 find_and_link (orig_map, tile_num)->load_sync ();
1270} 1201}
1271 1202
1272/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1273 * map m. This function also takes into account any 1204 * map m. This function also takes into account any
1274 * tiling considerations, loading adjacant maps as needed. 1205 * tiling considerations, loading adjacant maps as needed.
1287 if (!m) 1218 if (!m)
1288 return 0; 1219 return 0;
1289 1220
1290 if (x < 0) 1221 if (x < 0)
1291 { 1222 {
1292 if (!m->tile_path[3]) 1223 if (!m->tile_available (3))
1293 return 1; 1224 return 1;
1294 1225
1295 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1296 find_and_link (m, 3);
1297
1298 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1226 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1299 } 1227 }
1300 1228
1301 if (x >= m->width) 1229 if (x >= m->width)
1302 { 1230 {
1303 if (!m->tile_path[1]) 1231 if (!m->tile_available (1))
1304 return 1; 1232 return 1;
1305 1233
1306 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1307 find_and_link (m, 1);
1308
1309 return out_of_map (m->tile_map[1], x - m->width, y); 1234 return out_of_map (m->tile_map[1], x - m->width, y);
1310 } 1235 }
1311 1236
1312 if (y < 0) 1237 if (y < 0)
1313 { 1238 {
1314 if (!m->tile_path[0]) 1239 if (!m->tile_available (0))
1315 return 1; 1240 return 1;
1316 1241
1317 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1318 find_and_link (m, 0);
1319
1320 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1242 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1321 } 1243 }
1322 1244
1323 if (y >= m->height) 1245 if (y >= m->height)
1324 { 1246 {
1325 if (!m->tile_path[2]) 1247 if (!m->tile_available (2))
1326 return 1; 1248 return 1;
1327
1328 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 2);
1330 1249
1331 return out_of_map (m->tile_map[2], x, y - m->height); 1250 return out_of_map (m->tile_map[2], x, y - m->height);
1332 } 1251 }
1333 1252
1334 /* Simple case - coordinates are within this local 1253 /* Simple case - coordinates are within this local
1348maptile * 1267maptile *
1349maptile::xy_find (sint16 &x, sint16 &y) 1268maptile::xy_find (sint16 &x, sint16 &y)
1350{ 1269{
1351 if (x < 0) 1270 if (x < 0)
1352 { 1271 {
1353 if (!tile_path[3]) 1272 if (!tile_available (3))
1354 return 0; 1273 return 0;
1355 1274
1356 find_and_link (this, 3);
1357 x += tile_map[3]->width; 1275 x += tile_map[3]->width;
1358 return tile_map[3]->xy_find (x, y); 1276 return tile_map[3]->xy_find (x, y);
1359 } 1277 }
1360 1278
1361 if (x >= width) 1279 if (x >= width)
1362 { 1280 {
1363 if (!tile_path[1]) 1281 if (!tile_available (1))
1364 return 0; 1282 return 0;
1365 1283
1366 find_and_link (this, 1);
1367 x -= width; 1284 x -= width;
1368 return tile_map[1]->xy_find (x, y); 1285 return tile_map[1]->xy_find (x, y);
1369 } 1286 }
1370 1287
1371 if (y < 0) 1288 if (y < 0)
1372 { 1289 {
1373 if (!tile_path[0]) 1290 if (!tile_available (0))
1374 return 0; 1291 return 0;
1375 1292
1376 find_and_link (this, 0);
1377 y += tile_map[0]->height; 1293 y += tile_map[0]->height;
1378 return tile_map[0]->xy_find (x, y); 1294 return tile_map[0]->xy_find (x, y);
1379 } 1295 }
1380 1296
1381 if (y >= height) 1297 if (y >= height)
1382 { 1298 {
1383 if (!tile_path[2]) 1299 if (!tile_available (2))
1384 return 0; 1300 return 0;
1385 1301
1386 find_and_link (this, 2);
1387 y -= height; 1302 y -= height;
1388 return tile_map[2]->xy_find (x, y); 1303 return tile_map[2]->xy_find (x, y);
1389 } 1304 }
1390 1305
1391 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1402adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1403{ 1318{
1404 if (!map1 || !map2) 1319 if (!map1 || !map2)
1405 return 0; 1320 return 0;
1406 1321
1407 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1408 //fix: compare paths instead (this is likely faster, too!) 1323 //fix: compare paths instead (this is likely faster, too!)
1409 if (map1 == map2) 1324 if (map1 == map2)
1410 { 1325 {
1411 *dx = 0; 1326 *dx = 0;
1412 *dy = 0; 1327 *dy = 0;
1594 else 1509 else
1595 { 1510 {
1596 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1597 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1598 1513
1599 retval->part = NULL; 1514 retval->part = 0;
1600 retval->distance = idistance (retval->distance_x, retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1601 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1602 } 1517 }
1603} 1518}
1604 1519
1605/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1619} 1534}
1620 1535
1621object * 1536object *
1622maptile::insert (object *op, int x, int y, object *originator, int flags) 1537maptile::insert (object *op, int x, int y, object *originator, int flags)
1623{ 1538{
1624 if (!op->flag [FLAG_REMOVED])
1625 op->remove ();
1626
1627 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1539 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1628} 1540}
1629 1541
1630region * 1542region *
1631maptile::region (int x, int y) const 1543maptile::region (int x, int y) const
1641 1553
1642 return ::region::default_region (); 1554 return ::region::default_region ();
1643} 1555}
1644 1556
1645/* picks a random object from a style map. 1557/* picks a random object from a style map.
1646 * Redone by MSW so it should be faster and not use static
1647 * variables to generate tables.
1648 */ 1558 */
1649object * 1559object *
1650maptile::pick_random_object () const 1560maptile::pick_random_object (rand_gen &gen) const
1651{ 1561{
1652 /* while returning a null object will result in a crash, that 1562 /* while returning a null object will result in a crash, that
1653 * is actually preferable to an infinite loop. That is because 1563 * is actually preferable to an infinite loop. That is because
1654 * most servers will automatically restart in case of crash. 1564 * most servers will automatically restart in case of crash.
1655 * Change the logic on getting the random space - shouldn't make 1565 * Change the logic on getting the random space - shouldn't make
1656 * any difference, but this seems clearer to me. 1566 * any difference, but this seems clearer to me.
1657 */ 1567 */
1658 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1659 { 1569 {
1660 object *pick = at (rndm (width), rndm (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1661 1571
1662 // do not prefer big monsters just because they are big. 1572 // do not prefer big monsters just because they are big.
1663 if (pick && pick->head_ () == pick) 1573 if (pick && pick->is_head ())
1664 return pick->head_ (); 1574 return pick->head_ ();
1665 } 1575 }
1666 1576
1667 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1668 return get_archetype ("blocked"); 1578 return archetype::find ("bug");
1669} 1579}
1670 1580
1671void 1581void
1672maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1673{ 1583{
1674 if (!sound) 1584 if (!sound)
1675 return; 1585 return;
1676 1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1677 for_all_players (pl) 1603 for_all_players (pl)
1678 if (pl->ob->map == this)
1679 if (client *ns = pl->ns) 1604 if (client *ns = pl->ns)
1680 { 1605 {
1681 int dx = x - pl->ob->x; 1606 int dx = x - pl->ob->x;
1682 int dy = y - pl->ob->y; 1607 int dy = y - pl->ob->y;
1683 1608
1684 int distance = idistance (dx, dy); 1609 int distance = idistance (dx, dy);
1685 1610
1686 if (distance <= MAX_SOUND_DISTANCE) 1611 if (distance <= MAX_SOUND_DISTANCE)
1687 ns->play_sound (sound, dx, dy); 1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1688 } 1613 }
1689} 1614}
1690 1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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