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Revision: 1.159
Committed: Tue May 5 04:51:56 2009 UTC (15 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.158: +2 -2 lines
Log Message:
adjust los lightness a bit

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <unistd.h>
25
26 #include "global.h"
27 #include "loader.h"
28 #include "path.h"
29
30 sint8 maptile::outdoor_darkness;
31
32 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those
36 * values can be null, in which case if a new map is needed (returned
37 * by a P_NEW_MAP value, another call to get_map_from_coord
38 * is needed. The case of not passing values is if we're just
39 * checking for the existence of something on those spaces, but
40 * don't expect to insert/remove anything from those spaces.
41 */
42 int
43 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
44 {
45 sint16 newx = x;
46 sint16 newy = y;
47
48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49
50 if (!mp)
51 return P_OUT_OF_MAP;
52
53 if (newmap) *newmap = mp;
54 if (nx) *nx = newx;
55 if (ny) *ny = newy;
56
57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58 }
59
60 /*
61 * Returns true if the given coordinate is blocked except by the
62 * object passed is not blocking. This is used with
63 * multipart monsters - if we want to see if a 2x2 monster
64 * can move 1 space to the left, we don't want its own area
65 * to block it from moving there.
66 * Returns TRUE if the space is blocked by something other than the
67 * monster.
68 * m, x, y are the target map/coordinates - needed for map tiling.
69 * the coordinates & map passed in should have been updated for tiling
70 * by the caller.
71 */
72 int
73 blocked_link (object *ob, maptile *m, int sx, int sy)
74 {
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this.
80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1;
85 }
86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
93
94 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special
96 * things we need to do for players.
97 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0;
100
101 /* if there isn't anytyhing alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example)
107 */
108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
110
111 ob = ob->head_ ();
112
113 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0.
117 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (check_inv_recursive (ob, tmp) == NULL)
131 return 1;
132 else
133 continue;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
148 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
163 }
164
165 }
166 return 0;
167 }
168
169 /*
170 * Returns qthe blocking object if the given object can't fit in the given
171 * spot. This is meant for multi space objects - for single space objecs,
172 * just calling get_map_blocked and checking that against movement type
173 * of object. This function goes through all the parts of the multipart
174 * object and makes sure they can be inserted.
175 *
176 * While this doesn't call out of map, the get_map_flags does.
177 *
178 * This function has been used to deprecate arch_out_of_map -
179 * this function also does that check, and since in most cases,
180 * a call to one would follow the other, doesn't make a lot of sense to
181 * have two seperate functions for this.
182 *
183 * This returns nonzero if this arch can not go on the space provided,
184 * 0 otherwise. the return value will contain the P_.. value
185 * so the caller can know why this object can't go on the map.
186 * Note that callers should not expect P_NEW_MAP to be set
187 * in return codes - since the object is multispace - if
188 * we did return values, what do you return if half the object
189 * is one map, half on another.
190 *
191 * Note this used to be arch_blocked, but with new movement
192 * code, we need to have actual object to check its move_type
193 * against the move_block values.
194 */
195 bool
196 object::blocked (maptile *m, int x, int y) const
197 {
198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
201
202 if (!pos.normalise ())
203 return 1;
204
205 mapspace &ms = *pos;
206
207 if (ms.flags () & P_IS_ALIVE)
208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
216
217 /* Note it is intentional that we check ob - the movement type of the
218 * head of the object should correspond for the entire object.
219 */
220 if (ms.blocks (move_type))
221 return 1;
222 }
223
224 return 0;
225 }
226
227 /* When the map is loaded, load_object does not actually insert objects
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233 void
234 fix_container (object *container)
235 {
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252 }
253
254 void
255 maptile::set_object_flag (int flag, int value)
256 {
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263 }
264
265 void
266 maptile::post_load_original ()
267 {
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276 }
277
278 /* link_multipart_objects go through all the objects on the map looking
279 * for objects whose arch says they are multipart yet according to the
280 * info we have, they only have the head (as would be expected when
281 * they are saved).
282 */
283 void
284 maptile::link_multipart_objects ()
285 {
286 if (!spaces)
287 return;
288
289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
290 {
291 object *op = ms->bot;
292 while (op)
293 {
294 /* already multipart - don't do anything more */
295 if (op->head_ () == op && !op->more && op->arch->more)
296 {
297 op->remove ();
298 op->expand_tail ();
299
300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
307 }
308 else
309 op = op->above;
310 }
311 }
312 }
313
314 /*
315 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer.
317 */
318 bool
319 maptile::_load_objects (object_thawer &f)
320 {
321 for (;;)
322 {
323 coroapi::cede_to_tick (); // cede once in a while
324
325 switch (f.kw)
326 {
327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) it's correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
357 }
358
359 continue;
360
361 case KW_EOF:
362 return true;
363
364 default:
365 if (!f.parse_error ("map file"))
366 return false;
367 break;
368 }
369
370 f.next ();
371 }
372
373 return true;
374 }
375
376 void
377 maptile::activate ()
378 {
379 if (spaces)
380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above)
382 op->activate_recursive ();
383 }
384
385 void
386 maptile::deactivate ()
387 {
388 if (spaces)
389 for (mapspace *ms = spaces + size (); ms-- > spaces; )
390 for (object *op = ms->bot; op; op = op->above)
391 op->deactivate_recursive ();
392 }
393
394 bool
395 maptile::_save_objects (object_freezer &f, int flags)
396 {
397 coroapi::cede_to_tick ();
398
399 if (flags & IO_HEADER)
400 _save_header (f);
401
402 if (!spaces)
403 return false;
404
405 for (int i = 0; i < size (); ++i)
406 {
407 bool unique = 0;
408
409 for (object *op = spaces [i].bot; op; op = op->above)
410 {
411 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
412
413 if (expect_false (!op->can_map_save ()))
414 continue;
415
416 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
417 {
418 if (flags & IO_UNIQUES)
419 op->write (f);
420 }
421 else if (expect_true (flags & IO_OBJECTS))
422 op->write (f);
423 }
424 }
425
426 coroapi::cede_to_tick ();
427
428 return true;
429 }
430
431 bool
432 maptile::_save_objects (const char *path, int flags)
433 {
434 object_freezer freezer;
435
436 if (!_save_objects (freezer, flags))
437 return false;
438
439 return freezer.save (path);
440 }
441
442 maptile::maptile ()
443 {
444 in_memory = MAP_SWAPPED;
445
446 /* The maps used to pick up default x and y values from the
447 * map archetype. Mimic that behaviour.
448 */
449 width = 16;
450 height = 16;
451 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything
453 max_volume = 2000000; // 2m³
454 }
455
456 maptile::maptile (int w, int h)
457 {
458 in_memory = MAP_SWAPPED;
459
460 width = w;
461 height = h;
462 reset_timeout = 0;
463 timeout = 300;
464 enter_x = 0;
465 enter_y = 0;
466
467 alloc ();
468 }
469
470 /*
471 * Allocates the arrays contained in a maptile.
472 * This basically allocates the dynamic array of spaces for the
473 * map.
474 */
475 void
476 maptile::alloc ()
477 {
478 if (spaces)
479 return;
480
481 spaces = salloc0<mapspace> (size ());
482 }
483
484 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
485 * corresponding to that string. Memory is allocated for this, it must be freed
486 * at a later date.
487 * Called by parse_map_headers below.
488 */
489 static shopitems *
490 parse_shop_string (const char *input_string)
491 {
492 char *shop_string, *p, *q, *next_semicolon, *next_colon;
493 shopitems *items = NULL;
494 int i = 0, number_of_entries = 0;
495 const typedata *current_type;
496
497 shop_string = strdup (input_string);
498 p = shop_string;
499 /* first we'll count the entries, we'll need that for allocating the array shortly */
500 while (p)
501 {
502 p = strchr (p, ';');
503 number_of_entries++;
504 if (p)
505 p++;
506 }
507
508 p = shop_string;
509 strip_endline (p);
510 items = new shopitems[number_of_entries + 1];
511 for (i = 0; i < number_of_entries; i++)
512 {
513 if (!p)
514 {
515 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
516 break;
517 }
518
519 next_semicolon = strchr (p, ';');
520 next_colon = strchr (p, ':');
521 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
522 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
523 items[i].strength = atoi (strchr (p, ':') + 1);
524
525 if (isdigit (*p) || *p == '*')
526 {
527 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
528 current_type = get_typedata (items[i].typenum);
529 if (current_type)
530 {
531 items[i].name = current_type->name;
532 items[i].name_pl = current_type->name_pl;
533 }
534 }
535 else
536 { /*we have a named type, let's figure out what it is */
537 q = strpbrk (p, ";:");
538 if (q)
539 *q = '\0';
540
541 current_type = get_typedata_by_name (p);
542 if (current_type)
543 {
544 items[i].name = current_type->name;
545 items[i].typenum = current_type->number;
546 items[i].name_pl = current_type->name_pl;
547 }
548 else
549 { /* oh uh, something's wrong, let's free up this one, and try
550 * the next entry while we're at it, better print a warning
551 */
552 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
553 }
554 }
555
556 items[i].index = number_of_entries;
557 if (next_semicolon)
558 p = ++next_semicolon;
559 else
560 p = NULL;
561 }
562
563 free (shop_string);
564 return items;
565 }
566
567 /* opposite of parse string, this puts the string that was originally fed in to
568 * the map (or something equivilent) into output_string. */
569 static void
570 print_shop_string (maptile *m, char *output_string)
571 {
572 int i;
573 char tmp[MAX_BUF];
574
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++)
577 {
578 if (m->shopitems[i].typenum)
579 {
580 if (m->shopitems[i].strength)
581 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
582 else
583 sprintf (tmp, "%s;", m->shopitems[i].name);
584 }
585 else
586 {
587 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
589 else
590 sprintf (tmp, "*");
591 }
592
593 strcat (output_string, tmp);
594 }
595 }
596
597 /* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an
601 * object structure were needed, so it just made sense to
602 * put all the stuff in the map object so that names actually make
603 * sense.
604 * This could be done in lex (like the object loader), but I think
605 * currently, there are few enough fields this is not a big deal.
606 * MSW 2001-07-01
607 */
608 bool
609 maptile::_load_header (object_thawer &thawer)
610 {
611 for (;;)
612 {
613 switch (thawer.kw)
614 {
615 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg);
617 break;
618
619 case KW_lore: // CF+ extension
620 thawer.get_ml (KW_endlore, maplore);
621 break;
622
623 case KW_maplore:
624 thawer.get_ml (KW_endmaplore, maplore);
625 break;
626
627 case KW_arch:
628 if (strcmp (thawer.get_str (), "map"))
629 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630 break;
631
632 case KW_oid:
633 thawer.get (this, thawer.get_sint32 ());
634 break;
635
636 case KW_file_format_version: break; // nop
637
638 case KW_name: thawer.get (name); break;
639 case KW_attach: thawer.get (attach); break;
640 case KW_reset_time: thawer.get (reset_time); break;
641 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652
653 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
657
658 case KW_region: default_region = region::find (thawer.get_str ()); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660
661 // old names new names
662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
664 case KW_x: case KW_width: thawer.get (width); break;
665 case KW_y: case KW_height: thawer.get (height); break;
666 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
667 case KW_value: case KW_swap_time: thawer.get (timeout); break;
668 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
669 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
670 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
671
672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
685 default:
686 if (!thawer.parse_error ("map", 0))
687 return false;
688 break;
689 }
690
691 thawer.next ();
692 }
693
694 abort ();
695 }
696
697 /******************************************************************************
698 * This is the start of unique map handling code
699 *****************************************************************************/
700
701 /* This goes through the maptile and removed any unique items on the map. */
702 void
703 maptile::clear_unique_items ()
704 {
705 for (int i = 0; i < size (); ++i)
706 {
707 int unique = 0;
708 for (object *op = spaces [i].bot; op; )
709 {
710 object *above = op->above;
711
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
713 unique = 1;
714
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
716 op->destroy ();
717
718 op = above;
719 }
720 }
721 }
722
723 bool
724 maptile::_save_header (object_freezer &freezer)
725 {
726 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
727 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
728
729 MAP_OUT2 (arch, "map");
730
731 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time);
733 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
738 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name);
741
742 if (shopitems)
743 {
744 char shop[MAX_BUF];
745 print_shop_string (this, shop);
746 MAP_OUT2 (shopitems, shop);
747 }
748
749 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin);
751 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace);
753 MAP_OUT (darkness);
754 MAP_OUT (width);
755 MAP_OUT (height);
756 MAP_OUT (enter_x);
757 MAP_OUT (enter_y);
758
759 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761
762 MAP_OUT (outdoor);
763 MAP_OUT (temp);
764 MAP_OUT (pressure);
765 MAP_OUT (humid);
766 MAP_OUT (windspeed);
767 MAP_OUT (winddir);
768 MAP_OUT (sky);
769
770 MAP_OUT (per_player);
771 MAP_OUT (per_party);
772
773 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
774 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
775 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
776 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
777
778 freezer.put (this);
779 freezer.put (KW_end);
780
781 return true;
782 }
783
784 bool
785 maptile::_save_header (const char *path)
786 {
787 object_freezer freezer;
788
789 if (!_save_header (freezer))
790 return false;
791
792 return freezer.save (path);
793 }
794
795 /*
796 * Remove and free all objects in the given map.
797 */
798 void
799 maptile::clear ()
800 {
801 if (spaces)
802 {
803 for (mapspace *ms = spaces + size (); ms-- > spaces; )
804 while (object *op = ms->bot)
805 {
806 // manually remove, as to not trigger anything
807 if (ms->bot = op->above)
808 ms->bot->below = 0;
809
810 op->flag [FLAG_REMOVED] = true;
811
812 object *head = op->head_ ();
813 if (op == head)
814 op->destroy ();
815 else if (head->map != op->map)
816 {
817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
818 head->destroy ();
819 }
820 }
821
822 sfree0 (spaces, size ());
823 }
824
825 if (buttons)
826 free_objectlinkpt (buttons), buttons = 0;
827
828 sfree0 (regions, size ());
829 delete [] regionmap; regionmap = 0;
830 }
831
832 void
833 maptile::clear_header ()
834 {
835 name = 0;
836 msg = 0;
837 maplore = 0;
838 shoprace = 0;
839 delete [] shopitems, shopitems = 0;
840
841 for (int i = 0; i < 4; i++)
842 tile_path [i] = 0;
843 }
844
845 maptile::~maptile ()
846 {
847 assert (destroyed ());
848 }
849
850 void
851 maptile::clear_links_to (maptile *m)
852 {
853 /* We need to look through all the maps and see if any maps
854 * are pointing at this one for tiling information. Since
855 * tiling can be asymetric, we just can not look to see which
856 * maps this map tiles with and clears those.
857 */
858 for (int i = 0; i < 4; i++)
859 if (tile_map[i] == m)
860 tile_map[i] = 0;
861 }
862
863 void
864 maptile::do_destroy ()
865 {
866 attachable::do_destroy ();
867
868 clear ();
869 }
870
871 /* decay and destroy perishable items in a map */
872 void
873 maptile::do_decay_objects ()
874 {
875 if (!spaces)
876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
880 {
881 above = op->above;
882
883 bool destroy = 0;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887 break;
888
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
897 {
898 op->stats.dam--;
899 if (op->stats.dam < 0)
900 destroy = 1;
901 }
902 else if (op->is_armor ())
903 {
904 op->stats.ac--;
905 if (op->stats.ac < 0)
906 destroy = 1;
907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32))
929 destroy = 1;
930 }
931
932 /* adjust overall chance below */
933 if (destroy && rndm (0, 1))
934 op->destroy ();
935 }
936 }
937
938 /*
939 * This routine is supposed to find out the difficulty of the map.
940 * difficulty does not have a lot to do with character level,
941 * but does have a lot to do with treasure on the map.
942 *
943 * Difficulty can now be set by the map creator. If the value stored
944 * in the map is zero, then use this routine. Maps should really
945 * have a difficulty set rather than using this function - human calculation
946 * is much better than this function's guesswork.
947 */
948 int
949 maptile::estimate_difficulty () const
950 {
951 long monster_cnt = 0;
952 double avgexp = 0;
953 sint64 total_exp = 0;
954
955 for (mapspace *ms = spaces + size (); ms-- > spaces; )
956 for (object *op = ms->bot; op; op = op->above)
957 {
958 if (QUERY_FLAG (op, FLAG_MONSTER))
959 {
960 total_exp += op->stats.exp;
961 monster_cnt++;
962 }
963
964 if (QUERY_FLAG (op, FLAG_GENERATOR))
965 {
966 total_exp += op->stats.exp;
967
968 if (archetype *at = op->other_arch)
969 {
970 total_exp += at->stats.exp * 8;
971 monster_cnt++;
972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
979 }
980 }
981
982 avgexp = (double) total_exp / monster_cnt;
983
984 for (int i = 1; i <= settings.max_level; i++)
985 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
986 return i;
987
988 return 1;
989 }
990
991 /* change_map_light() - used to change map light level (darkness)
992 * up or down. Returns true if successful. It should now be
993 * possible to change a value by more than 1.
994 * Move this from los.c to map.c since this is more related
995 * to maps than los.
996 * postive values make it darker, negative make it brighter
997 */
998 int
999 maptile::change_map_light (int change)
1000 {
1001 /* Nothing to do */
1002 if (!change)
1003 return 0;
1004
1005 /* inform all players on the map */
1006 if (change > 0)
1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1008 else
1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1010
1011 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1012
1013 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this);
1015
1016 return 1;
1017 }
1018
1019 /*
1020 * This function updates various attributes about a specific space
1021 * on the map (what it looks like, whether it blocks magic,
1022 * has a living creatures, prevents people from passing
1023 * through, etc)
1024 */
1025 void
1026 mapspace::update_ ()
1027 {
1028 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1032
1033 //object *middle = 0;
1034 //object *top = 0;
1035 //object *floor = 0;
1036 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0;
1040
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius;
1045
1046 /* This call is needed in order to update objects the player
1047 * is standing in that have animations (ie, grass, fire, etc).
1048 * However, it also causes the look window to be re-drawn
1049 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this.
1051 *
1052 * Always put the player down for drawing.
1053 */
1054 if (!tmp->invisible)
1055 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1057 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1059 {
1060 /* If we got a floor, that means middle and top were below it,
1061 * so should not be visible, so we clear them.
1062 */
1063 middle = 0;
1064 top = 0;
1065 floor = tmp;
1066 }
1067 /* Flag anywhere have high priority */
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 {
1070 middle = tmp;
1071 anywhere = 1;
1072 }
1073
1074 /* Find the highest visible face around. If equal
1075 * visibilities, we still want the one nearer to the
1076 * top
1077 */
1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079 middle = tmp;
1080 }
1081
1082 if (tmp == tmp->above)
1083 {
1084 LOG (llevError, "Error in structure of map\n");
1085 exit (-1);
1086 }
1087
1088 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow;
1093
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100 }
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on;
1106 this->move_off = move_off;
1107 this->move_slow = move_slow;
1108
1109 /* At this point, we have a floor face (if there is a floor),
1110 * and the floor is set - we are not going to touch it at
1111 * this point.
1112 * middle contains the highest visibility face.
1113 * top contains a player/monster face, if there is one.
1114 *
1115 * We now need to fill in top.face and/or middle.face.
1116 */
1117
1118 /* If the top face also happens to be high visibility, re-do our
1119 * middle face. This should not happen, as we already have the
1120 * else statement above so middle should not get set. OTOH, it
1121 * may be possible for the faces to match but be different objects.
1122 */
1123 if (top == middle)
1124 middle = 0;
1125
1126 /* There are three posibilities at this point:
1127 * 1) top face is set, need middle to be set.
1128 * 2) middle is set, need to set top.
1129 * 3) neither middle or top is set - need to set both.
1130 */
1131
1132 for (object *tmp = last; tmp; tmp = tmp->below)
1133 {
1134 /* Once we get to a floor, stop, since we already have a floor object */
1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1136 break;
1137
1138 /* If two top faces are already set, quit processing */
1139 if (top && middle)
1140 break;
1141
1142 /* Only show visible faces */
1143 if (!tmp->invisible)
1144 {
1145 /* Fill in top if needed */
1146 if (!top)
1147 {
1148 top = tmp;
1149 if (top == middle)
1150 middle = 0;
1151 }
1152 else
1153 {
1154 /* top is already set - we should only get here if
1155 * middle is not set
1156 *
1157 * Set the middle face and break out, since there is nothing
1158 * more to fill in. We don't check visiblity here, since
1159 *
1160 */
1161 if (tmp != top)
1162 {
1163 middle = tmp;
1164 break;
1165 }
1166 }
1167 }
1168 }
1169
1170 if (middle == floor)
1171 middle = 0;
1172
1173 if (top == middle)
1174 middle = 0;
1175
1176 #if 0
1177 faces_obj [0] = top;
1178 faces_obj [1] = middle;
1179 faces_obj [2] = floor;
1180 #endif
1181 }
1182
1183 uint64
1184 mapspace::volume () const
1185 {
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192 }
1193
1194 maptile *
1195 maptile::tile_available (int dir, bool load)
1196 {
1197 if (tile_path[dir])
1198 {
1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200 return tile_map[dir];
1201
1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir];
1204 }
1205
1206 return 0;
1207 }
1208
1209 /* this returns TRUE if the coordinates (x,y) are out of
1210 * map m. This function also takes into account any
1211 * tiling considerations, loading adjacant maps as needed.
1212 * This is the function should always be used when it
1213 * necessary to check for valid coordinates.
1214 * This function will recursively call itself for the
1215 * tiled maps.
1216 */
1217 int
1218 out_of_map (maptile *m, int x, int y)
1219 {
1220 /* If we get passed a null map, this is obviously the
1221 * case. This generally shouldn't happen, but if the
1222 * map loads fail below, it could happen.
1223 */
1224 if (!m)
1225 return 0;
1226
1227 if (x < 0)
1228 {
1229 if (!m->tile_available (3))
1230 return 1;
1231
1232 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1233 }
1234
1235 if (x >= m->width)
1236 {
1237 if (!m->tile_available (1))
1238 return 1;
1239
1240 return out_of_map (m->tile_map[1], x - m->width, y);
1241 }
1242
1243 if (y < 0)
1244 {
1245 if (!m->tile_available (0))
1246 return 1;
1247
1248 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1249 }
1250
1251 if (y >= m->height)
1252 {
1253 if (!m->tile_available (2))
1254 return 1;
1255
1256 return out_of_map (m->tile_map[2], x, y - m->height);
1257 }
1258
1259 /* Simple case - coordinates are within this local
1260 * map.
1261 */
1262 return 0;
1263 }
1264
1265 /* This is basically the same as out_of_map above, but
1266 * instead we return NULL if no map is valid (coordinates
1267 * out of bounds and no tiled map), otherwise it returns
1268 * the map as that the coordinates are really on, and
1269 * updates x and y to be the localised coordinates.
1270 * Using this is more efficient of calling out_of_map
1271 * and then figuring out what the real map is
1272 */
1273 maptile *
1274 maptile::xy_find (sint16 &x, sint16 &y)
1275 {
1276 if (x < 0)
1277 {
1278 if (!tile_available (3))
1279 return 0;
1280
1281 x += tile_map[3]->width;
1282 return tile_map[3]->xy_find (x, y);
1283 }
1284
1285 if (x >= width)
1286 {
1287 if (!tile_available (1))
1288 return 0;
1289
1290 x -= width;
1291 return tile_map[1]->xy_find (x, y);
1292 }
1293
1294 if (y < 0)
1295 {
1296 if (!tile_available (0))
1297 return 0;
1298
1299 y += tile_map[0]->height;
1300 return tile_map[0]->xy_find (x, y);
1301 }
1302
1303 if (y >= height)
1304 {
1305 if (!tile_available (2))
1306 return 0;
1307
1308 y -= height;
1309 return tile_map[2]->xy_find (x, y);
1310 }
1311
1312 /* Simple case - coordinates are within this local
1313 * map.
1314 */
1315 return this;
1316 }
1317
1318 /**
1319 * Return whether map2 is adjacent to map1. If so, store the distance from
1320 * map1 to map2 in dx/dy.
1321 */
1322 int
1323 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1324 {
1325 if (!map1 || !map2)
1326 return 0;
1327
1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1329 //fix: compare paths instead (this is likely faster, too!)
1330 if (map1 == map2)
1331 {
1332 *dx = 0;
1333 *dy = 0;
1334 }
1335 else if (map1->tile_map[0] == map2)
1336 { /* up */
1337 *dx = 0;
1338 *dy = -map2->height;
1339 }
1340 else if (map1->tile_map[1] == map2)
1341 { /* right */
1342 *dx = map1->width;
1343 *dy = 0;
1344 }
1345 else if (map1->tile_map[2] == map2)
1346 { /* down */
1347 *dx = 0;
1348 *dy = map1->height;
1349 }
1350 else if (map1->tile_map[3] == map2)
1351 { /* left */
1352 *dx = -map2->width;
1353 *dy = 0;
1354 }
1355 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1356 { /* up right */
1357 *dx = map1->tile_map[0]->width;
1358 *dy = -map1->tile_map[0]->height;
1359 }
1360 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1361 { /* up left */
1362 *dx = -map2->width;
1363 *dy = -map1->tile_map[0]->height;
1364 }
1365 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1366 { /* right up */
1367 *dx = map1->width;
1368 *dy = -map2->height;
1369 }
1370 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1371 { /* right down */
1372 *dx = map1->width;
1373 *dy = map1->tile_map[1]->height;
1374 }
1375 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1376 { /* down right */
1377 *dx = map1->tile_map[2]->width;
1378 *dy = map1->height;
1379 }
1380 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1381 { /* down left */
1382 *dx = -map2->width;
1383 *dy = map1->height;
1384 }
1385 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1386 { /* left up */
1387 *dx = -map1->tile_map[3]->width;
1388 *dy = -map2->height;
1389 }
1390 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1391 { /* left down */
1392 *dx = -map1->tile_map[3]->width;
1393 *dy = map1->tile_map[3]->height;
1394 }
1395 else
1396 return 0;
1397
1398 return 1;
1399 }
1400
1401 maptile *
1402 maptile::xy_load (sint16 &x, sint16 &y)
1403 {
1404 maptile *map = xy_find (x, y);
1405
1406 if (map)
1407 map->load_sync ();
1408
1409 return map;
1410 }
1411
1412 maptile *
1413 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1414 {
1415 return m->xy_load (*x, *y);
1416 }
1417
1418 /* From map.c
1419 * This is used by get_player to determine where the other
1420 * creature is. get_rangevector takes into account map tiling,
1421 * so you just can not look the the map coordinates and get the
1422 * righte value. distance_x/y are distance away, which
1423 * can be negative. direction is the crossfire direction scheme
1424 * that the creature should head. part is the part of the
1425 * monster that is closest.
1426 *
1427 * get_rangevector looks at op1 and op2, and fills in the
1428 * structure for op1 to get to op2.
1429 * We already trust that the caller has verified that the
1430 * two objects are at least on adjacent maps. If not,
1431 * results are not likely to be what is desired.
1432 * if the objects are not on maps, results are also likely to
1433 * be unexpected
1434 *
1435 * currently, the only flag supported (0x1) is don't translate for
1436 * closest body part of 'op1'
1437 */
1438 void
1439 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1440 {
1441 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1442 {
1443 /* be conservative and fill in _some_ data */
1444 retval->distance = 10000;
1445 retval->distance_x = 10000;
1446 retval->distance_y = 10000;
1447 retval->direction = 0;
1448 retval->part = 0;
1449 }
1450 else
1451 {
1452 object *best;
1453
1454 retval->distance_x += op2->x - op1->x;
1455 retval->distance_y += op2->y - op1->y;
1456
1457 best = op1;
1458 /* If this is multipart, find the closest part now */
1459 if (!(flags & 0x1) && op1->more)
1460 {
1461 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1462
1463 /* we just take the offset of the piece to head to figure
1464 * distance instead of doing all that work above again
1465 * since the distance fields we set above are positive in the
1466 * same axis as is used for multipart objects, the simply arithmetic
1467 * below works.
1468 */
1469 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1470 {
1471 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1473 if (tmpi < best_distance)
1474 {
1475 best_distance = tmpi;
1476 best = tmp;
1477 }
1478 }
1479
1480 if (best != op1)
1481 {
1482 retval->distance_x += op1->x - best->x;
1483 retval->distance_y += op1->y - best->y;
1484 }
1485 }
1486
1487 retval->part = best;
1488 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1490 }
1491 }
1492
1493 /* this is basically the same as get_rangevector above, but instead of
1494 * the first parameter being an object, it instead is the map
1495 * and x,y coordinates - this is used for path to player -
1496 * since the object is not infact moving but we are trying to traverse
1497 * the path, we need this.
1498 * flags has no meaning for this function at this time - I kept it in to
1499 * be more consistant with the above function and also in case they are needed
1500 * for something in the future. Also, since no object is pasted, the best
1501 * field of the rv_vector is set to NULL.
1502 */
1503 void
1504 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1505 {
1506 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1507 {
1508 /* be conservative and fill in _some_ data */
1509 retval->distance = 100000;
1510 retval->distance_x = 32767;
1511 retval->distance_y = 32767;
1512 retval->direction = 0;
1513 retval->part = 0;
1514 }
1515 else
1516 {
1517 retval->distance_x += op2->x - x;
1518 retval->distance_y += op2->y - y;
1519
1520 retval->part = 0;
1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1523 }
1524 }
1525
1526 /* Returns true of op1 and op2 are effectively on the same map
1527 * (as related to map tiling). Note that this looks for a path from
1528 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1529 * to op1, this will still return false.
1530 * Note we only look one map out to keep the processing simple
1531 * and efficient. This could probably be a macro.
1532 * MSW 2001-08-05
1533 */
1534 int
1535 on_same_map (const object *op1, const object *op2)
1536 {
1537 int dx, dy;
1538
1539 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540 }
1541
1542 object *
1543 maptile::insert (object *op, int x, int y, object *originator, int flags)
1544 {
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546 }
1547
1548 region *
1549 maptile::region (int x, int y) const
1550 {
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561 }
1562
1563 /* picks a random object from a style map.
1564 */
1565 object *
1566 maptile::pick_random_object (rand_gen &gen) const
1567 {
1568 /* while returning a null object will result in a crash, that
1569 * is actually preferable to an infinite loop. That is because
1570 * most servers will automatically restart in case of crash.
1571 * Change the logic on getting the random space - shouldn't make
1572 * any difference, but this seems clearer to me.
1573 */
1574 for (int i = 1000; --i;)
1575 {
1576 object *pick = at (gen (width), gen (height)).bot;
1577
1578 // do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ())
1580 return pick->head_ ();
1581 }
1582
1583 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug");
1585 }
1586
1587 void
1588 maptile::play_sound (faceidx sound, int x, int y) const
1589 {
1590 if (!sound)
1591 return;
1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604 }
1605
1606 void
1607 maptile::say_msg (const char *msg, int x, int y) const
1608 {
1609 for_all_players (pl)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->ob->x;
1613 int dy = y - pl->ob->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 }
1620 }
1621
1622 static void
1623 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624 {
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683 }
1684
1685 maprect *
1686 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687 {
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698 }
1699