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Revision: 1.160
Committed: Mon Oct 12 14:00:57 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.159: +7 -6 lines
Log Message:
clarify license

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <unistd.h>
26
27 #include "global.h"
28 #include "loader.h"
29 #include "path.h"
30
31 sint8 maptile::outdoor_darkness;
32
33 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those
37 * values can be null, in which case if a new map is needed (returned
38 * by a P_NEW_MAP value, another call to get_map_from_coord
39 * is needed. The case of not passing values is if we're just
40 * checking for the existence of something on those spaces, but
41 * don't expect to insert/remove anything from those spaces.
42 */
43 int
44 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
45 {
46 sint16 newx = x;
47 sint16 newy = y;
48
49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
52 return P_OUT_OF_MAP;
53
54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
57
58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59 }
60
61 /*
62 * Returns true if the given coordinate is blocked except by the
63 * object passed is not blocking. This is used with
64 * multipart monsters - if we want to see if a 2x2 monster
65 * can move 1 space to the left, we don't want its own area
66 * to block it from moving there.
67 * Returns TRUE if the space is blocked by something other than the
68 * monster.
69 * m, x, y are the target map/coordinates - needed for map tiling.
70 * the coordinates & map passed in should have been updated for tiling
71 * by the caller.
72 */
73 int
74 blocked_link (object *ob, maptile *m, int sx, int sy)
75 {
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this.
81 */
82 if (OUT_OF_REAL_MAP (m, sx, sy))
83 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1;
86 }
87
88 /* Save some cycles - instead of calling get_map_flags(), just get the value
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
94
95 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special
97 * things we need to do for players.
98 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0;
101
102 /* if there isn't anytyhing alive on this space, and this space isn't
103 * 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
105 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example)
108 */
109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110 return 0;
111
112 ob = ob->head_ ();
113
114 /* 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
116 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0.
118 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 {
121
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 {
125 /* 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 * pass through this space.
128 */
129 if (tmp->last_sp)
130 {
131 if (check_inv_recursive (ob, tmp) == NULL)
132 return 1;
133 else
134 continue;
135 }
136 else
137 {
138 /* In this case, the player must not have the object -
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else
148 {
149 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157
158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1;
164 }
165
166 }
167 return 0;
168 }
169
170 /*
171 * Returns qthe blocking object if the given object can't fit in the given
172 * 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 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted.
176 *
177 * While this doesn't call out of map, the get_map_flags does.
178 *
179 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases,
181 * a call to one would follow the other, doesn't make a lot of sense to
182 * have two seperate functions for this.
183 *
184 * This returns nonzero if this arch can not go on the space provided,
185 * 0 otherwise. the return value will contain the P_.. value
186 * so the caller can know why this object can't go on the map.
187 * Note that callers should not expect P_NEW_MAP to be set
188 * in return codes - since the object is multispace - if
189 * we did return values, what do you return if half the object
190 * is one map, half on another.
191 *
192 * 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 * against the move_block values.
195 */
196 bool
197 object::blocked (maptile *m, int x, int y) const
198 {
199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
202
203 if (!pos.normalise ())
204 return 1;
205
206 mapspace &ms = *pos;
207
208 if (ms.flags () & P_IS_ALIVE)
209 return 1;
210
211 /* However, often ob doesn't have any move type
212 * (signifying non-moving objects)
213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
214 */
215 if (!move_type && ms.move_block != MOVE_ALL)
216 continue;
217
218 /* Note it is intentional that we check ob - the movement type of the
219 * head of the object should correspond for the entire object.
220 */
221 if (ms.blocks (move_type))
222 return 1;
223 }
224
225 return 0;
226 }
227
228 /* When the map is loaded, load_object does not actually insert objects
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234 void
235 fix_container (object *container)
236 {
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253 }
254
255 void
256 maptile::set_object_flag (int flag, int value)
257 {
258 if (!spaces)
259 return;
260
261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value;
264 }
265
266 void
267 maptile::post_load_original ()
268 {
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
277 }
278
279 /* link_multipart_objects go through all the objects on the map looking
280 * for objects whose arch says they are multipart yet according to the
281 * info we have, they only have the head (as would be expected when
282 * they are saved).
283 */
284 void
285 maptile::link_multipart_objects ()
286 {
287 if (!spaces)
288 return;
289
290 for (mapspace *ms = spaces + size (); ms-- > spaces; )
291 {
292 object *op = ms->bot;
293 while (op)
294 {
295 /* already multipart - don't do anything more */
296 if (op->head_ () == op && !op->more && op->arch->more)
297 {
298 op->remove ();
299 op->expand_tail ();
300
301 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
302 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
303 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
304 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
305
306 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
307 // so we have to reset the iteration through the mapspace
308 }
309 else
310 op = op->above;
311 }
312 }
313 }
314
315 /*
316 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer.
318 */
319 bool
320 maptile::_load_objects (object_thawer &f)
321 {
322 for (;;)
323 {
324 coroapi::cede_to_tick (); // cede once in a while
325
326 switch (f.kw)
327 {
328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
360 continue;
361
362 case KW_EOF:
363 return true;
364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
368 break;
369 }
370
371 f.next ();
372 }
373
374 return true;
375 }
376
377 void
378 maptile::activate ()
379 {
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384 }
385
386 void
387 maptile::deactivate ()
388 {
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393 }
394
395 bool
396 maptile::_save_objects (object_freezer &f, int flags)
397 {
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
424 }
425 }
426
427 coroapi::cede_to_tick ();
428
429 return true;
430 }
431
432 bool
433 maptile::_save_objects (const char *path, int flags)
434 {
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441 }
442
443 maptile::maptile ()
444 {
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
449 */
450 width = 16;
451 height = 16;
452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_volume = 2000000; // 2m³
455 }
456
457 maptile::maptile (int w, int h)
458 {
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
467
468 alloc ();
469 }
470
471 /*
472 * Allocates the arrays contained in a maptile.
473 * This basically allocates the dynamic array of spaces for the
474 * map.
475 */
476 void
477 maptile::alloc ()
478 {
479 if (spaces)
480 return;
481
482 spaces = salloc0<mapspace> (size ());
483 }
484
485 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date.
488 * Called by parse_map_headers below.
489 */
490 static shopitems *
491 parse_shop_string (const char *input_string)
492 {
493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
494 shopitems *items = NULL;
495 int i = 0, number_of_entries = 0;
496 const typedata *current_type;
497
498 shop_string = strdup (input_string);
499 p = shop_string;
500 /* first we'll count the entries, we'll need that for allocating the array shortly */
501 while (p)
502 {
503 p = strchr (p, ';');
504 number_of_entries++;
505 if (p)
506 p++;
507 }
508
509 p = shop_string;
510 strip_endline (p);
511 items = new shopitems[number_of_entries + 1];
512 for (i = 0; i < number_of_entries; i++)
513 {
514 if (!p)
515 {
516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
517 break;
518 }
519
520 next_semicolon = strchr (p, ';');
521 next_colon = strchr (p, ':');
522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524 items[i].strength = atoi (strchr (p, ':') + 1);
525
526 if (isdigit (*p) || *p == '*')
527 {
528 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529 current_type = get_typedata (items[i].typenum);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].name_pl = current_type->name_pl;
534 }
535 }
536 else
537 { /*we have a named type, let's figure out what it is */
538 q = strpbrk (p, ";:");
539 if (q)
540 *q = '\0';
541
542 current_type = get_typedata_by_name (p);
543 if (current_type)
544 {
545 items[i].name = current_type->name;
546 items[i].typenum = current_type->number;
547 items[i].name_pl = current_type->name_pl;
548 }
549 else
550 { /* oh uh, something's wrong, let's free up this one, and try
551 * the next entry while we're at it, better print a warning
552 */
553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554 }
555 }
556
557 items[i].index = number_of_entries;
558 if (next_semicolon)
559 p = ++next_semicolon;
560 else
561 p = NULL;
562 }
563
564 free (shop_string);
565 return items;
566 }
567
568 /* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */
570 static void
571 print_shop_string (maptile *m, char *output_string)
572 {
573 int i;
574 char tmp[MAX_BUF];
575
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++)
578 {
579 if (m->shopitems[i].typenum)
580 {
581 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else
584 sprintf (tmp, "%s;", m->shopitems[i].name);
585 }
586 else
587 {
588 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
590 else
591 sprintf (tmp, "*");
592 }
593
594 strcat (output_string, tmp);
595 }
596 }
597
598 /* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an
602 * object structure were needed, so it just made sense to
603 * put all the stuff in the map object so that names actually make
604 * sense.
605 * This could be done in lex (like the object loader), but I think
606 * currently, there are few enough fields this is not a big deal.
607 * MSW 2001-07-01
608 */
609 bool
610 maptile::_load_header (object_thawer &thawer)
611 {
612 for (;;)
613 {
614 switch (thawer.kw)
615 {
616 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg);
618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
690 }
691
692 thawer.next ();
693 }
694
695 abort ();
696 }
697
698 /******************************************************************************
699 * This is the start of unique map handling code
700 *****************************************************************************/
701
702 /* This goes through the maptile and removed any unique items on the map. */
703 void
704 maptile::clear_unique_items ()
705 {
706 for (int i = 0; i < size (); ++i)
707 {
708 int unique = 0;
709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
712
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1;
715
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 op->destroy ();
718
719 op = above;
720 }
721 }
722 }
723
724 bool
725 maptile::_save_header (object_freezer &freezer)
726 {
727 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
728 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729
730 MAP_OUT2 (arch, "map");
731
732 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time);
734 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
739 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name);
742
743 if (shopitems)
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783 }
784
785 bool
786 maptile::_save_header (const char *path)
787 {
788 object_freezer freezer;
789
790 if (!_save_header (freezer))
791 return false;
792
793 return freezer.save (path);
794 }
795
796 /*
797 * Remove and free all objects in the given map.
798 */
799 void
800 maptile::clear ()
801 {
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
824 }
825
826 if (buttons)
827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
831 }
832
833 void
834 maptile::clear_header ()
835 {
836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
841
842 for (int i = 0; i < 4; i++)
843 tile_path [i] = 0;
844 }
845
846 maptile::~maptile ()
847 {
848 assert (destroyed ());
849 }
850
851 void
852 maptile::clear_links_to (maptile *m)
853 {
854 /* We need to look through all the maps and see if any maps
855 * are pointing at this one for tiling information. Since
856 * tiling can be asymetric, we just can not look to see which
857 * maps this map tiles with and clears those.
858 */
859 for (int i = 0; i < 4; i++)
860 if (tile_map[i] == m)
861 tile_map[i] = 0;
862 }
863
864 void
865 maptile::do_destroy ()
866 {
867 attachable::do_destroy ();
868
869 clear ();
870 }
871
872 /* decay and destroy perishable items in a map */
873 void
874 maptile::do_decay_objects ()
875 {
876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
881 {
882 above = op->above;
883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break;
889
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ())
896 ; // do not decay
897 else if (op->is_weapon ())
898 {
899 op->stats.dam--;
900 if (op->stats.dam < 0)
901 destroy = 1;
902 }
903 else if (op->is_armor ())
904 {
905 op->stats.ac--;
906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
915 else
916 {
917 int mat = op->materials;
918
919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy ();
936 }
937 }
938
939 /*
940 * This routine is supposed to find out the difficulty of the map.
941 * difficulty does not have a lot to do with character level,
942 * but does have a lot to do with treasure on the map.
943 *
944 * Difficulty can now be set by the map creator. If the value stored
945 * in the map is zero, then use this routine. Maps should really
946 * have a difficulty set rather than using this function - human calculation
947 * is much better than this function's guesswork.
948 */
949 int
950 maptile::estimate_difficulty () const
951 {
952 long monster_cnt = 0;
953 double avgexp = 0;
954 sint64 total_exp = 0;
955
956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above)
958 {
959 if (QUERY_FLAG (op, FLAG_MONSTER))
960 {
961 total_exp += op->stats.exp;
962 monster_cnt++;
963 }
964
965 if (QUERY_FLAG (op, FLAG_GENERATOR))
966 {
967 total_exp += op->stats.exp;
968
969 if (archetype *at = op->other_arch)
970 {
971 total_exp += at->stats.exp * 8;
972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
980 }
981 }
982
983 avgexp = (double) total_exp / monster_cnt;
984
985 for (int i = 1; i <= settings.max_level; i++)
986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
987 return i;
988
989 return 1;
990 }
991
992 /* change_map_light() - used to change map light level (darkness)
993 * up or down. Returns true if successful. It should now be
994 * possible to change a value by more than 1.
995 * Move this from los.c to map.c since this is more related
996 * to maps than los.
997 * postive values make it darker, negative make it brighter
998 */
999 int
1000 maptile::change_map_light (int change)
1001 {
1002 /* Nothing to do */
1003 if (!change)
1004 return 0;
1005
1006 /* inform all players on the map */
1007 if (change > 0)
1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1009 else
1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1011
1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1013
1014 /* All clients need to get re-updated for the change */
1015 update_all_map_los (this);
1016
1017 return 1;
1018 }
1019
1020 /*
1021 * This function updates various attributes about a specific space
1022 * on the map (what it looks like, whether it blocks magic,
1023 * has a living creatures, prevents people from passing
1024 * through, etc)
1025 */
1026 void
1027 mapspace::update_ ()
1028 {
1029 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033
1034 //object *middle = 0;
1035 //object *top = 0;
1036 //object *floor = 0;
1037 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0;
1041
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius;
1046
1047 /* This call is needed in order to update objects the player
1048 * is standing in that have animations (ie, grass, fire, etc).
1049 * However, it also causes the look window to be re-drawn
1050 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this.
1052 *
1053 * Always put the player down for drawing.
1054 */
1055 if (!tmp->invisible)
1056 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1058 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1060 {
1061 /* If we got a floor, that means middle and top were below it,
1062 * so should not be visible, so we clear them.
1063 */
1064 middle = 0;
1065 top = 0;
1066 floor = tmp;
1067 }
1068 /* Flag anywhere have high priority */
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 {
1071 middle = tmp;
1072 anywhere = 1;
1073 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 }
1088
1089 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow;
1094
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1097 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 }
1102
1103 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on;
1107 this->move_off = move_off;
1108 this->move_slow = move_slow;
1109
1110 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at
1112 * this point.
1113 * middle contains the highest visibility face.
1114 * top contains a player/monster face, if there is one.
1115 *
1116 * We now need to fill in top.face and/or middle.face.
1117 */
1118
1119 /* If the top face also happens to be high visibility, re-do our
1120 * middle face. This should not happen, as we already have the
1121 * else statement above so middle should not get set. OTOH, it
1122 * may be possible for the faces to match but be different objects.
1123 */
1124 if (top == middle)
1125 middle = 0;
1126
1127 /* There are three posibilities at this point:
1128 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both.
1131 */
1132
1133 for (object *tmp = last; tmp; tmp = tmp->below)
1134 {
1135 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break;
1138
1139 /* If two top faces are already set, quit processing */
1140 if (top && middle)
1141 break;
1142
1143 /* Only show visible faces */
1144 if (!tmp->invisible)
1145 {
1146 /* Fill in top if needed */
1147 if (!top)
1148 {
1149 top = tmp;
1150 if (top == middle)
1151 middle = 0;
1152 }
1153 else
1154 {
1155 /* top is already set - we should only get here if
1156 * middle is not set
1157 *
1158 * Set the middle face and break out, since there is nothing
1159 * more to fill in. We don't check visiblity here, since
1160 *
1161 */
1162 if (tmp != top)
1163 {
1164 middle = tmp;
1165 break;
1166 }
1167 }
1168 }
1169 }
1170
1171 if (middle == floor)
1172 middle = 0;
1173
1174 if (top == middle)
1175 middle = 0;
1176
1177 #if 0
1178 faces_obj [0] = top;
1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181 #endif
1182 }
1183
1184 uint64
1185 mapspace::volume () const
1186 {
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193 }
1194
1195 maptile *
1196 maptile::tile_available (int dir, bool load)
1197 {
1198 if (tile_path[dir])
1199 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201 return tile_map[dir];
1202
1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 }
1206
1207 return 0;
1208 }
1209
1210 /* this returns TRUE if the coordinates (x,y) are out of
1211 * map m. This function also takes into account any
1212 * tiling considerations, loading adjacant maps as needed.
1213 * This is the function should always be used when it
1214 * necessary to check for valid coordinates.
1215 * This function will recursively call itself for the
1216 * tiled maps.
1217 */
1218 int
1219 out_of_map (maptile *m, int x, int y)
1220 {
1221 /* If we get passed a null map, this is obviously the
1222 * case. This generally shouldn't happen, but if the
1223 * map loads fail below, it could happen.
1224 */
1225 if (!m)
1226 return 0;
1227
1228 if (x < 0)
1229 {
1230 if (!m->tile_available (3))
1231 return 1;
1232
1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1234 }
1235
1236 if (x >= m->width)
1237 {
1238 if (!m->tile_available (1))
1239 return 1;
1240
1241 return out_of_map (m->tile_map[1], x - m->width, y);
1242 }
1243
1244 if (y < 0)
1245 {
1246 if (!m->tile_available (0))
1247 return 1;
1248
1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1250 }
1251
1252 if (y >= m->height)
1253 {
1254 if (!m->tile_available (2))
1255 return 1;
1256
1257 return out_of_map (m->tile_map[2], x, y - m->height);
1258 }
1259
1260 /* Simple case - coordinates are within this local
1261 * map.
1262 */
1263 return 0;
1264 }
1265
1266 /* This is basically the same as out_of_map above, but
1267 * instead we return NULL if no map is valid (coordinates
1268 * out of bounds and no tiled map), otherwise it returns
1269 * the map as that the coordinates are really on, and
1270 * updates x and y to be the localised coordinates.
1271 * Using this is more efficient of calling out_of_map
1272 * and then figuring out what the real map is
1273 */
1274 maptile *
1275 maptile::xy_find (sint16 &x, sint16 &y)
1276 {
1277 if (x < 0)
1278 {
1279 if (!tile_available (3))
1280 return 0;
1281
1282 x += tile_map[3]->width;
1283 return tile_map[3]->xy_find (x, y);
1284 }
1285
1286 if (x >= width)
1287 {
1288 if (!tile_available (1))
1289 return 0;
1290
1291 x -= width;
1292 return tile_map[1]->xy_find (x, y);
1293 }
1294
1295 if (y < 0)
1296 {
1297 if (!tile_available (0))
1298 return 0;
1299
1300 y += tile_map[0]->height;
1301 return tile_map[0]->xy_find (x, y);
1302 }
1303
1304 if (y >= height)
1305 {
1306 if (!tile_available (2))
1307 return 0;
1308
1309 y -= height;
1310 return tile_map[2]->xy_find (x, y);
1311 }
1312
1313 /* Simple case - coordinates are within this local
1314 * map.
1315 */
1316 return this;
1317 }
1318
1319 /**
1320 * Return whether map2 is adjacent to map1. If so, store the distance from
1321 * map1 to map2 in dx/dy.
1322 */
1323 int
1324 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1325 {
1326 if (!map1 || !map2)
1327 return 0;
1328
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 //fix: compare paths instead (this is likely faster, too!)
1331 if (map1 == map2)
1332 {
1333 *dx = 0;
1334 *dy = 0;
1335 }
1336 else if (map1->tile_map[0] == map2)
1337 { /* up */
1338 *dx = 0;
1339 *dy = -map2->height;
1340 }
1341 else if (map1->tile_map[1] == map2)
1342 { /* right */
1343 *dx = map1->width;
1344 *dy = 0;
1345 }
1346 else if (map1->tile_map[2] == map2)
1347 { /* down */
1348 *dx = 0;
1349 *dy = map1->height;
1350 }
1351 else if (map1->tile_map[3] == map2)
1352 { /* left */
1353 *dx = -map2->width;
1354 *dy = 0;
1355 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1357 { /* up right */
1358 *dx = map1->tile_map[0]->width;
1359 *dy = -map1->tile_map[0]->height;
1360 }
1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1362 { /* up left */
1363 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height;
1365 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1367 { /* right up */
1368 *dx = map1->width;
1369 *dy = -map2->height;
1370 }
1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1372 { /* right down */
1373 *dx = map1->width;
1374 *dy = map1->tile_map[1]->height;
1375 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1377 { /* down right */
1378 *dx = map1->tile_map[2]->width;
1379 *dy = map1->height;
1380 }
1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1382 { /* down left */
1383 *dx = -map2->width;
1384 *dy = map1->height;
1385 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1387 { /* left up */
1388 *dx = -map1->tile_map[3]->width;
1389 *dy = -map2->height;
1390 }
1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1392 { /* left down */
1393 *dx = -map1->tile_map[3]->width;
1394 *dy = map1->tile_map[3]->height;
1395 }
1396 else
1397 return 0;
1398
1399 return 1;
1400 }
1401
1402 maptile *
1403 maptile::xy_load (sint16 &x, sint16 &y)
1404 {
1405 maptile *map = xy_find (x, y);
1406
1407 if (map)
1408 map->load_sync ();
1409
1410 return map;
1411 }
1412
1413 maptile *
1414 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1415 {
1416 return m->xy_load (*x, *y);
1417 }
1418
1419 /* From map.c
1420 * This is used by get_player to determine where the other
1421 * creature is. get_rangevector takes into account map tiling,
1422 * so you just can not look the the map coordinates and get the
1423 * righte value. distance_x/y are distance away, which
1424 * can be negative. direction is the crossfire direction scheme
1425 * that the creature should head. part is the part of the
1426 * monster that is closest.
1427 *
1428 * get_rangevector looks at op1 and op2, and fills in the
1429 * structure for op1 to get to op2.
1430 * We already trust that the caller has verified that the
1431 * two objects are at least on adjacent maps. If not,
1432 * results are not likely to be what is desired.
1433 * if the objects are not on maps, results are also likely to
1434 * be unexpected
1435 *
1436 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1'
1438 */
1439 void
1440 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1441 {
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 {
1444 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000;
1446 retval->distance_x = 10000;
1447 retval->distance_y = 10000;
1448 retval->direction = 0;
1449 retval->part = 0;
1450 }
1451 else
1452 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y;
1457
1458 best = op1;
1459 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more)
1461 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463
1464 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works.
1469 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 {
1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1474 if (tmpi < best_distance)
1475 {
1476 best_distance = tmpi;
1477 best = tmp;
1478 }
1479 }
1480
1481 if (best != op1)
1482 {
1483 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y;
1485 }
1486 }
1487
1488 retval->part = best;
1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1491 }
1492 }
1493
1494 /* this is basically the same as get_rangevector above, but instead of
1495 * the first parameter being an object, it instead is the map
1496 * and x,y coordinates - this is used for path to player -
1497 * since the object is not infact moving but we are trying to traverse
1498 * the path, we need this.
1499 * flags has no meaning for this function at this time - I kept it in to
1500 * be more consistant with the above function and also in case they are needed
1501 * for something in the future. Also, since no object is pasted, the best
1502 * field of the rv_vector is set to NULL.
1503 */
1504 void
1505 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506 {
1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508 {
1509 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000;
1511 retval->distance_x = 32767;
1512 retval->distance_y = 32767;
1513 retval->direction = 0;
1514 retval->part = 0;
1515 }
1516 else
1517 {
1518 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y;
1520
1521 retval->part = 0;
1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 }
1525 }
1526
1527 /* Returns true of op1 and op2 are effectively on the same map
1528 * (as related to map tiling). Note that this looks for a path from
1529 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1530 * to op1, this will still return false.
1531 * Note we only look one map out to keep the processing simple
1532 * and efficient. This could probably be a macro.
1533 * MSW 2001-08-05
1534 */
1535 int
1536 on_same_map (const object *op1, const object *op2)
1537 {
1538 int dx, dy;
1539
1540 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541 }
1542
1543 object *
1544 maptile::insert (object *op, int x, int y, object *originator, int flags)
1545 {
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547 }
1548
1549 region *
1550 maptile::region (int x, int y) const
1551 {
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562 }
1563
1564 /* picks a random object from a style map.
1565 */
1566 object *
1567 maptile::pick_random_object (rand_gen &gen) const
1568 {
1569 /* while returning a null object will result in a crash, that
1570 * is actually preferable to an infinite loop. That is because
1571 * most servers will automatically restart in case of crash.
1572 * Change the logic on getting the random space - shouldn't make
1573 * any difference, but this seems clearer to me.
1574 */
1575 for (int i = 1000; --i;)
1576 {
1577 object *pick = at (gen (width), gen (height)).bot;
1578
1579 // do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ())
1581 return pick->head_ ();
1582 }
1583
1584 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug");
1586 }
1587
1588 void
1589 maptile::play_sound (faceidx sound, int x, int y) const
1590 {
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605 }
1606
1607 void
1608 maptile::say_msg (const char *msg, int x, int y) const
1609 {
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621 }
1622
1623 static void
1624 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625 {
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684 }
1685
1686 maprect *
1687 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688 {
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699 }
1700