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Revision: 1.161
Committed: Mon Oct 12 21:27:55 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.160: +13 -18 lines
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# 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 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this.
78 */
79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1;
83 }
84
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy);
89
90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
92
93 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special
95 * things we need to do for players.
96 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
98 return 0;
99
100 /* if there isn't anything alive on this space, and this space isn't
101 * otherwise blocked, we can return now. Only if there is a living
102 * creature do we need to investigate if it is part of this creature
103 * or another. Likewise, only if something is blocking us do we
104 * need to investigate if there is a special circumstance that would
105 * let the player through (inventory checkers for example)
106 */
107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
108 return 0;
109
110 ob = ob->head_ ();
111
112 /* We basically go through the stack of objects, and if there is
113 * some other object that has NO_PASS or FLAG_ALIVE set, return
114 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0.
116 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 {
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
122 bool have = check_inv_recursive (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 (!have)
131 return 1;
132 }
133 else
134 {
135 /* In this case, the player must not have the object -
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else
143 {
144 /* Broke apart a big nasty if into several here to make
145 * this more readable. first check - if the space blocks
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152
153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
158 return 1;
159 }
160 }
161
162 return 0;
163 }
164
165 /*
166 * Returns qthe blocking object if the given object can't fit in the given
167 * spot. This is meant for multi space objects - for single space objecs,
168 * just calling get_map_blocked and checking that against movement type
169 * of object. This function goes through all the parts of the multipart
170 * object and makes sure they can be inserted.
171 *
172 * While this doesn't call out of map, the get_map_flags does.
173 *
174 * This function has been used to deprecate arch_out_of_map -
175 * this function also does that check, and since in most cases,
176 * a call to one would follow the other, doesn't make a lot of sense to
177 * have two seperate functions for this.
178 *
179 * This returns nonzero if this arch can not go on the space provided,
180 * 0 otherwise. the return value will contain the P_.. value
181 * so the caller can know why this object can't go on the map.
182 * Note that callers should not expect P_NEW_MAP to be set
183 * in return codes - since the object is multispace - if
184 * we did return values, what do you return if half the object
185 * is one map, half on another.
186 *
187 * Note this used to be arch_blocked, but with new movement
188 * code, we need to have actual object to check its move_type
189 * against the move_block values.
190 */
191 bool
192 object::blocked (maptile *m, int x, int y) const
193 {
194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
197
198 if (!pos.normalise ())
199 return 1;
200
201 mapspace &ms = *pos;
202
203 if (ms.flags () & P_IS_ALIVE)
204 return 1;
205
206 /* However, often ob doesn't have any move type
207 * (signifying non-moving objects)
208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
209 */
210 if (!move_type && ms.move_block != MOVE_ALL)
211 continue;
212
213 /* Note it is intentional that we check ob - the movement type of the
214 * head of the object should correspond for the entire object.
215 */
216 if (ms.blocks (move_type))
217 return 1;
218 }
219
220 return 0;
221 }
222
223 /* When the map is loaded, load_object does not actually insert objects
224 * into inventory, but just links them. What this does is go through
225 * and insert them properly.
226 * The object 'container' is the object that contains the inventory.
227 * This is needed so that we can update the containers weight.
228 */
229 void
230 fix_container (object *container)
231 {
232 object *tmp = container->inv, *next;
233
234 container->inv = 0;
235 while (tmp)
236 {
237 next = tmp->below;
238 if (tmp->inv)
239 fix_container (tmp);
240
241 insert_ob_in_ob (tmp, container);
242 tmp = next;
243 }
244
245 // go through and calculate what all the containers are carrying.
246 //TODO: remove
247 container->update_weight ();
248 }
249
250 void
251 maptile::set_object_flag (int flag, int value)
252 {
253 if (!spaces)
254 return;
255
256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258 tmp->flag [flag] = value;
259 }
260
261 void
262 maptile::post_load_original ()
263 {
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
272 }
273
274 /* link_multipart_objects go through all the objects on the map looking
275 * for objects whose arch says they are multipart yet according to the
276 * info we have, they only have the head (as would be expected when
277 * they are saved).
278 */
279 void
280 maptile::link_multipart_objects ()
281 {
282 if (!spaces)
283 return;
284
285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
286 {
287 object *op = ms->bot;
288 while (op)
289 {
290 /* already multipart - don't do anything more */
291 if (op->head_ () == op && !op->more && op->arch->more)
292 {
293 op->remove ();
294 op->expand_tail ();
295
296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
303 }
304 else
305 op = op->above;
306 }
307 }
308 }
309
310 /*
311 * Loads (ands parses) the objects into a given map from the specified
312 * file pointer.
313 */
314 bool
315 maptile::_load_objects (object_thawer &f)
316 {
317 for (;;)
318 {
319 coroapi::cede_to_tick (); // cede once in a while
320
321 switch (f.kw)
322 {
323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
355 continue;
356
357 case KW_EOF:
358 return true;
359
360 default:
361 if (!f.parse_error ("map file"))
362 return false;
363 break;
364 }
365
366 f.next ();
367 }
368
369 return true;
370 }
371
372 void
373 maptile::activate ()
374 {
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->activate_recursive ();
379 }
380
381 void
382 maptile::deactivate ()
383 {
384 if (spaces)
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388 }
389
390 bool
391 maptile::_save_objects (object_freezer &f, int flags)
392 {
393 coroapi::cede_to_tick ();
394
395 if (flags & IO_HEADER)
396 _save_header (f);
397
398 if (!spaces)
399 return false;
400
401 for (int i = 0; i < size (); ++i)
402 {
403 bool unique = 0;
404
405 for (object *op = spaces [i].bot; op; op = op->above)
406 {
407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
408
409 if (expect_false (!op->can_map_save ()))
410 continue;
411
412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
413 {
414 if (flags & IO_UNIQUES)
415 op->write (f);
416 }
417 else if (expect_true (flags & IO_OBJECTS))
418 op->write (f);
419 }
420 }
421
422 coroapi::cede_to_tick ();
423
424 return true;
425 }
426
427 bool
428 maptile::_save_objects (const char *path, int flags)
429 {
430 object_freezer freezer;
431
432 if (!_save_objects (freezer, flags))
433 return false;
434
435 return freezer.save (path);
436 }
437
438 maptile::maptile ()
439 {
440 in_memory = MAP_SWAPPED;
441
442 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour.
444 */
445 width = 16;
446 height = 16;
447 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything
449 max_volume = 2000000; // 2m³
450 }
451
452 maptile::maptile (int w, int h)
453 {
454 in_memory = MAP_SWAPPED;
455
456 width = w;
457 height = h;
458 reset_timeout = 0;
459 timeout = 300;
460 enter_x = 0;
461 enter_y = 0;
462
463 alloc ();
464 }
465
466 /*
467 * Allocates the arrays contained in a maptile.
468 * This basically allocates the dynamic array of spaces for the
469 * map.
470 */
471 void
472 maptile::alloc ()
473 {
474 if (spaces)
475 return;
476
477 spaces = salloc0<mapspace> (size ());
478 }
479
480 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
481 * corresponding to that string. Memory is allocated for this, it must be freed
482 * at a later date.
483 * Called by parse_map_headers below.
484 */
485 static shopitems *
486 parse_shop_string (const char *input_string)
487 {
488 char *shop_string, *p, *q, *next_semicolon, *next_colon;
489 shopitems *items = NULL;
490 int i = 0, number_of_entries = 0;
491 const typedata *current_type;
492
493 shop_string = strdup (input_string);
494 p = shop_string;
495 /* first we'll count the entries, we'll need that for allocating the array shortly */
496 while (p)
497 {
498 p = strchr (p, ';');
499 number_of_entries++;
500 if (p)
501 p++;
502 }
503
504 p = shop_string;
505 strip_endline (p);
506 items = new shopitems[number_of_entries + 1];
507 for (i = 0; i < number_of_entries; i++)
508 {
509 if (!p)
510 {
511 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
512 break;
513 }
514
515 next_semicolon = strchr (p, ';');
516 next_colon = strchr (p, ':');
517 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
518 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
519 items[i].strength = atoi (strchr (p, ':') + 1);
520
521 if (isdigit (*p) || *p == '*')
522 {
523 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
524 current_type = get_typedata (items[i].typenum);
525 if (current_type)
526 {
527 items[i].name = current_type->name;
528 items[i].name_pl = current_type->name_pl;
529 }
530 }
531 else
532 { /*we have a named type, let's figure out what it is */
533 q = strpbrk (p, ";:");
534 if (q)
535 *q = '\0';
536
537 current_type = get_typedata_by_name (p);
538 if (current_type)
539 {
540 items[i].name = current_type->name;
541 items[i].typenum = current_type->number;
542 items[i].name_pl = current_type->name_pl;
543 }
544 else
545 { /* oh uh, something's wrong, let's free up this one, and try
546 * the next entry while we're at it, better print a warning
547 */
548 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
549 }
550 }
551
552 items[i].index = number_of_entries;
553 if (next_semicolon)
554 p = ++next_semicolon;
555 else
556 p = NULL;
557 }
558
559 free (shop_string);
560 return items;
561 }
562
563 /* opposite of parse string, this puts the string that was originally fed in to
564 * the map (or something equivilent) into output_string. */
565 static void
566 print_shop_string (maptile *m, char *output_string)
567 {
568 int i;
569 char tmp[MAX_BUF];
570
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++)
573 {
574 if (m->shopitems[i].typenum)
575 {
576 if (m->shopitems[i].strength)
577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
578 else
579 sprintf (tmp, "%s;", m->shopitems[i].name);
580 }
581 else
582 {
583 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
585 else
586 sprintf (tmp, "*");
587 }
588
589 strcat (output_string, tmp);
590 }
591 }
592
593 /* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc.
595 * this used to be stored in the map object, but with the
596 * addition of tiling, fields beyond that easily named in an
597 * object structure were needed, so it just made sense to
598 * put all the stuff in the map object so that names actually make
599 * sense.
600 * This could be done in lex (like the object loader), but I think
601 * currently, there are few enough fields this is not a big deal.
602 * MSW 2001-07-01
603 */
604 bool
605 maptile::_load_header (object_thawer &thawer)
606 {
607 for (;;)
608 {
609 switch (thawer.kw)
610 {
611 case KW_msg:
612 thawer.get_ml (KW_endmsg, msg);
613 break;
614
615 case KW_lore: // CF+ extension
616 thawer.get_ml (KW_endlore, maplore);
617 break;
618
619 case KW_maplore:
620 thawer.get_ml (KW_endmaplore, maplore);
621 break;
622
623 case KW_arch:
624 if (strcmp (thawer.get_str (), "map"))
625 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
626 break;
627
628 case KW_oid:
629 thawer.get (this, thawer.get_sint32 ());
630 break;
631
632 case KW_file_format_version: break; // nop
633
634 case KW_name: thawer.get (name); break;
635 case KW_attach: thawer.get (attach); break;
636 case KW_reset_time: thawer.get (reset_time); break;
637 case KW_shopgreed: thawer.get (shopgreed); break;
638 case KW_shopmin: thawer.get (shopmin); break;
639 case KW_shopmax: thawer.get (shopmax); break;
640 case KW_shoprace: thawer.get (shoprace); break;
641 case KW_outdoor: thawer.get (outdoor); break;
642 case KW_temp: thawer.get (temp); break;
643 case KW_pressure: thawer.get (pressure); break;
644 case KW_humid: thawer.get (humid); break;
645 case KW_windspeed: thawer.get (windspeed); break;
646 case KW_winddir: thawer.get (winddir); break;
647 case KW_sky: thawer.get (sky); break;
648
649 case KW_per_player: thawer.get (per_player); break;
650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
653
654 case KW_region: default_region = region::find (thawer.get_str ()); break;
655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656
657 // old names new names
658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
660 case KW_x: case KW_width: thawer.get (width); break;
661 case KW_y: case KW_height: thawer.get (height); break;
662 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
663 case KW_value: case KW_swap_time: thawer.get (timeout); break;
664 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
665 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
666 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
667
668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
677 case KW_end:
678 thawer.next ();
679 return true;
680
681 default:
682 if (!thawer.parse_error ("map", 0))
683 return false;
684 break;
685 }
686
687 thawer.next ();
688 }
689
690 abort ();
691 }
692
693 /******************************************************************************
694 * This is the start of unique map handling code
695 *****************************************************************************/
696
697 /* This goes through the maptile and removed any unique items on the map. */
698 void
699 maptile::clear_unique_items ()
700 {
701 for (int i = 0; i < size (); ++i)
702 {
703 int unique = 0;
704 for (object *op = spaces [i].bot; op; )
705 {
706 object *above = op->above;
707
708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
709 unique = 1;
710
711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
712 op->destroy ();
713
714 op = above;
715 }
716 }
717 }
718
719 bool
720 maptile::_save_header (object_freezer &freezer)
721 {
722 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
723 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
724
725 MAP_OUT2 (arch, "map");
726
727 if (name) MAP_OUT (name);
728 MAP_OUT (swap_time);
729 MAP_OUT (reset_time);
730 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
734 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name);
737
738 if (shopitems)
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin);
747 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace);
749 MAP_OUT (darkness);
750 MAP_OUT (width);
751 MAP_OUT (height);
752 MAP_OUT (enter_x);
753 MAP_OUT (enter_y);
754
755 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757
758 MAP_OUT (outdoor);
759 MAP_OUT (temp);
760 MAP_OUT (pressure);
761 MAP_OUT (humid);
762 MAP_OUT (windspeed);
763 MAP_OUT (winddir);
764 MAP_OUT (sky);
765
766 MAP_OUT (per_player);
767 MAP_OUT (per_party);
768
769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
773
774 freezer.put (this);
775 freezer.put (KW_end);
776
777 return true;
778 }
779
780 bool
781 maptile::_save_header (const char *path)
782 {
783 object_freezer freezer;
784
785 if (!_save_header (freezer))
786 return false;
787
788 return freezer.save (path);
789 }
790
791 /*
792 * Remove and free all objects in the given map.
793 */
794 void
795 maptile::clear ()
796 {
797 if (spaces)
798 {
799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
800 while (object *op = ms->bot)
801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
809 if (op == head)
810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
816 }
817
818 sfree0 (spaces, size ());
819 }
820
821 if (buttons)
822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
826 }
827
828 void
829 maptile::clear_header ()
830 {
831 name = 0;
832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
836
837 for (int i = 0; i < 4; i++)
838 tile_path [i] = 0;
839 }
840
841 maptile::~maptile ()
842 {
843 assert (destroyed ());
844 }
845
846 void
847 maptile::clear_links_to (maptile *m)
848 {
849 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those.
853 */
854 for (int i = 0; i < 4; i++)
855 if (tile_map[i] == m)
856 tile_map[i] = 0;
857 }
858
859 void
860 maptile::do_destroy ()
861 {
862 attachable::do_destroy ();
863
864 clear ();
865 }
866
867 /* decay and destroy perishable items in a map */
868 void
869 maptile::do_decay_objects ()
870 {
871 if (!spaces)
872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
876 {
877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
893 {
894 op->stats.dam--;
895 if (op->stats.dam < 0)
896 destroy = 1;
897 }
898 else if (op->is_armor ())
899 {
900 op->stats.ac--;
901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
931 }
932 }
933
934 /*
935 * This routine is supposed to find out the difficulty of the map.
936 * difficulty does not have a lot to do with character level,
937 * but does have a lot to do with treasure on the map.
938 *
939 * Difficulty can now be set by the map creator. If the value stored
940 * in the map is zero, then use this routine. Maps should really
941 * have a difficulty set rather than using this function - human calculation
942 * is much better than this function's guesswork.
943 */
944 int
945 maptile::estimate_difficulty () const
946 {
947 long monster_cnt = 0;
948 double avgexp = 0;
949 sint64 total_exp = 0;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *op = ms->bot; op; op = op->above)
953 {
954 if (QUERY_FLAG (op, FLAG_MONSTER))
955 {
956 total_exp += op->stats.exp;
957 monster_cnt++;
958 }
959
960 if (QUERY_FLAG (op, FLAG_GENERATOR))
961 {
962 total_exp += op->stats.exp;
963
964 if (archetype *at = op->other_arch)
965 {
966 total_exp += at->stats.exp * 8;
967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
975 }
976 }
977
978 avgexp = (double) total_exp / monster_cnt;
979
980 for (int i = 1; i <= settings.max_level; i++)
981 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
982 return i;
983
984 return 1;
985 }
986
987 /* change_map_light() - used to change map light level (darkness)
988 * up or down. Returns true if successful. It should now be
989 * possible to change a value by more than 1.
990 * Move this from los.c to map.c since this is more related
991 * to maps than los.
992 * postive values make it darker, negative make it brighter
993 */
994 int
995 maptile::change_map_light (int change)
996 {
997 /* Nothing to do */
998 if (!change)
999 return 0;
1000
1001 /* inform all players on the map */
1002 if (change > 0)
1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1004 else
1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1006
1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1008
1009 /* All clients need to get re-updated for the change */
1010 update_all_map_los (this);
1011
1012 return 1;
1013 }
1014
1015 /*
1016 * This function updates various attributes about a specific space
1017 * on the map (what it looks like, whether it blocks magic,
1018 * has a living creatures, prevents people from passing
1019 * through, etc)
1020 */
1021 void
1022 mapspace::update_ ()
1023 {
1024 object *last = 0;
1025 uint8 flags = P_UPTODATE, anywhere = 0;
1026 sint8 light = 0;
1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1028
1029 //object *middle = 0;
1030 //object *top = 0;
1031 //object *floor = 0;
1032 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1036
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius;
1041
1042 /* This call is needed in order to update objects the player
1043 * is standing in that have animations (ie, grass, fire, etc).
1044 * However, it also causes the look window to be re-drawn
1045 * 3 times each time the player moves, because many of the
1046 * functions the move_player calls eventualy call this.
1047 *
1048 * Always put the player down for drawing.
1049 */
1050 if (!tmp->invisible)
1051 {
1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1053 top = tmp;
1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1055 {
1056 /* If we got a floor, that means middle and top were below it,
1057 * so should not be visible, so we clear them.
1058 */
1059 middle = 0;
1060 top = 0;
1061 floor = tmp;
1062 }
1063 /* Flag anywhere have high priority */
1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065 {
1066 middle = tmp;
1067 anywhere = 1;
1068 }
1069
1070 /* Find the highest visible face around. If equal
1071 * visibilities, we still want the one nearer to the
1072 * top
1073 */
1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1075 middle = tmp;
1076 }
1077
1078 if (tmp == tmp->above)
1079 {
1080 LOG (llevError, "Error in structure of map\n");
1081 exit (-1);
1082 }
1083
1084 move_slow |= tmp->move_slow;
1085 move_block |= tmp->move_block;
1086 move_on |= tmp->move_on;
1087 move_off |= tmp->move_off;
1088 move_allow |= tmp->move_allow;
1089
1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1092 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1096 }
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on;
1102 this->move_off = move_off;
1103 this->move_slow = move_slow;
1104
1105 /* At this point, we have a floor face (if there is a floor),
1106 * and the floor is set - we are not going to touch it at
1107 * this point.
1108 * middle contains the highest visibility face.
1109 * top contains a player/monster face, if there is one.
1110 *
1111 * We now need to fill in top.face and/or middle.face.
1112 */
1113
1114 /* If the top face also happens to be high visibility, re-do our
1115 * middle face. This should not happen, as we already have the
1116 * else statement above so middle should not get set. OTOH, it
1117 * may be possible for the faces to match but be different objects.
1118 */
1119 if (top == middle)
1120 middle = 0;
1121
1122 /* There are three posibilities at this point:
1123 * 1) top face is set, need middle to be set.
1124 * 2) middle is set, need to set top.
1125 * 3) neither middle or top is set - need to set both.
1126 */
1127
1128 for (object *tmp = last; tmp; tmp = tmp->below)
1129 {
1130 /* Once we get to a floor, stop, since we already have a floor object */
1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 break;
1133
1134 /* If two top faces are already set, quit processing */
1135 if (top && middle)
1136 break;
1137
1138 /* Only show visible faces */
1139 if (!tmp->invisible)
1140 {
1141 /* Fill in top if needed */
1142 if (!top)
1143 {
1144 top = tmp;
1145 if (top == middle)
1146 middle = 0;
1147 }
1148 else
1149 {
1150 /* top is already set - we should only get here if
1151 * middle is not set
1152 *
1153 * Set the middle face and break out, since there is nothing
1154 * more to fill in. We don't check visiblity here, since
1155 *
1156 */
1157 if (tmp != top)
1158 {
1159 middle = tmp;
1160 break;
1161 }
1162 }
1163 }
1164 }
1165
1166 if (middle == floor)
1167 middle = 0;
1168
1169 if (top == middle)
1170 middle = 0;
1171
1172 #if 0
1173 faces_obj [0] = top;
1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176 #endif
1177 }
1178
1179 uint64
1180 mapspace::volume () const
1181 {
1182 uint64 vol = 0;
1183
1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1186
1187 return vol;
1188 }
1189
1190 maptile *
1191 maptile::tile_available (int dir, bool load)
1192 {
1193 if (tile_path[dir])
1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1197
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1201
1202 return 0;
1203 }
1204
1205 /* this returns TRUE if the coordinates (x,y) are out of
1206 * map m. This function also takes into account any
1207 * tiling considerations, loading adjacant maps as needed.
1208 * This is the function should always be used when it
1209 * necessary to check for valid coordinates.
1210 * This function will recursively call itself for the
1211 * tiled maps.
1212 */
1213 int
1214 out_of_map (maptile *m, int x, int y)
1215 {
1216 /* If we get passed a null map, this is obviously the
1217 * case. This generally shouldn't happen, but if the
1218 * map loads fail below, it could happen.
1219 */
1220 if (!m)
1221 return 0;
1222
1223 if (x < 0)
1224 {
1225 if (!m->tile_available (3))
1226 return 1;
1227
1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1229 }
1230
1231 if (x >= m->width)
1232 {
1233 if (!m->tile_available (1))
1234 return 1;
1235
1236 return out_of_map (m->tile_map[1], x - m->width, y);
1237 }
1238
1239 if (y < 0)
1240 {
1241 if (!m->tile_available (0))
1242 return 1;
1243
1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1245 }
1246
1247 if (y >= m->height)
1248 {
1249 if (!m->tile_available (2))
1250 return 1;
1251
1252 return out_of_map (m->tile_map[2], x, y - m->height);
1253 }
1254
1255 /* Simple case - coordinates are within this local
1256 * map.
1257 */
1258 return 0;
1259 }
1260
1261 /* This is basically the same as out_of_map above, but
1262 * instead we return NULL if no map is valid (coordinates
1263 * out of bounds and no tiled map), otherwise it returns
1264 * the map as that the coordinates are really on, and
1265 * updates x and y to be the localised coordinates.
1266 * Using this is more efficient of calling out_of_map
1267 * and then figuring out what the real map is
1268 */
1269 maptile *
1270 maptile::xy_find (sint16 &x, sint16 &y)
1271 {
1272 if (x < 0)
1273 {
1274 if (!tile_available (3))
1275 return 0;
1276
1277 x += tile_map[3]->width;
1278 return tile_map[3]->xy_find (x, y);
1279 }
1280
1281 if (x >= width)
1282 {
1283 if (!tile_available (1))
1284 return 0;
1285
1286 x -= width;
1287 return tile_map[1]->xy_find (x, y);
1288 }
1289
1290 if (y < 0)
1291 {
1292 if (!tile_available (0))
1293 return 0;
1294
1295 y += tile_map[0]->height;
1296 return tile_map[0]->xy_find (x, y);
1297 }
1298
1299 if (y >= height)
1300 {
1301 if (!tile_available (2))
1302 return 0;
1303
1304 y -= height;
1305 return tile_map[2]->xy_find (x, y);
1306 }
1307
1308 /* Simple case - coordinates are within this local
1309 * map.
1310 */
1311 return this;
1312 }
1313
1314 /**
1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1316 * map1 to map2 in dx/dy.
1317 */
1318 int
1319 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1320 {
1321 if (!map1 || !map2)
1322 return 0;
1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
1326 if (map1 == map2)
1327 {
1328 *dx = 0;
1329 *dy = 0;
1330 }
1331 else if (map1->tile_map[0] == map2)
1332 { /* up */
1333 *dx = 0;
1334 *dy = -map2->height;
1335 }
1336 else if (map1->tile_map[1] == map2)
1337 { /* right */
1338 *dx = map1->width;
1339 *dy = 0;
1340 }
1341 else if (map1->tile_map[2] == map2)
1342 { /* down */
1343 *dx = 0;
1344 *dy = map1->height;
1345 }
1346 else if (map1->tile_map[3] == map2)
1347 { /* left */
1348 *dx = -map2->width;
1349 *dy = 0;
1350 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1352 { /* up right */
1353 *dx = map1->tile_map[0]->width;
1354 *dy = -map1->tile_map[0]->height;
1355 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1357 { /* up left */
1358 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height;
1360 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1362 { /* right up */
1363 *dx = map1->width;
1364 *dy = -map2->height;
1365 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1367 { /* right down */
1368 *dx = map1->width;
1369 *dy = map1->tile_map[1]->height;
1370 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1372 { /* down right */
1373 *dx = map1->tile_map[2]->width;
1374 *dy = map1->height;
1375 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1377 { /* down left */
1378 *dx = -map2->width;
1379 *dy = map1->height;
1380 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1382 { /* left up */
1383 *dx = -map1->tile_map[3]->width;
1384 *dy = -map2->height;
1385 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1387 { /* left down */
1388 *dx = -map1->tile_map[3]->width;
1389 *dy = map1->tile_map[3]->height;
1390 }
1391 else
1392 return 0;
1393
1394 return 1;
1395 }
1396
1397 maptile *
1398 maptile::xy_load (sint16 &x, sint16 &y)
1399 {
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406 }
1407
1408 maptile *
1409 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410 {
1411 return m->xy_load (*x, *y);
1412 }
1413
1414 /* From map.c
1415 * This is used by get_player to determine where the other
1416 * creature is. get_rangevector takes into account map tiling,
1417 * so you just can not look the the map coordinates and get the
1418 * righte value. distance_x/y are distance away, which
1419 * can be negative. direction is the crossfire direction scheme
1420 * that the creature should head. part is the part of the
1421 * monster that is closest.
1422 *
1423 * get_rangevector looks at op1 and op2, and fills in the
1424 * structure for op1 to get to op2.
1425 * We already trust that the caller has verified that the
1426 * two objects are at least on adjacent maps. If not,
1427 * results are not likely to be what is desired.
1428 * if the objects are not on maps, results are also likely to
1429 * be unexpected
1430 *
1431 * currently, the only flag supported (0x1) is don't translate for
1432 * closest body part of 'op1'
1433 */
1434 void
1435 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1436 {
1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438 {
1439 /* be conservative and fill in _some_ data */
1440 retval->distance = 10000;
1441 retval->distance_x = 10000;
1442 retval->distance_y = 10000;
1443 retval->direction = 0;
1444 retval->part = 0;
1445 }
1446 else
1447 {
1448 object *best;
1449
1450 retval->distance_x += op2->x - op1->x;
1451 retval->distance_y += op2->y - op1->y;
1452
1453 best = op1;
1454 /* If this is multipart, find the closest part now */
1455 if (!(flags & 0x1) && op1->more)
1456 {
1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1458
1459 /* we just take the offset of the piece to head to figure
1460 * distance instead of doing all that work above again
1461 * since the distance fields we set above are positive in the
1462 * same axis as is used for multipart objects, the simply arithmetic
1463 * below works.
1464 */
1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1466 {
1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1469 if (tmpi < best_distance)
1470 {
1471 best_distance = tmpi;
1472 best = tmp;
1473 }
1474 }
1475
1476 if (best != op1)
1477 {
1478 retval->distance_x += op1->x - best->x;
1479 retval->distance_y += op1->y - best->y;
1480 }
1481 }
1482
1483 retval->part = best;
1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1486 }
1487 }
1488
1489 /* this is basically the same as get_rangevector above, but instead of
1490 * the first parameter being an object, it instead is the map
1491 * and x,y coordinates - this is used for path to player -
1492 * since the object is not infact moving but we are trying to traverse
1493 * the path, we need this.
1494 * flags has no meaning for this function at this time - I kept it in to
1495 * be more consistant with the above function and also in case they are needed
1496 * for something in the future. Also, since no object is pasted, the best
1497 * field of the rv_vector is set to NULL.
1498 */
1499 void
1500 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1501 {
1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1503 {
1504 /* be conservative and fill in _some_ data */
1505 retval->distance = 100000;
1506 retval->distance_x = 32767;
1507 retval->distance_y = 32767;
1508 retval->direction = 0;
1509 retval->part = 0;
1510 }
1511 else
1512 {
1513 retval->distance_x += op2->x - x;
1514 retval->distance_y += op2->y - y;
1515
1516 retval->part = 0;
1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1519 }
1520 }
1521
1522 /* Returns true of op1 and op2 are effectively on the same map
1523 * (as related to map tiling). Note that this looks for a path from
1524 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1525 * to op1, this will still return false.
1526 * Note we only look one map out to keep the processing simple
1527 * and efficient. This could probably be a macro.
1528 * MSW 2001-08-05
1529 */
1530 int
1531 on_same_map (const object *op1, const object *op2)
1532 {
1533 int dx, dy;
1534
1535 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536 }
1537
1538 object *
1539 maptile::insert (object *op, int x, int y, object *originator, int flags)
1540 {
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542 }
1543
1544 region *
1545 maptile::region (int x, int y) const
1546 {
1547 if (regions
1548 && regionmap
1549 && !OUT_OF_REAL_MAP (this, x, y))
1550 if (struct region *reg = regionmap [regions [y * width + x]])
1551 return reg;
1552
1553 if (default_region)
1554 return default_region;
1555
1556 return ::region::default_region ();
1557 }
1558
1559 /* picks a random object from a style map.
1560 */
1561 object *
1562 maptile::pick_random_object (rand_gen &gen) const
1563 {
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581 }
1582
1583 void
1584 maptile::play_sound (faceidx sound, int x, int y) const
1585 {
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600 }
1601
1602 void
1603 maptile::say_msg (const char *msg, int x, int y) const
1604 {
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616 }
1617
1618 static void
1619 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620 {
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679 }
1680
1681 maprect *
1682 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683 {
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694 }
1695