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Revision: 1.162
Committed: Tue Oct 13 18:22:44 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.161: +9 -3 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 bool block = OB_MOVE_BLOCK (ob, tmp);
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 {
124 bool have = check_inv_recursive (ob, tmp);
125
126 /* If last_sp is set, the player/monster needs an object,
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */
130 if (tmp->last_sp)
131 {
132 if (!have)
133 return 1;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else
149 {
150 /* Broke apart a big nasty if into several here to make
151 * this more readable. first check - if the space blocks
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158
159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
164 return 1;
165 }
166 }
167
168 return 0;
169 }
170
171 /*
172 * Returns qthe blocking object if the given object can't fit in the given
173 * spot. This is meant for multi space objects - for single space objecs,
174 * just calling get_map_blocked and checking that against movement type
175 * of object. This function goes through all the parts of the multipart
176 * object and makes sure they can be inserted.
177 *
178 * While this doesn't call out of map, the get_map_flags does.
179 *
180 * This function has been used to deprecate arch_out_of_map -
181 * this function also does that check, and since in most cases,
182 * a call to one would follow the other, doesn't make a lot of sense to
183 * have two seperate functions for this.
184 *
185 * This returns nonzero if this arch can not go on the space provided,
186 * 0 otherwise. the return value will contain the P_.. value
187 * so the caller can know why this object can't go on the map.
188 * Note that callers should not expect P_NEW_MAP to be set
189 * in return codes - since the object is multispace - if
190 * we did return values, what do you return if half the object
191 * is one map, half on another.
192 *
193 * Note this used to be arch_blocked, but with new movement
194 * code, we need to have actual object to check its move_type
195 * against the move_block values.
196 */
197 bool
198 object::blocked (maptile *m, int x, int y) const
199 {
200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
203
204 if (!pos.normalise ())
205 return 1;
206
207 mapspace &ms = *pos;
208
209 if (ms.flags () & P_IS_ALIVE)
210 return 1;
211
212 /* However, often ob doesn't have any move type
213 * (signifying non-moving objects)
214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
215 */
216 if (!move_type && ms.move_block != MOVE_ALL)
217 continue;
218
219 /* Note it is intentional that we check ob - the movement type of the
220 * head of the object should correspond for the entire object.
221 */
222 if (ms.blocks (move_type))
223 return 1;
224 }
225
226 return 0;
227 }
228
229 /* When the map is loaded, load_object does not actually insert objects
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235 void
236 fix_container (object *container)
237 {
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254 }
255
256 void
257 maptile::set_object_flag (int flag, int value)
258 {
259 if (!spaces)
260 return;
261
262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value;
265 }
266
267 void
268 maptile::post_load_original ()
269 {
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278 }
279
280 /* link_multipart_objects go through all the objects on the map looking
281 * for objects whose arch says they are multipart yet according to the
282 * info we have, they only have the head (as would be expected when
283 * they are saved).
284 */
285 void
286 maptile::link_multipart_objects ()
287 {
288 if (!spaces)
289 return;
290
291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
292 {
293 object *op = ms->bot;
294 while (op)
295 {
296 /* already multipart - don't do anything more */
297 if (op->head_ () == op && !op->more && op->arch->more)
298 {
299 op->remove ();
300 op->expand_tail ();
301
302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
304 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
309 }
310 else
311 op = op->above;
312 }
313 }
314 }
315
316 /*
317 * Loads (ands parses) the objects into a given map from the specified
318 * file pointer.
319 */
320 bool
321 maptile::_load_objects (object_thawer &f)
322 {
323 for (;;)
324 {
325 coroapi::cede_to_tick (); // cede once in a while
326
327 switch (f.kw)
328 {
329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
361 continue;
362
363 case KW_EOF:
364 return true;
365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
369 break;
370 }
371
372 f.next ();
373 }
374
375 return true;
376 }
377
378 void
379 maptile::activate ()
380 {
381 if (spaces)
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->activate_recursive ();
385 }
386
387 void
388 maptile::deactivate ()
389 {
390 if (spaces)
391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
392 for (object *op = ms->bot; op; op = op->above)
393 op->deactivate_recursive ();
394 }
395
396 bool
397 maptile::_save_objects (object_freezer &f, int flags)
398 {
399 coroapi::cede_to_tick ();
400
401 if (flags & IO_HEADER)
402 _save_header (f);
403
404 if (!spaces)
405 return false;
406
407 for (int i = 0; i < size (); ++i)
408 {
409 bool unique = 0;
410
411 for (object *op = spaces [i].bot; op; op = op->above)
412 {
413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
414
415 if (expect_false (!op->can_map_save ()))
416 continue;
417
418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
419 {
420 if (flags & IO_UNIQUES)
421 op->write (f);
422 }
423 else if (expect_true (flags & IO_OBJECTS))
424 op->write (f);
425 }
426 }
427
428 coroapi::cede_to_tick ();
429
430 return true;
431 }
432
433 bool
434 maptile::_save_objects (const char *path, int flags)
435 {
436 object_freezer freezer;
437
438 if (!_save_objects (freezer, flags))
439 return false;
440
441 return freezer.save (path);
442 }
443
444 maptile::maptile ()
445 {
446 in_memory = MAP_SWAPPED;
447
448 /* The maps used to pick up default x and y values from the
449 * map archetype. Mimic that behaviour.
450 */
451 width = 16;
452 height = 16;
453 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything
455 max_volume = 2000000; // 2m³
456 }
457
458 maptile::maptile (int w, int h)
459 {
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
468
469 alloc ();
470 }
471
472 /*
473 * Allocates the arrays contained in a maptile.
474 * This basically allocates the dynamic array of spaces for the
475 * map.
476 */
477 void
478 maptile::alloc ()
479 {
480 if (spaces)
481 return;
482
483 spaces = salloc0<mapspace> (size ());
484 }
485
486 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date.
489 * Called by parse_map_headers below.
490 */
491 static shopitems *
492 parse_shop_string (const char *input_string)
493 {
494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
495 shopitems *items = NULL;
496 int i = 0, number_of_entries = 0;
497 const typedata *current_type;
498
499 shop_string = strdup (input_string);
500 p = shop_string;
501 /* first we'll count the entries, we'll need that for allocating the array shortly */
502 while (p)
503 {
504 p = strchr (p, ';');
505 number_of_entries++;
506 if (p)
507 p++;
508 }
509
510 p = shop_string;
511 strip_endline (p);
512 items = new shopitems[number_of_entries + 1];
513 for (i = 0; i < number_of_entries; i++)
514 {
515 if (!p)
516 {
517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518 break;
519 }
520
521 next_semicolon = strchr (p, ';');
522 next_colon = strchr (p, ':');
523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525 items[i].strength = atoi (strchr (p, ':') + 1);
526
527 if (isdigit (*p) || *p == '*')
528 {
529 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530 current_type = get_typedata (items[i].typenum);
531 if (current_type)
532 {
533 items[i].name = current_type->name;
534 items[i].name_pl = current_type->name_pl;
535 }
536 }
537 else
538 { /*we have a named type, let's figure out what it is */
539 q = strpbrk (p, ";:");
540 if (q)
541 *q = '\0';
542
543 current_type = get_typedata_by_name (p);
544 if (current_type)
545 {
546 items[i].name = current_type->name;
547 items[i].typenum = current_type->number;
548 items[i].name_pl = current_type->name_pl;
549 }
550 else
551 { /* oh uh, something's wrong, let's free up this one, and try
552 * the next entry while we're at it, better print a warning
553 */
554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555 }
556 }
557
558 items[i].index = number_of_entries;
559 if (next_semicolon)
560 p = ++next_semicolon;
561 else
562 p = NULL;
563 }
564
565 free (shop_string);
566 return items;
567 }
568
569 /* opposite of parse string, this puts the string that was originally fed in to
570 * the map (or something equivilent) into output_string. */
571 static void
572 print_shop_string (maptile *m, char *output_string)
573 {
574 int i;
575 char tmp[MAX_BUF];
576
577 strcpy (output_string, "");
578 for (i = 0; i < m->shopitems[0].index; i++)
579 {
580 if (m->shopitems[i].typenum)
581 {
582 if (m->shopitems[i].strength)
583 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 else
585 sprintf (tmp, "%s;", m->shopitems[i].name);
586 }
587 else
588 {
589 if (m->shopitems[i].strength)
590 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
591 else
592 sprintf (tmp, "*");
593 }
594
595 strcat (output_string, tmp);
596 }
597 }
598
599 /* This loads the header information of the map. The header
600 * contains things like difficulty, size, timeout, etc.
601 * this used to be stored in the map object, but with the
602 * addition of tiling, fields beyond that easily named in an
603 * object structure were needed, so it just made sense to
604 * put all the stuff in the map object so that names actually make
605 * sense.
606 * This could be done in lex (like the object loader), but I think
607 * currently, there are few enough fields this is not a big deal.
608 * MSW 2001-07-01
609 */
610 bool
611 maptile::_load_header (object_thawer &thawer)
612 {
613 for (;;)
614 {
615 switch (thawer.kw)
616 {
617 case KW_msg:
618 thawer.get_ml (KW_endmsg, msg);
619 break;
620
621 case KW_lore: // CF+ extension
622 thawer.get_ml (KW_endlore, maplore);
623 break;
624
625 case KW_maplore:
626 thawer.get_ml (KW_endmaplore, maplore);
627 break;
628
629 case KW_arch:
630 if (strcmp (thawer.get_str (), "map"))
631 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
632 break;
633
634 case KW_oid:
635 thawer.get (this, thawer.get_sint32 ());
636 break;
637
638 case KW_file_format_version: break; // nop
639
640 case KW_name: thawer.get (name); break;
641 case KW_attach: thawer.get (attach); break;
642 case KW_reset_time: thawer.get (reset_time); break;
643 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: default_region = region::find (thawer.get_str ()); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
687 default:
688 if (!thawer.parse_error ("map", 0))
689 return false;
690 break;
691 }
692
693 thawer.next ();
694 }
695
696 abort ();
697 }
698
699 /******************************************************************************
700 * This is the start of unique map handling code
701 *****************************************************************************/
702
703 /* This goes through the maptile and removed any unique items on the map. */
704 void
705 maptile::clear_unique_items ()
706 {
707 for (int i = 0; i < size (); ++i)
708 {
709 int unique = 0;
710 for (object *op = spaces [i].bot; op; )
711 {
712 object *above = op->above;
713
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715 unique = 1;
716
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 op->destroy ();
719
720 op = above;
721 }
722 }
723 }
724
725 bool
726 maptile::_save_header (object_freezer &freezer)
727 {
728 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
729 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
730
731 MAP_OUT2 (arch, "map");
732
733 if (name) MAP_OUT (name);
734 MAP_OUT (swap_time);
735 MAP_OUT (reset_time);
736 MAP_OUT (reset_timeout);
737 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
740 MAP_OUT (difficulty);
741
742 if (default_region) MAP_OUT2 (region, default_region->name);
743
744 if (shopitems)
745 {
746 char shop[MAX_BUF];
747 print_shop_string (this, shop);
748 MAP_OUT2 (shopitems, shop);
749 }
750
751 MAP_OUT (shopgreed);
752 MAP_OUT (shopmin);
753 MAP_OUT (shopmax);
754 if (shoprace) MAP_OUT (shoprace);
755 MAP_OUT (darkness);
756 MAP_OUT (width);
757 MAP_OUT (height);
758 MAP_OUT (enter_x);
759 MAP_OUT (enter_y);
760
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor);
765 MAP_OUT (temp);
766 MAP_OUT (pressure);
767 MAP_OUT (humid);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771
772 MAP_OUT (per_player);
773 MAP_OUT (per_party);
774
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779
780 freezer.put (this);
781 freezer.put (KW_end);
782
783 return true;
784 }
785
786 bool
787 maptile::_save_header (const char *path)
788 {
789 object_freezer freezer;
790
791 if (!_save_header (freezer))
792 return false;
793
794 return freezer.save (path);
795 }
796
797 /*
798 * Remove and free all objects in the given map.
799 */
800 void
801 maptile::clear ()
802 {
803 if (spaces)
804 {
805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
806 while (object *op = ms->bot)
807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
815 if (op == head)
816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
822 }
823
824 sfree0 (spaces, size ());
825 }
826
827 if (buttons)
828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
832 }
833
834 void
835 maptile::clear_header ()
836 {
837 name = 0;
838 msg = 0;
839 maplore = 0;
840 shoprace = 0;
841 delete [] shopitems, shopitems = 0;
842
843 for (int i = 0; i < 4; i++)
844 tile_path [i] = 0;
845 }
846
847 maptile::~maptile ()
848 {
849 assert (destroyed ());
850 }
851
852 void
853 maptile::clear_links_to (maptile *m)
854 {
855 /* We need to look through all the maps and see if any maps
856 * are pointing at this one for tiling information. Since
857 * tiling can be asymetric, we just can not look to see which
858 * maps this map tiles with and clears those.
859 */
860 for (int i = 0; i < 4; i++)
861 if (tile_map[i] == m)
862 tile_map[i] = 0;
863 }
864
865 void
866 maptile::do_destroy ()
867 {
868 attachable::do_destroy ();
869
870 clear ();
871 }
872
873 /* decay and destroy perishable items in a map */
874 void
875 maptile::do_decay_objects ()
876 {
877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
882 {
883 above = op->above;
884
885 bool destroy = 0;
886
887 // do not decay anything above unique floor tiles (yet :)
888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
889 break;
890
891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
893 || QUERY_FLAG (op, FLAG_UNIQUE)
894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
895 || QUERY_FLAG (op, FLAG_UNPAID)
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 || (mat & M_ICE && temp > 32))
931 destroy = 1;
932 }
933
934 /* adjust overall chance below */
935 if (destroy && rndm (0, 1))
936 op->destroy ();
937 }
938 }
939
940 /*
941 * This routine is supposed to find out the difficulty of the map.
942 * difficulty does not have a lot to do with character level,
943 * but does have a lot to do with treasure on the map.
944 *
945 * Difficulty can now be set by the map creator. If the value stored
946 * in the map is zero, then use this routine. Maps should really
947 * have a difficulty set rather than using this function - human calculation
948 * is much better than this function's guesswork.
949 */
950 int
951 maptile::estimate_difficulty () const
952 {
953 long monster_cnt = 0;
954 double avgexp = 0;
955 sint64 total_exp = 0;
956
957 for (mapspace *ms = spaces + size (); ms-- > spaces; )
958 for (object *op = ms->bot; op; op = op->above)
959 {
960 if (QUERY_FLAG (op, FLAG_MONSTER))
961 {
962 total_exp += op->stats.exp;
963 monster_cnt++;
964 }
965
966 if (QUERY_FLAG (op, FLAG_GENERATOR))
967 {
968 total_exp += op->stats.exp;
969
970 if (archetype *at = op->other_arch)
971 {
972 total_exp += at->stats.exp * 8;
973 monster_cnt++;
974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
981 }
982 }
983
984 avgexp = (double) total_exp / monster_cnt;
985
986 for (int i = 1; i <= settings.max_level; i++)
987 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
988 return i;
989
990 return 1;
991 }
992
993 /* change_map_light() - used to change map light level (darkness)
994 * up or down. Returns true if successful. It should now be
995 * possible to change a value by more than 1.
996 * Move this from los.c to map.c since this is more related
997 * to maps than los.
998 * postive values make it darker, negative make it brighter
999 */
1000 int
1001 maptile::change_map_light (int change)
1002 {
1003 /* Nothing to do */
1004 if (!change)
1005 return 0;
1006
1007 /* inform all players on the map */
1008 if (change > 0)
1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1010 else
1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1012
1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1014
1015 /* All clients need to get re-updated for the change */
1016 update_all_map_los (this);
1017
1018 return 1;
1019 }
1020
1021 /*
1022 * This function updates various attributes about a specific space
1023 * on the map (what it looks like, whether it blocks magic,
1024 * has a living creatures, prevents people from passing
1025 * through, etc)
1026 */
1027 void
1028 mapspace::update_ ()
1029 {
1030 object *last = 0;
1031 uint8 flags = P_UPTODATE, anywhere = 0;
1032 sint8 light = 0;
1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1034
1035 //object *middle = 0;
1036 //object *top = 0;
1037 //object *floor = 0;
1038 // this seems to generate better code than using locals, above
1039 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0;
1041 object *&floor = faces_obj[2] = 0;
1042
1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1044 {
1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1046 light += tmp->glow_radius;
1047
1048 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this.
1053 *
1054 * Always put the player down for drawing.
1055 */
1056 if (!tmp->invisible)
1057 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1059 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1061 {
1062 /* If we got a floor, that means middle and top were below it,
1063 * so should not be visible, so we clear them.
1064 */
1065 middle = 0;
1066 top = 0;
1067 floor = tmp;
1068 }
1069 /* Flag anywhere have high priority */
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 {
1072 middle = tmp;
1073 anywhere = 1;
1074 }
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 }
1089
1090 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow;
1095
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1098 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 }
1103
1104 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on;
1108 this->move_off = move_off;
1109 this->move_slow = move_slow;
1110
1111 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at
1113 * this point.
1114 * middle contains the highest visibility face.
1115 * top contains a player/monster face, if there is one.
1116 *
1117 * We now need to fill in top.face and/or middle.face.
1118 */
1119
1120 /* If the top face also happens to be high visibility, re-do our
1121 * middle face. This should not happen, as we already have the
1122 * else statement above so middle should not get set. OTOH, it
1123 * may be possible for the faces to match but be different objects.
1124 */
1125 if (top == middle)
1126 middle = 0;
1127
1128 /* There are three posibilities at this point:
1129 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both.
1132 */
1133
1134 for (object *tmp = last; tmp; tmp = tmp->below)
1135 {
1136 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1138 break;
1139
1140 /* If two top faces are already set, quit processing */
1141 if (top && middle)
1142 break;
1143
1144 /* Only show visible faces */
1145 if (!tmp->invisible)
1146 {
1147 /* Fill in top if needed */
1148 if (!top)
1149 {
1150 top = tmp;
1151 if (top == middle)
1152 middle = 0;
1153 }
1154 else
1155 {
1156 /* top is already set - we should only get here if
1157 * middle is not set
1158 *
1159 * Set the middle face and break out, since there is nothing
1160 * more to fill in. We don't check visiblity here, since
1161 *
1162 */
1163 if (tmp != top)
1164 {
1165 middle = tmp;
1166 break;
1167 }
1168 }
1169 }
1170 }
1171
1172 if (middle == floor)
1173 middle = 0;
1174
1175 if (top == middle)
1176 middle = 0;
1177
1178 #if 0
1179 faces_obj [0] = top;
1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182 #endif
1183 }
1184
1185 uint64
1186 mapspace::volume () const
1187 {
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194 }
1195
1196 maptile *
1197 maptile::tile_available (int dir, bool load)
1198 {
1199 if (tile_path[dir])
1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1203
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1207
1208 return 0;
1209 }
1210
1211 /* this returns TRUE if the coordinates (x,y) are out of
1212 * map m. This function also takes into account any
1213 * tiling considerations, loading adjacant maps as needed.
1214 * This is the function should always be used when it
1215 * necessary to check for valid coordinates.
1216 * This function will recursively call itself for the
1217 * tiled maps.
1218 */
1219 int
1220 out_of_map (maptile *m, int x, int y)
1221 {
1222 /* If we get passed a null map, this is obviously the
1223 * case. This generally shouldn't happen, but if the
1224 * map loads fail below, it could happen.
1225 */
1226 if (!m)
1227 return 0;
1228
1229 if (x < 0)
1230 {
1231 if (!m->tile_available (3))
1232 return 1;
1233
1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1235 }
1236
1237 if (x >= m->width)
1238 {
1239 if (!m->tile_available (1))
1240 return 1;
1241
1242 return out_of_map (m->tile_map[1], x - m->width, y);
1243 }
1244
1245 if (y < 0)
1246 {
1247 if (!m->tile_available (0))
1248 return 1;
1249
1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1251 }
1252
1253 if (y >= m->height)
1254 {
1255 if (!m->tile_available (2))
1256 return 1;
1257
1258 return out_of_map (m->tile_map[2], x, y - m->height);
1259 }
1260
1261 /* Simple case - coordinates are within this local
1262 * map.
1263 */
1264 return 0;
1265 }
1266
1267 /* This is basically the same as out_of_map above, but
1268 * instead we return NULL if no map is valid (coordinates
1269 * out of bounds and no tiled map), otherwise it returns
1270 * the map as that the coordinates are really on, and
1271 * updates x and y to be the localised coordinates.
1272 * Using this is more efficient of calling out_of_map
1273 * and then figuring out what the real map is
1274 */
1275 maptile *
1276 maptile::xy_find (sint16 &x, sint16 &y)
1277 {
1278 if (x < 0)
1279 {
1280 if (!tile_available (3))
1281 return 0;
1282
1283 x += tile_map[3]->width;
1284 return tile_map[3]->xy_find (x, y);
1285 }
1286
1287 if (x >= width)
1288 {
1289 if (!tile_available (1))
1290 return 0;
1291
1292 x -= width;
1293 return tile_map[1]->xy_find (x, y);
1294 }
1295
1296 if (y < 0)
1297 {
1298 if (!tile_available (0))
1299 return 0;
1300
1301 y += tile_map[0]->height;
1302 return tile_map[0]->xy_find (x, y);
1303 }
1304
1305 if (y >= height)
1306 {
1307 if (!tile_available (2))
1308 return 0;
1309
1310 y -= height;
1311 return tile_map[2]->xy_find (x, y);
1312 }
1313
1314 /* Simple case - coordinates are within this local
1315 * map.
1316 */
1317 return this;
1318 }
1319
1320 /**
1321 * Return whether map2 is adjacent to map1. If so, store the distance from
1322 * map1 to map2 in dx/dy.
1323 */
1324 int
1325 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1326 {
1327 if (!map1 || !map2)
1328 return 0;
1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
1332 if (map1 == map2)
1333 {
1334 *dx = 0;
1335 *dy = 0;
1336 }
1337 else if (map1->tile_map[0] == map2)
1338 { /* up */
1339 *dx = 0;
1340 *dy = -map2->height;
1341 }
1342 else if (map1->tile_map[1] == map2)
1343 { /* right */
1344 *dx = map1->width;
1345 *dy = 0;
1346 }
1347 else if (map1->tile_map[2] == map2)
1348 { /* down */
1349 *dx = 0;
1350 *dy = map1->height;
1351 }
1352 else if (map1->tile_map[3] == map2)
1353 { /* left */
1354 *dx = -map2->width;
1355 *dy = 0;
1356 }
1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1358 { /* up right */
1359 *dx = map1->tile_map[0]->width;
1360 *dy = -map1->tile_map[0]->height;
1361 }
1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1363 { /* up left */
1364 *dx = -map2->width;
1365 *dy = -map1->tile_map[0]->height;
1366 }
1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1368 { /* right up */
1369 *dx = map1->width;
1370 *dy = -map2->height;
1371 }
1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1373 { /* right down */
1374 *dx = map1->width;
1375 *dy = map1->tile_map[1]->height;
1376 }
1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1378 { /* down right */
1379 *dx = map1->tile_map[2]->width;
1380 *dy = map1->height;
1381 }
1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1383 { /* down left */
1384 *dx = -map2->width;
1385 *dy = map1->height;
1386 }
1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1388 { /* left up */
1389 *dx = -map1->tile_map[3]->width;
1390 *dy = -map2->height;
1391 }
1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1393 { /* left down */
1394 *dx = -map1->tile_map[3]->width;
1395 *dy = map1->tile_map[3]->height;
1396 }
1397 else
1398 return 0;
1399
1400 return 1;
1401 }
1402
1403 maptile *
1404 maptile::xy_load (sint16 &x, sint16 &y)
1405 {
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412 }
1413
1414 maptile *
1415 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416 {
1417 return m->xy_load (*x, *y);
1418 }
1419
1420 /* From map.c
1421 * This is used by get_player to determine where the other
1422 * creature is. get_rangevector takes into account map tiling,
1423 * so you just can not look the the map coordinates and get the
1424 * righte value. distance_x/y are distance away, which
1425 * can be negative. direction is the crossfire direction scheme
1426 * that the creature should head. part is the part of the
1427 * monster that is closest.
1428 *
1429 * get_rangevector looks at op1 and op2, and fills in the
1430 * structure for op1 to get to op2.
1431 * We already trust that the caller has verified that the
1432 * two objects are at least on adjacent maps. If not,
1433 * results are not likely to be what is desired.
1434 * if the objects are not on maps, results are also likely to
1435 * be unexpected
1436 *
1437 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1'
1439 */
1440 void
1441 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1442 {
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 {
1445 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000;
1447 retval->distance_x = 10000;
1448 retval->distance_y = 10000;
1449 retval->direction = 0;
1450 retval->part = 0;
1451 }
1452 else
1453 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y;
1458
1459 best = op1;
1460 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more)
1462 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1464
1465 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works.
1470 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1475 if (tmpi < best_distance)
1476 {
1477 best_distance = tmpi;
1478 best = tmp;
1479 }
1480 }
1481
1482 if (best != op1)
1483 {
1484 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y;
1486 }
1487 }
1488
1489 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1492 }
1493 }
1494
1495 /* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map
1497 * and x,y coordinates - this is used for path to player -
1498 * since the object is not infact moving but we are trying to traverse
1499 * the path, we need this.
1500 * flags has no meaning for this function at this time - I kept it in to
1501 * be more consistant with the above function and also in case they are needed
1502 * for something in the future. Also, since no object is pasted, the best
1503 * field of the rv_vector is set to NULL.
1504 */
1505 void
1506 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507 {
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 {
1510 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000;
1512 retval->distance_x = 32767;
1513 retval->distance_y = 32767;
1514 retval->direction = 0;
1515 retval->part = 0;
1516 }
1517 else
1518 {
1519 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y;
1521
1522 retval->part = 0;
1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 }
1526 }
1527
1528 /* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from
1530 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1531 * to op1, this will still return false.
1532 * Note we only look one map out to keep the processing simple
1533 * and efficient. This could probably be a macro.
1534 * MSW 2001-08-05
1535 */
1536 int
1537 on_same_map (const object *op1, const object *op2)
1538 {
1539 int dx, dy;
1540
1541 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542 }
1543
1544 object *
1545 maptile::insert (object *op, int x, int y, object *originator, int flags)
1546 {
1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1548 }
1549
1550 region *
1551 maptile::region (int x, int y) const
1552 {
1553 if (regions
1554 && regionmap
1555 && !OUT_OF_REAL_MAP (this, x, y))
1556 if (struct region *reg = regionmap [regions [y * width + x]])
1557 return reg;
1558
1559 if (default_region)
1560 return default_region;
1561
1562 return ::region::default_region ();
1563 }
1564
1565 /* picks a random object from a style map.
1566 */
1567 object *
1568 maptile::pick_random_object (rand_gen &gen) const
1569 {
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick->head_ ();
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug");
1587 }
1588
1589 void
1590 maptile::play_sound (faceidx sound, int x, int y) const
1591 {
1592 if (!sound)
1593 return;
1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606 }
1607
1608 void
1609 maptile::say_msg (const char *msg, int x, int y) const
1610 {
1611 for_all_players (pl)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 }
1622 }
1623
1624 static void
1625 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626 {
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685 }
1686
1687 maprect *
1688 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689 {
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700 }
1701