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Revision: 1.165
Committed: Tue Oct 20 05:57:08 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.164: +21 -33 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 if (OB_MOVE_BLOCK (ob, tmp))
120 {
121 if (tmp->type == CHECK_INV)
122 {
123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
127 return 1;
128 }
129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
138 }
139 else
140 return 1; // unconditional block
141
142 } else {
143 // space does not block the ob, directly, but
144 // anything alive that is not a door still
145 // blocks anything but wizards.
146
147 if (tmp->flag [FLAG_ALIVE]
148 && tmp->head_ () != ob
149 && tmp != ob
150 && tmp->type != DOOR
151 && !tmp->flag [FLAG_WIZPASS])
152 return 1;
153 }
154 }
155
156 return 0;
157 }
158
159 /*
160 * Returns qthe blocking object if the given object can't fit in the given
161 * spot. This is meant for multi space objects - for single space objecs,
162 * just calling get_map_blocked and checking that against movement type
163 * of object. This function goes through all the parts of the multipart
164 * object and makes sure they can be inserted.
165 *
166 * While this doesn't call out of map, the get_map_flags does.
167 *
168 * This function has been used to deprecate arch_out_of_map -
169 * this function also does that check, and since in most cases,
170 * a call to one would follow the other, doesn't make a lot of sense to
171 * have two seperate functions for this.
172 *
173 * This returns nonzero if this arch can not go on the space provided,
174 * 0 otherwise. the return value will contain the P_.. value
175 * so the caller can know why this object can't go on the map.
176 * Note that callers should not expect P_NEW_MAP to be set
177 * in return codes - since the object is multispace - if
178 * we did return values, what do you return if half the object
179 * is one map, half on another.
180 *
181 * Note this used to be arch_blocked, but with new movement
182 * code, we need to have actual object to check its move_type
183 * against the move_block values.
184 */
185 bool
186 object::blocked (maptile *m, int x, int y) const
187 {
188 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
191
192 if (!pos.normalise ())
193 return 1;
194
195 mapspace &ms = *pos;
196
197 if (ms.flags () & P_IS_ALIVE)
198 return 1;
199
200 /* However, often ob doesn't have any move type
201 * (signifying non-moving objects)
202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
203 */
204 if (!move_type && ms.move_block != MOVE_ALL)
205 continue;
206
207 /* Note it is intentional that we check ob - the movement type of the
208 * head of the object should correspond for the entire object.
209 */
210 if (ms.blocks (move_type))
211 return 1;
212 }
213
214 return 0;
215 }
216
217 /* When the map is loaded, load_object does not actually insert objects
218 * into inventory, but just links them. What this does is go through
219 * and insert them properly.
220 * The object 'container' is the object that contains the inventory.
221 * This is needed so that we can update the containers weight.
222 */
223 void
224 fix_container (object *container)
225 {
226 object *tmp = container->inv, *next;
227
228 container->inv = 0;
229 while (tmp)
230 {
231 next = tmp->below;
232 if (tmp->inv)
233 fix_container (tmp);
234
235 insert_ob_in_ob (tmp, container);
236 tmp = next;
237 }
238
239 // go through and calculate what all the containers are carrying.
240 //TODO: remove
241 container->update_weight ();
242 }
243
244 void
245 maptile::set_object_flag (int flag, int value)
246 {
247 if (!spaces)
248 return;
249
250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
252 tmp->flag [flag] = value;
253 }
254
255 void
256 maptile::post_load_original ()
257 {
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
266 }
267
268 /* link_multipart_objects go through all the objects on the map looking
269 * for objects whose arch says they are multipart yet according to the
270 * info we have, they only have the head (as would be expected when
271 * they are saved).
272 */
273 void
274 maptile::link_multipart_objects ()
275 {
276 if (!spaces)
277 return;
278
279 for (mapspace *ms = spaces + size (); ms-- > spaces; )
280 {
281 object *op = ms->bot;
282 while (op)
283 {
284 /* already multipart - don't do anything more */
285 if (op->head_ () == op && !op->more && op->arch->more)
286 {
287 op->remove ();
288 op->expand_tail ();
289
290 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
291 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
292 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
293 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
294
295 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
296 // so we have to reset the iteration through the mapspace
297 }
298 else
299 op = op->above;
300 }
301 }
302 }
303
304 /*
305 * Loads (ands parses) the objects into a given map from the specified
306 * file pointer.
307 */
308 bool
309 maptile::_load_objects (object_thawer &f)
310 {
311 for (;;)
312 {
313 coroapi::cede_to_tick (); // cede once in a while
314
315 switch (f.kw)
316 {
317 case KW_arch:
318 if (object *op = object::read (f, this))
319 {
320 // TODO: why?
321 if (op->inv)
322 op->update_weight ();
323
324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &ms.bot) = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
349 continue;
350
351 case KW_EOF:
352 return true;
353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
357 break;
358 }
359
360 f.next ();
361 }
362
363 return true;
364 }
365
366 void
367 maptile::activate ()
368 {
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373 }
374
375 void
376 maptile::deactivate ()
377 {
378 if (spaces)
379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive ();
382 }
383
384 bool
385 maptile::_save_objects (object_freezer &f, int flags)
386 {
387 coroapi::cede_to_tick ();
388
389 if (flags & IO_HEADER)
390 _save_header (f);
391
392 if (!spaces)
393 return false;
394
395 for (int i = 0; i < size (); ++i)
396 {
397 bool unique = 0;
398
399 for (object *op = spaces [i].bot; op; op = op->above)
400 {
401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
402
403 if (expect_false (!op->can_map_save ()))
404 continue;
405
406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 {
408 if (flags & IO_UNIQUES)
409 op->write (f);
410 }
411 else if (expect_true (flags & IO_OBJECTS))
412 op->write (f);
413 }
414 }
415
416 coroapi::cede_to_tick ();
417
418 return true;
419 }
420
421 bool
422 maptile::_save_objects (const char *path, int flags)
423 {
424 object_freezer freezer;
425
426 if (!_save_objects (freezer, flags))
427 return false;
428
429 return freezer.save (path);
430 }
431
432 maptile::maptile ()
433 {
434 in_memory = MAP_SWAPPED;
435
436 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour.
438 */
439 width = 16;
440 height = 16;
441 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything
443 max_volume = 2000000; // 2m³
444 }
445
446 maptile::maptile (int w, int h)
447 {
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0;
455 enter_y = 0;
456
457 alloc ();
458 }
459
460 /*
461 * Allocates the arrays contained in a maptile.
462 * This basically allocates the dynamic array of spaces for the
463 * map.
464 */
465 void
466 maptile::alloc ()
467 {
468 if (spaces)
469 return;
470
471 spaces = salloc0<mapspace> (size ());
472 }
473
474 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date.
477 * Called by parse_map_headers below.
478 */
479 static shopitems *
480 parse_shop_string (const char *input_string)
481 {
482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
483 shopitems *items = NULL;
484 int i = 0, number_of_entries = 0;
485 const typedata *current_type;
486
487 shop_string = strdup (input_string);
488 p = shop_string;
489 /* first we'll count the entries, we'll need that for allocating the array shortly */
490 while (p)
491 {
492 p = strchr (p, ';');
493 number_of_entries++;
494 if (p)
495 p++;
496 }
497
498 p = shop_string;
499 strip_endline (p);
500 items = new shopitems[number_of_entries + 1];
501 for (i = 0; i < number_of_entries; i++)
502 {
503 if (!p)
504 {
505 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
506 break;
507 }
508
509 next_semicolon = strchr (p, ';');
510 next_colon = strchr (p, ':');
511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513 items[i].strength = atoi (strchr (p, ':') + 1);
514
515 if (isdigit (*p) || *p == '*')
516 {
517 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518 current_type = get_typedata (items[i].typenum);
519 if (current_type)
520 {
521 items[i].name = current_type->name;
522 items[i].name_pl = current_type->name_pl;
523 }
524 }
525 else
526 { /*we have a named type, let's figure out what it is */
527 q = strpbrk (p, ";:");
528 if (q)
529 *q = '\0';
530
531 current_type = get_typedata_by_name (p);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].typenum = current_type->number;
536 items[i].name_pl = current_type->name_pl;
537 }
538 else
539 { /* oh uh, something's wrong, let's free up this one, and try
540 * the next entry while we're at it, better print a warning
541 */
542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543 }
544 }
545
546 items[i].index = number_of_entries;
547 if (next_semicolon)
548 p = ++next_semicolon;
549 else
550 p = NULL;
551 }
552
553 free (shop_string);
554 return items;
555 }
556
557 /* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */
559 static const char *
560 print_shop_string (maptile *m)
561 {
562 static dynbuf_text buf; buf.clear ();
563
564 for (int i = 0; i < m->shopitems[0].index; i++)
565 {
566 if (m->shopitems[i].typenum)
567 {
568 if (m->shopitems[i].strength)
569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
570 else
571 buf.printf ("%s;", m->shopitems[i].name);
572 }
573 else
574 {
575 if (m->shopitems[i].strength)
576 buf.printf ("*:%d;", m->shopitems[i].strength);
577 else
578 buf.printf ("*");
579 }
580 }
581
582 return buf;
583 }
584
585 /* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc.
587 * this used to be stored in the map object, but with the
588 * addition of tiling, fields beyond that easily named in an
589 * object structure were needed, so it just made sense to
590 * put all the stuff in the map object so that names actually make
591 * sense.
592 * This could be done in lex (like the object loader), but I think
593 * currently, there are few enough fields this is not a big deal.
594 * MSW 2001-07-01
595 */
596 bool
597 maptile::_load_header (object_thawer &thawer)
598 {
599 for (;;)
600 {
601 switch (thawer.kw)
602 {
603 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg);
605 break;
606
607 case KW_lore: // CF+ extension
608 thawer.get_ml (KW_endlore, maplore);
609 break;
610
611 case KW_maplore:
612 thawer.get_ml (KW_endmaplore, maplore);
613 break;
614
615 case KW_arch:
616 if (strcmp (thawer.get_str (), "map"))
617 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618 break;
619
620 case KW_oid:
621 thawer.get (this, thawer.get_sint32 ());
622 break;
623
624 case KW_file_format_version: break; // nop
625
626 case KW_name: thawer.get (name); break;
627 case KW_attach: thawer.get (attach); break;
628 case KW_reset_time: thawer.get (reset_time); break;
629 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break;
634 case KW_temp: thawer.get (temp); break;
635 case KW_pressure: thawer.get (pressure); break;
636 case KW_humid: thawer.get (humid); break;
637 case KW_windspeed: thawer.get (windspeed); break;
638 case KW_winddir: thawer.get (winddir); break;
639 case KW_sky: thawer.get (sky); break;
640
641 case KW_per_player: thawer.get (per_player); break;
642 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
645
646 case KW_region: default_region = region::find (thawer.get_str ()); break;
647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
648
649 // old names new names
650 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
651 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
652 case KW_x: case KW_width: thawer.get (width); break;
653 case KW_y: case KW_height: thawer.get (height); break;
654 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
655 case KW_value: case KW_swap_time: thawer.get (timeout); break;
656 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
657 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
658 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
659
660 case KW_tile_path_1: thawer.get (tile_path [0]); break;
661 case KW_tile_path_2: thawer.get (tile_path [1]); break;
662 case KW_tile_path_3: thawer.get (tile_path [2]); break;
663 case KW_tile_path_4: thawer.get (tile_path [3]); break;
664
665 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value);
667 break;
668
669 case KW_end:
670 thawer.next ();
671 return true;
672
673 default:
674 if (!thawer.parse_error ("map", 0))
675 return false;
676 break;
677 }
678
679 thawer.next ();
680 }
681
682 abort ();
683 }
684
685 /******************************************************************************
686 * This is the start of unique map handling code
687 *****************************************************************************/
688
689 /* This goes through the maptile and removed any unique items on the map. */
690 void
691 maptile::clear_unique_items ()
692 {
693 for (int i = 0; i < size (); ++i)
694 {
695 int unique = 0;
696 for (object *op = spaces [i].bot; op; )
697 {
698 object *above = op->above;
699
700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
701 unique = 1;
702
703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
704 op->destroy ();
705
706 op = above;
707 }
708 }
709 }
710
711 bool
712 maptile::_save_header (object_freezer &freezer)
713 {
714 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
715 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
716
717 MAP_OUT2 (arch, "map");
718
719 if (name) MAP_OUT (name);
720 MAP_OUT (swap_time);
721 MAP_OUT (reset_time);
722 MAP_OUT (reset_timeout);
723 MAP_OUT (fixed_resettime);
724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
726 MAP_OUT (difficulty);
727 if (default_region) MAP_OUT2 (region, default_region->name);
728
729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
730 MAP_OUT (shopgreed);
731 MAP_OUT (shopmin);
732 MAP_OUT (shopmax);
733 if (shoprace) MAP_OUT (shoprace);
734
735 MAP_OUT (darkness);
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor);
745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764 }
765
766 bool
767 maptile::_save_header (const char *path)
768 {
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775 }
776
777 /*
778 * Remove and free all objects in the given map.
779 */
780 void
781 maptile::clear ()
782 {
783 if (spaces)
784 {
785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
786 while (object *op = ms->bot)
787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
794 object *head = op->head_ ();
795 if (op == head)
796 op->destroy ();
797 else if (head->map != op->map)
798 {
799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 head->destroy ();
801 }
802 }
803
804 sfree0 (spaces, size ());
805 }
806
807 if (buttons)
808 free_objectlinkpt (buttons), buttons = 0;
809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
812 }
813
814 void
815 maptile::clear_header ()
816 {
817 name = 0;
818 msg = 0;
819 maplore = 0;
820 shoprace = 0;
821 delete [] shopitems, shopitems = 0;
822
823 for (int i = 0; i < 4; i++)
824 tile_path [i] = 0;
825 }
826
827 maptile::~maptile ()
828 {
829 assert (destroyed ());
830 }
831
832 void
833 maptile::clear_links_to (maptile *m)
834 {
835 /* We need to look through all the maps and see if any maps
836 * are pointing at this one for tiling information. Since
837 * tiling can be asymetric, we just can not look to see which
838 * maps this map tiles with and clears those.
839 */
840 for (int i = 0; i < 4; i++)
841 if (tile_map[i] == m)
842 tile_map[i] = 0;
843 }
844
845 void
846 maptile::do_destroy ()
847 {
848 attachable::do_destroy ();
849
850 clear ();
851 }
852
853 /* decay and destroy perishable items in a map */
854 void
855 maptile::do_decay_objects ()
856 {
857 if (!spaces)
858 return;
859
860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above)
862 {
863 above = op->above;
864
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break;
870
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ())
877 ; // do not decay
878 else if (op->is_weapon ())
879 {
880 op->stats.dam--;
881 if (op->stats.dam < 0)
882 destroy = 1;
883 }
884 else if (op->is_armor ())
885 {
886 op->stats.ac--;
887 if (op->stats.ac < 0)
888 destroy = 1;
889 }
890 else if (op->type == FOOD)
891 {
892 op->stats.food -= rndm (5, 20);
893 if (op->stats.food < 0)
894 destroy = 1;
895 }
896 else
897 {
898 int mat = op->materials;
899
900 if (mat & M_PAPER
901 || mat & M_LEATHER
902 || mat & M_WOOD
903 || mat & M_ORGANIC
904 || mat & M_CLOTH
905 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32))
911 destroy = 1;
912 }
913
914 /* adjust overall chance below */
915 if (destroy && rndm (0, 1))
916 op->destroy ();
917 }
918 }
919
920 /*
921 * This routine is supposed to find out the difficulty of the map.
922 * difficulty does not have a lot to do with character level,
923 * but does have a lot to do with treasure on the map.
924 *
925 * Difficulty can now be set by the map creator. If the value stored
926 * in the map is zero, then use this routine. Maps should really
927 * have a difficulty set rather than using this function - human calculation
928 * is much better than this function's guesswork.
929 */
930 int
931 maptile::estimate_difficulty () const
932 {
933 long monster_cnt = 0;
934 double avgexp = 0;
935 sint64 total_exp = 0;
936
937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
938 for (object *op = ms->bot; op; op = op->above)
939 {
940 if (QUERY_FLAG (op, FLAG_MONSTER))
941 {
942 total_exp += op->stats.exp;
943 monster_cnt++;
944 }
945
946 if (QUERY_FLAG (op, FLAG_GENERATOR))
947 {
948 total_exp += op->stats.exp;
949
950 if (archetype *at = op->other_arch)
951 {
952 total_exp += at->stats.exp * 8;
953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
961 }
962 }
963
964 avgexp = (double) total_exp / monster_cnt;
965
966 for (int i = 1; i <= settings.max_level; i++)
967 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
968 return i;
969
970 return 1;
971 }
972
973 /* change_map_light() - used to change map light level (darkness)
974 * up or down. Returns true if successful. It should now be
975 * possible to change a value by more than 1.
976 * Move this from los.c to map.c since this is more related
977 * to maps than los.
978 * postive values make it darker, negative make it brighter
979 */
980 int
981 maptile::change_map_light (int change)
982 {
983 /* Nothing to do */
984 if (!change)
985 return 0;
986
987 /* inform all players on the map */
988 if (change > 0)
989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
990 else
991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
992
993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
994
995 /* All clients need to get re-updated for the change */
996 update_all_map_los (this);
997
998 return 1;
999 }
1000
1001 /*
1002 * This function updates various attributes about a specific space
1003 * on the map (what it looks like, whether it blocks magic,
1004 * has a living creatures, prevents people from passing
1005 * through, etc)
1006 */
1007 void
1008 mapspace::update_ ()
1009 {
1010 object *last = 0;
1011 uint8 flags = P_UPTODATE, anywhere = 0;
1012 sint8 light = 0;
1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1014
1015 //object *middle = 0;
1016 //object *top = 0;
1017 //object *floor = 0;
1018 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius;
1027
1028 /* This call is needed in order to update objects the player
1029 * is standing in that have animations (ie, grass, fire, etc).
1030 * However, it also causes the look window to be re-drawn
1031 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this.
1033 *
1034 * Always put the player down for drawing.
1035 */
1036 if (!tmp->invisible)
1037 {
1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1039 top = tmp;
1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1041 {
1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them.
1044 */
1045 middle = 0;
1046 top = 0;
1047 floor = tmp;
1048 }
1049 /* Flag anywhere have high priority */
1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051 {
1052 middle = tmp;
1053 anywhere = 1;
1054 }
1055
1056 /* Find the highest visible face around. If equal
1057 * visibilities, we still want the one nearer to the
1058 * top
1059 */
1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1061 middle = tmp;
1062 }
1063
1064 if (tmp == tmp->above)
1065 {
1066 LOG (llevError, "Error in structure of map\n");
1067 exit (-1);
1068 }
1069
1070 move_slow |= tmp->move_slow;
1071 move_block |= tmp->move_block;
1072 move_on |= tmp->move_on;
1073 move_off |= tmp->move_off;
1074 move_allow |= tmp->move_allow;
1075
1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1078 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1082 }
1083
1084 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on;
1088 this->move_off = move_off;
1089 this->move_slow = move_slow;
1090
1091 /* At this point, we have a floor face (if there is a floor),
1092 * and the floor is set - we are not going to touch it at
1093 * this point.
1094 * middle contains the highest visibility face.
1095 * top contains a player/monster face, if there is one.
1096 *
1097 * We now need to fill in top.face and/or middle.face.
1098 */
1099
1100 /* If the top face also happens to be high visibility, re-do our
1101 * middle face. This should not happen, as we already have the
1102 * else statement above so middle should not get set. OTOH, it
1103 * may be possible for the faces to match but be different objects.
1104 */
1105 if (top == middle)
1106 middle = 0;
1107
1108 /* There are three posibilities at this point:
1109 * 1) top face is set, need middle to be set.
1110 * 2) middle is set, need to set top.
1111 * 3) neither middle or top is set - need to set both.
1112 */
1113
1114 for (object *tmp = last; tmp; tmp = tmp->below)
1115 {
1116 /* Once we get to a floor, stop, since we already have a floor object */
1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 break;
1119
1120 /* If two top faces are already set, quit processing */
1121 if (top && middle)
1122 break;
1123
1124 /* Only show visible faces */
1125 if (!tmp->invisible)
1126 {
1127 /* Fill in top if needed */
1128 if (!top)
1129 {
1130 top = tmp;
1131 if (top == middle)
1132 middle = 0;
1133 }
1134 else
1135 {
1136 /* top is already set - we should only get here if
1137 * middle is not set
1138 *
1139 * Set the middle face and break out, since there is nothing
1140 * more to fill in. We don't check visiblity here, since
1141 *
1142 */
1143 if (tmp != top)
1144 {
1145 middle = tmp;
1146 break;
1147 }
1148 }
1149 }
1150 }
1151
1152 if (middle == floor)
1153 middle = 0;
1154
1155 if (top == middle)
1156 middle = 0;
1157
1158 #if 0
1159 faces_obj [0] = top;
1160 faces_obj [1] = middle;
1161 faces_obj [2] = floor;
1162 #endif
1163 }
1164
1165 uint64
1166 mapspace::volume () const
1167 {
1168 uint64 vol = 0;
1169
1170 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1171 vol += op->volume ();
1172
1173 return vol;
1174 }
1175
1176 maptile *
1177 maptile::tile_available (int dir, bool load)
1178 {
1179 if (tile_path[dir])
1180 {
1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1182 return tile_map[dir];
1183
1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir];
1186 }
1187
1188 return 0;
1189 }
1190
1191 /* this returns TRUE if the coordinates (x,y) are out of
1192 * map m. This function also takes into account any
1193 * tiling considerations, loading adjacant maps as needed.
1194 * This is the function should always be used when it
1195 * necessary to check for valid coordinates.
1196 * This function will recursively call itself for the
1197 * tiled maps.
1198 */
1199 int
1200 out_of_map (maptile *m, int x, int y)
1201 {
1202 /* If we get passed a null map, this is obviously the
1203 * case. This generally shouldn't happen, but if the
1204 * map loads fail below, it could happen.
1205 */
1206 if (!m)
1207 return 0;
1208
1209 if (x < 0)
1210 {
1211 if (!m->tile_available (3))
1212 return 1;
1213
1214 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1215 }
1216
1217 if (x >= m->width)
1218 {
1219 if (!m->tile_available (1))
1220 return 1;
1221
1222 return out_of_map (m->tile_map[1], x - m->width, y);
1223 }
1224
1225 if (y < 0)
1226 {
1227 if (!m->tile_available (0))
1228 return 1;
1229
1230 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1231 }
1232
1233 if (y >= m->height)
1234 {
1235 if (!m->tile_available (2))
1236 return 1;
1237
1238 return out_of_map (m->tile_map[2], x, y - m->height);
1239 }
1240
1241 /* Simple case - coordinates are within this local
1242 * map.
1243 */
1244 return 0;
1245 }
1246
1247 /* This is basically the same as out_of_map above, but
1248 * instead we return NULL if no map is valid (coordinates
1249 * out of bounds and no tiled map), otherwise it returns
1250 * the map as that the coordinates are really on, and
1251 * updates x and y to be the localised coordinates.
1252 * Using this is more efficient of calling out_of_map
1253 * and then figuring out what the real map is
1254 */
1255 maptile *
1256 maptile::xy_find (sint16 &x, sint16 &y)
1257 {
1258 if (x < 0)
1259 {
1260 if (!tile_available (3))
1261 return 0;
1262
1263 x += tile_map[3]->width;
1264 return tile_map[3]->xy_find (x, y);
1265 }
1266
1267 if (x >= width)
1268 {
1269 if (!tile_available (1))
1270 return 0;
1271
1272 x -= width;
1273 return tile_map[1]->xy_find (x, y);
1274 }
1275
1276 if (y < 0)
1277 {
1278 if (!tile_available (0))
1279 return 0;
1280
1281 y += tile_map[0]->height;
1282 return tile_map[0]->xy_find (x, y);
1283 }
1284
1285 if (y >= height)
1286 {
1287 if (!tile_available (2))
1288 return 0;
1289
1290 y -= height;
1291 return tile_map[2]->xy_find (x, y);
1292 }
1293
1294 /* Simple case - coordinates are within this local
1295 * map.
1296 */
1297 return this;
1298 }
1299
1300 /**
1301 * Return whether map2 is adjacent to map1. If so, store the distance from
1302 * map1 to map2 in dx/dy.
1303 */
1304 int
1305 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1306 {
1307 if (!map1 || !map2)
1308 return 0;
1309
1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1311 //fix: compare paths instead (this is likely faster, too!)
1312 if (map1 == map2)
1313 {
1314 *dx = 0;
1315 *dy = 0;
1316 }
1317 else if (map1->tile_map[0] == map2)
1318 { /* up */
1319 *dx = 0;
1320 *dy = -map2->height;
1321 }
1322 else if (map1->tile_map[1] == map2)
1323 { /* right */
1324 *dx = map1->width;
1325 *dy = 0;
1326 }
1327 else if (map1->tile_map[2] == map2)
1328 { /* down */
1329 *dx = 0;
1330 *dy = map1->height;
1331 }
1332 else if (map1->tile_map[3] == map2)
1333 { /* left */
1334 *dx = -map2->width;
1335 *dy = 0;
1336 }
1337 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1338 { /* up right */
1339 *dx = map1->tile_map[0]->width;
1340 *dy = -map1->tile_map[0]->height;
1341 }
1342 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1343 { /* up left */
1344 *dx = -map2->width;
1345 *dy = -map1->tile_map[0]->height;
1346 }
1347 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1348 { /* right up */
1349 *dx = map1->width;
1350 *dy = -map2->height;
1351 }
1352 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1353 { /* right down */
1354 *dx = map1->width;
1355 *dy = map1->tile_map[1]->height;
1356 }
1357 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1358 { /* down right */
1359 *dx = map1->tile_map[2]->width;
1360 *dy = map1->height;
1361 }
1362 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1363 { /* down left */
1364 *dx = -map2->width;
1365 *dy = map1->height;
1366 }
1367 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1368 { /* left up */
1369 *dx = -map1->tile_map[3]->width;
1370 *dy = -map2->height;
1371 }
1372 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1373 { /* left down */
1374 *dx = -map1->tile_map[3]->width;
1375 *dy = map1->tile_map[3]->height;
1376 }
1377 else
1378 return 0;
1379
1380 return 1;
1381 }
1382
1383 maptile *
1384 maptile::xy_load (sint16 &x, sint16 &y)
1385 {
1386 maptile *map = xy_find (x, y);
1387
1388 if (map)
1389 map->load_sync ();
1390
1391 return map;
1392 }
1393
1394 maptile *
1395 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1396 {
1397 return m->xy_load (*x, *y);
1398 }
1399
1400 /* From map.c
1401 * This is used by get_player to determine where the other
1402 * creature is. get_rangevector takes into account map tiling,
1403 * so you just can not look the the map coordinates and get the
1404 * righte value. distance_x/y are distance away, which
1405 * can be negative. direction is the crossfire direction scheme
1406 * that the creature should head. part is the part of the
1407 * monster that is closest.
1408 *
1409 * get_rangevector looks at op1 and op2, and fills in the
1410 * structure for op1 to get to op2.
1411 * We already trust that the caller has verified that the
1412 * two objects are at least on adjacent maps. If not,
1413 * results are not likely to be what is desired.
1414 * if the objects are not on maps, results are also likely to
1415 * be unexpected
1416 *
1417 * currently, the only flag supported (0x1) is don't translate for
1418 * closest body part of 'op1'
1419 */
1420 void
1421 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1422 {
1423 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1424 {
1425 /* be conservative and fill in _some_ data */
1426 retval->distance = 10000;
1427 retval->distance_x = 10000;
1428 retval->distance_y = 10000;
1429 retval->direction = 0;
1430 retval->part = 0;
1431 }
1432 else
1433 {
1434 object *best;
1435
1436 retval->distance_x += op2->x - op1->x;
1437 retval->distance_y += op2->y - op1->y;
1438
1439 best = op1;
1440 /* If this is multipart, find the closest part now */
1441 if (!(flags & 0x1) && op1->more)
1442 {
1443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1444
1445 /* we just take the offset of the piece to head to figure
1446 * distance instead of doing all that work above again
1447 * since the distance fields we set above are positive in the
1448 * same axis as is used for multipart objects, the simply arithmetic
1449 * below works.
1450 */
1451 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1452 {
1453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1455 if (tmpi < best_distance)
1456 {
1457 best_distance = tmpi;
1458 best = tmp;
1459 }
1460 }
1461
1462 if (best != op1)
1463 {
1464 retval->distance_x += op1->x - best->x;
1465 retval->distance_y += op1->y - best->y;
1466 }
1467 }
1468
1469 retval->part = best;
1470 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1471 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1472 }
1473 }
1474
1475 /* this is basically the same as get_rangevector above, but instead of
1476 * the first parameter being an object, it instead is the map
1477 * and x,y coordinates - this is used for path to player -
1478 * since the object is not infact moving but we are trying to traverse
1479 * the path, we need this.
1480 * flags has no meaning for this function at this time - I kept it in to
1481 * be more consistant with the above function and also in case they are needed
1482 * for something in the future. Also, since no object is pasted, the best
1483 * field of the rv_vector is set to NULL.
1484 */
1485 void
1486 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1487 {
1488 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1489 {
1490 /* be conservative and fill in _some_ data */
1491 retval->distance = 100000;
1492 retval->distance_x = 32767;
1493 retval->distance_y = 32767;
1494 retval->direction = 0;
1495 retval->part = 0;
1496 }
1497 else
1498 {
1499 retval->distance_x += op2->x - x;
1500 retval->distance_y += op2->y - y;
1501
1502 retval->part = 0;
1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1505 }
1506 }
1507
1508 /* Returns true of op1 and op2 are effectively on the same map
1509 * (as related to map tiling). Note that this looks for a path from
1510 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1511 * to op1, this will still return false.
1512 * Note we only look one map out to keep the processing simple
1513 * and efficient. This could probably be a macro.
1514 * MSW 2001-08-05
1515 */
1516 int
1517 on_same_map (const object *op1, const object *op2)
1518 {
1519 int dx, dy;
1520
1521 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522 }
1523
1524 object *
1525 maptile::insert (object *op, int x, int y, object *originator, int flags)
1526 {
1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1528 }
1529
1530 region *
1531 maptile::region (int x, int y) const
1532 {
1533 if (regions
1534 && regionmap
1535 && !OUT_OF_REAL_MAP (this, x, y))
1536 if (struct region *reg = regionmap [regions [y * width + x]])
1537 return reg;
1538
1539 if (default_region)
1540 return default_region;
1541
1542 return ::region::default_region ();
1543 }
1544
1545 /* picks a random object from a style map.
1546 */
1547 object *
1548 maptile::pick_random_object (rand_gen &gen) const
1549 {
1550 /* while returning a null object will result in a crash, that
1551 * is actually preferable to an infinite loop. That is because
1552 * most servers will automatically restart in case of crash.
1553 * Change the logic on getting the random space - shouldn't make
1554 * any difference, but this seems clearer to me.
1555 */
1556 for (int i = 1000; --i;)
1557 {
1558 object *pick = at (gen (width), gen (height)).bot;
1559
1560 // do not prefer big monsters just because they are big.
1561 if (pick && pick->is_head ())
1562 return pick->head_ ();
1563 }
1564
1565 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug");
1567 }
1568
1569 void
1570 maptile::play_sound (faceidx sound, int x, int y) const
1571 {
1572 if (!sound)
1573 return;
1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586 }
1587
1588 void
1589 maptile::say_msg (const char *msg, int x, int y) const
1590 {
1591 for_all_players (pl)
1592 if (client *ns = pl->ns)
1593 {
1594 int dx = x - pl->ob->x;
1595 int dy = y - pl->ob->y;
1596
1597 int distance = idistance (dx, dy);
1598
1599 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 }
1602 }
1603
1604 static void
1605 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606 {
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665 }
1666
1667 maprect *
1668 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669 {
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680 }
1681