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Revision: 1.166
Committed: Wed Oct 21 00:44:39 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.165: +7 -4 lines
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File Contents

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