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Revision: 1.171
Committed: Sun Nov 8 16:13:45 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.170: +31 -20 lines
Log Message:
optimisations, cache volume/nrof in mapspace

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 //+GPL
32
33 sint8 maptile::outdoor_darkness;
34
35 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
36 * one function that just returns a P_.. value (see map.h)
37 * it will also do map translation for tiled maps, returning
38 * new values into newmap, nx, and ny. Any and all of those
39 * values can be null, in which case if a new map is needed (returned
40 * by a P_NEW_MAP value, another call to get_map_from_coord
41 * is needed. The case of not passing values is if we're just
42 * checking for the existence of something on those spaces, but
43 * don't expect to insert/remove anything from those spaces.
44 */
45 int
46 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
47 {
48 sint16 newx = x;
49 sint16 newy = y;
50
51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
54 return P_OUT_OF_MAP;
55
56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
59
60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
61 }
62
63 /*
64 * Returns true if the given coordinate is blocked except by the
65 * object passed is not blocking. This is used with
66 * multipart monsters - if we want to see if a 2x2 monster
67 * can move 1 space to the left, we don't want its own area
68 * to block it from moving there.
69 * Returns TRUE if the space is blocked by something other than the
70 * monster.
71 * m, x, y are the target map/coordinates - needed for map tiling.
72 * the coordinates & map passed in should have been updated for tiling
73 * by the caller.
74 */
75 int
76 blocked_link (object *ob, maptile *m, int sx, int sy)
77 {
78 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this.
80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1;
85 }
86
87 mapspace &ms = m->at (sx, sy);
88
89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
91
92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special
94 * things we need to do for players.
95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
98
99 /* if there isn't anything alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example)
105 */
106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
108
109 ob = ob->head_ ();
110
111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0.
115 */
116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 {
118 if (OB_MOVE_BLOCK (ob, tmp))
119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0))
122 return 1;
123 else
124 continue;
125
126 if (tmp->type == CHECK_INV)
127 {
128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
132 return 1;
133 }
134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
143 }
144 else
145 return 1; // unconditional block
146
147 } else {
148 // space does not block the ob, directly, but
149 // anything alive that is not a door still
150 // blocks anything but wizards.
151
152 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob
154 && tmp != ob
155 && tmp->type != DOOR
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1;
158 }
159 }
160
161 return 0;
162 }
163
164 /*
165 * Returns qthe blocking object if the given object can't fit in the given
166 * spot. This is meant for multi space objects - for single space objecs,
167 * just calling get_map_blocked and checking that against movement type
168 * of object. This function goes through all the parts of the multipart
169 * object and makes sure they can be inserted.
170 *
171 * While this doesn't call out of map, the get_map_flags does.
172 *
173 * This function has been used to deprecate arch_out_of_map -
174 * this function also does that check, and since in most cases,
175 * a call to one would follow the other, doesn't make a lot of sense to
176 * have two seperate functions for this.
177 *
178 * This returns nonzero if this arch can not go on the space provided,
179 * 0 otherwise. the return value will contain the P_.. value
180 * so the caller can know why this object can't go on the map.
181 * Note that callers should not expect P_NEW_MAP to be set
182 * in return codes - since the object is multispace - if
183 * we did return values, what do you return if half the object
184 * is one map, half on another.
185 *
186 * Note this used to be arch_blocked, but with new movement
187 * code, we need to have actual object to check its move_type
188 * against the move_block values.
189 */
190 bool
191 object::blocked (maptile *m, int x, int y) const
192 {
193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
196
197 if (!pos.normalise ())
198 return 1;
199
200 mapspace &ms = *pos;
201
202 if (ms.flags () & P_IS_ALIVE)
203 return 1;
204
205 /* However, often ob doesn't have any move type
206 * (signifying non-moving objects)
207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
208 */
209 if (!move_type && ms.move_block != MOVE_ALL)
210 continue;
211
212 /* Note it is intentional that we check ob - the movement type of the
213 * head of the object should correspond for the entire object.
214 */
215 if (ms.blocks (move_type))
216 return 1;
217 }
218
219 return 0;
220 }
221
222 /* When the map is loaded, load_object does not actually insert objects
223 * into inventory, but just links them. What this does is go through
224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight.
227 */
228 static void
229 fix_container (object *container)
230 {
231 object *tmp = container->inv, *next;
232
233 container->inv = 0;
234 while (tmp)
235 {
236 next = tmp->below;
237 if (tmp->inv)
238 fix_container (tmp);
239
240 insert_ob_in_ob (tmp, container);
241 tmp = next;
242 }
243
244 // go through and calculate what all the containers are carrying.
245 //TODO: remove
246 container->update_weight ();
247 }
248
249 //-GPL
250
251 void
252 maptile::set_object_flag (int flag, int value)
253 {
254 if (!spaces)
255 return;
256
257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
259 tmp->flag [flag] = value;
260 }
261
262 void
263 maptile::post_load_original ()
264 {
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273 }
274
275 //+GPL
276
277 /* link_multipart_objects go through all the objects on the map looking
278 * for objects whose arch says they are multipart yet according to the
279 * info we have, they only have the head (as would be expected when
280 * they are saved).
281 */
282 void
283 maptile::link_multipart_objects ()
284 {
285 if (!spaces)
286 return;
287
288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
289 {
290 object *op = ms->bot;
291 while (op)
292 {
293 /* already multipart - don't do anything more */
294 if (op->head_ () == op && !op->more && op->arch->more)
295 {
296 op->remove ();
297 op->expand_tail ();
298
299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
306 }
307 else
308 op = op->above;
309 }
310 }
311 }
312
313 //-GPL
314
315 /*
316 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer.
318 */
319 bool
320 maptile::_load_objects (object_thawer &f)
321 {
322 for (;;)
323 {
324 coroapi::cede_to_tick (); // cede once in a while
325
326 switch (f.kw)
327 {
328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
360 continue;
361
362 case KW_EOF:
363 return true;
364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
368 break;
369 }
370
371 f.next ();
372 }
373
374 return true;
375 }
376
377 void
378 maptile::activate ()
379 {
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384 }
385
386 void
387 maptile::deactivate ()
388 {
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393 }
394
395 bool
396 maptile::_save_objects (object_freezer &f, int flags)
397 {
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
424 }
425 }
426
427 coroapi::cede_to_tick ();
428
429 return true;
430 }
431
432 bool
433 maptile::_save_objects (const char *path, int flags)
434 {
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441 }
442
443 maptile::maptile ()
444 {
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
449 */
450 width = 16;
451 height = 16;
452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_items = 25;
455 max_volume = 2000000; // 2m³
456 }
457
458 maptile::maptile (int w, int h)
459 {
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
468
469 alloc ();
470 }
471
472 /*
473 * Allocates the arrays contained in a maptile.
474 * This basically allocates the dynamic array of spaces for the
475 * map.
476 */
477 void
478 maptile::alloc ()
479 {
480 if (spaces)
481 return;
482
483 spaces = salloc0<mapspace> (size ());
484 }
485
486 //+GPL
487
488 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
489 * corresponding to that string. Memory is allocated for this, it must be freed
490 * at a later date.
491 * Called by parse_map_headers below.
492 */
493 static shopitems *
494 parse_shop_string (const char *input_string)
495 {
496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
497 shopitems *items = NULL;
498 int i = 0, number_of_entries = 0;
499 const typedata *current_type;
500
501 shop_string = strdup (input_string);
502 p = shop_string;
503 /* first we'll count the entries, we'll need that for allocating the array shortly */
504 while (p)
505 {
506 p = strchr (p, ';');
507 number_of_entries++;
508 if (p)
509 p++;
510 }
511
512 p = shop_string;
513 strip_endline (p);
514 items = new shopitems[number_of_entries + 1];
515 for (i = 0; i < number_of_entries; i++)
516 {
517 if (!p)
518 {
519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
520 break;
521 }
522
523 next_semicolon = strchr (p, ';');
524 next_colon = strchr (p, ':');
525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
527 items[i].strength = atoi (strchr (p, ':') + 1);
528
529 if (isdigit (*p) || *p == '*')
530 {
531 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
532 current_type = get_typedata (items[i].typenum);
533 if (current_type)
534 {
535 items[i].name = current_type->name;
536 items[i].name_pl = current_type->name_pl;
537 }
538 }
539 else
540 { /*we have a named type, let's figure out what it is */
541 q = strpbrk (p, ";:");
542 if (q)
543 *q = '\0';
544
545 current_type = get_typedata_by_name (p);
546 if (current_type)
547 {
548 items[i].name = current_type->name;
549 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl;
551 }
552 else
553 { /* oh uh, something's wrong, let's free up this one, and try
554 * the next entry while we're at it, better print a warning
555 */
556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557 }
558 }
559
560 items[i].index = number_of_entries;
561 if (next_semicolon)
562 p = ++next_semicolon;
563 else
564 p = NULL;
565 }
566
567 free (shop_string);
568 return items;
569 }
570
571 /* opposite of parse string, this puts the string that was originally fed in to
572 * the map (or something equivilent) into output_string. */
573 static const char *
574 print_shop_string (maptile *m)
575 {
576 static dynbuf_text buf; buf.clear ();
577
578 for (int i = 0; i < m->shopitems[0].index; i++)
579 {
580 if (m->shopitems[i].typenum)
581 {
582 if (m->shopitems[i].strength)
583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 else
585 buf.printf ("%s;", m->shopitems[i].name);
586 }
587 else
588 {
589 if (m->shopitems[i].strength)
590 buf.printf ("*:%d;", m->shopitems[i].strength);
591 else
592 buf.printf ("*");
593 }
594 }
595
596 return buf;
597 }
598
599 //-GPL
600
601 /* This loads the header information of the map. The header
602 * contains things like difficulty, size, timeout, etc.
603 * this used to be stored in the map object, but with the
604 * addition of tiling, fields beyond that easily named in an
605 * object structure were needed, so it just made sense to
606 * put all the stuff in the map object so that names actually make
607 * sense.
608 * This could be done in lex (like the object loader), but I think
609 * currently, there are few enough fields this is not a big deal.
610 * MSW 2001-07-01
611 */
612 bool
613 maptile::_load_header (object_thawer &thawer)
614 {
615 for (;;)
616 {
617 switch (thawer.kw)
618 {
619 case KW_msg:
620 thawer.get_ml (KW_endmsg, msg);
621 break;
622
623 case KW_lore: // CF+ extension
624 thawer.get_ml (KW_endlore, maplore);
625 break;
626
627 case KW_maplore:
628 thawer.get_ml (KW_endmaplore, maplore);
629 break;
630
631 case KW_arch:
632 if (strcmp (thawer.get_str (), "map"))
633 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
634 break;
635
636 case KW_oid:
637 thawer.get (this, thawer.get_sint32 ());
638 break;
639
640 case KW_file_format_version: break; // nop
641
642 case KW_name: thawer.get (name); break;
643 case KW_attach: thawer.get (attach); break;
644 case KW_reset_time: thawer.get (reset_time); break;
645 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break;
650 case KW_temp: thawer.get (temp); break;
651 case KW_pressure: thawer.get (pressure); break;
652 case KW_humid: thawer.get (humid); break;
653 case KW_windspeed: thawer.get (windspeed); break;
654 case KW_winddir: thawer.get (winddir); break;
655 case KW_sky: thawer.get (sky); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map", 0))
691 return false;
692 break;
693 }
694
695 thawer.next ();
696 }
697
698 abort ();
699 }
700
701 //+GPL
702
703 /******************************************************************************
704 * This is the start of unique map handling code
705 *****************************************************************************/
706
707 /* This goes through the maptile and removed any unique items on the map. */
708 void
709 maptile::clear_unique_items ()
710 {
711 for (int i = 0; i < size (); ++i)
712 {
713 int unique = 0;
714 for (object *op = spaces [i].bot; op; )
715 {
716 object *above = op->above;
717
718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
719 unique = 1;
720
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
722 op->destroy ();
723
724 op = above;
725 }
726 }
727 }
728
729 //-GPL
730
731 bool
732 maptile::_save_header (object_freezer &freezer)
733 {
734 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
735 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
736
737 MAP_OUT2 (arch, "map");
738
739 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time);
741 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout);
743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
746 MAP_OUT (difficulty);
747 if (default_region) MAP_OUT2 (region, default_region->name);
748
749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754
755 MAP_OUT (darkness);
756 MAP_OUT (width);
757 MAP_OUT (height);
758 MAP_OUT (enter_x);
759 MAP_OUT (enter_y);
760
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor);
765 MAP_OUT (temp);
766 MAP_OUT (pressure);
767 MAP_OUT (humid);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771
772 MAP_OUT (per_player);
773 MAP_OUT (per_party);
774
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779
780 freezer.put (this);
781 freezer.put (KW_end);
782
783 return true;
784 }
785
786 bool
787 maptile::_save_header (const char *path)
788 {
789 object_freezer freezer;
790
791 if (!_save_header (freezer))
792 return false;
793
794 return freezer.save (path);
795 }
796
797 //+GPL
798
799 /*
800 * Remove and free all objects in the given map.
801 */
802 void
803 maptile::clear ()
804 {
805 if (spaces)
806 {
807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 while (object *op = ms->bot)
809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
817 if (op == head)
818 op->destroy ();
819 else if (head->map != op->map)
820 {
821 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
822 head->destroy ();
823 }
824 }
825
826 sfree0 (spaces, size ());
827 }
828
829 if (buttons)
830 free_objectlinkpt (buttons), buttons = 0;
831
832 sfree0 (regions, size ());
833 delete [] regionmap; regionmap = 0;
834 }
835
836 void
837 maptile::clear_header ()
838 {
839 name = 0;
840 msg = 0;
841 maplore = 0;
842 shoprace = 0;
843 delete [] shopitems, shopitems = 0;
844
845 for (int i = 0; i < 4; i++)
846 tile_path [i] = 0;
847 }
848
849 maptile::~maptile ()
850 {
851 assert (destroyed ());
852 }
853
854 void
855 maptile::clear_links_to (maptile *m)
856 {
857 /* We need to look through all the maps and see if any maps
858 * are pointing at this one for tiling information. Since
859 * tiling can be asymetric, we just can not look to see which
860 * maps this map tiles with and clears those.
861 */
862 for (int i = 0; i < 4; i++)
863 if (tile_map[i] == m)
864 tile_map[i] = 0;
865 }
866
867 void
868 maptile::do_destroy ()
869 {
870 attachable::do_destroy ();
871
872 clear ();
873 }
874
875 /* decay and destroy perishable items in a map */
876 void
877 maptile::do_decay_objects ()
878 {
879 if (!spaces)
880 return;
881
882 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above)
884 {
885 above = op->above;
886
887 bool destroy = 0;
888
889 // do not decay anything above unique floor tiles (yet :)
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891 break;
892
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
940 }
941
942 /*
943 * This routine is supposed to find out the difficulty of the map.
944 * difficulty does not have a lot to do with character level,
945 * but does have a lot to do with treasure on the map.
946 *
947 * Difficulty can now be set by the map creator. If the value stored
948 * in the map is zero, then use this routine. Maps should really
949 * have a difficulty set rather than using this function - human calculation
950 * is much better than this function's guesswork.
951 */
952 int
953 maptile::estimate_difficulty () const
954 {
955 long monster_cnt = 0;
956 double avgexp = 0;
957 sint64 total_exp = 0;
958
959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above)
961 {
962 if (QUERY_FLAG (op, FLAG_MONSTER))
963 {
964 total_exp += op->stats.exp;
965 monster_cnt++;
966 }
967
968 if (QUERY_FLAG (op, FLAG_GENERATOR))
969 {
970 total_exp += op->stats.exp;
971
972 if (archetype *at = op->other_arch)
973 {
974 total_exp += at->stats.exp * 8;
975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
983 }
984 }
985
986 avgexp = (double) total_exp / monster_cnt;
987
988 for (int i = 1; i <= settings.max_level; i++)
989 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
990 return i;
991
992 return 1;
993 }
994
995 /* change_map_light() - used to change map light level (darkness)
996 * up or down. Returns true if successful. It should now be
997 * possible to change a value by more than 1.
998 * Move this from los.c to map.c since this is more related
999 * to maps than los.
1000 * postive values make it darker, negative make it brighter
1001 */
1002 int
1003 maptile::change_map_light (int change)
1004 {
1005 /* Nothing to do */
1006 if (!change)
1007 return 0;
1008
1009 /* inform all players on the map */
1010 if (change > 0)
1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1012 else
1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1014
1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1016
1017 /* All clients need to get re-updated for the change */
1018 update_all_map_los (this);
1019
1020 return 1;
1021 }
1022
1023 /*
1024 * This function updates various attributes about a specific space
1025 * on the map (what it looks like, whether it blocks magic,
1026 * has a living creatures, prevents people from passing
1027 * through, etc)
1028 */
1029 void
1030 mapspace::update_ ()
1031 {
1032 object *last = 0;
1033 uint8 flags = P_UPTODATE;
1034 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t nrof = 0;
1038 object *anywhere = 0;
1039
1040 //object *middle = 0;
1041 //object *top = 0;
1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1051 {
1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1053 light += tmp->glow_radius;
1054
1055 /* This call is needed in order to update objects the player
1056 * is standing in that have animations (ie, grass, fire, etc).
1057 * However, it also causes the look window to be re-drawn
1058 * 3 times each time the player moves, because many of the
1059 * functions the move_player calls eventualy call this.
1060 *
1061 * Always put the player down for drawing.
1062 */
1063 if (expect_true (!tmp->invisible))
1064 {
1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1066 top = tmp;
1067 else
1068 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 {
1071 /* If we got a floor, that means middle and top were below it,
1072 * so should not be visible, so we clear them.
1073 */
1074 middle = 0;
1075 top = 0;
1076 floor = tmp;
1077 volume = 0;
1078 nrof = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++nrof;
1085 volume += tmp->volume ();
1086 }
1087
1088 /* Flag anywhere have high priority */
1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090 anywhere = tmp;
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 middle = tmp;
1097 }
1098 }
1099 }
1100
1101 move_slow |= tmp->move_slow;
1102 move_block |= tmp->move_block;
1103 move_on |= tmp->move_on;
1104 move_off |= tmp->move_off;
1105 move_allow |= tmp->move_allow;
1106
1107 allflags |= tmp->flag;
1108
1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1110 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1111 }
1112
1113 // FLAG_SEE_ANYWHERE takes precedence
1114 if (anywhere)
1115 middle = anywhere;
1116
1117 // ORing all flags together and checking them here is much faster
1118 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1119 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1122
1123 this->light = min (light, MAX_LIGHT_RADIUS);
1124 this->flags_ = flags;
1125 this->move_block = move_block & ~move_allow;
1126 this->move_on = move_on;
1127 this->move_off = move_off;
1128 this->move_slow = move_slow;
1129 this->volume_ = volume / 1024;
1130 this->nrof_ = upos_min (nrof, 65535); // assume nrof <= 2**31
1131
1132 /* At this point, we have a floor face (if there is a floor),
1133 * and the floor is set - we are not going to touch it at
1134 * this point.
1135 * middle contains the highest visibility face.
1136 * top contains a player/monster face, if there is one.
1137 *
1138 * We now need to fill in top.face and/or middle.face.
1139 */
1140
1141 /* If the top face also happens to be high visibility, re-do our
1142 * middle face. This should not happen, as we already have the
1143 * else statement above so middle should not get set. OTOH, it
1144 * may be possible for the faces to match but be different objects.
1145 */
1146 if (top == middle)
1147 middle = 0;
1148
1149 /* There are three posibilities at this point:
1150 * 1) top face is set, need middle to be set.
1151 * 2) middle is set, need to set top.
1152 * 3) neither middle or top is set - need to set both.
1153 */
1154
1155 for (object *tmp = last; tmp; tmp = tmp->below)
1156 {
1157 /* Once we get to a floor, stop, since we already have a floor object */
1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1159 break;
1160
1161 /* If two top faces are already set, quit processing */
1162 if (top && middle)
1163 break;
1164
1165 /* Only show visible faces */
1166 if (!tmp->invisible)
1167 {
1168 /* Fill in top if needed */
1169 if (!top)
1170 {
1171 top = tmp;
1172 if (top == middle)
1173 middle = 0;
1174 }
1175 else
1176 {
1177 /* top is already set - we should only get here if
1178 * middle is not set
1179 *
1180 * Set the middle face and break out, since there is nothing
1181 * more to fill in. We don't check visiblity here, since
1182 *
1183 */
1184 if (tmp != top)
1185 {
1186 middle = tmp;
1187 break;
1188 }
1189 }
1190 }
1191 }
1192
1193 if (middle == floor)
1194 middle = 0;
1195
1196 if (top == middle)
1197 middle = 0;
1198
1199 #if 0
1200 faces_obj [0] = top;
1201 faces_obj [1] = middle;
1202 faces_obj [2] = floor;
1203 #endif
1204 }
1205
1206 maptile *
1207 maptile::tile_available (int dir, bool load)
1208 {
1209 if (tile_path[dir])
1210 {
1211 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1212 return tile_map[dir];
1213
1214 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1215 return tile_map[dir];
1216 }
1217
1218 return 0;
1219 }
1220
1221 /* this returns TRUE if the coordinates (x,y) are out of
1222 * map m. This function also takes into account any
1223 * tiling considerations, loading adjacant maps as needed.
1224 * This is the function should always be used when it
1225 * necessary to check for valid coordinates.
1226 * This function will recursively call itself for the
1227 * tiled maps.
1228 */
1229 int
1230 out_of_map (maptile *m, int x, int y)
1231 {
1232 /* If we get passed a null map, this is obviously the
1233 * case. This generally shouldn't happen, but if the
1234 * map loads fail below, it could happen.
1235 */
1236 if (!m)
1237 return 0;
1238
1239 if (x < 0)
1240 {
1241 if (!m->tile_available (3))
1242 return 1;
1243
1244 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1245 }
1246
1247 if (x >= m->width)
1248 {
1249 if (!m->tile_available (1))
1250 return 1;
1251
1252 return out_of_map (m->tile_map[1], x - m->width, y);
1253 }
1254
1255 if (y < 0)
1256 {
1257 if (!m->tile_available (0))
1258 return 1;
1259
1260 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1261 }
1262
1263 if (y >= m->height)
1264 {
1265 if (!m->tile_available (2))
1266 return 1;
1267
1268 return out_of_map (m->tile_map[2], x, y - m->height);
1269 }
1270
1271 /* Simple case - coordinates are within this local
1272 * map.
1273 */
1274 return 0;
1275 }
1276
1277 /* This is basically the same as out_of_map above, but
1278 * instead we return NULL if no map is valid (coordinates
1279 * out of bounds and no tiled map), otherwise it returns
1280 * the map as that the coordinates are really on, and
1281 * updates x and y to be the localised coordinates.
1282 * Using this is more efficient of calling out_of_map
1283 * and then figuring out what the real map is
1284 */
1285 maptile *
1286 maptile::xy_find (sint16 &x, sint16 &y)
1287 {
1288 if (x < 0)
1289 {
1290 if (!tile_available (3))
1291 return 0;
1292
1293 x += tile_map[3]->width;
1294 return tile_map[3]->xy_find (x, y);
1295 }
1296
1297 if (x >= width)
1298 {
1299 if (!tile_available (1))
1300 return 0;
1301
1302 x -= width;
1303 return tile_map[1]->xy_find (x, y);
1304 }
1305
1306 if (y < 0)
1307 {
1308 if (!tile_available (0))
1309 return 0;
1310
1311 y += tile_map[0]->height;
1312 return tile_map[0]->xy_find (x, y);
1313 }
1314
1315 if (y >= height)
1316 {
1317 if (!tile_available (2))
1318 return 0;
1319
1320 y -= height;
1321 return tile_map[2]->xy_find (x, y);
1322 }
1323
1324 /* Simple case - coordinates are within this local
1325 * map.
1326 */
1327 return this;
1328 }
1329
1330 /**
1331 * Return whether map2 is adjacent to map1. If so, store the distance from
1332 * map1 to map2 in dx/dy.
1333 */
1334 int
1335 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1336 {
1337 if (!map1 || !map2)
1338 return 0;
1339
1340 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1341 //fix: compare paths instead (this is likely faster, too!)
1342 if (map1 == map2)
1343 {
1344 *dx = 0;
1345 *dy = 0;
1346 }
1347 else if (map1->tile_map[0] == map2)
1348 { /* up */
1349 *dx = 0;
1350 *dy = -map2->height;
1351 }
1352 else if (map1->tile_map[1] == map2)
1353 { /* right */
1354 *dx = map1->width;
1355 *dy = 0;
1356 }
1357 else if (map1->tile_map[2] == map2)
1358 { /* down */
1359 *dx = 0;
1360 *dy = map1->height;
1361 }
1362 else if (map1->tile_map[3] == map2)
1363 { /* left */
1364 *dx = -map2->width;
1365 *dy = 0;
1366 }
1367 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1368 { /* up right */
1369 *dx = map1->tile_map[0]->width;
1370 *dy = -map1->tile_map[0]->height;
1371 }
1372 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1373 { /* up left */
1374 *dx = -map2->width;
1375 *dy = -map1->tile_map[0]->height;
1376 }
1377 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1378 { /* right up */
1379 *dx = map1->width;
1380 *dy = -map2->height;
1381 }
1382 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1383 { /* right down */
1384 *dx = map1->width;
1385 *dy = map1->tile_map[1]->height;
1386 }
1387 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1388 { /* down right */
1389 *dx = map1->tile_map[2]->width;
1390 *dy = map1->height;
1391 }
1392 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1393 { /* down left */
1394 *dx = -map2->width;
1395 *dy = map1->height;
1396 }
1397 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1398 { /* left up */
1399 *dx = -map1->tile_map[3]->width;
1400 *dy = -map2->height;
1401 }
1402 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1403 { /* left down */
1404 *dx = -map1->tile_map[3]->width;
1405 *dy = map1->tile_map[3]->height;
1406 }
1407 else
1408 return 0;
1409
1410 return 1;
1411 }
1412
1413 maptile *
1414 maptile::xy_load (sint16 &x, sint16 &y)
1415 {
1416 maptile *map = xy_find (x, y);
1417
1418 if (map)
1419 map->load_sync ();
1420
1421 return map;
1422 }
1423
1424 maptile *
1425 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1426 {
1427 return m->xy_load (*x, *y);
1428 }
1429
1430 /* From map.c
1431 * This is used by get_player to determine where the other
1432 * creature is. get_rangevector takes into account map tiling,
1433 * so you just can not look the the map coordinates and get the
1434 * righte value. distance_x/y are distance away, which
1435 * can be negative. direction is the crossfire direction scheme
1436 * that the creature should head. part is the part of the
1437 * monster that is closest.
1438 *
1439 * get_rangevector looks at op1 and op2, and fills in the
1440 * structure for op1 to get to op2.
1441 * We already trust that the caller has verified that the
1442 * two objects are at least on adjacent maps. If not,
1443 * results are not likely to be what is desired.
1444 * if the objects are not on maps, results are also likely to
1445 * be unexpected
1446 *
1447 * currently, the only flag supported (0x1) is don't translate for
1448 * closest body part of 'op1'
1449 */
1450 void
1451 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1452 {
1453 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1454 {
1455 /* be conservative and fill in _some_ data */
1456 retval->distance = 10000;
1457 retval->distance_x = 10000;
1458 retval->distance_y = 10000;
1459 retval->direction = 0;
1460 retval->part = 0;
1461 }
1462 else
1463 {
1464 object *best;
1465
1466 retval->distance_x += op2->x - op1->x;
1467 retval->distance_y += op2->y - op1->y;
1468
1469 best = op1;
1470 /* If this is multipart, find the closest part now */
1471 if (!(flags & 0x1) && op1->more)
1472 {
1473 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1474
1475 /* we just take the offset of the piece to head to figure
1476 * distance instead of doing all that work above again
1477 * since the distance fields we set above are positive in the
1478 * same axis as is used for multipart objects, the simply arithmetic
1479 * below works.
1480 */
1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 {
1483 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1484 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1485 if (tmpi < best_distance)
1486 {
1487 best_distance = tmpi;
1488 best = tmp;
1489 }
1490 }
1491
1492 if (best != op1)
1493 {
1494 retval->distance_x += op1->x - best->x;
1495 retval->distance_y += op1->y - best->y;
1496 }
1497 }
1498
1499 retval->part = best;
1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1502 }
1503 }
1504
1505 /* this is basically the same as get_rangevector above, but instead of
1506 * the first parameter being an object, it instead is the map
1507 * and x,y coordinates - this is used for path to player -
1508 * since the object is not infact moving but we are trying to traverse
1509 * the path, we need this.
1510 * flags has no meaning for this function at this time - I kept it in to
1511 * be more consistant with the above function and also in case they are needed
1512 * for something in the future. Also, since no object is pasted, the best
1513 * field of the rv_vector is set to NULL.
1514 */
1515 void
1516 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517 {
1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519 {
1520 /* be conservative and fill in _some_ data */
1521 retval->distance = 100000;
1522 retval->distance_x = 32767;
1523 retval->distance_y = 32767;
1524 retval->direction = 0;
1525 retval->part = 0;
1526 }
1527 else
1528 {
1529 retval->distance_x += op2->x - x;
1530 retval->distance_y += op2->y - y;
1531
1532 retval->part = 0;
1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1535 }
1536 }
1537
1538 /* Returns true of op1 and op2 are effectively on the same map
1539 * (as related to map tiling). Note that this looks for a path from
1540 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1541 * to op1, this will still return false.
1542 * Note we only look one map out to keep the processing simple
1543 * and efficient. This could probably be a macro.
1544 * MSW 2001-08-05
1545 */
1546 int
1547 on_same_map (const object *op1, const object *op2)
1548 {
1549 int dx, dy;
1550
1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1552 }
1553
1554 //-GPL
1555
1556 object *
1557 maptile::insert (object *op, int x, int y, object *originator, int flags)
1558 {
1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560 }
1561
1562 region *
1563 maptile::region (int x, int y) const
1564 {
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575 }
1576
1577 //+GPL
1578
1579 /* picks a random object from a style map.
1580 */
1581 object *
1582 maptile::pick_random_object (rand_gen &gen) const
1583 {
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick->head_ ();
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601 }
1602
1603 //-GPL
1604
1605 void
1606 maptile::play_sound (faceidx sound, int x, int y) const
1607 {
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622 }
1623
1624 void
1625 maptile::say_msg (const char *msg, int x, int y) const
1626 {
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638 }
1639
1640 static void
1641 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642 {
1643 // clip to map to the left
1644 if (x0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1647 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648
1649 if (x1 < 0) // entirely to the left
1650 return;
1651
1652 x0 = 0;
1653 }
1654
1655 // clip to map to the right
1656 if (x1 > m->width)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1659 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660
1661 if (x0 > m->width) // entirely to the right
1662 return;
1663
1664 x1 = m->width;
1665 }
1666
1667 // clip to map above
1668 if (y0 < 0)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_UP, 1))
1671 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672
1673 if (y1 < 0) // entirely above
1674 return;
1675
1676 y0 = 0;
1677 }
1678
1679 // clip to map below
1680 if (y1 > m->height)
1681 {
1682 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1683 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684
1685 if (y0 > m->height) // entirely below
1686 return;
1687
1688 y1 = m->height;
1689 }
1690
1691 // if we get here, the rect is within the current map
1692 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1693
1694 r->m = m;
1695 r->x0 = x0;
1696 r->y0 = y0;
1697 r->x1 = x1;
1698 r->y1 = y1;
1699 r->dx = dx;
1700 r->dy = dy;
1701 }
1702
1703 maprect *
1704 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1705 {
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear ();
1708
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710
1711 // add end marker
1712 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1713 r->m = 0;
1714
1715 return (maprect *)buf.linearise ();
1716 }
1717