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Revision: 1.173
Committed: Mon Nov 9 18:47:56 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.172: +0 -1 lines
Log Message:
remove max_nrof from maps, make spell updates delayed

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_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³
455 }
456
457 maptile::maptile (int w, int h)
458 {
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
467
468 alloc ();
469 }
470
471 /*
472 * Allocates the arrays contained in a maptile.
473 * This basically allocates the dynamic array of spaces for the
474 * map.
475 */
476 void
477 maptile::alloc ()
478 {
479 if (spaces)
480 return;
481
482 spaces = salloc0<mapspace> (size ());
483 }
484
485 //+GPL
486
487 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date.
490 * Called by parse_map_headers below.
491 */
492 static shopitems *
493 parse_shop_string (const char *input_string)
494 {
495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
496 shopitems *items = NULL;
497 int i = 0, number_of_entries = 0;
498 const typedata *current_type;
499
500 shop_string = strdup (input_string);
501 p = shop_string;
502 /* first we'll count the entries, we'll need that for allocating the array shortly */
503 while (p)
504 {
505 p = strchr (p, ';');
506 number_of_entries++;
507 if (p)
508 p++;
509 }
510
511 p = shop_string;
512 strip_endline (p);
513 items = new shopitems[number_of_entries + 1];
514 for (i = 0; i < number_of_entries; i++)
515 {
516 if (!p)
517 {
518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
519 break;
520 }
521
522 next_semicolon = strchr (p, ';');
523 next_colon = strchr (p, ':');
524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526 items[i].strength = atoi (strchr (p, ':') + 1);
527
528 if (isdigit (*p) || *p == '*')
529 {
530 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531 current_type = get_typedata (items[i].typenum);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].name_pl = current_type->name_pl;
536 }
537 }
538 else
539 { /*we have a named type, let's figure out what it is */
540 q = strpbrk (p, ";:");
541 if (q)
542 *q = '\0';
543
544 current_type = get_typedata_by_name (p);
545 if (current_type)
546 {
547 items[i].name = current_type->name;
548 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl;
550 }
551 else
552 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning
554 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 }
557 }
558
559 items[i].index = number_of_entries;
560 if (next_semicolon)
561 p = ++next_semicolon;
562 else
563 p = NULL;
564 }
565
566 free (shop_string);
567 return items;
568 }
569
570 /* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */
572 static const char *
573 print_shop_string (maptile *m)
574 {
575 static dynbuf_text buf; buf.clear ();
576
577 for (int i = 0; i < m->shopitems[0].index; i++)
578 {
579 if (m->shopitems[i].typenum)
580 {
581 if (m->shopitems[i].strength)
582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else
584 buf.printf ("%s;", m->shopitems[i].name);
585 }
586 else
587 {
588 if (m->shopitems[i].strength)
589 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else
591 buf.printf ("*");
592 }
593 }
594
595 return buf;
596 }
597
598 //-GPL
599
600 /* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an
604 * object structure were needed, so it just made sense to
605 * put all the stuff in the map object so that names actually make
606 * sense.
607 * This could be done in lex (like the object loader), but I think
608 * currently, there are few enough fields this is not a big deal.
609 * MSW 2001-07-01
610 */
611 bool
612 maptile::_load_header (object_thawer &thawer)
613 {
614 for (;;)
615 {
616 switch (thawer.kw)
617 {
618 case KW_msg:
619 thawer.get_ml (KW_endmsg, msg);
620 break;
621
622 case KW_lore: // CF+ extension
623 thawer.get_ml (KW_endlore, maplore);
624 break;
625
626 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore);
628 break;
629
630 case KW_arch:
631 if (strcmp (thawer.get_str (), "map"))
632 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633 break;
634
635 case KW_oid:
636 thawer.get (this, thawer.get_sint32 ());
637 break;
638
639 case KW_file_format_version: break; // nop
640
641 case KW_name: thawer.get (name); break;
642 case KW_attach: thawer.get (attach); break;
643 case KW_reset_time: thawer.get (reset_time); break;
644 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655
656 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
660
661 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663
664 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 case KW_x: case KW_width: thawer.get (width); break;
668 case KW_y: case KW_height: thawer.get (height); break;
669 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674
675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
692 }
693
694 thawer.next ();
695 }
696
697 abort ();
698 }
699
700 //+GPL
701
702 /******************************************************************************
703 * This is the start of unique map handling code
704 *****************************************************************************/
705
706 /* This goes through the maptile and removed any unique items on the map. */
707 void
708 maptile::clear_unique_items ()
709 {
710 for (int i = 0; i < size (); ++i)
711 {
712 int unique = 0;
713 for (object *op = spaces [i].bot; op; )
714 {
715 object *above = op->above;
716
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
718 unique = 1;
719
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
721 op->destroy ();
722
723 op = above;
724 }
725 }
726 }
727
728 //-GPL
729
730 bool
731 maptile::_save_header (object_freezer &freezer)
732 {
733 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
734 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
735
736 MAP_OUT2 (arch, "map");
737
738 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time);
740 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout);
742 MAP_OUT (fixed_resettime);
743 MAP_OUT (no_reset);
744 MAP_OUT (no_drop);
745 MAP_OUT (difficulty);
746 if (default_region) MAP_OUT2 (region, default_region->name);
747
748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
749 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin);
751 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace);
753
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783 }
784
785 bool
786 maptile::_save_header (const char *path)
787 {
788 object_freezer freezer;
789
790 if (!_save_header (freezer))
791 return false;
792
793 return freezer.save (path);
794 }
795
796 //+GPL
797
798 /*
799 * Remove and free all objects in the given map.
800 */
801 void
802 maptile::clear ()
803 {
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
816 if (op == head)
817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
823 }
824
825 sfree0 (spaces, size ());
826 }
827
828 if (buttons)
829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833 }
834
835 void
836 maptile::clear_header ()
837 {
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846 }
847
848 maptile::~maptile ()
849 {
850 assert (destroyed ());
851 }
852
853 void
854 maptile::clear_links_to (maptile *m)
855 {
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
860 */
861 for (int i = 0; i < 4; i++)
862 if (tile_map[i] == m)
863 tile_map[i] = 0;
864 }
865
866 void
867 maptile::do_destroy ()
868 {
869 attachable::do_destroy ();
870
871 clear ();
872 }
873
874 /* decay and destroy perishable items in a map */
875 void
876 maptile::do_decay_objects ()
877 {
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
938 }
939 }
940
941 /*
942 * This routine is supposed to find out the difficulty of the map.
943 * difficulty does not have a lot to do with character level,
944 * but does have a lot to do with treasure on the map.
945 *
946 * Difficulty can now be set by the map creator. If the value stored
947 * in the map is zero, then use this routine. Maps should really
948 * have a difficulty set rather than using this function - human calculation
949 * is much better than this function's guesswork.
950 */
951 int
952 maptile::estimate_difficulty () const
953 {
954 long monster_cnt = 0;
955 double avgexp = 0;
956 sint64 total_exp = 0;
957
958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above)
960 {
961 if (QUERY_FLAG (op, FLAG_MONSTER))
962 {
963 total_exp += op->stats.exp;
964 monster_cnt++;
965 }
966
967 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 {
969 total_exp += op->stats.exp;
970
971 if (archetype *at = op->other_arch)
972 {
973 total_exp += at->stats.exp * 8;
974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
982 }
983 }
984
985 avgexp = (double) total_exp / monster_cnt;
986
987 for (int i = 1; i <= settings.max_level; i++)
988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
989 return i;
990
991 return 1;
992 }
993
994 /* change_map_light() - used to change map light level (darkness)
995 * up or down. Returns true if successful. It should now be
996 * possible to change a value by more than 1.
997 * Move this from los.c to map.c since this is more related
998 * to maps than los.
999 * postive values make it darker, negative make it brighter
1000 */
1001 int
1002 maptile::change_map_light (int change)
1003 {
1004 /* Nothing to do */
1005 if (!change)
1006 return 0;
1007
1008 /* inform all players on the map */
1009 if (change > 0)
1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1011 else
1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1013
1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1015
1016 /* All clients need to get re-updated for the change */
1017 update_all_map_los (this);
1018
1019 return 1;
1020 }
1021
1022 /*
1023 * This function updates various attributes about a specific space
1024 * on the map (what it looks like, whether it blocks magic,
1025 * has a living creatures, prevents people from passing
1026 * through, etc)
1027 */
1028 void
1029 mapspace::update_ ()
1030 {
1031 object *last = 0;
1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038
1039 //object *middle = 0;
1040 //object *top = 0;
1041 //object *floor = 0;
1042 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0;
1046
1047 object::flags_t allflags; // all flags of all objects or'ed together
1048
1049 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1050 {
1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052 light += tmp->glow_radius;
1053
1054 /* This call is needed in order to update objects the player
1055 * is standing in that have animations (ie, grass, fire, etc).
1056 * However, it also causes the look window to be re-drawn
1057 * 3 times each time the player moves, because many of the
1058 * functions the move_player calls eventualy call this.
1059 *
1060 * Always put the player down for drawing.
1061 */
1062 if (expect_true (!tmp->invisible))
1063 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1065 top = tmp;
1066 else
1067 {
1068 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */
1073 middle = 0;
1074 top = 0;
1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1078 }
1079 else
1080 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1095 middle = tmp;
1096 }
1097 }
1098 }
1099
1100 move_slow |= tmp->move_slow;
1101 move_block |= tmp->move_block;
1102 move_on |= tmp->move_on;
1103 move_off |= tmp->move_off;
1104 move_allow |= tmp->move_allow;
1105
1106 allflags |= tmp->flag;
1107
1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1110 }
1111
1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121
1122 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on;
1126 this->move_off = move_off;
1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1130
1131 /* At this point, we have a floor face (if there is a floor),
1132 * and the floor is set - we are not going to touch it at
1133 * this point.
1134 * middle contains the highest visibility face.
1135 * top contains a player/monster face, if there is one.
1136 *
1137 * We now need to fill in top.face and/or middle.face.
1138 */
1139
1140 /* If the top face also happens to be high visibility, re-do our
1141 * middle face. This should not happen, as we already have the
1142 * else statement above so middle should not get set. OTOH, it
1143 * may be possible for the faces to match but be different objects.
1144 */
1145 if (top == middle)
1146 middle = 0;
1147
1148 /* There are three posibilities at this point:
1149 * 1) top face is set, need middle to be set.
1150 * 2) middle is set, need to set top.
1151 * 3) neither middle or top is set - need to set both.
1152 */
1153
1154 for (object *tmp = last; tmp; tmp = tmp->below)
1155 {
1156 /* Once we get to a floor, stop, since we already have a floor object */
1157 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1158 break;
1159
1160 /* If two top faces are already set, quit processing */
1161 if (top && middle)
1162 break;
1163
1164 /* Only show visible faces */
1165 if (!tmp->invisible)
1166 {
1167 /* Fill in top if needed */
1168 if (!top)
1169 {
1170 top = tmp;
1171 if (top == middle)
1172 middle = 0;
1173 }
1174 else
1175 {
1176 /* top is already set - we should only get here if
1177 * middle is not set
1178 *
1179 * Set the middle face and break out, since there is nothing
1180 * more to fill in. We don't check visiblity here, since
1181 *
1182 */
1183 if (tmp != top)
1184 {
1185 middle = tmp;
1186 break;
1187 }
1188 }
1189 }
1190 }
1191
1192 if (middle == floor)
1193 middle = 0;
1194
1195 if (top == middle)
1196 middle = 0;
1197
1198 #if 0
1199 faces_obj [0] = top;
1200 faces_obj [1] = middle;
1201 faces_obj [2] = floor;
1202 #endif
1203 }
1204
1205 maptile *
1206 maptile::tile_available (int dir, bool load)
1207 {
1208 if (tile_path[dir])
1209 {
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return tile_map[dir];
1212
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return tile_map[dir];
1215 }
1216
1217 return 0;
1218 }
1219
1220 /* this returns TRUE if the coordinates (x,y) are out of
1221 * map m. This function also takes into account any
1222 * tiling considerations, loading adjacant maps as needed.
1223 * This is the function should always be used when it
1224 * necessary to check for valid coordinates.
1225 * This function will recursively call itself for the
1226 * tiled maps.
1227 */
1228 int
1229 out_of_map (maptile *m, int x, int y)
1230 {
1231 /* If we get passed a null map, this is obviously the
1232 * case. This generally shouldn't happen, but if the
1233 * map loads fail below, it could happen.
1234 */
1235 if (!m)
1236 return 0;
1237
1238 if (x < 0)
1239 {
1240 if (!m->tile_available (3))
1241 return 1;
1242
1243 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1244 }
1245
1246 if (x >= m->width)
1247 {
1248 if (!m->tile_available (1))
1249 return 1;
1250
1251 return out_of_map (m->tile_map[1], x - m->width, y);
1252 }
1253
1254 if (y < 0)
1255 {
1256 if (!m->tile_available (0))
1257 return 1;
1258
1259 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1260 }
1261
1262 if (y >= m->height)
1263 {
1264 if (!m->tile_available (2))
1265 return 1;
1266
1267 return out_of_map (m->tile_map[2], x, y - m->height);
1268 }
1269
1270 /* Simple case - coordinates are within this local
1271 * map.
1272 */
1273 return 0;
1274 }
1275
1276 /* This is basically the same as out_of_map above, but
1277 * instead we return NULL if no map is valid (coordinates
1278 * out of bounds and no tiled map), otherwise it returns
1279 * the map as that the coordinates are really on, and
1280 * updates x and y to be the localised coordinates.
1281 * Using this is more efficient of calling out_of_map
1282 * and then figuring out what the real map is
1283 */
1284 maptile *
1285 maptile::xy_find (sint16 &x, sint16 &y)
1286 {
1287 if (x < 0)
1288 {
1289 if (!tile_available (3))
1290 return 0;
1291
1292 x += tile_map[3]->width;
1293 return tile_map[3]->xy_find (x, y);
1294 }
1295
1296 if (x >= width)
1297 {
1298 if (!tile_available (1))
1299 return 0;
1300
1301 x -= width;
1302 return tile_map[1]->xy_find (x, y);
1303 }
1304
1305 if (y < 0)
1306 {
1307 if (!tile_available (0))
1308 return 0;
1309
1310 y += tile_map[0]->height;
1311 return tile_map[0]->xy_find (x, y);
1312 }
1313
1314 if (y >= height)
1315 {
1316 if (!tile_available (2))
1317 return 0;
1318
1319 y -= height;
1320 return tile_map[2]->xy_find (x, y);
1321 }
1322
1323 /* Simple case - coordinates are within this local
1324 * map.
1325 */
1326 return this;
1327 }
1328
1329 /**
1330 * Return whether map2 is adjacent to map1. If so, store the distance from
1331 * map1 to map2 in dx/dy.
1332 */
1333 int
1334 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1335 {
1336 if (!map1 || !map2)
1337 return 0;
1338
1339 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1340 //fix: compare paths instead (this is likely faster, too!)
1341 if (map1 == map2)
1342 {
1343 *dx = 0;
1344 *dy = 0;
1345 }
1346 else if (map1->tile_map[0] == map2)
1347 { /* up */
1348 *dx = 0;
1349 *dy = -map2->height;
1350 }
1351 else if (map1->tile_map[1] == map2)
1352 { /* right */
1353 *dx = map1->width;
1354 *dy = 0;
1355 }
1356 else if (map1->tile_map[2] == map2)
1357 { /* down */
1358 *dx = 0;
1359 *dy = map1->height;
1360 }
1361 else if (map1->tile_map[3] == map2)
1362 { /* left */
1363 *dx = -map2->width;
1364 *dy = 0;
1365 }
1366 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1367 { /* up right */
1368 *dx = map1->tile_map[0]->width;
1369 *dy = -map1->tile_map[0]->height;
1370 }
1371 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1372 { /* up left */
1373 *dx = -map2->width;
1374 *dy = -map1->tile_map[0]->height;
1375 }
1376 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1377 { /* right up */
1378 *dx = map1->width;
1379 *dy = -map2->height;
1380 }
1381 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1382 { /* right down */
1383 *dx = map1->width;
1384 *dy = map1->tile_map[1]->height;
1385 }
1386 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1387 { /* down right */
1388 *dx = map1->tile_map[2]->width;
1389 *dy = map1->height;
1390 }
1391 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1392 { /* down left */
1393 *dx = -map2->width;
1394 *dy = map1->height;
1395 }
1396 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1397 { /* left up */
1398 *dx = -map1->tile_map[3]->width;
1399 *dy = -map2->height;
1400 }
1401 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1402 { /* left down */
1403 *dx = -map1->tile_map[3]->width;
1404 *dy = map1->tile_map[3]->height;
1405 }
1406 else
1407 return 0;
1408
1409 return 1;
1410 }
1411
1412 maptile *
1413 maptile::xy_load (sint16 &x, sint16 &y)
1414 {
1415 maptile *map = xy_find (x, y);
1416
1417 if (map)
1418 map->load_sync ();
1419
1420 return map;
1421 }
1422
1423 maptile *
1424 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1425 {
1426 return m->xy_load (*x, *y);
1427 }
1428
1429 /* From map.c
1430 * This is used by get_player to determine where the other
1431 * creature is. get_rangevector takes into account map tiling,
1432 * so you just can not look the the map coordinates and get the
1433 * righte value. distance_x/y are distance away, which
1434 * can be negative. direction is the crossfire direction scheme
1435 * that the creature should head. part is the part of the
1436 * monster that is closest.
1437 *
1438 * get_rangevector looks at op1 and op2, and fills in the
1439 * structure for op1 to get to op2.
1440 * We already trust that the caller has verified that the
1441 * two objects are at least on adjacent maps. If not,
1442 * results are not likely to be what is desired.
1443 * if the objects are not on maps, results are also likely to
1444 * be unexpected
1445 *
1446 * currently, the only flag supported (0x1) is don't translate for
1447 * closest body part of 'op1'
1448 */
1449 void
1450 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1451 {
1452 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1453 {
1454 /* be conservative and fill in _some_ data */
1455 retval->distance = 10000;
1456 retval->distance_x = 10000;
1457 retval->distance_y = 10000;
1458 retval->direction = 0;
1459 retval->part = 0;
1460 }
1461 else
1462 {
1463 object *best;
1464
1465 retval->distance_x += op2->x - op1->x;
1466 retval->distance_y += op2->y - op1->y;
1467
1468 best = op1;
1469 /* If this is multipart, find the closest part now */
1470 if (!(flags & 0x1) && op1->more)
1471 {
1472 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1473
1474 /* we just take the offset of the piece to head to figure
1475 * distance instead of doing all that work above again
1476 * since the distance fields we set above are positive in the
1477 * same axis as is used for multipart objects, the simply arithmetic
1478 * below works.
1479 */
1480 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1481 {
1482 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1483 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1484 if (tmpi < best_distance)
1485 {
1486 best_distance = tmpi;
1487 best = tmp;
1488 }
1489 }
1490
1491 if (best != op1)
1492 {
1493 retval->distance_x += op1->x - best->x;
1494 retval->distance_y += op1->y - best->y;
1495 }
1496 }
1497
1498 retval->part = best;
1499 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1500 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1501 }
1502 }
1503
1504 /* this is basically the same as get_rangevector above, but instead of
1505 * the first parameter being an object, it instead is the map
1506 * and x,y coordinates - this is used for path to player -
1507 * since the object is not infact moving but we are trying to traverse
1508 * the path, we need this.
1509 * flags has no meaning for this function at this time - I kept it in to
1510 * be more consistant with the above function and also in case they are needed
1511 * for something in the future. Also, since no object is pasted, the best
1512 * field of the rv_vector is set to NULL.
1513 */
1514 void
1515 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1516 {
1517 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1518 {
1519 /* be conservative and fill in _some_ data */
1520 retval->distance = 100000;
1521 retval->distance_x = 32767;
1522 retval->distance_y = 32767;
1523 retval->direction = 0;
1524 retval->part = 0;
1525 }
1526 else
1527 {
1528 retval->distance_x += op2->x - x;
1529 retval->distance_y += op2->y - y;
1530
1531 retval->part = 0;
1532 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1533 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1534 }
1535 }
1536
1537 /* Returns true of op1 and op2 are effectively on the same map
1538 * (as related to map tiling). Note that this looks for a path from
1539 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1540 * to op1, this will still return false.
1541 * Note we only look one map out to keep the processing simple
1542 * and efficient. This could probably be a macro.
1543 * MSW 2001-08-05
1544 */
1545 int
1546 on_same_map (const object *op1, const object *op2)
1547 {
1548 int dx, dy;
1549
1550 return adjacent_map (op1->map, op2->map, &dx, &dy);
1551 }
1552
1553 //-GPL
1554
1555 object *
1556 maptile::insert (object *op, int x, int y, object *originator, int flags)
1557 {
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559 }
1560
1561 region *
1562 maptile::region (int x, int y) const
1563 {
1564 if (regions
1565 && regionmap
1566 && !OUT_OF_REAL_MAP (this, x, y))
1567 if (struct region *reg = regionmap [regions [y * width + x]])
1568 return reg;
1569
1570 if (default_region)
1571 return default_region;
1572
1573 return ::region::default_region ();
1574 }
1575
1576 //+GPL
1577
1578 /* picks a random object from a style map.
1579 */
1580 object *
1581 maptile::pick_random_object (rand_gen &gen) const
1582 {
1583 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me.
1588 */
1589 for (int i = 1000; --i;)
1590 {
1591 object *pick = at (gen (width), gen (height)).bot;
1592
1593 // do not prefer big monsters just because they are big.
1594 if (pick && pick->is_head ())
1595 return pick->head_ ();
1596 }
1597
1598 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return archetype::find (shstr_bug);
1600 }
1601
1602 //-GPL
1603
1604 void
1605 maptile::play_sound (faceidx sound, int x, int y) const
1606 {
1607 if (!sound)
1608 return;
1609
1610 for_all_players_on_map (pl, this)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->play_sound (sound, dx, dy);
1620 }
1621 }
1622
1623 void
1624 maptile::say_msg (const char *msg, int x, int y) const
1625 {
1626 for_all_players (pl)
1627 if (client *ns = pl->ns)
1628 {
1629 int dx = x - pl->ob->x;
1630 int dy = y - pl->ob->y;
1631
1632 int distance = idistance (dx, dy);
1633
1634 if (distance <= MAX_SOUND_DISTANCE)
1635 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1636 }
1637 }
1638
1639 static void
1640 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1641 {
1642 // clip to map to the left
1643 if (x0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1646 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1647
1648 if (x1 < 0) // entirely to the left
1649 return;
1650
1651 x0 = 0;
1652 }
1653
1654 // clip to map to the right
1655 if (x1 > m->width)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1658 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1659
1660 if (x0 > m->width) // entirely to the right
1661 return;
1662
1663 x1 = m->width;
1664 }
1665
1666 // clip to map above
1667 if (y0 < 0)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_UP, 1))
1670 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1671
1672 if (y1 < 0) // entirely above
1673 return;
1674
1675 y0 = 0;
1676 }
1677
1678 // clip to map below
1679 if (y1 > m->height)
1680 {
1681 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1682 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1683
1684 if (y0 > m->height) // entirely below
1685 return;
1686
1687 y1 = m->height;
1688 }
1689
1690 // if we get here, the rect is within the current map
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692
1693 r->m = m;
1694 r->x0 = x0;
1695 r->y0 = y0;
1696 r->x1 = x1;
1697 r->y1 = y1;
1698 r->dx = dx;
1699 r->dy = dy;
1700 }
1701
1702 maprect *
1703 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1704 {
1705 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1706 buf.clear ();
1707
1708 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1709
1710 // add end marker
1711 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1712 r->m = 0;
1713
1714 return (maprect *)buf.linearise ();
1715 }
1716