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Revision: 1.178
Committed: Sun Nov 29 09:41:27 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.177: +5 -16 lines
Log Message:
speed is positive inside the server

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 //-GPL
223
224 void
225 maptile::set_object_flag (int flag, int value)
226 {
227 if (!spaces)
228 return;
229
230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
232 tmp->flag [flag] = value;
233 }
234
235 void
236 maptile::post_load_original ()
237 {
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246 }
247
248 void
249 maptile::post_load ()
250 {
251 #if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258 #endif
259 }
260
261 //+GPL
262
263 /* link_multipart_objects go through all the objects on the map looking
264 * for objects whose arch says they are multipart yet according to the
265 * info we have, they only have the head (as would be expected when
266 * they are saved).
267 */
268 void
269 maptile::link_multipart_objects ()
270 {
271 if (!spaces)
272 return;
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 {
276 object *op = ms->bot;
277 while (op)
278 {
279 /* already multipart - don't do anything more */
280 if (op->head_ () == op && !op->more && op->arch->more)
281 {
282 op->remove ();
283 op->expand_tail ();
284
285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
292 }
293 else
294 op = op->above;
295 }
296 }
297 }
298
299 //-GPL
300
301 /*
302 * Loads (ands parses) the objects into a given map from the specified
303 * file pointer.
304 */
305 bool
306 maptile::_load_objects (object_thawer &f)
307 {
308 for (;;)
309 {
310 coroapi::cede_to_tick (); // cede once in a while
311
312 switch (f.kw)
313 {
314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
346 continue;
347
348 case KW_EOF:
349 return true;
350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
354 break;
355 }
356
357 f.next ();
358 }
359
360 return true;
361 }
362
363 void
364 maptile::activate ()
365 {
366 if (spaces)
367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370 }
371
372 void
373 maptile::deactivate ()
374 {
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379 }
380
381 bool
382 maptile::_save_objects (object_freezer &f, int flags)
383 {
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
393 {
394 bool unique = 0;
395
396 for (object *op = spaces [i].bot; op; op = op->above)
397 {
398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399
400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 {
405 if (flags & IO_UNIQUES)
406 op->write (f);
407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
410 }
411 }
412
413 coroapi::cede_to_tick ();
414
415 return true;
416 }
417
418 bool
419 maptile::_save_objects (const char *path, int flags)
420 {
421 object_freezer freezer;
422
423 if (!_save_objects (freezer, flags))
424 return false;
425
426 return freezer.save (path);
427 }
428
429 maptile::maptile ()
430 {
431 in_memory = MAP_SWAPPED;
432
433 /* The maps used to pick up default x and y values from the
434 * map archetype. Mimic that behaviour.
435 */
436 width = 16;
437 height = 16;
438 timeout = 300;
439 max_items = MAX_ITEM_PER_ACTION;
440 max_volume = 2000000; // 2m³
441 }
442
443 maptile::maptile (int w, int h)
444 {
445 in_memory = MAP_SWAPPED;
446
447 width = w;
448 height = h;
449 reset_timeout = 0;
450 timeout = 300;
451 enter_x = 0;
452 enter_y = 0;
453
454 alloc ();
455 }
456
457 /*
458 * Allocates the arrays contained in a maptile.
459 * This basically allocates the dynamic array of spaces for the
460 * map.
461 */
462 void
463 maptile::alloc ()
464 {
465 if (spaces)
466 return;
467
468 spaces = salloc0<mapspace> (size ());
469 }
470
471 //+GPL
472
473 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
474 * corresponding to that string. Memory is allocated for this, it must be freed
475 * at a later date.
476 * Called by parse_map_headers below.
477 */
478 static shopitems *
479 parse_shop_string (const char *input_string)
480 {
481 char *shop_string, *p, *q, *next_semicolon, *next_colon;
482 shopitems *items = NULL;
483 int i = 0, number_of_entries = 0;
484 const typedata *current_type;
485
486 shop_string = strdup (input_string);
487 p = shop_string;
488 /* first we'll count the entries, we'll need that for allocating the array shortly */
489 while (p)
490 {
491 p = strchr (p, ';');
492 number_of_entries++;
493 if (p)
494 p++;
495 }
496
497 p = shop_string;
498 strip_endline (p);
499 items = new shopitems[number_of_entries + 1];
500 for (i = 0; i < number_of_entries; i++)
501 {
502 if (!p)
503 {
504 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
505 break;
506 }
507
508 next_semicolon = strchr (p, ';');
509 next_colon = strchr (p, ':');
510 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
511 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
512 items[i].strength = atoi (strchr (p, ':') + 1);
513
514 if (isdigit (*p) || *p == '*')
515 {
516 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
517 current_type = get_typedata (items[i].typenum);
518 if (current_type)
519 {
520 items[i].name = current_type->name;
521 items[i].name_pl = current_type->name_pl;
522 }
523 }
524 else
525 { /*we have a named type, let's figure out what it is */
526 q = strpbrk (p, ";:");
527 if (q)
528 *q = '\0';
529
530 current_type = get_typedata_by_name (p);
531 if (current_type)
532 {
533 items[i].name = current_type->name;
534 items[i].typenum = current_type->number;
535 items[i].name_pl = current_type->name_pl;
536 }
537 else
538 { /* oh uh, something's wrong, let's free up this one, and try
539 * the next entry while we're at it, better print a warning
540 */
541 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
542 }
543 }
544
545 items[i].index = number_of_entries;
546 if (next_semicolon)
547 p = ++next_semicolon;
548 else
549 p = NULL;
550 }
551
552 free (shop_string);
553 return items;
554 }
555
556 /* opposite of parse string, this puts the string that was originally fed in to
557 * the map (or something equivilent) into output_string. */
558 static const char *
559 print_shop_string (maptile *m)
560 {
561 static dynbuf_text buf; buf.clear ();
562
563 for (int i = 0; i < m->shopitems[0].index; i++)
564 {
565 if (m->shopitems[i].typenum)
566 {
567 if (m->shopitems[i].strength)
568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
569 else
570 buf.printf ("%s;", m->shopitems[i].name);
571 }
572 else
573 {
574 if (m->shopitems[i].strength)
575 buf.printf ("*:%d;", m->shopitems[i].strength);
576 else
577 buf.printf ("*");
578 }
579 }
580
581 return buf;
582 }
583
584 //-GPL
585
586 /* This loads the header information of the map. The header
587 * contains things like difficulty, size, timeout, etc.
588 * this used to be stored in the map object, but with the
589 * addition of tiling, fields beyond that easily named in an
590 * object structure were needed, so it just made sense to
591 * put all the stuff in the map object so that names actually make
592 * sense.
593 * This could be done in lex (like the object loader), but I think
594 * currently, there are few enough fields this is not a big deal.
595 * MSW 2001-07-01
596 */
597 bool
598 maptile::_load_header (object_thawer &thawer)
599 {
600 for (;;)
601 {
602 switch (thawer.kw)
603 {
604 case KW_msg:
605 thawer.get_ml (KW_endmsg, msg);
606 break;
607
608 case KW_lore: // CF+ extension
609 thawer.get_ml (KW_endlore, maplore);
610 break;
611
612 case KW_maplore:
613 thawer.get_ml (KW_endmaplore, maplore);
614 break;
615
616 case KW_arch:
617 if (strcmp (thawer.get_str (), "map"))
618 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
619 break;
620
621 case KW_oid:
622 thawer.get (this, thawer.get_sint32 ());
623 break;
624
625 case KW_file_format_version: break; // nop
626
627 case KW_name: thawer.get (name); break;
628 case KW_attach: thawer.get (attach); break;
629 case KW_reset_time: thawer.get (reset_time); break;
630 case KW_shopgreed: thawer.get (shopgreed); break;
631 case KW_shopmin: thawer.get (shopmin); break;
632 case KW_shopmax: thawer.get (shopmax); break;
633 case KW_shoprace: thawer.get (shoprace); break;
634 case KW_outdoor: thawer.get (outdoor); break;
635
636 case KW_per_player: thawer.get (per_player); break;
637 case KW_per_party: thawer.get (per_party); break;
638 case KW_no_reset: thawer.get (no_reset); break;
639 case KW_no_drop: thawer.get (no_drop); break;
640
641 case KW_region: default_region = region::find (thawer.get_str ()); break;
642 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
643
644 // old names new names
645 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
646 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
647 case KW_x: case KW_width: thawer.get (width); break;
648 case KW_y: case KW_height: thawer.get (height); break;
649 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
650 case KW_value: case KW_swap_time: thawer.get (timeout); break;
651 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
652 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
653 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
654
655 case KW_tile_path_1: thawer.get (tile_path [0]); break;
656 case KW_tile_path_2: thawer.get (tile_path [1]); break;
657 case KW_tile_path_3: thawer.get (tile_path [2]); break;
658 case KW_tile_path_4: thawer.get (tile_path [3]); break;
659
660 case KW_ERROR:
661 set_key_text (thawer.kw_str, thawer.value);
662 break;
663
664 case KW_end:
665 thawer.next ();
666 return true;
667
668 default:
669 if (!thawer.parse_error ("map", 0))
670 return false;
671 break;
672 }
673
674 thawer.next ();
675 }
676
677 abort ();
678 }
679
680 //+GPL
681
682 /******************************************************************************
683 * This is the start of unique map handling code
684 *****************************************************************************/
685
686 /* This goes through the maptile and removed any unique items on the map. */
687 void
688 maptile::clear_unique_items ()
689 {
690 for (int i = 0; i < size (); ++i)
691 {
692 int unique = 0;
693 for (object *op = spaces [i].bot; op; )
694 {
695 object *above = op->above;
696
697 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
698 unique = 1;
699
700 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
701 op->destroy ();
702
703 op = above;
704 }
705 }
706 }
707
708 //-GPL
709
710 bool
711 maptile::_save_header (object_freezer &freezer)
712 {
713 #define MAP_OUT(k) freezer.put (KW(k), k)
714 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
715
716 MAP_OUT2 (arch, CS(map));
717
718 if (name) MAP_OUT (name);
719 MAP_OUT (swap_time);
720 MAP_OUT (reset_time);
721 MAP_OUT (reset_timeout);
722 MAP_OUT (fixed_resettime);
723 MAP_OUT (no_reset);
724 MAP_OUT (no_drop);
725 MAP_OUT (difficulty);
726 if (default_region) MAP_OUT2 (region, default_region->name);
727
728 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
729 MAP_OUT (shopgreed);
730 MAP_OUT (shopmin);
731 MAP_OUT (shopmax);
732 if (shoprace) MAP_OUT (shoprace);
733
734 MAP_OUT (width);
735 MAP_OUT (height);
736 MAP_OUT (enter_x);
737 MAP_OUT (enter_y);
738 MAP_OUT (darkness);
739 MAP_OUT (outdoor);
740
741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
743
744 MAP_OUT (per_player);
745 MAP_OUT (per_party);
746
747 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
748 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
749 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
750 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
751
752 freezer.put (this);
753 freezer.put (KW(end));
754
755 return true;
756 }
757
758 bool
759 maptile::_save_header (const char *path)
760 {
761 object_freezer freezer;
762
763 if (!_save_header (freezer))
764 return false;
765
766 return freezer.save (path);
767 }
768
769 //+GPL
770
771 /*
772 * Remove and free all objects in the given map.
773 */
774 void
775 maptile::clear ()
776 {
777 if (spaces)
778 {
779 for (mapspace *ms = spaces + size (); ms-- > spaces; )
780 while (object *op = ms->bot)
781 {
782 // manually remove, as to not trigger anything
783 if (ms->bot = op->above)
784 ms->bot->below = 0;
785
786 op->flag [FLAG_REMOVED] = true;
787
788 object *head = op->head_ ();
789 if (op == head)
790 op->destroy ();
791 else if (head->map != op->map)
792 {
793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
794 head->destroy ();
795 }
796 }
797
798 sfree0 (spaces, size ());
799 }
800
801 if (buttons)
802 free_objectlinkpt (buttons), buttons = 0;
803
804 sfree0 (regions, size ());
805 delete [] regionmap; regionmap = 0;
806 }
807
808 void
809 maptile::clear_header ()
810 {
811 name = 0;
812 msg = 0;
813 maplore = 0;
814 shoprace = 0;
815 delete [] shopitems, shopitems = 0;
816
817 for (int i = 0; i < 4; i++)
818 tile_path [i] = 0;
819 }
820
821 maptile::~maptile ()
822 {
823 assert (destroyed ());
824 }
825
826 void
827 maptile::clear_links_to (maptile *m)
828 {
829 /* We need to look through all the maps and see if any maps
830 * are pointing at this one for tiling information. Since
831 * tiling can be asymetric, we just can not look to see which
832 * maps this map tiles with and clears those.
833 */
834 for (int i = 0; i < 4; i++)
835 if (tile_map[i] == m)
836 tile_map[i] = 0;
837 }
838
839 void
840 maptile::do_destroy ()
841 {
842 attachable::do_destroy ();
843
844 clear ();
845 }
846
847 /* decay and destroy perishable items in a map */
848 // TODO: should be done regularly, not on map load?
849 void
850 maptile::do_decay_objects ()
851 {
852 if (!spaces)
853 return;
854
855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
856 for (object *above, *op = ms->bot; op; op = above)
857 {
858 above = op->above;
859
860 bool destroy = 0;
861
862 // do not decay anything above unique floor tiles (yet :)
863 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
864 break;
865
866 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
867 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
868 || QUERY_FLAG (op, FLAG_UNIQUE)
869 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
870 || QUERY_FLAG (op, FLAG_UNPAID)
871 || op->is_alive ())
872 ; // do not decay
873 else if (op->is_weapon ())
874 {
875 op->stats.dam--;
876 if (op->stats.dam < 0)
877 destroy = 1;
878 }
879 else if (op->is_armor ())
880 {
881 op->stats.ac--;
882 if (op->stats.ac < 0)
883 destroy = 1;
884 }
885 else if (op->type == FOOD)
886 {
887 op->stats.food -= rndm (5, 20);
888 if (op->stats.food < 0)
889 destroy = 1;
890 }
891 else
892 {
893 int mat = op->materials;
894
895 if (mat & M_PAPER
896 || mat & M_LEATHER
897 || mat & M_WOOD
898 || mat & M_ORGANIC
899 || mat & M_CLOTH
900 || mat & M_LIQUID
901 || (mat & M_IRON && rndm (1, 5) == 1)
902 || (mat & M_GLASS && rndm (1, 2) == 1)
903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
905 //|| (mat & M_ICE && temp > 32)
906 )
907 destroy = 1;
908 }
909
910 /* adjust overall chance below */
911 if (destroy && rndm (0, 1))
912 op->destroy ();
913 }
914 }
915
916 /*
917 * This routine is supposed to find out the difficulty of the map.
918 * difficulty does not have a lot to do with character level,
919 * but does have a lot to do with treasure on the map.
920 *
921 * Difficulty can now be set by the map creator. If the value stored
922 * in the map is zero, then use this routine. Maps should really
923 * have a difficulty set rather than using this function - human calculation
924 * is much better than this function's guesswork.
925 */
926 int
927 maptile::estimate_difficulty () const
928 {
929 long monster_cnt = 0;
930 double avgexp = 0;
931 sint64 total_exp = 0;
932
933 for (mapspace *ms = spaces + size (); ms-- > spaces; )
934 for (object *op = ms->bot; op; op = op->above)
935 {
936 if (QUERY_FLAG (op, FLAG_MONSTER))
937 {
938 total_exp += op->stats.exp;
939 monster_cnt++;
940 }
941
942 if (QUERY_FLAG (op, FLAG_GENERATOR))
943 {
944 total_exp += op->stats.exp;
945
946 if (archetype *at = op->other_arch)
947 {
948 total_exp += at->stats.exp * 8;
949 monster_cnt++;
950 }
951
952 for (object *inv = op->inv; inv; inv = inv->below)
953 {
954 total_exp += op->stats.exp * 8;
955 monster_cnt++;
956 }
957 }
958 }
959
960 avgexp = (double) total_exp / monster_cnt;
961
962 for (int i = 1; i <= settings.max_level; i++)
963 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
964 return i;
965
966 return 1;
967 }
968
969 /* change_map_light() - used to change map light level (darkness)
970 * up or down. Returns true if successful. It should now be
971 * possible to change a value by more than 1.
972 * Move this from los.c to map.c since this is more related
973 * to maps than los.
974 * postive values make it darker, negative make it brighter
975 */
976 int
977 maptile::change_map_light (int change)
978 {
979 /* Nothing to do */
980 if (!change)
981 return 0;
982
983 /* inform all players on the map */
984 if (change > 0)
985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
986 else
987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
988
989 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
990
991 /* All clients need to get re-updated for the change */
992 update_all_map_los (this);
993
994 return 1;
995 }
996
997 /*
998 * This function updates various attributes about a specific space
999 * on the map (what it looks like, whether it blocks magic,
1000 * has a living creatures, prevents people from passing
1001 * through, etc)
1002 */
1003 void
1004 mapspace::update_ ()
1005 {
1006 object *last = 0;
1007 uint8 flags = P_UPTODATE;
1008 sint8 light = 0;
1009 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1010 uint64_t volume = 0;
1011 uint32_t items = 0;
1012 object *anywhere = 0;
1013 uint8_t middle_visibility = 0;
1014
1015 //object *middle = 0;
1016 //object *top = 0;
1017 //object *floor = 0;
1018 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1022
1023 object::flags_t allflags; // all flags of all objects or'ed together
1024
1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1026 {
1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1028 light += tmp->glow_radius;
1029
1030 /* This call is needed in order to update objects the player
1031 * is standing in that have animations (ie, grass, fire, etc).
1032 * However, it also causes the look window to be re-drawn
1033 * 3 times each time the player moves, because many of the
1034 * functions the move_player calls eventualy call this.
1035 *
1036 * Always put the player down for drawing.
1037 */
1038 if (expect_true (!tmp->invisible))
1039 {
1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1041 top = tmp;
1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1043 {
1044 /* If we got a floor, that means middle and top were below it,
1045 * so should not be visible, so we clear them.
1046 */
1047 middle = 0;
1048 top = 0;
1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1052 }
1053 else
1054 {
1055 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1056 {
1057 ++items;
1058 volume += tmp->volume ();
1059 }
1060
1061 /* Flag anywhere have high priority */
1062 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1063 anywhere = tmp;
1064
1065 /* Find the highest visible face around. If equal
1066 * visibilities, we still want the one nearer to the
1067 * top
1068 */
1069 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1070 {
1071 middle_visibility = ::faces [tmp->face].visibility;
1072 middle = tmp;
1073 }
1074 }
1075 }
1076
1077 move_slow |= tmp->move_slow;
1078 move_block |= tmp->move_block;
1079 move_on |= tmp->move_on;
1080 move_off |= tmp->move_off;
1081 move_allow |= tmp->move_allow;
1082
1083 allflags |= tmp->flag;
1084
1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1087 }
1088
1089 // FLAG_SEE_ANYWHERE takes precedence
1090 if (anywhere)
1091 middle = anywhere;
1092
1093 // ORing all flags together and checking them here is much faster
1094 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1095 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1096 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1097 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1098
1099 this->light = min (light, MAX_LIGHT_RADIUS);
1100 this->flags_ = flags;
1101 this->move_block = move_block & ~move_allow;
1102 this->move_on = move_on;
1103 this->move_off = move_off;
1104 this->move_slow = move_slow;
1105 this->volume_ = (volume + 1023) / 1024;
1106 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1107
1108 /* At this point, we have a floor face (if there is a floor),
1109 * and the floor is set - we are not going to touch it at
1110 * this point.
1111 * middle contains the highest visibility face.
1112 * top contains a player/monster face, if there is one.
1113 *
1114 * We now need to fill in top.face and/or middle.face.
1115 */
1116
1117 /* If the top face also happens to be high visibility, re-do our
1118 * middle face. This should not happen, as we already have the
1119 * else statement above so middle should not get set. OTOH, it
1120 * may be possible for the faces to match but be different objects.
1121 */
1122 if (top == middle)
1123 middle = 0;
1124
1125 /* There are three posibilities at this point:
1126 * 1) top face is set, need middle to be set.
1127 * 2) middle is set, need to set top.
1128 * 3) neither middle or top is set - need to set both.
1129 */
1130
1131 for (object *tmp = last; tmp; tmp = tmp->below)
1132 {
1133 /* Once we get to a floor, stop, since we already have a floor object */
1134 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1135 break;
1136
1137 /* If two top faces are already set, quit processing */
1138 if (top && middle)
1139 break;
1140
1141 /* Only show visible faces */
1142 if (!tmp->invisible)
1143 {
1144 /* Fill in top if needed */
1145 if (!top)
1146 {
1147 top = tmp;
1148 if (top == middle)
1149 middle = 0;
1150 }
1151 else
1152 {
1153 /* top is already set - we should only get here if
1154 * middle is not set
1155 *
1156 * Set the middle face and break out, since there is nothing
1157 * more to fill in. We don't check visiblity here, since
1158 *
1159 */
1160 if (tmp != top)
1161 {
1162 middle = tmp;
1163 break;
1164 }
1165 }
1166 }
1167 }
1168
1169 if (middle == floor)
1170 middle = 0;
1171
1172 if (top == middle)
1173 middle = 0;
1174
1175 #if 0
1176 faces_obj [0] = top;
1177 faces_obj [1] = middle;
1178 faces_obj [2] = floor;
1179 #endif
1180 }
1181
1182 maptile *
1183 maptile::tile_available (int dir, bool load)
1184 {
1185 if (tile_path[dir])
1186 {
1187 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1188 return tile_map[dir];
1189
1190 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1191 return tile_map[dir];
1192 }
1193
1194 return 0;
1195 }
1196
1197 /* this returns TRUE if the coordinates (x,y) are out of
1198 * map m. This function also takes into account any
1199 * tiling considerations, loading adjacant maps as needed.
1200 * This is the function should always be used when it
1201 * necessary to check for valid coordinates.
1202 * This function will recursively call itself for the
1203 * tiled maps.
1204 */
1205 int
1206 out_of_map (maptile *m, int x, int y)
1207 {
1208 /* If we get passed a null map, this is obviously the
1209 * case. This generally shouldn't happen, but if the
1210 * map loads fail below, it could happen.
1211 */
1212 if (!m)
1213 return 0;
1214
1215 if (x < 0)
1216 {
1217 if (!m->tile_available (3))
1218 return 1;
1219
1220 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1221 }
1222
1223 if (x >= m->width)
1224 {
1225 if (!m->tile_available (1))
1226 return 1;
1227
1228 return out_of_map (m->tile_map[1], x - m->width, y);
1229 }
1230
1231 if (y < 0)
1232 {
1233 if (!m->tile_available (0))
1234 return 1;
1235
1236 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1237 }
1238
1239 if (y >= m->height)
1240 {
1241 if (!m->tile_available (2))
1242 return 1;
1243
1244 return out_of_map (m->tile_map[2], x, y - m->height);
1245 }
1246
1247 /* Simple case - coordinates are within this local
1248 * map.
1249 */
1250 return 0;
1251 }
1252
1253 /* This is basically the same as out_of_map above, but
1254 * instead we return NULL if no map is valid (coordinates
1255 * out of bounds and no tiled map), otherwise it returns
1256 * the map as that the coordinates are really on, and
1257 * updates x and y to be the localised coordinates.
1258 * Using this is more efficient of calling out_of_map
1259 * and then figuring out what the real map is
1260 */
1261 maptile *
1262 maptile::xy_find (sint16 &x, sint16 &y)
1263 {
1264 if (x < 0)
1265 {
1266 if (!tile_available (3))
1267 return 0;
1268
1269 x += tile_map[3]->width;
1270 return tile_map[3]->xy_find (x, y);
1271 }
1272
1273 if (x >= width)
1274 {
1275 if (!tile_available (1))
1276 return 0;
1277
1278 x -= width;
1279 return tile_map[1]->xy_find (x, y);
1280 }
1281
1282 if (y < 0)
1283 {
1284 if (!tile_available (0))
1285 return 0;
1286
1287 y += tile_map[0]->height;
1288 return tile_map[0]->xy_find (x, y);
1289 }
1290
1291 if (y >= height)
1292 {
1293 if (!tile_available (2))
1294 return 0;
1295
1296 y -= height;
1297 return tile_map[2]->xy_find (x, y);
1298 }
1299
1300 /* Simple case - coordinates are within this local
1301 * map.
1302 */
1303 return this;
1304 }
1305
1306 /**
1307 * Return whether map2 is adjacent to map1. If so, store the distance from
1308 * map1 to map2 in dx/dy.
1309 */
1310 int
1311 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1312 {
1313 if (!map1 || !map2)
1314 return 0;
1315
1316 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1317 //fix: compare paths instead (this is likely faster, too!)
1318 if (map1 == map2)
1319 {
1320 *dx = 0;
1321 *dy = 0;
1322 }
1323 else if (map1->tile_map[0] == map2)
1324 { /* up */
1325 *dx = 0;
1326 *dy = -map2->height;
1327 }
1328 else if (map1->tile_map[1] == map2)
1329 { /* right */
1330 *dx = map1->width;
1331 *dy = 0;
1332 }
1333 else if (map1->tile_map[2] == map2)
1334 { /* down */
1335 *dx = 0;
1336 *dy = map1->height;
1337 }
1338 else if (map1->tile_map[3] == map2)
1339 { /* left */
1340 *dx = -map2->width;
1341 *dy = 0;
1342 }
1343 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1344 { /* up right */
1345 *dx = map1->tile_map[0]->width;
1346 *dy = -map1->tile_map[0]->height;
1347 }
1348 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1349 { /* up left */
1350 *dx = -map2->width;
1351 *dy = -map1->tile_map[0]->height;
1352 }
1353 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1354 { /* right up */
1355 *dx = map1->width;
1356 *dy = -map2->height;
1357 }
1358 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1359 { /* right down */
1360 *dx = map1->width;
1361 *dy = map1->tile_map[1]->height;
1362 }
1363 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1364 { /* down right */
1365 *dx = map1->tile_map[2]->width;
1366 *dy = map1->height;
1367 }
1368 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1369 { /* down left */
1370 *dx = -map2->width;
1371 *dy = map1->height;
1372 }
1373 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1374 { /* left up */
1375 *dx = -map1->tile_map[3]->width;
1376 *dy = -map2->height;
1377 }
1378 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1379 { /* left down */
1380 *dx = -map1->tile_map[3]->width;
1381 *dy = map1->tile_map[3]->height;
1382 }
1383 else
1384 return 0;
1385
1386 return 1;
1387 }
1388
1389 maptile *
1390 maptile::xy_load (sint16 &x, sint16 &y)
1391 {
1392 maptile *map = xy_find (x, y);
1393
1394 if (map)
1395 map->load_sync ();
1396
1397 return map;
1398 }
1399
1400 maptile *
1401 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1402 {
1403 return m->xy_load (*x, *y);
1404 }
1405
1406 /* From map.c
1407 * This is used by get_player to determine where the other
1408 * creature is. get_rangevector takes into account map tiling,
1409 * so you just can not look the the map coordinates and get the
1410 * righte value. distance_x/y are distance away, which
1411 * can be negative. direction is the crossfire direction scheme
1412 * that the creature should head. part is the part of the
1413 * monster that is closest.
1414 *
1415 * get_rangevector looks at op1 and op2, and fills in the
1416 * structure for op1 to get to op2.
1417 * We already trust that the caller has verified that the
1418 * two objects are at least on adjacent maps. If not,
1419 * results are not likely to be what is desired.
1420 * if the objects are not on maps, results are also likely to
1421 * be unexpected
1422 *
1423 * currently, the only flag supported (0x1) is don't translate for
1424 * closest body part of 'op1'
1425 */
1426 void
1427 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1428 {
1429 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1430 {
1431 /* be conservative and fill in _some_ data */
1432 retval->distance = 10000;
1433 retval->distance_x = 10000;
1434 retval->distance_y = 10000;
1435 retval->direction = 0;
1436 retval->part = 0;
1437 }
1438 else
1439 {
1440 object *best;
1441
1442 retval->distance_x += op2->x - op1->x;
1443 retval->distance_y += op2->y - op1->y;
1444
1445 best = op1;
1446 /* If this is multipart, find the closest part now */
1447 if (!(flags & 0x1) && op1->more)
1448 {
1449 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1450
1451 /* we just take the offset of the piece to head to figure
1452 * distance instead of doing all that work above again
1453 * since the distance fields we set above are positive in the
1454 * same axis as is used for multipart objects, the simply arithmetic
1455 * below works.
1456 */
1457 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1458 {
1459 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1460 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1461 if (tmpi < best_distance)
1462 {
1463 best_distance = tmpi;
1464 best = tmp;
1465 }
1466 }
1467
1468 if (best != op1)
1469 {
1470 retval->distance_x += op1->x - best->x;
1471 retval->distance_y += op1->y - best->y;
1472 }
1473 }
1474
1475 retval->part = best;
1476 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1477 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1478 }
1479 }
1480
1481 /* this is basically the same as get_rangevector above, but instead of
1482 * the first parameter being an object, it instead is the map
1483 * and x,y coordinates - this is used for path to player -
1484 * since the object is not infact moving but we are trying to traverse
1485 * the path, we need this.
1486 * flags has no meaning for this function at this time - I kept it in to
1487 * be more consistant with the above function and also in case they are needed
1488 * for something in the future. Also, since no object is pasted, the best
1489 * field of the rv_vector is set to NULL.
1490 */
1491 void
1492 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1493 {
1494 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1495 {
1496 /* be conservative and fill in _some_ data */
1497 retval->distance = 100000;
1498 retval->distance_x = 32767;
1499 retval->distance_y = 32767;
1500 retval->direction = 0;
1501 retval->part = 0;
1502 }
1503 else
1504 {
1505 retval->distance_x += op2->x - x;
1506 retval->distance_y += op2->y - y;
1507
1508 retval->part = 0;
1509 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1510 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1511 }
1512 }
1513
1514 /* Returns true of op1 and op2 are effectively on the same map
1515 * (as related to map tiling). Note that this looks for a path from
1516 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1517 * to op1, this will still return false.
1518 * Note we only look one map out to keep the processing simple
1519 * and efficient. This could probably be a macro.
1520 * MSW 2001-08-05
1521 */
1522 int
1523 on_same_map (const object *op1, const object *op2)
1524 {
1525 int dx, dy;
1526
1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1528 }
1529
1530 //-GPL
1531
1532 object *
1533 maptile::insert (object *op, int x, int y, object *originator, int flags)
1534 {
1535 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1536 }
1537
1538 region *
1539 maptile::region (int x, int y) const
1540 {
1541 if (regions
1542 && regionmap
1543 && !OUT_OF_REAL_MAP (this, x, y))
1544 if (struct region *reg = regionmap [regions [y * width + x]])
1545 return reg;
1546
1547 if (default_region)
1548 return default_region;
1549
1550 return ::region::default_region ();
1551 }
1552
1553 //+GPL
1554
1555 /* picks a random object from a style map.
1556 */
1557 object *
1558 maptile::pick_random_object (rand_gen &gen) const
1559 {
1560 /* while returning a null object will result in a crash, that
1561 * is actually preferable to an infinite loop. That is because
1562 * most servers will automatically restart in case of crash.
1563 * Change the logic on getting the random space - shouldn't make
1564 * any difference, but this seems clearer to me.
1565 */
1566 for (int i = 1000; --i;)
1567 {
1568 object *pick = at (gen (width), gen (height)).bot;
1569
1570 // do not prefer big monsters just because they are big.
1571 if (pick && pick->is_head ())
1572 return pick->head_ ();
1573 }
1574
1575 // instead of crashing in the unlikely(?) case, try to return *something*
1576 return archetype::find (shstr_bug);
1577 }
1578
1579 //-GPL
1580
1581 void
1582 maptile::play_sound (faceidx sound, int x, int y) const
1583 {
1584 if (!sound)
1585 return;
1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598 }
1599
1600 void
1601 maptile::say_msg (const char *msg, int x, int y) const
1602 {
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614 }
1615
1616 static void
1617 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618 {
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677 }
1678
1679 maprect *
1680 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681 {
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692 }
1693