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Revision: 1.179
Committed: Fri Dec 18 21:25:27 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.178: +1 -2 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <unistd.h>
26
27 #include "global.h"
28 #include "loader.h"
29 #include "path.h"
30
31 //+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 return 1;
157 }
158 }
159
160 return 0;
161 }
162
163 /*
164 * Returns qthe blocking object if the given object can't fit in the given
165 * spot. This is meant for multi space objects - for single space objecs,
166 * just calling get_map_blocked and checking that against movement type
167 * of object. This function goes through all the parts of the multipart
168 * object and makes sure they can be inserted.
169 *
170 * While this doesn't call out of map, the get_map_flags does.
171 *
172 * This function has been used to deprecate arch_out_of_map -
173 * this function also does that check, and since in most cases,
174 * a call to one would follow the other, doesn't make a lot of sense to
175 * have two seperate functions for this.
176 *
177 * This returns nonzero if this arch can not go on the space provided,
178 * 0 otherwise. the return value will contain the P_.. value
179 * so the caller can know why this object can't go on the map.
180 * Note that callers should not expect P_NEW_MAP to be set
181 * in return codes - since the object is multispace - if
182 * we did return values, what do you return if half the object
183 * is one map, half on another.
184 *
185 * Note this used to be arch_blocked, but with new movement
186 * code, we need to have actual object to check its move_type
187 * against the move_block values.
188 */
189 bool
190 object::blocked (maptile *m, int x, int y) const
191 {
192 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
193 {
194 mapxy pos (m, x + tmp->x, y + tmp->y);
195
196 if (!pos.normalise ())
197 return 1;
198
199 mapspace &ms = *pos;
200
201 if (ms.flags () & P_IS_ALIVE)
202 return 1;
203
204 /* However, often ob doesn't have any move type
205 * (signifying non-moving objects)
206 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
207 */
208 if (!move_type && ms.move_block != MOVE_ALL)
209 continue;
210
211 /* Note it is intentional that we check ob - the movement type of the
212 * head of the object should correspond for the entire object.
213 */
214 if (ms.blocks (move_type))
215 return 1;
216 }
217
218 return 0;
219 }
220
221 //-GPL
222
223 void
224 maptile::set_object_flag (int flag, int value)
225 {
226 if (!spaces)
227 return;
228
229 for (mapspace *ms = spaces + size (); ms-- > spaces; )
230 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
231 tmp->flag [flag] = value;
232 }
233
234 void
235 maptile::post_load_original ()
236 {
237 if (!spaces)
238 return;
239
240 set_object_flag (FLAG_OBJ_ORIGINAL);
241
242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244 INVOKE_OBJECT (RESET, tmp);
245 }
246
247 void
248 maptile::post_load ()
249 {
250 #if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257 #endif
258 }
259
260 //+GPL
261
262 /* link_multipart_objects go through all the objects on the map looking
263 * for objects whose arch says they are multipart yet according to the
264 * info we have, they only have the head (as would be expected when
265 * they are saved).
266 */
267 void
268 maptile::link_multipart_objects ()
269 {
270 if (!spaces)
271 return;
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 {
275 object *op = ms->bot;
276 while (op)
277 {
278 /* already multipart - don't do anything more */
279 if (op->head_ () == op && !op->more && op->arch->more)
280 {
281 op->remove ();
282 op->expand_tail ();
283
284 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
285 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
286 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
287 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
288
289 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
290 // so we have to reset the iteration through the mapspace
291 }
292 else
293 op = op->above;
294 }
295 }
296 }
297
298 //-GPL
299
300 /*
301 * Loads (ands parses) the objects into a given map from the specified
302 * file pointer.
303 */
304 bool
305 maptile::_load_objects (object_thawer &f)
306 {
307 for (;;)
308 {
309 coroapi::cede_to_tick (); // cede once in a while
310
311 switch (f.kw)
312 {
313 case KW_arch:
314 if (object *op = object::read (f, this))
315 {
316 // TODO: why?
317 if (op->inv)
318 op->update_weight ();
319
320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
321 {
322 // we insert manually because
323 // a) its way faster
324 // b) we remove manually, too, and there are good reasons for that
325 // c) it's correct
326 mapspace &ms = at (op->x, op->y);
327
328 op->flag [FLAG_REMOVED] = false;
329
330 op->above = 0;
331 op->below = ms.top;
332
333 *(ms.top ? &ms.top->above : &ms.bot) = op;
334
335 ms.top = op;
336 ms.flags_ = 0;
337 }
338 else
339 {
340 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
341 op->destroy ();
342 }
343 }
344
345 continue;
346
347 case KW_EOF:
348 return true;
349
350 default:
351 if (!f.parse_error ("map file"))
352 return false;
353 break;
354 }
355
356 f.next ();
357 }
358
359 return true;
360 }
361
362 void
363 maptile::activate ()
364 {
365 if (spaces)
366 for (mapspace *ms = spaces + size (); ms-- > spaces; )
367 for (object *op = ms->bot; op; op = op->above)
368 op->activate_recursive ();
369 }
370
371 void
372 maptile::deactivate ()
373 {
374 if (spaces)
375 for (mapspace *ms = spaces + size (); ms-- > spaces; )
376 for (object *op = ms->bot; op; op = op->above)
377 op->deactivate_recursive ();
378 }
379
380 bool
381 maptile::_save_objects (object_freezer &f, int flags)
382 {
383 coroapi::cede_to_tick ();
384
385 if (flags & IO_HEADER)
386 _save_header (f);
387
388 if (!spaces)
389 return false;
390
391 for (int i = 0; i < size (); ++i)
392 {
393 bool unique = 0;
394
395 for (object *op = spaces [i].bot; op; op = op->above)
396 {
397 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
398
399 if (expect_false (!op->can_map_save ()))
400 continue;
401
402 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
403 {
404 if (flags & IO_UNIQUES)
405 op->write (f);
406 }
407 else if (expect_true (flags & IO_OBJECTS))
408 op->write (f);
409 }
410 }
411
412 coroapi::cede_to_tick ();
413
414 return true;
415 }
416
417 bool
418 maptile::_save_objects (const char *path, int flags)
419 {
420 object_freezer freezer;
421
422 if (!_save_objects (freezer, flags))
423 return false;
424
425 return freezer.save (path);
426 }
427
428 maptile::maptile ()
429 {
430 in_memory = MAP_SWAPPED;
431
432 /* The maps used to pick up default x and y values from the
433 * map archetype. Mimic that behaviour.
434 */
435 width = 16;
436 height = 16;
437 timeout = 300;
438 max_items = MAX_ITEM_PER_ACTION;
439 max_volume = 2000000; // 2m³
440 }
441
442 maptile::maptile (int w, int h)
443 {
444 in_memory = MAP_SWAPPED;
445
446 width = w;
447 height = h;
448 reset_timeout = 0;
449 timeout = 300;
450 enter_x = 0;
451 enter_y = 0;
452
453 alloc ();
454 }
455
456 /*
457 * Allocates the arrays contained in a maptile.
458 * This basically allocates the dynamic array of spaces for the
459 * map.
460 */
461 void
462 maptile::alloc ()
463 {
464 if (spaces)
465 return;
466
467 spaces = salloc0<mapspace> (size ());
468 }
469
470 //+GPL
471
472 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
473 * corresponding to that string. Memory is allocated for this, it must be freed
474 * at a later date.
475 * Called by parse_map_headers below.
476 */
477 static shopitems *
478 parse_shop_string (const char *input_string)
479 {
480 char *shop_string, *p, *q, *next_semicolon, *next_colon;
481 shopitems *items = NULL;
482 int i = 0, number_of_entries = 0;
483 const typedata *current_type;
484
485 shop_string = strdup (input_string);
486 p = shop_string;
487 /* first we'll count the entries, we'll need that for allocating the array shortly */
488 while (p)
489 {
490 p = strchr (p, ';');
491 number_of_entries++;
492 if (p)
493 p++;
494 }
495
496 p = shop_string;
497 strip_endline (p);
498 items = new shopitems[number_of_entries + 1];
499 for (i = 0; i < number_of_entries; i++)
500 {
501 if (!p)
502 {
503 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
504 break;
505 }
506
507 next_semicolon = strchr (p, ';');
508 next_colon = strchr (p, ':');
509 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
510 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
511 items[i].strength = atoi (strchr (p, ':') + 1);
512
513 if (isdigit (*p) || *p == '*')
514 {
515 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
516 current_type = get_typedata (items[i].typenum);
517 if (current_type)
518 {
519 items[i].name = current_type->name;
520 items[i].name_pl = current_type->name_pl;
521 }
522 }
523 else
524 { /*we have a named type, let's figure out what it is */
525 q = strpbrk (p, ";:");
526 if (q)
527 *q = '\0';
528
529 current_type = get_typedata_by_name (p);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].typenum = current_type->number;
534 items[i].name_pl = current_type->name_pl;
535 }
536 else
537 { /* oh uh, something's wrong, let's free up this one, and try
538 * the next entry while we're at it, better print a warning
539 */
540 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
541 }
542 }
543
544 items[i].index = number_of_entries;
545 if (next_semicolon)
546 p = ++next_semicolon;
547 else
548 p = NULL;
549 }
550
551 free (shop_string);
552 return items;
553 }
554
555 /* opposite of parse string, this puts the string that was originally fed in to
556 * the map (or something equivilent) into output_string. */
557 static const char *
558 print_shop_string (maptile *m)
559 {
560 static dynbuf_text buf; buf.clear ();
561
562 for (int i = 0; i < m->shopitems[0].index; i++)
563 {
564 if (m->shopitems[i].typenum)
565 {
566 if (m->shopitems[i].strength)
567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
568 else
569 buf.printf ("%s;", m->shopitems[i].name);
570 }
571 else
572 {
573 if (m->shopitems[i].strength)
574 buf.printf ("*:%d;", m->shopitems[i].strength);
575 else
576 buf.printf ("*");
577 }
578 }
579
580 return buf;
581 }
582
583 //-GPL
584
585 /* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc.
587 * this used to be stored in the map object, but with the
588 * addition of tiling, fields beyond that easily named in an
589 * object structure were needed, so it just made sense to
590 * put all the stuff in the map object so that names actually make
591 * sense.
592 * This could be done in lex (like the object loader), but I think
593 * currently, there are few enough fields this is not a big deal.
594 * MSW 2001-07-01
595 */
596 bool
597 maptile::_load_header (object_thawer &thawer)
598 {
599 for (;;)
600 {
601 switch (thawer.kw)
602 {
603 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg);
605 break;
606
607 case KW_lore: // CF+ extension
608 thawer.get_ml (KW_endlore, maplore);
609 break;
610
611 case KW_maplore:
612 thawer.get_ml (KW_endmaplore, maplore);
613 break;
614
615 case KW_arch:
616 if (strcmp (thawer.get_str (), "map"))
617 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
618 break;
619
620 case KW_oid:
621 thawer.get (this, thawer.get_sint32 ());
622 break;
623
624 case KW_file_format_version: break; // nop
625
626 case KW_name: thawer.get (name); break;
627 case KW_attach: thawer.get (attach); break;
628 case KW_reset_time: thawer.get (reset_time); break;
629 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break;
634
635 case KW_per_player: thawer.get (per_player); break;
636 case KW_per_party: thawer.get (per_party); break;
637 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break;
639
640 case KW_region: default_region = region::find (thawer.get_str ()); break;
641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
642
643 // old names new names
644 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
645 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
646 case KW_x: case KW_width: thawer.get (width); break;
647 case KW_y: case KW_height: thawer.get (height); break;
648 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
649 case KW_value: case KW_swap_time: thawer.get (timeout); break;
650 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
651 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
652 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
653
654 case KW_tile_path_1: thawer.get (tile_path [0]); break;
655 case KW_tile_path_2: thawer.get (tile_path [1]); break;
656 case KW_tile_path_3: thawer.get (tile_path [2]); break;
657 case KW_tile_path_4: thawer.get (tile_path [3]); break;
658
659 case KW_ERROR:
660 set_key_text (thawer.kw_str, thawer.value);
661 break;
662
663 case KW_end:
664 thawer.next ();
665 return true;
666
667 default:
668 if (!thawer.parse_error ("map", 0))
669 return false;
670 break;
671 }
672
673 thawer.next ();
674 }
675
676 abort ();
677 }
678
679 //+GPL
680
681 /******************************************************************************
682 * This is the start of unique map handling code
683 *****************************************************************************/
684
685 /* This goes through the maptile and removed any unique items on the map. */
686 void
687 maptile::clear_unique_items ()
688 {
689 for (int i = 0; i < size (); ++i)
690 {
691 int unique = 0;
692 for (object *op = spaces [i].bot; op; )
693 {
694 object *above = op->above;
695
696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
697 unique = 1;
698
699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
700 op->destroy ();
701
702 op = above;
703 }
704 }
705 }
706
707 //-GPL
708
709 bool
710 maptile::_save_header (object_freezer &freezer)
711 {
712 #define MAP_OUT(k) freezer.put (KW(k), k)
713 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
714
715 MAP_OUT2 (arch, CS(map));
716
717 if (name) MAP_OUT (name);
718 MAP_OUT (swap_time);
719 MAP_OUT (reset_time);
720 MAP_OUT (reset_timeout);
721 MAP_OUT (fixed_resettime);
722 MAP_OUT (no_reset);
723 MAP_OUT (no_drop);
724 MAP_OUT (difficulty);
725 if (default_region) MAP_OUT2 (region, default_region->name);
726
727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
728 MAP_OUT (shopgreed);
729 MAP_OUT (shopmin);
730 MAP_OUT (shopmax);
731 if (shoprace) MAP_OUT (shoprace);
732
733 MAP_OUT (width);
734 MAP_OUT (height);
735 MAP_OUT (enter_x);
736 MAP_OUT (enter_y);
737 MAP_OUT (darkness);
738 MAP_OUT (outdoor);
739
740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
742
743 MAP_OUT (per_player);
744 MAP_OUT (per_party);
745
746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
750
751 freezer.put (this);
752 freezer.put (KW(end));
753
754 return true;
755 }
756
757 bool
758 maptile::_save_header (const char *path)
759 {
760 object_freezer freezer;
761
762 if (!_save_header (freezer))
763 return false;
764
765 return freezer.save (path);
766 }
767
768 //+GPL
769
770 /*
771 * Remove and free all objects in the given map.
772 */
773 void
774 maptile::clear ()
775 {
776 if (spaces)
777 {
778 for (mapspace *ms = spaces + size (); ms-- > spaces; )
779 while (object *op = ms->bot)
780 {
781 // manually remove, as to not trigger anything
782 if (ms->bot = op->above)
783 ms->bot->below = 0;
784
785 op->flag [FLAG_REMOVED] = true;
786
787 object *head = op->head_ ();
788 if (op == head)
789 op->destroy ();
790 else if (head->map != op->map)
791 {
792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
793 head->destroy ();
794 }
795 }
796
797 sfree0 (spaces, size ());
798 }
799
800 if (buttons)
801 free_objectlinkpt (buttons), buttons = 0;
802
803 sfree0 (regions, size ());
804 delete [] regionmap; regionmap = 0;
805 }
806
807 void
808 maptile::clear_header ()
809 {
810 name = 0;
811 msg = 0;
812 maplore = 0;
813 shoprace = 0;
814 delete [] shopitems, shopitems = 0;
815
816 for (int i = 0; i < 4; i++)
817 tile_path [i] = 0;
818 }
819
820 maptile::~maptile ()
821 {
822 assert (destroyed ());
823 }
824
825 void
826 maptile::clear_links_to (maptile *m)
827 {
828 /* We need to look through all the maps and see if any maps
829 * are pointing at this one for tiling information. Since
830 * tiling can be asymetric, we just can not look to see which
831 * maps this map tiles with and clears those.
832 */
833 for (int i = 0; i < 4; i++)
834 if (tile_map[i] == m)
835 tile_map[i] = 0;
836 }
837
838 void
839 maptile::do_destroy ()
840 {
841 attachable::do_destroy ();
842
843 clear ();
844 }
845
846 /* decay and destroy perishable items in a map */
847 // TODO: should be done regularly, not on map load?
848 void
849 maptile::do_decay_objects ()
850 {
851 if (!spaces)
852 return;
853
854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above)
856 {
857 above = op->above;
858
859 bool destroy = 0;
860
861 // do not decay anything above unique floor tiles (yet :)
862 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
863 break;
864
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ())
871 ; // do not decay
872 else if (op->is_weapon ())
873 {
874 op->stats.dam--;
875 if (op->stats.dam < 0)
876 destroy = 1;
877 }
878 else if (op->is_armor ())
879 {
880 op->stats.ac--;
881 if (op->stats.ac < 0)
882 destroy = 1;
883 }
884 else if (op->type == FOOD)
885 {
886 op->stats.food -= rndm (5, 20);
887 if (op->stats.food < 0)
888 destroy = 1;
889 }
890 else
891 {
892 int mat = op->materials;
893
894 if (mat & M_PAPER
895 || mat & M_LEATHER
896 || mat & M_WOOD
897 || mat & M_ORGANIC
898 || mat & M_CLOTH
899 || mat & M_LIQUID
900 || (mat & M_IRON && rndm (1, 5) == 1)
901 || (mat & M_GLASS && rndm (1, 2) == 1)
902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 //|| (mat & M_ICE && temp > 32)
905 )
906 destroy = 1;
907 }
908
909 /* adjust overall chance below */
910 if (destroy && rndm (0, 1))
911 op->destroy ();
912 }
913 }
914
915 /*
916 * This routine is supposed to find out the difficulty of the map.
917 * difficulty does not have a lot to do with character level,
918 * but does have a lot to do with treasure on the map.
919 *
920 * Difficulty can now be set by the map creator. If the value stored
921 * in the map is zero, then use this routine. Maps should really
922 * have a difficulty set rather than using this function - human calculation
923 * is much better than this function's guesswork.
924 */
925 int
926 maptile::estimate_difficulty () const
927 {
928 long monster_cnt = 0;
929 double avgexp = 0;
930 sint64 total_exp = 0;
931
932 for (mapspace *ms = spaces + size (); ms-- > spaces; )
933 for (object *op = ms->bot; op; op = op->above)
934 {
935 if (QUERY_FLAG (op, FLAG_MONSTER))
936 {
937 total_exp += op->stats.exp;
938 monster_cnt++;
939 }
940
941 if (QUERY_FLAG (op, FLAG_GENERATOR))
942 {
943 total_exp += op->stats.exp;
944
945 if (archetype *at = op->other_arch)
946 {
947 total_exp += at->stats.exp * 8;
948 monster_cnt++;
949 }
950
951 for (object *inv = op->inv; inv; inv = inv->below)
952 {
953 total_exp += op->stats.exp * 8;
954 monster_cnt++;
955 }
956 }
957 }
958
959 avgexp = (double) total_exp / monster_cnt;
960
961 for (int i = 1; i <= settings.max_level; i++)
962 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
963 return i;
964
965 return 1;
966 }
967
968 /* change_map_light() - used to change map light level (darkness)
969 * up or down. Returns true if successful. It should now be
970 * possible to change a value by more than 1.
971 * Move this from los.c to map.c since this is more related
972 * to maps than los.
973 * postive values make it darker, negative make it brighter
974 */
975 int
976 maptile::change_map_light (int change)
977 {
978 /* Nothing to do */
979 if (!change)
980 return 0;
981
982 /* inform all players on the map */
983 if (change > 0)
984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
985 else
986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
987
988 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
989
990 /* All clients need to get re-updated for the change */
991 update_all_map_los (this);
992
993 return 1;
994 }
995
996 /*
997 * This function updates various attributes about a specific space
998 * on the map (what it looks like, whether it blocks magic,
999 * has a living creatures, prevents people from passing
1000 * through, etc)
1001 */
1002 void
1003 mapspace::update_ ()
1004 {
1005 object *last = 0;
1006 uint8 flags = P_UPTODATE;
1007 sint8 light = 0;
1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1013
1014 //object *middle = 0;
1015 //object *top = 0;
1016 //object *floor = 0;
1017 // this seems to generate better code than using locals, above
1018 object *&top = faces_obj[0] = 0;
1019 object *&middle = faces_obj[1] = 0;
1020 object *&floor = faces_obj[2] = 0;
1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1025 {
1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1027 light += tmp->glow_radius;
1028
1029 /* This call is needed in order to update objects the player
1030 * is standing in that have animations (ie, grass, fire, etc).
1031 * However, it also causes the look window to be re-drawn
1032 * 3 times each time the player moves, because many of the
1033 * functions the move_player calls eventualy call this.
1034 *
1035 * Always put the player down for drawing.
1036 */
1037 if (expect_true (!tmp->invisible))
1038 {
1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1040 top = tmp;
1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1042 {
1043 /* If we got a floor, that means middle and top were below it,
1044 * so should not be visible, so we clear them.
1045 */
1046 middle = 0;
1047 top = 0;
1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1051 }
1052 else
1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp;
1072 }
1073 }
1074 }
1075
1076 move_slow |= tmp->move_slow;
1077 move_block |= tmp->move_block;
1078 move_on |= tmp->move_on;
1079 move_off |= tmp->move_off;
1080 move_allow |= tmp->move_allow;
1081
1082 allflags |= tmp->flag;
1083
1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1086 }
1087
1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on;
1102 this->move_off = move_off;
1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1106
1107 /* At this point, we have a floor face (if there is a floor),
1108 * and the floor is set - we are not going to touch it at
1109 * this point.
1110 * middle contains the highest visibility face.
1111 * top contains a player/monster face, if there is one.
1112 *
1113 * We now need to fill in top.face and/or middle.face.
1114 */
1115
1116 /* If the top face also happens to be high visibility, re-do our
1117 * middle face. This should not happen, as we already have the
1118 * else statement above so middle should not get set. OTOH, it
1119 * may be possible for the faces to match but be different objects.
1120 */
1121 if (top == middle)
1122 middle = 0;
1123
1124 /* There are three posibilities at this point:
1125 * 1) top face is set, need middle to be set.
1126 * 2) middle is set, need to set top.
1127 * 3) neither middle or top is set - need to set both.
1128 */
1129
1130 for (object *tmp = last; tmp; tmp = tmp->below)
1131 {
1132 /* Once we get to a floor, stop, since we already have a floor object */
1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1134 break;
1135
1136 /* If two top faces are already set, quit processing */
1137 if (top && middle)
1138 break;
1139
1140 /* Only show visible faces */
1141 if (!tmp->invisible)
1142 {
1143 /* Fill in top if needed */
1144 if (!top)
1145 {
1146 top = tmp;
1147 if (top == middle)
1148 middle = 0;
1149 }
1150 else
1151 {
1152 /* top is already set - we should only get here if
1153 * middle is not set
1154 *
1155 * Set the middle face and break out, since there is nothing
1156 * more to fill in. We don't check visiblity here, since
1157 *
1158 */
1159 if (tmp != top)
1160 {
1161 middle = tmp;
1162 break;
1163 }
1164 }
1165 }
1166 }
1167
1168 if (middle == floor)
1169 middle = 0;
1170
1171 if (top == middle)
1172 middle = 0;
1173
1174 #if 0
1175 faces_obj [0] = top;
1176 faces_obj [1] = middle;
1177 faces_obj [2] = floor;
1178 #endif
1179 }
1180
1181 maptile *
1182 maptile::tile_available (int dir, bool load)
1183 {
1184 if (tile_path[dir])
1185 {
1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1187 return tile_map[dir];
1188
1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1190 return tile_map[dir];
1191 }
1192
1193 return 0;
1194 }
1195
1196 /* this returns TRUE if the coordinates (x,y) are out of
1197 * map m. This function also takes into account any
1198 * tiling considerations, loading adjacant maps as needed.
1199 * This is the function should always be used when it
1200 * necessary to check for valid coordinates.
1201 * This function will recursively call itself for the
1202 * tiled maps.
1203 */
1204 int
1205 out_of_map (maptile *m, int x, int y)
1206 {
1207 /* If we get passed a null map, this is obviously the
1208 * case. This generally shouldn't happen, but if the
1209 * map loads fail below, it could happen.
1210 */
1211 if (!m)
1212 return 0;
1213
1214 if (x < 0)
1215 {
1216 if (!m->tile_available (3))
1217 return 1;
1218
1219 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1220 }
1221
1222 if (x >= m->width)
1223 {
1224 if (!m->tile_available (1))
1225 return 1;
1226
1227 return out_of_map (m->tile_map[1], x - m->width, y);
1228 }
1229
1230 if (y < 0)
1231 {
1232 if (!m->tile_available (0))
1233 return 1;
1234
1235 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1236 }
1237
1238 if (y >= m->height)
1239 {
1240 if (!m->tile_available (2))
1241 return 1;
1242
1243 return out_of_map (m->tile_map[2], x, y - m->height);
1244 }
1245
1246 /* Simple case - coordinates are within this local
1247 * map.
1248 */
1249 return 0;
1250 }
1251
1252 /* This is basically the same as out_of_map above, but
1253 * instead we return NULL if no map is valid (coordinates
1254 * out of bounds and no tiled map), otherwise it returns
1255 * the map as that the coordinates are really on, and
1256 * updates x and y to be the localised coordinates.
1257 * Using this is more efficient of calling out_of_map
1258 * and then figuring out what the real map is
1259 */
1260 maptile *
1261 maptile::xy_find (sint16 &x, sint16 &y)
1262 {
1263 if (x < 0)
1264 {
1265 if (!tile_available (3))
1266 return 0;
1267
1268 x += tile_map[3]->width;
1269 return tile_map[3]->xy_find (x, y);
1270 }
1271
1272 if (x >= width)
1273 {
1274 if (!tile_available (1))
1275 return 0;
1276
1277 x -= width;
1278 return tile_map[1]->xy_find (x, y);
1279 }
1280
1281 if (y < 0)
1282 {
1283 if (!tile_available (0))
1284 return 0;
1285
1286 y += tile_map[0]->height;
1287 return tile_map[0]->xy_find (x, y);
1288 }
1289
1290 if (y >= height)
1291 {
1292 if (!tile_available (2))
1293 return 0;
1294
1295 y -= height;
1296 return tile_map[2]->xy_find (x, y);
1297 }
1298
1299 /* Simple case - coordinates are within this local
1300 * map.
1301 */
1302 return this;
1303 }
1304
1305 /**
1306 * Return whether map2 is adjacent to map1. If so, store the distance from
1307 * map1 to map2 in dx/dy.
1308 */
1309 int
1310 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1311 {
1312 if (!map1 || !map2)
1313 return 0;
1314
1315 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 //fix: compare paths instead (this is likely faster, too!)
1317 if (map1 == map2)
1318 {
1319 *dx = 0;
1320 *dy = 0;
1321 }
1322 else if (map1->tile_map[0] == map2)
1323 { /* up */
1324 *dx = 0;
1325 *dy = -map2->height;
1326 }
1327 else if (map1->tile_map[1] == map2)
1328 { /* right */
1329 *dx = map1->width;
1330 *dy = 0;
1331 }
1332 else if (map1->tile_map[2] == map2)
1333 { /* down */
1334 *dx = 0;
1335 *dy = map1->height;
1336 }
1337 else if (map1->tile_map[3] == map2)
1338 { /* left */
1339 *dx = -map2->width;
1340 *dy = 0;
1341 }
1342 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1343 { /* up right */
1344 *dx = map1->tile_map[0]->width;
1345 *dy = -map1->tile_map[0]->height;
1346 }
1347 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1348 { /* up left */
1349 *dx = -map2->width;
1350 *dy = -map1->tile_map[0]->height;
1351 }
1352 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1353 { /* right up */
1354 *dx = map1->width;
1355 *dy = -map2->height;
1356 }
1357 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1358 { /* right down */
1359 *dx = map1->width;
1360 *dy = map1->tile_map[1]->height;
1361 }
1362 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1363 { /* down right */
1364 *dx = map1->tile_map[2]->width;
1365 *dy = map1->height;
1366 }
1367 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1368 { /* down left */
1369 *dx = -map2->width;
1370 *dy = map1->height;
1371 }
1372 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1373 { /* left up */
1374 *dx = -map1->tile_map[3]->width;
1375 *dy = -map2->height;
1376 }
1377 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1378 { /* left down */
1379 *dx = -map1->tile_map[3]->width;
1380 *dy = map1->tile_map[3]->height;
1381 }
1382 else
1383 return 0;
1384
1385 return 1;
1386 }
1387
1388 maptile *
1389 maptile::xy_load (sint16 &x, sint16 &y)
1390 {
1391 maptile *map = xy_find (x, y);
1392
1393 if (map)
1394 map->load_sync ();
1395
1396 return map;
1397 }
1398
1399 maptile *
1400 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1401 {
1402 return m->xy_load (*x, *y);
1403 }
1404
1405 /* From map.c
1406 * This is used by get_player to determine where the other
1407 * creature is. get_rangevector takes into account map tiling,
1408 * so you just can not look the the map coordinates and get the
1409 * righte value. distance_x/y are distance away, which
1410 * can be negative. direction is the crossfire direction scheme
1411 * that the creature should head. part is the part of the
1412 * monster that is closest.
1413 *
1414 * get_rangevector looks at op1 and op2, and fills in the
1415 * structure for op1 to get to op2.
1416 * We already trust that the caller has verified that the
1417 * two objects are at least on adjacent maps. If not,
1418 * results are not likely to be what is desired.
1419 * if the objects are not on maps, results are also likely to
1420 * be unexpected
1421 *
1422 * currently, the only flag supported (0x1) is don't translate for
1423 * closest body part of 'op1'
1424 */
1425 void
1426 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1427 {
1428 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1429 {
1430 /* be conservative and fill in _some_ data */
1431 retval->distance = 10000;
1432 retval->distance_x = 10000;
1433 retval->distance_y = 10000;
1434 retval->direction = 0;
1435 retval->part = 0;
1436 }
1437 else
1438 {
1439 object *best;
1440
1441 retval->distance_x += op2->x - op1->x;
1442 retval->distance_y += op2->y - op1->y;
1443
1444 best = op1;
1445 /* If this is multipart, find the closest part now */
1446 if (!(flags & 0x1) && op1->more)
1447 {
1448 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1449
1450 /* we just take the offset of the piece to head to figure
1451 * distance instead of doing all that work above again
1452 * since the distance fields we set above are positive in the
1453 * same axis as is used for multipart objects, the simply arithmetic
1454 * below works.
1455 */
1456 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1457 {
1458 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1459 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1460 if (tmpi < best_distance)
1461 {
1462 best_distance = tmpi;
1463 best = tmp;
1464 }
1465 }
1466
1467 if (best != op1)
1468 {
1469 retval->distance_x += op1->x - best->x;
1470 retval->distance_y += op1->y - best->y;
1471 }
1472 }
1473
1474 retval->part = best;
1475 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1476 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1477 }
1478 }
1479
1480 /* this is basically the same as get_rangevector above, but instead of
1481 * the first parameter being an object, it instead is the map
1482 * and x,y coordinates - this is used for path to player -
1483 * since the object is not infact moving but we are trying to traverse
1484 * the path, we need this.
1485 * flags has no meaning for this function at this time - I kept it in to
1486 * be more consistant with the above function and also in case they are needed
1487 * for something in the future. Also, since no object is pasted, the best
1488 * field of the rv_vector is set to NULL.
1489 */
1490 void
1491 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1492 {
1493 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1494 {
1495 /* be conservative and fill in _some_ data */
1496 retval->distance = 100000;
1497 retval->distance_x = 32767;
1498 retval->distance_y = 32767;
1499 retval->direction = 0;
1500 retval->part = 0;
1501 }
1502 else
1503 {
1504 retval->distance_x += op2->x - x;
1505 retval->distance_y += op2->y - y;
1506
1507 retval->part = 0;
1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1510 }
1511 }
1512
1513 /* Returns true of op1 and op2 are effectively on the same map
1514 * (as related to map tiling). Note that this looks for a path from
1515 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1516 * to op1, this will still return false.
1517 * Note we only look one map out to keep the processing simple
1518 * and efficient. This could probably be a macro.
1519 * MSW 2001-08-05
1520 */
1521 int
1522 on_same_map (const object *op1, const object *op2)
1523 {
1524 int dx, dy;
1525
1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1527 }
1528
1529 //-GPL
1530
1531 object *
1532 maptile::insert (object *op, int x, int y, object *originator, int flags)
1533 {
1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1535 }
1536
1537 region *
1538 maptile::region (int x, int y) const
1539 {
1540 if (regions
1541 && regionmap
1542 && !OUT_OF_REAL_MAP (this, x, y))
1543 if (struct region *reg = regionmap [regions [y * width + x]])
1544 return reg;
1545
1546 if (default_region)
1547 return default_region;
1548
1549 return ::region::default_region ();
1550 }
1551
1552 //+GPL
1553
1554 /* picks a random object from a style map.
1555 */
1556 object *
1557 maptile::pick_random_object (rand_gen &gen) const
1558 {
1559 /* while returning a null object will result in a crash, that
1560 * is actually preferable to an infinite loop. That is because
1561 * most servers will automatically restart in case of crash.
1562 * Change the logic on getting the random space - shouldn't make
1563 * any difference, but this seems clearer to me.
1564 */
1565 for (int i = 1000; --i;)
1566 {
1567 object *pick = at (gen (width), gen (height)).bot;
1568
1569 // do not prefer big monsters just because they are big.
1570 if (pick && pick->is_head ())
1571 return pick->head_ ();
1572 }
1573
1574 // instead of crashing in the unlikely(?) case, try to return *something*
1575 return archetype::find (shstr_bug);
1576 }
1577
1578 //-GPL
1579
1580 void
1581 maptile::play_sound (faceidx sound, int x, int y) const
1582 {
1583 if (!sound)
1584 return;
1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597 }
1598
1599 void
1600 maptile::say_msg (const char *msg, int x, int y) const
1601 {
1602 for_all_players (pl)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612 }
1613 }
1614
1615 static void
1616 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617 {
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676 }
1677
1678 maprect *
1679 maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680 {
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691 }
1692