ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.186
Committed: Tue Apr 13 02:39:52 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.185: +2 -2 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 "path.h"
29
30 //+GPL
31
32 sint8 maptile::outdoor_darkness;
33
34 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
35 * one function that just returns a P_.. value (see map.h)
36 * it will also do map translation for tiled maps, returning
37 * new values into newmap, nx, and ny. Any and all of those
38 * values can be null, in which case if a new map is needed (returned
39 * by a P_NEW_MAP value, another call to get_map_from_coord
40 * is needed. The case of not passing values is if we're just
41 * checking for the existence of something on those spaces, but
42 * don't expect to insert/remove anything from those spaces.
43 */
44 int
45 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
46 {
47 sint16 newx = x;
48 sint16 newy = y;
49
50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
53 return P_OUT_OF_MAP;
54
55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
58
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60 }
61
62 /*
63 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster
66 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the
69 * monster.
70 * m, x, y are the target map/coordinates - needed for map tiling.
71 * the coordinates & map passed in should have been updated for tiling
72 * by the caller.
73 */
74 int
75 blocked_link (object *ob, maptile *m, int sx, int sy)
76 {
77 /* Make sure the coordinates are valid - they should be, as caller should
78 * have already checked this.
79 */
80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 {
82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
83 return 1;
84 }
85
86 mapspace &ms = m->at (sx, sy);
87
88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
90
91 /* If space is currently not blocked by anything, no need to
92 * go further. Not true for players - all sorts of special
93 * things we need to do for players.
94 */
95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
96 return 0;
97
98 /* if there isn't anything alive on this space, and this space isn't
99 * otherwise blocked, we can return now. Only if there is a living
100 * creature do we need to investigate if it is part of this creature
101 * or another. Likewise, only if something is blocking us do we
102 * need to investigate if there is a special circumstance that would
103 * let the player through (inventory checkers for example)
104 */
105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
106 return 0;
107
108 ob = ob->head_ ();
109
110 /* We basically go through the stack of objects, and if there is
111 * some other object that has NO_PASS or FLAG_ALIVE set, return
112 * true. If we get through the entire stack, that must mean
113 * ob is blocking it, so return 0.
114 */
115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
116 {
117 if (OB_MOVE_BLOCK (ob, tmp))
118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
124
125 if (tmp->type == CHECK_INV)
126 {
127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1;
132 }
133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
142 }
143 else
144 return 1; // unconditional block
145
146 } else {
147 // space does not block the ob, directly, but
148 // anything alive that is not a door still
149 // blocks anything but wizards.
150
151 if (tmp->flag [FLAG_ALIVE]
152 && tmp->head_ () != ob
153 && tmp != ob
154 && tmp->type != DOOR)
155 return 1;
156 }
157 }
158
159 return 0;
160 }
161
162 /*
163 * Returns qthe blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted.
168 *
169 * While this doesn't call out of map, the get_map_flags does.
170 *
171 * This function has been used to deprecate arch_out_of_map -
172 * this function also does that check, and since in most cases,
173 * a call to one would follow the other, doesn't make a lot of sense to
174 * have two seperate functions for this.
175 *
176 * This returns nonzero if this arch can not go on the space provided,
177 * 0 otherwise. the return value will contain the P_.. value
178 * so the caller can know why this object can't go on the map.
179 * Note that callers should not expect P_NEW_MAP to be set
180 * in return codes - since the object is multispace - if
181 * we did return values, what do you return if half the object
182 * is one map, half on another.
183 *
184 * Note this used to be arch_blocked, but with new movement
185 * code, we need to have actual object to check its move_type
186 * against the move_block values.
187 */
188 bool
189 object::blocked (maptile *m, int x, int y) const
190 {
191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
194
195 if (!pos.normalise ())
196 return 1;
197
198 mapspace &ms = *pos;
199
200 if (ms.flags () & P_IS_ALIVE)
201 return 1;
202
203 /* However, often ob doesn't have any move type
204 * (signifying non-moving objects)
205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
206 */
207 if (!move_type && ms.move_block != MOVE_ALL)
208 continue;
209
210 /* Note it is intentional that we check ob - the movement type of the
211 * head of the object should correspond for the entire object.
212 */
213 if (ms.blocks (move_type))
214 return 1;
215 }
216
217 return 0;
218 }
219
220 //-GPL
221
222 void
223 maptile::set_object_flag (int flag, int value)
224 {
225 if (!spaces)
226 return;
227
228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
230 tmp->flag [flag] = value;
231 }
232
233 void
234 maptile::post_load_original ()
235 {
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244 }
245
246 void
247 maptile::post_load ()
248 {
249 #if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256 #endif
257 }
258
259 //+GPL
260
261 /* link_multipart_objects go through all the objects on the map looking
262 * for objects whose arch says they are multipart yet according to the
263 * info we have, they only have the head (as would be expected when
264 * they are saved).
265 */
266 void
267 maptile::link_multipart_objects ()
268 {
269 if (!spaces)
270 return;
271
272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
273 {
274 object *op = ms->bot;
275 while (op)
276 {
277 /* already multipart - don't do anything more */
278 if (op->head_ () == op && !op->more && op->arch->more)
279 {
280 op->remove ();
281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
290 }
291 else
292 op = op->above;
293 }
294 }
295 }
296
297 //-GPL
298
299 /*
300 * Loads (ands parses) the objects into a given map from the specified
301 * file pointer.
302 */
303 bool
304 maptile::_load_objects (object_thawer &f)
305 {
306 for (;;)
307 {
308 coroapi::cede_to_tick (); // cede once in a while
309
310 switch (f.kw)
311 {
312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
318
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
344 continue;
345
346 case KW_EOF:
347 return true;
348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
352 break;
353 }
354
355 f.next ();
356 }
357
358 return true;
359 }
360
361 void
362 maptile::activate ()
363 {
364 if (spaces)
365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive ();
368 }
369
370 void
371 maptile::deactivate ()
372 {
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377 }
378
379 bool
380 maptile::_save_objects (object_freezer &f, int flags)
381 {
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
392 bool unique = 0;
393
394 for (object *op = spaces [i].bot; op; op = op->above)
395 {
396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
397
398 if (expect_false (!op->can_map_save ()))
399 continue;
400
401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 {
403 if (flags & IO_UNIQUES)
404 op->write (f);
405 }
406 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f);
408 }
409 }
410
411 coroapi::cede_to_tick ();
412
413 return true;
414 }
415
416 bool
417 maptile::_save_objects (const char *path, int flags)
418 {
419 object_freezer freezer;
420
421 if (!_save_objects (freezer, flags))
422 return false;
423
424 return freezer.save (path);
425 }
426
427 maptile::maptile ()
428 {
429 in_memory = MAP_SWAPPED;
430
431 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour.
433 */
434 width = 16;
435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
439 }
440
441 maptile::maptile (int w, int h)
442 {
443 in_memory = MAP_SWAPPED;
444
445 width = w;
446 height = h;
447 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0;
450 enter_y = 0;
451
452 alloc ();
453 }
454
455 /*
456 * Allocates the arrays contained in a maptile.
457 * This basically allocates the dynamic array of spaces for the
458 * map.
459 */
460 void
461 maptile::alloc ()
462 {
463 if (spaces)
464 return;
465
466 spaces = salloc0<mapspace> (size ());
467 }
468
469 //+GPL
470
471 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
472 * corresponding to that string. Memory is allocated for this, it must be freed
473 * at a later date.
474 * Called by parse_map_headers below.
475 */
476 static shopitems *
477 parse_shop_string (const char *input_string)
478 {
479 char *shop_string, *p, *q, *next_semicolon, *next_colon;
480 shopitems *items = NULL;
481 int i = 0, number_of_entries = 0;
482 const typedata *current_type;
483
484 shop_string = strdup (input_string);
485 p = shop_string;
486 /* first we'll count the entries, we'll need that for allocating the array shortly */
487 while (p)
488 {
489 p = strchr (p, ';');
490 number_of_entries++;
491 if (p)
492 p++;
493 }
494
495 p = shop_string;
496 strip_endline (p);
497 items = new shopitems[number_of_entries + 1];
498 for (i = 0; i < number_of_entries; i++)
499 {
500 if (!p)
501 {
502 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
503 break;
504 }
505
506 next_semicolon = strchr (p, ';');
507 next_colon = strchr (p, ':');
508 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
509 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
510 items[i].strength = atoi (strchr (p, ':') + 1);
511
512 if (isdigit (*p) || *p == '*')
513 {
514 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
515 current_type = get_typedata (items[i].typenum);
516 if (current_type)
517 {
518 items[i].name = current_type->name;
519 items[i].name_pl = current_type->name_pl;
520 }
521 }
522 else
523 { /*we have a named type, let's figure out what it is */
524 q = strpbrk (p, ";:");
525 if (q)
526 *q = '\0';
527
528 current_type = get_typedata_by_name (p);
529 if (current_type)
530 {
531 items[i].name = current_type->name;
532 items[i].typenum = current_type->number;
533 items[i].name_pl = current_type->name_pl;
534 }
535 else
536 { /* oh uh, something's wrong, let's free up this one, and try
537 * the next entry while we're at it, better print a warning
538 */
539 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
540 }
541 }
542
543 items[i].index = number_of_entries;
544 if (next_semicolon)
545 p = ++next_semicolon;
546 else
547 p = NULL;
548 }
549
550 free (shop_string);
551 return items;
552 }
553
554 /* opposite of parse string, this puts the string that was originally fed in to
555 * the map (or something equivilent) into output_string. */
556 static const char *
557 print_shop_string (maptile *m)
558 {
559 static dynbuf_text buf; buf.clear ();
560
561 for (int i = 0; i < m->shopitems[0].index; i++)
562 {
563 if (m->shopitems[i].typenum)
564 {
565 if (m->shopitems[i].strength)
566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
567 else
568 buf.printf ("%s;", m->shopitems[i].name);
569 }
570 else
571 {
572 if (m->shopitems[i].strength)
573 buf.printf ("*:%d;", m->shopitems[i].strength);
574 else
575 buf.printf ("*");
576 }
577 }
578
579 return buf;
580 }
581
582 //-GPL
583
584 /* This loads the header information of the map. The header
585 * contains things like difficulty, size, timeout, etc.
586 * this used to be stored in the map object, but with the
587 * addition of tiling, fields beyond that easily named in an
588 * object structure were needed, so it just made sense to
589 * put all the stuff in the map object so that names actually make
590 * sense.
591 * This could be done in lex (like the object loader), but I think
592 * currently, there are few enough fields this is not a big deal.
593 * MSW 2001-07-01
594 */
595 bool
596 maptile::_load_header (object_thawer &thawer)
597 {
598 for (;;)
599 {
600 switch (thawer.kw)
601 {
602 case KW_msg:
603 thawer.get_ml (KW_endmsg, msg);
604 break;
605
606 case KW_lore: // CF+ extension
607 thawer.get_ml (KW_endlore, maplore);
608 break;
609
610 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore);
612 break;
613
614 case KW_arch:
615 if (strcmp (thawer.get_str (), "map"))
616 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
617 break;
618
619 case KW_oid:
620 thawer.get (this, thawer.get_sint32 ());
621 break;
622
623 case KW_file_format_version: break; // nop
624
625 case KW_name: thawer.get (name); break;
626 case KW_attach: thawer.get (attach); break;
627 case KW_reset_time: thawer.get (reset_time); break;
628 case KW_shopgreed: thawer.get (shopgreed); break;
629 case KW_shopmin: thawer.get (shopmin); break;
630 case KW_shopmax: thawer.get (shopmax); break;
631 case KW_shoprace: thawer.get (shoprace); break;
632 case KW_outdoor: thawer.get (outdoor); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
638
639 case KW_region: default_region = region::find (thawer.get_str ()); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641
642 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
645 case KW_x: case KW_width: thawer.get (width); break;
646 case KW_y: case KW_height: thawer.get (height); break;
647 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652
653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
662 case KW_end:
663 thawer.next ();
664 return true;
665
666 default:
667 if (!thawer.parse_error ("map", 0))
668 return false;
669 break;
670 }
671
672 thawer.next ();
673 }
674
675 abort ();
676 }
677
678 //+GPL
679
680 /******************************************************************************
681 * This is the start of unique map handling code
682 *****************************************************************************/
683
684 /* This goes through the maptile and removed any unique items on the map. */
685 void
686 maptile::clear_unique_items ()
687 {
688 for (int i = 0; i < size (); ++i)
689 {
690 int unique = 0;
691 for (object *op = spaces [i].bot; op; )
692 {
693 object *above = op->above;
694
695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
696 unique = 1;
697
698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
699 op->destroy ();
700
701 op = above;
702 }
703 }
704 }
705
706 //-GPL
707
708 bool
709 maptile::_save_header (object_freezer &freezer)
710 {
711 #define MAP_OUT(k) freezer.put (KW(k), k)
712 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
713
714 MAP_OUT2 (arch, CS(map));
715
716 if (name) MAP_OUT (name);
717 MAP_OUT (swap_time);
718 MAP_OUT (reset_time);
719 MAP_OUT (reset_timeout);
720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
723 MAP_OUT (difficulty);
724 if (default_region) MAP_OUT2 (region, default_region->name);
725
726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
727 MAP_OUT (shopgreed);
728 MAP_OUT (shopmin);
729 MAP_OUT (shopmax);
730 if (shoprace) MAP_OUT (shoprace);
731
732 MAP_OUT (width);
733 MAP_OUT (height);
734 MAP_OUT (enter_x);
735 MAP_OUT (enter_y);
736 MAP_OUT (darkness);
737 MAP_OUT (outdoor);
738
739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741
742 MAP_OUT (per_player);
743 MAP_OUT (per_party);
744
745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
749
750 freezer.put (this);
751 freezer.put (KW(end));
752
753 return true;
754 }
755
756 bool
757 maptile::_save_header (const char *path)
758 {
759 object_freezer freezer;
760
761 if (!_save_header (freezer))
762 return false;
763
764 return freezer.save (path);
765 }
766
767 //+GPL
768
769 /*
770 * Remove and free all objects in the given map.
771 */
772 void
773 maptile::clear ()
774 {
775 if (spaces)
776 {
777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
778 while (object *op = ms->bot)
779 {
780 // manually remove, as to not trigger anything
781 if (ms->bot = op->above)
782 ms->bot->below = 0;
783
784 op->flag [FLAG_REMOVED] = true;
785
786 object *head = op->head_ ();
787 if (op == head)
788 op->destroy ();
789 else if (head->map != op->map)
790 {
791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
792 head->destroy ();
793 }
794 }
795
796 sfree0 (spaces, size ());
797 }
798
799 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
804 }
805
806 void
807 maptile::clear_header ()
808 {
809 name = 0;
810 msg = 0;
811 maplore = 0;
812 shoprace = 0;
813 delete [] shopitems, shopitems = 0;
814
815 for (int i = 0; i < 4; i++)
816 tile_path [i] = 0;
817 }
818
819 maptile::~maptile ()
820 {
821 assert (destroyed ());
822 }
823
824 void
825 maptile::clear_links_to (maptile *m)
826 {
827 /* We need to look through all the maps and see if any maps
828 * are pointing at this one for tiling information. Since
829 * tiling can be asymetric, we just can not look to see which
830 * maps this map tiles with and clears those.
831 */
832 for (int i = 0; i < 4; i++)
833 if (tile_map[i] == m)
834 tile_map[i] = 0;
835 }
836
837 void
838 maptile::do_destroy ()
839 {
840 attachable::do_destroy ();
841
842 clear ();
843 }
844
845 /* decay and destroy perishable items in a map */
846 // TODO: should be done regularly, not on map load?
847 void
848 maptile::do_decay_objects ()
849 {
850 if (!spaces)
851 return;
852
853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
854 for (object *above, *op = ms->bot; op; op = above)
855 {
856 above = op->above;
857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
872 {
873 op->stats.dam--;
874 if (op->stats.dam < 0)
875 destroy = 1;
876 }
877 else if (op->is_armor ())
878 {
879 op->stats.ac--;
880 if (op->stats.ac < 0)
881 destroy = 1;
882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
889 else
890 {
891 int mat = op->materials;
892
893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
904 )
905 destroy = 1;
906 }
907
908 /* adjust overall chance below */
909 if (destroy && rndm (0, 1))
910 op->destroy ();
911 }
912 }
913
914 /*
915 * This routine is supposed to find out the difficulty of the map.
916 * difficulty does not have a lot to do with character level,
917 * but does have a lot to do with treasure on the map.
918 *
919 * Difficulty can now be set by the map creator. If the value stored
920 * in the map is zero, then use this routine. Maps should really
921 * have a difficulty set rather than using this function - human calculation
922 * is much better than this function's guesswork.
923 */
924 int
925 maptile::estimate_difficulty () const
926 {
927 long monster_cnt = 0;
928 double avgexp = 0;
929 sint64 total_exp = 0;
930
931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
932 for (object *op = ms->bot; op; op = op->above)
933 {
934 if (op->flag [FLAG_MONSTER])
935 {
936 total_exp += op->stats.exp;
937 monster_cnt++;
938 }
939
940 if (op->flag [FLAG_GENERATOR])
941 {
942 total_exp += op->stats.exp;
943
944 if (archetype *at = op->other_arch)
945 {
946 total_exp += at->stats.exp * 8;
947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
955 }
956 }
957
958 avgexp = (double) total_exp / monster_cnt;
959
960 for (int i = 1; i <= settings.max_level; i++)
961 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
962 return i;
963
964 return 1;
965 }
966
967 /* change_map_light() - used to change map light level (darkness)
968 * up or down. Returns true if successful. It should now be
969 * possible to change a value by more than 1.
970 * Move this from los.c to map.c since this is more related
971 * to maps than los.
972 * postive values make it darker, negative make it brighter
973 */
974 int
975 maptile::change_map_light (int change)
976 {
977 /* Nothing to do */
978 if (!change)
979 return 0;
980
981 /* inform all players on the map */
982 if (change > 0)
983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
984 else
985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
986
987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
988
989 /* All clients need to get re-updated for the change */
990 update_all_map_los (this);
991
992 return 1;
993 }
994
995 /*
996 * This function updates various attributes about a specific space
997 * on the map (what it looks like, whether it blocks magic,
998 * has a living creatures, prevents people from passing
999 * through, etc)
1000 */
1001 void
1002 mapspace::update_ ()
1003 {
1004 object *last = 0;
1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1012
1013 //object *middle = 0;
1014 //object *top = 0;
1015 //object *floor = 0;
1016 // this seems to generate better code than using locals, above
1017 object *&top = faces_obj[0] = 0;
1018 object *&middle = faces_obj[1] = 0;
1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius;
1027
1028 /* This call is needed in order to update objects the player
1029 * is standing in that have animations (ie, grass, fire, etc).
1030 * However, it also causes the look window to be re-drawn
1031 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this.
1033 *
1034 * Always put the player down for drawing.
1035 */
1036 if (expect_true (!tmp->invisible))
1037 {
1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 top = tmp;
1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 {
1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them.
1044 */
1045 middle = 0;
1046 top = 0;
1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1050 }
1051 else
1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1070 middle = tmp;
1071 }
1072 }
1073 }
1074
1075 move_slow |= tmp->move_slow;
1076 move_block |= tmp->move_block;
1077 move_on |= tmp->move_on;
1078 move_off |= tmp->move_off;
1079 move_allow |= tmp->move_allow;
1080
1081 allflags |= tmp->flag;
1082
1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1098 this->flags_ = flags;
1099 this->move_block = move_block & ~move_allow;
1100 this->move_on = move_on;
1101 this->move_off = move_off;
1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1105
1106 /* At this point, we have a floor face (if there is a floor),
1107 * and the floor is set - we are not going to touch it at
1108 * this point.
1109 * middle contains the highest visibility face.
1110 * top contains a player/monster face, if there is one.
1111 *
1112 * We now need to fill in top.face and/or middle.face.
1113 */
1114
1115 /* If the top face also happens to be high visibility, re-do our
1116 * middle face. This should not happen, as we already have the
1117 * else statement above so middle should not get set. OTOH, it
1118 * may be possible for the faces to match but be different objects.
1119 */
1120 if (top == middle)
1121 middle = 0;
1122
1123 /* There are three posibilities at this point:
1124 * 1) top face is set, need middle to be set.
1125 * 2) middle is set, need to set top.
1126 * 3) neither middle or top is set - need to set both.
1127 */
1128
1129 for (object *tmp = last; tmp; tmp = tmp->below)
1130 {
1131 /* Once we get to a floor, stop, since we already have a floor object */
1132 if (tmp->flag [FLAG_IS_FLOOR])
1133 break;
1134
1135 /* If two top faces are already set, quit processing */
1136 if (top && middle)
1137 break;
1138
1139 /* Only show visible faces */
1140 if (!tmp->invisible)
1141 {
1142 /* Fill in top if needed */
1143 if (!top)
1144 {
1145 top = tmp;
1146 if (top == middle)
1147 middle = 0;
1148 }
1149 else
1150 {
1151 /* top is already set - we should only get here if
1152 * middle is not set
1153 *
1154 * Set the middle face and break out, since there is nothing
1155 * more to fill in. We don't check visiblity here, since
1156 *
1157 */
1158 if (tmp != top)
1159 {
1160 middle = tmp;
1161 break;
1162 }
1163 }
1164 }
1165 }
1166
1167 if (middle == floor)
1168 middle = 0;
1169
1170 if (top == middle)
1171 middle = 0;
1172
1173 #if 0
1174 faces_obj [0] = top;
1175 faces_obj [1] = middle;
1176 faces_obj [2] = floor;
1177 #endif
1178 }
1179
1180 maptile *
1181 maptile::tile_available (int dir, bool load)
1182 {
1183 if (tile_path[dir])
1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1187
1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
1191
1192 return 0;
1193 }
1194
1195 /* this returns TRUE if the coordinates (x,y) are out of
1196 * map m. This function also takes into account any
1197 * tiling considerations, loading adjacant maps as needed.
1198 * This is the function should always be used when it
1199 * necessary to check for valid coordinates.
1200 * This function will recursively call itself for the
1201 * tiled maps.
1202 */
1203 int
1204 out_of_map (maptile *m, int x, int y)
1205 {
1206 /* If we get passed a null map, this is obviously the
1207 * case. This generally shouldn't happen, but if the
1208 * map loads fail below, it could happen.
1209 */
1210 if (!m)
1211 return 0;
1212
1213 if (x < 0)
1214 {
1215 if (!m->tile_available (3))
1216 return 1;
1217
1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1219 }
1220
1221 if (x >= m->width)
1222 {
1223 if (!m->tile_available (1))
1224 return 1;
1225
1226 return out_of_map (m->tile_map[1], x - m->width, y);
1227 }
1228
1229 if (y < 0)
1230 {
1231 if (!m->tile_available (0))
1232 return 1;
1233
1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1235 }
1236
1237 if (y >= m->height)
1238 {
1239 if (!m->tile_available (2))
1240 return 1;
1241
1242 return out_of_map (m->tile_map[2], x, y - m->height);
1243 }
1244
1245 /* Simple case - coordinates are within this local
1246 * map.
1247 */
1248 return 0;
1249 }
1250
1251 /* This is basically the same as out_of_map above, but
1252 * instead we return NULL if no map is valid (coordinates
1253 * out of bounds and no tiled map), otherwise it returns
1254 * the map as that the coordinates are really on, and
1255 * updates x and y to be the localised coordinates.
1256 * Using this is more efficient of calling out_of_map
1257 * and then figuring out what the real map is
1258 */
1259 maptile *
1260 maptile::xy_find (sint16 &x, sint16 &y)
1261 {
1262 if (x < 0)
1263 {
1264 if (!tile_available (3))
1265 return 0;
1266
1267 x += tile_map[3]->width;
1268 return tile_map[3]->xy_find (x, y);
1269 }
1270
1271 if (x >= width)
1272 {
1273 if (!tile_available (1))
1274 return 0;
1275
1276 x -= width;
1277 return tile_map[1]->xy_find (x, y);
1278 }
1279
1280 if (y < 0)
1281 {
1282 if (!tile_available (0))
1283 return 0;
1284
1285 y += tile_map[0]->height;
1286 return tile_map[0]->xy_find (x, y);
1287 }
1288
1289 if (y >= height)
1290 {
1291 if (!tile_available (2))
1292 return 0;
1293
1294 y -= height;
1295 return tile_map[2]->xy_find (x, y);
1296 }
1297
1298 /* Simple case - coordinates are within this local
1299 * map.
1300 */
1301 return this;
1302 }
1303
1304 /**
1305 * Return whether map2 is adjacent to map1. If so, store the distance from
1306 * map1 to map2 in dx/dy.
1307 */
1308 int
1309 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1310 {
1311 if (!map1 || !map2)
1312 return 0;
1313
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 //fix: compare paths instead (this is likely faster, too!)
1316 if (map1 == map2)
1317 {
1318 *dx = 0;
1319 *dy = 0;
1320 }
1321 else if (map1->tile_map[0] == map2)
1322 { /* up */
1323 *dx = 0;
1324 *dy = -map2->height;
1325 }
1326 else if (map1->tile_map[1] == map2)
1327 { /* right */
1328 *dx = map1->width;
1329 *dy = 0;
1330 }
1331 else if (map1->tile_map[2] == map2)
1332 { /* down */
1333 *dx = 0;
1334 *dy = map1->height;
1335 }
1336 else if (map1->tile_map[3] == map2)
1337 { /* left */
1338 *dx = -map2->width;
1339 *dy = 0;
1340 }
1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1342 { /* up right */
1343 *dx = map1->tile_map[0]->width;
1344 *dy = -map1->tile_map[0]->height;
1345 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1347 { /* up left */
1348 *dx = -map2->width;
1349 *dy = -map1->tile_map[0]->height;
1350 }
1351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1352 { /* right up */
1353 *dx = map1->width;
1354 *dy = -map2->height;
1355 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1357 { /* right down */
1358 *dx = map1->width;
1359 *dy = map1->tile_map[1]->height;
1360 }
1361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1362 { /* down right */
1363 *dx = map1->tile_map[2]->width;
1364 *dy = map1->height;
1365 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1367 { /* down left */
1368 *dx = -map2->width;
1369 *dy = map1->height;
1370 }
1371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1372 { /* left up */
1373 *dx = -map1->tile_map[3]->width;
1374 *dy = -map2->height;
1375 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1377 { /* left down */
1378 *dx = -map1->tile_map[3]->width;
1379 *dy = map1->tile_map[3]->height;
1380 }
1381 else
1382 return 0;
1383
1384 return 1;
1385 }
1386
1387 maptile *
1388 maptile::xy_load (sint16 &x, sint16 &y)
1389 {
1390 maptile *map = xy_find (x, y);
1391
1392 if (map)
1393 map->load_sync ();
1394
1395 return map;
1396 }
1397
1398 maptile *
1399 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400 {
1401 return m->xy_load (*x, *y);
1402 }
1403
1404 /* From map.c
1405 * This is used by get_player to determine where the other
1406 * creature is. get_rangevector takes into account map tiling,
1407 * so you just can not look the the map coordinates and get the
1408 * righte value. distance_x/y are distance away, which
1409 * can be negative. direction is the crossfire direction scheme
1410 * that the creature should head. part is the part of the
1411 * monster that is closest.
1412 *
1413 * get_rangevector looks at op1 and op2, and fills in the
1414 * structure for op1 to get to op2.
1415 * We already trust that the caller has verified that the
1416 * two objects are at least on adjacent maps. If not,
1417 * results are not likely to be what is desired.
1418 * if the objects are not on maps, results are also likely to
1419 * be unexpected
1420 *
1421 * currently, the only flag supported (0x1) is don't translate for
1422 * closest body part of 'op1'
1423 */
1424 void
1425 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1426 {
1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428 {
1429 /* be conservative and fill in _some_ data */
1430 retval->distance = 10000;
1431 retval->distance_x = 10000;
1432 retval->distance_y = 10000;
1433 retval->direction = 0;
1434 retval->part = 0;
1435 }
1436 else
1437 {
1438 retval->distance_x += op2->x - op1->x;
1439 retval->distance_y += op2->y - op1->y;
1440
1441 object *best = op1;
1442
1443 /* If this is multipart, find the closest part now */
1444 if (!(flags & 1) && op1->more)
1445 {
1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1447
1448 /* we just take the offset of the piece to head to figure
1449 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works.
1453 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 {
1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1458 if (tmpi < best_distance)
1459 {
1460 best_distance = tmpi;
1461 best = tmp;
1462 }
1463 }
1464
1465 if (best != op1)
1466 {
1467 retval->distance_x += op1->x - best->x;
1468 retval->distance_y += op1->y - best->y;
1469 }
1470 }
1471
1472 retval->part = best;
1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1475 }
1476 }
1477
1478 /* this is basically the same as get_rangevector above, but instead of
1479 * the first parameter being an object, it instead is the map
1480 * and x,y coordinates - this is used for path to player -
1481 * since the object is not infact moving but we are trying to traverse
1482 * the path, we need this.
1483 * flags has no meaning for this function at this time - I kept it in to
1484 * be more consistant with the above function and also in case they are needed
1485 * for something in the future. Also, since no object is pasted, the best
1486 * field of the rv_vector is set to NULL.
1487 */
1488 void
1489 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1490 {
1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1492 {
1493 /* be conservative and fill in _some_ data */
1494 retval->distance = 100000;
1495 retval->distance_x = 32767;
1496 retval->distance_y = 32767;
1497 retval->direction = 0;
1498 retval->part = 0;
1499 }
1500 else
1501 {
1502 retval->distance_x += op2->x - x;
1503 retval->distance_y += op2->y - y;
1504
1505 retval->part = 0;
1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1508 }
1509 }
1510
1511 /* Returns true of op1 and op2 are effectively on the same map
1512 * (as related to map tiling). Note that this looks for a path from
1513 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1514 * to op1, this will still return false.
1515 * Note we only look one map out to keep the processing simple
1516 * and efficient. This could probably be a macro.
1517 * MSW 2001-08-05
1518 */
1519 int
1520 on_same_map (const object *op1, const object *op2)
1521 {
1522 int dx, dy;
1523
1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1525 }
1526
1527 //-GPL
1528
1529 object *
1530 maptile::insert (object *op, int x, int y, object *originator, int flags)
1531 {
1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1533 }
1534
1535 region *
1536 maptile::region (int x, int y) const
1537 {
1538 if (regions
1539 && regionmap
1540 && !OUT_OF_REAL_MAP (this, x, y))
1541 if (struct region *reg = regionmap [regions [y * width + x]])
1542 return reg;
1543
1544 if (default_region)
1545 return default_region;
1546
1547 return ::region::default_region ();
1548 }
1549
1550 //+GPL
1551
1552 /* picks a random object from a style map.
1553 */
1554 object *
1555 maptile::pick_random_object (rand_gen &gen) const
1556 {
1557 /* while returning a null object will result in a crash, that
1558 * is actually preferable to an infinite loop. That is because
1559 * most servers will automatically restart in case of crash.
1560 * Change the logic on getting the random space - shouldn't make
1561 * any difference, but this seems clearer to me.
1562 */
1563 for (int i = 1000; --i;)
1564 {
1565 object *pick = at (gen (width), gen (height)).bot;
1566
1567 // must be head: do not prefer big monsters just because they are big.
1568 if (pick && pick->is_head ())
1569 return pick;
1570 }
1571
1572 // instead of crashing in the unlikely(?) case, try to return *something*
1573 return archetype::find (shstr_bug);
1574 }
1575
1576 //-GPL
1577
1578 void
1579 maptile::play_sound (faceidx sound, int x, int y) const
1580 {
1581 if (!sound)
1582 return;
1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595 }
1596
1597 void
1598 maptile::say_msg (const char *msg, int x, int y) const
1599 {
1600 for_all_players (pl)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 }
1611 }
1612
1613 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
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 (dynbuf &buf, int x0, int y0, int x1, int y1)
1680 {
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690 }
1691