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Revision: 1.188
Committed: Fri Apr 16 02:32:25 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.187: +18 -13 lines
Log Message:
improved map init and link map

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 void
428 maptile::init ()
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 reset_timeout = 0;
441 enter_x = 0;
442 enter_y = 0;
443 }
444
445 maptile::maptile ()
446 {
447 init ();
448 }
449
450 maptile::maptile (int w, int h)
451 {
452 init ();
453
454 width = w;
455 height = h;
456
457 alloc ();
458 }
459
460 /*
461 * Allocates the arrays contained in a maptile.
462 * This basically allocates the dynamic array of spaces for the
463 * map.
464 */
465 void
466 maptile::alloc ()
467 {
468 if (spaces)
469 return;
470
471 spaces = salloc0<mapspace> (size ());
472 }
473
474 //+GPL
475
476 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
477 * corresponding to that string. Memory is allocated for this, it must be freed
478 * at a later date.
479 * Called by parse_map_headers below.
480 */
481 static shopitems *
482 parse_shop_string (const char *input_string)
483 {
484 char *shop_string, *p, *q, *next_semicolon, *next_colon;
485 shopitems *items = NULL;
486 int i = 0, number_of_entries = 0;
487 const typedata *current_type;
488
489 shop_string = strdup (input_string);
490 p = shop_string;
491 /* first we'll count the entries, we'll need that for allocating the array shortly */
492 while (p)
493 {
494 p = strchr (p, ';');
495 number_of_entries++;
496 if (p)
497 p++;
498 }
499
500 p = shop_string;
501 strip_endline (p);
502 items = new shopitems[number_of_entries + 1];
503 for (i = 0; i < number_of_entries; i++)
504 {
505 if (!p)
506 {
507 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
508 break;
509 }
510
511 next_semicolon = strchr (p, ';');
512 next_colon = strchr (p, ':');
513 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
514 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
515 items[i].strength = atoi (strchr (p, ':') + 1);
516
517 if (isdigit (*p) || *p == '*')
518 {
519 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
520 current_type = get_typedata (items[i].typenum);
521 if (current_type)
522 {
523 items[i].name = current_type->name;
524 items[i].name_pl = current_type->name_pl;
525 }
526 }
527 else
528 { /*we have a named type, let's figure out what it is */
529 q = strpbrk (p, ";:");
530 if (q)
531 *q = '\0';
532
533 current_type = get_typedata_by_name (p);
534 if (current_type)
535 {
536 items[i].name = current_type->name;
537 items[i].typenum = current_type->number;
538 items[i].name_pl = current_type->name_pl;
539 }
540 else
541 { /* oh uh, something's wrong, let's free up this one, and try
542 * the next entry while we're at it, better print a warning
543 */
544 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
545 }
546 }
547
548 items[i].index = number_of_entries;
549 if (next_semicolon)
550 p = ++next_semicolon;
551 else
552 p = NULL;
553 }
554
555 free (shop_string);
556 return items;
557 }
558
559 /* opposite of parse string, this puts the string that was originally fed in to
560 * the map (or something equivilent) into output_string. */
561 static const char *
562 print_shop_string (maptile *m)
563 {
564 static dynbuf_text buf; buf.clear ();
565
566 for (int i = 0; i < m->shopitems[0].index; i++)
567 {
568 if (m->shopitems[i].typenum)
569 {
570 if (m->shopitems[i].strength)
571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 else
573 buf.printf ("%s;", m->shopitems[i].name);
574 }
575 else
576 {
577 if (m->shopitems[i].strength)
578 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else
580 buf.printf ("*");
581 }
582 }
583
584 return buf;
585 }
586
587 //-GPL
588
589 /* This loads the header information of the map. The header
590 * contains things like difficulty, size, timeout, etc.
591 * this used to be stored in the map object, but with the
592 * addition of tiling, fields beyond that easily named in an
593 * object structure were needed, so it just made sense to
594 * put all the stuff in the map object so that names actually make
595 * sense.
596 * This could be done in lex (like the object loader), but I think
597 * currently, there are few enough fields this is not a big deal.
598 * MSW 2001-07-01
599 */
600 bool
601 maptile::_load_header (object_thawer &thawer)
602 {
603 for (;;)
604 {
605 switch (thawer.kw)
606 {
607 case KW_msg:
608 thawer.get_ml (KW_endmsg, msg);
609 break;
610
611 case KW_lore: // CF+ extension
612 thawer.get_ml (KW_endlore, maplore);
613 break;
614
615 case KW_maplore:
616 thawer.get_ml (KW_endmaplore, maplore);
617 break;
618
619 case KW_arch:
620 if (strcmp (thawer.get_str (), "map"))
621 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
622 break;
623
624 case KW_oid:
625 thawer.get (this, thawer.get_sint32 ());
626 break;
627
628 case KW_file_format_version: break; // nop
629
630 case KW_name: thawer.get (name); break;
631 case KW_attach: thawer.get (attach); break;
632 case KW_reset_time: thawer.get (reset_time); break;
633 case KW_shopgreed: thawer.get (shopgreed); break;
634 case KW_shopmin: thawer.get (shopmin); break;
635 case KW_shopmax: thawer.get (shopmax); break;
636 case KW_shoprace: thawer.get (shoprace); break;
637 case KW_outdoor: thawer.get (outdoor); break;
638
639 case KW_per_player: thawer.get (per_player); break;
640 case KW_per_party: thawer.get (per_party); break;
641 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break;
643
644 case KW_region: default_region = region::find (thawer.get_str ()); break;
645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
646
647 // old names new names
648 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
649 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
650 case KW_x: case KW_width: thawer.get (width); break;
651 case KW_y: case KW_height: thawer.get (height); break;
652 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
653 case KW_value: case KW_swap_time: thawer.get (timeout); break;
654 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
655 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
656 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
657
658 case KW_tile_path_1: thawer.get (tile_path [0]); break;
659 case KW_tile_path_2: thawer.get (tile_path [1]); break;
660 case KW_tile_path_3: thawer.get (tile_path [2]); break;
661 case KW_tile_path_4: thawer.get (tile_path [3]); break;
662
663 case KW_ERROR:
664 set_key_text (thawer.kw_str, thawer.value);
665 break;
666
667 case KW_end:
668 thawer.next ();
669 return true;
670
671 default:
672 if (!thawer.parse_error ("map"))
673 return false;
674 break;
675 }
676
677 thawer.next ();
678 }
679
680 abort ();
681 }
682
683 //+GPL
684
685 /******************************************************************************
686 * This is the start of unique map handling code
687 *****************************************************************************/
688
689 /* This goes through the maptile and removed any unique items on the map. */
690 void
691 maptile::clear_unique_items ()
692 {
693 for (int i = 0; i < size (); ++i)
694 {
695 int unique = 0;
696 for (object *op = spaces [i].bot; op; )
697 {
698 object *above = op->above;
699
700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
701 unique = 1;
702
703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
704 op->destroy ();
705
706 op = above;
707 }
708 }
709 }
710
711 //-GPL
712
713 bool
714 maptile::_save_header (object_freezer &freezer)
715 {
716 #define MAP_OUT(k) freezer.put (KW(k), k)
717 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
718
719 MAP_OUT2 (arch, CS(map));
720
721 if (name) MAP_OUT (name);
722 MAP_OUT (swap_time);
723 MAP_OUT (reset_time);
724 MAP_OUT (reset_timeout);
725 MAP_OUT (fixed_resettime);
726 MAP_OUT (no_reset);
727 MAP_OUT (no_drop);
728 MAP_OUT (difficulty);
729 if (default_region) MAP_OUT2 (region, default_region->name);
730
731 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
732 MAP_OUT (shopgreed);
733 MAP_OUT (shopmin);
734 MAP_OUT (shopmax);
735 if (shoprace) MAP_OUT (shoprace);
736
737 MAP_OUT (width);
738 MAP_OUT (height);
739 MAP_OUT (enter_x);
740 MAP_OUT (enter_y);
741 MAP_OUT (darkness);
742 MAP_OUT (outdoor);
743
744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
746
747 MAP_OUT (per_player);
748 MAP_OUT (per_party);
749
750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
754
755 freezer.put (this);
756 freezer.put (KW(end));
757
758 return true;
759 }
760
761 bool
762 maptile::_save_header (const char *path)
763 {
764 object_freezer freezer;
765
766 if (!_save_header (freezer))
767 return false;
768
769 return freezer.save (path);
770 }
771
772 //+GPL
773
774 /*
775 * Remove and free all objects in the given map.
776 */
777 void
778 maptile::clear ()
779 {
780 if (spaces)
781 {
782 for (mapspace *ms = spaces + size (); ms-- > spaces; )
783 while (object *op = ms->bot)
784 {
785 // manually remove, as to not trigger anything
786 if (ms->bot = op->above)
787 ms->bot->below = 0;
788
789 op->flag [FLAG_REMOVED] = true;
790
791 object *head = op->head_ ();
792 if (op == head)
793 op->destroy ();
794 else if (head->map != op->map)
795 {
796 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 head->destroy ();
798 }
799 }
800
801 sfree0 (spaces, size ());
802 }
803
804 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0;
809 }
810
811 void
812 maptile::clear_header ()
813 {
814 name = 0;
815 msg = 0;
816 maplore = 0;
817 shoprace = 0;
818 delete [] shopitems, shopitems = 0;
819
820 for (int i = 0; i < 4; i++)
821 tile_path [i] = 0;
822 }
823
824 maptile::~maptile ()
825 {
826 assert (destroyed ());
827 }
828
829 void
830 maptile::clear_links_to (maptile *m)
831 {
832 /* We need to look through all the maps and see if any maps
833 * are pointing at this one for tiling information. Since
834 * tiling can be asymetric, we just can not look to see which
835 * maps this map tiles with and clears those.
836 */
837 for (int i = 0; i < 4; i++)
838 if (tile_map[i] == m)
839 tile_map[i] = 0;
840 }
841
842 void
843 maptile::do_destroy ()
844 {
845 attachable::do_destroy ();
846
847 clear ();
848 }
849
850 /* decay and destroy perishable items in a map */
851 // TODO: should be done regularly, not on map load?
852 void
853 maptile::do_decay_objects ()
854 {
855 if (!spaces)
856 return;
857
858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
859 for (object *above, *op = ms->bot; op; op = above)
860 {
861 above = op->above;
862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
867 bool destroy = 0;
868
869 if (op->flag [FLAG_IS_FLOOR]
870 || op->flag [FLAG_OBJ_ORIGINAL]
871 || op->flag [FLAG_UNIQUE]
872 || op->flag [FLAG_OVERLAY_FLOOR]
873 || op->flag [FLAG_UNPAID]
874 || op->is_alive ())
875 ; // do not decay
876 else if (op->is_weapon ())
877 {
878 op->stats.dam--;
879 if (op->stats.dam < 0)
880 destroy = 1;
881 }
882 else if (op->is_armor ())
883 {
884 op->stats.ac--;
885 if (op->stats.ac < 0)
886 destroy = 1;
887 }
888 else if (op->type == FOOD)
889 {
890 op->stats.food -= rndm (5, 20);
891 if (op->stats.food < 0)
892 destroy = 1;
893 }
894 else
895 {
896 int mat = op->materials;
897
898 if (mat & M_PAPER
899 || mat & M_LEATHER
900 || mat & M_WOOD
901 || mat & M_ORGANIC
902 || mat & M_CLOTH
903 || mat & M_LIQUID
904 || (mat & M_IRON && rndm (1, 5) == 1)
905 || (mat & M_GLASS && rndm (1, 2) == 1)
906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
908 //|| (mat & M_ICE && temp > 32)
909 )
910 destroy = 1;
911 }
912
913 /* adjust overall chance below */
914 if (destroy && rndm (0, 1))
915 op->destroy ();
916 }
917 }
918
919 /*
920 * This routine is supposed to find out the difficulty of the map.
921 * difficulty does not have a lot to do with character level,
922 * but does have a lot to do with treasure on the map.
923 *
924 * Difficulty can now be set by the map creator. If the value stored
925 * in the map is zero, then use this routine. Maps should really
926 * have a difficulty set rather than using this function - human calculation
927 * is much better than this function's guesswork.
928 */
929 int
930 maptile::estimate_difficulty () const
931 {
932 long monster_cnt = 0;
933 double avgexp = 0;
934 sint64 total_exp = 0;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *op = ms->bot; op; op = op->above)
938 {
939 if (op->flag [FLAG_MONSTER])
940 {
941 total_exp += op->stats.exp;
942 monster_cnt++;
943 }
944
945 if (op->flag [FLAG_GENERATOR])
946 {
947 total_exp += op->stats.exp;
948
949 if (archetype *at = op->other_arch)
950 {
951 total_exp += at->stats.exp * 8;
952 monster_cnt++;
953 }
954
955 for (object *inv = op->inv; inv; inv = inv->below)
956 {
957 total_exp += op->stats.exp * 8;
958 monster_cnt++;
959 }
960 }
961 }
962
963 avgexp = (double) total_exp / monster_cnt;
964
965 for (int i = 1; i <= settings.max_level; i++)
966 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
967 return i;
968
969 return 1;
970 }
971
972 /* change_map_light() - used to change map light level (darkness)
973 * up or down. Returns true if successful. It should now be
974 * possible to change a value by more than 1.
975 * Move this from los.c to map.c since this is more related
976 * to maps than los.
977 * postive values make it darker, negative make it brighter
978 */
979 int
980 maptile::change_map_light (int change)
981 {
982 /* Nothing to do */
983 if (!change)
984 return 0;
985
986 /* inform all players on the map */
987 if (change > 0)
988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
989 else
990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
991
992 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
993
994 /* All clients need to get re-updated for the change */
995 update_all_map_los (this);
996
997 return 1;
998 }
999
1000 /*
1001 * This function updates various attributes about a specific space
1002 * on the map (what it looks like, whether it blocks magic,
1003 * has a living creatures, prevents people from passing
1004 * through, etc)
1005 */
1006 void
1007 mapspace::update_ ()
1008 {
1009 object *last = 0;
1010 uint8 flags = P_UPTODATE;
1011 sint8 light = 0;
1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1017
1018 //object *middle = 0;
1019 //object *top = 0;
1020 //object *floor = 0;
1021 // this seems to generate better code than using locals, above
1022 object *&top = faces_obj[0] = 0;
1023 object *&middle = faces_obj[1] = 0;
1024 object *&floor = faces_obj[2] = 0;
1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1027
1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1029 {
1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1031 light += tmp->glow_radius;
1032
1033 /* This call is needed in order to update objects the player
1034 * is standing in that have animations (ie, grass, fire, etc).
1035 * However, it also causes the look window to be re-drawn
1036 * 3 times each time the player moves, because many of the
1037 * functions the move_player calls eventualy call this.
1038 *
1039 * Always put the player down for drawing.
1040 */
1041 if (expect_true (!tmp->invisible))
1042 {
1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1044 top = tmp;
1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1046 {
1047 /* If we got a floor, that means middle and top were below it,
1048 * so should not be visible, so we clear them.
1049 */
1050 middle = 0;
1051 top = 0;
1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1055 }
1056 else
1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1075 middle = tmp;
1076 }
1077 }
1078 }
1079
1080 move_slow |= tmp->move_slow;
1081 move_block |= tmp->move_block;
1082 move_on |= tmp->move_on;
1083 move_off |= tmp->move_off;
1084 move_allow |= tmp->move_allow;
1085
1086 allflags |= tmp->flag;
1087
1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1090 }
1091
1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on;
1106 this->move_off = move_off;
1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110
1111 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at
1113 * this point.
1114 * middle contains the highest visibility face.
1115 * top contains a player/monster face, if there is one.
1116 *
1117 * We now need to fill in top.face and/or middle.face.
1118 */
1119
1120 /* If the top face also happens to be high visibility, re-do our
1121 * middle face. This should not happen, as we already have the
1122 * else statement above so middle should not get set. OTOH, it
1123 * may be possible for the faces to match but be different objects.
1124 */
1125 if (top == middle)
1126 middle = 0;
1127
1128 /* There are three posibilities at this point:
1129 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both.
1132 */
1133
1134 for (object *tmp = last; tmp; tmp = tmp->below)
1135 {
1136 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (tmp->flag [FLAG_IS_FLOOR])
1138 break;
1139
1140 /* If two top faces are already set, quit processing */
1141 if (top && middle)
1142 break;
1143
1144 /* Only show visible faces */
1145 if (!tmp->invisible)
1146 {
1147 /* Fill in top if needed */
1148 if (!top)
1149 {
1150 top = tmp;
1151 if (top == middle)
1152 middle = 0;
1153 }
1154 else
1155 {
1156 /* top is already set - we should only get here if
1157 * middle is not set
1158 *
1159 * Set the middle face and break out, since there is nothing
1160 * more to fill in. We don't check visiblity here, since
1161 *
1162 */
1163 if (tmp != top)
1164 {
1165 middle = tmp;
1166 break;
1167 }
1168 }
1169 }
1170 }
1171
1172 if (middle == floor)
1173 middle = 0;
1174
1175 if (top == middle)
1176 middle = 0;
1177
1178 #if 0
1179 faces_obj [0] = top;
1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182 #endif
1183 }
1184
1185 maptile *
1186 maptile::tile_available (int dir, bool load)
1187 {
1188 if (tile_path[dir])
1189 {
1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191 return tile_map[dir];
1192
1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194 return tile_map[dir];
1195 }
1196
1197 return 0;
1198 }
1199
1200 /* this returns TRUE if the coordinates (x,y) are out of
1201 * map m. This function also takes into account any
1202 * tiling considerations, loading adjacant maps as needed.
1203 * This is the function should always be used when it
1204 * necessary to check for valid coordinates.
1205 * This function will recursively call itself for the
1206 * tiled maps.
1207 */
1208 int
1209 out_of_map (maptile *m, int x, int y)
1210 {
1211 /* If we get passed a null map, this is obviously the
1212 * case. This generally shouldn't happen, but if the
1213 * map loads fail below, it could happen.
1214 */
1215 if (!m)
1216 return 0;
1217
1218 if (x < 0)
1219 {
1220 if (!m->tile_available (3))
1221 return 1;
1222
1223 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1224 }
1225
1226 if (x >= m->width)
1227 {
1228 if (!m->tile_available (1))
1229 return 1;
1230
1231 return out_of_map (m->tile_map[1], x - m->width, y);
1232 }
1233
1234 if (y < 0)
1235 {
1236 if (!m->tile_available (0))
1237 return 1;
1238
1239 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1240 }
1241
1242 if (y >= m->height)
1243 {
1244 if (!m->tile_available (2))
1245 return 1;
1246
1247 return out_of_map (m->tile_map[2], x, y - m->height);
1248 }
1249
1250 /* Simple case - coordinates are within this local
1251 * map.
1252 */
1253 return 0;
1254 }
1255
1256 /* This is basically the same as out_of_map above, but
1257 * instead we return NULL if no map is valid (coordinates
1258 * out of bounds and no tiled map), otherwise it returns
1259 * the map as that the coordinates are really on, and
1260 * updates x and y to be the localised coordinates.
1261 * Using this is more efficient of calling out_of_map
1262 * and then figuring out what the real map is
1263 */
1264 maptile *
1265 maptile::xy_find (sint16 &x, sint16 &y)
1266 {
1267 if (x < 0)
1268 {
1269 if (!tile_available (3))
1270 return 0;
1271
1272 x += tile_map[3]->width;
1273 return tile_map[3]->xy_find (x, y);
1274 }
1275
1276 if (x >= width)
1277 {
1278 if (!tile_available (1))
1279 return 0;
1280
1281 x -= width;
1282 return tile_map[1]->xy_find (x, y);
1283 }
1284
1285 if (y < 0)
1286 {
1287 if (!tile_available (0))
1288 return 0;
1289
1290 y += tile_map[0]->height;
1291 return tile_map[0]->xy_find (x, y);
1292 }
1293
1294 if (y >= height)
1295 {
1296 if (!tile_available (2))
1297 return 0;
1298
1299 y -= height;
1300 return tile_map[2]->xy_find (x, y);
1301 }
1302
1303 /* Simple case - coordinates are within this local
1304 * map.
1305 */
1306 return this;
1307 }
1308
1309 /**
1310 * Return whether map2 is adjacent to map1. If so, store the distance from
1311 * map1 to map2 in dx/dy.
1312 */
1313 int
1314 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1315 {
1316 if (!map1 || !map2)
1317 return 0;
1318
1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1320 //fix: compare paths instead (this is likely faster, too!)
1321 if (map1 == map2)
1322 {
1323 *dx = 0;
1324 *dy = 0;
1325 }
1326 else if (map1->tile_map[0] == map2)
1327 { /* up */
1328 *dx = 0;
1329 *dy = -map2->height;
1330 }
1331 else if (map1->tile_map[1] == map2)
1332 { /* right */
1333 *dx = map1->width;
1334 *dy = 0;
1335 }
1336 else if (map1->tile_map[2] == map2)
1337 { /* down */
1338 *dx = 0;
1339 *dy = map1->height;
1340 }
1341 else if (map1->tile_map[3] == map2)
1342 { /* left */
1343 *dx = -map2->width;
1344 *dy = 0;
1345 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1347 { /* up right */
1348 *dx = map1->tile_map[0]->width;
1349 *dy = -map1->tile_map[0]->height;
1350 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1352 { /* up left */
1353 *dx = -map2->width;
1354 *dy = -map1->tile_map[0]->height;
1355 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1357 { /* right up */
1358 *dx = map1->width;
1359 *dy = -map2->height;
1360 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1362 { /* right down */
1363 *dx = map1->width;
1364 *dy = map1->tile_map[1]->height;
1365 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1367 { /* down right */
1368 *dx = map1->tile_map[2]->width;
1369 *dy = map1->height;
1370 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1372 { /* down left */
1373 *dx = -map2->width;
1374 *dy = map1->height;
1375 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1377 { /* left up */
1378 *dx = -map1->tile_map[3]->width;
1379 *dy = -map2->height;
1380 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1382 { /* left down */
1383 *dx = -map1->tile_map[3]->width;
1384 *dy = map1->tile_map[3]->height;
1385 }
1386 else
1387 return 0;
1388
1389 return 1;
1390 }
1391
1392 maptile *
1393 maptile::xy_load (sint16 &x, sint16 &y)
1394 {
1395 maptile *map = xy_find (x, y);
1396
1397 if (map)
1398 map->load_sync ();
1399
1400 return map;
1401 }
1402
1403 maptile *
1404 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1405 {
1406 return m->xy_load (*x, *y);
1407 }
1408
1409 /* From map.c
1410 * This is used by get_player to determine where the other
1411 * creature is. get_rangevector takes into account map tiling,
1412 * so you just can not look the the map coordinates and get the
1413 * righte value. distance_x/y are distance away, which
1414 * can be negative. direction is the crossfire direction scheme
1415 * that the creature should head. part is the part of the
1416 * monster that is closest.
1417 *
1418 * get_rangevector looks at op1 and op2, and fills in the
1419 * structure for op1 to get to op2.
1420 * We already trust that the caller has verified that the
1421 * two objects are at least on adjacent maps. If not,
1422 * results are not likely to be what is desired.
1423 * if the objects are not on maps, results are also likely to
1424 * be unexpected
1425 *
1426 * currently, the only flag supported (0x1) is don't translate for
1427 * closest body part of 'op1'
1428 */
1429 void
1430 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1431 {
1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1433 {
1434 /* be conservative and fill in _some_ data */
1435 retval->distance = 10000;
1436 retval->distance_x = 10000;
1437 retval->distance_y = 10000;
1438 retval->direction = 0;
1439 retval->part = 0;
1440 }
1441 else
1442 {
1443 retval->distance_x += op2->x - op1->x;
1444 retval->distance_y += op2->y - op1->y;
1445
1446 object *best = op1;
1447
1448 /* If this is multipart, find the closest part now */
1449 if (!(flags & 1) && op1->more)
1450 {
1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1452
1453 /* we just take the offset of the piece to head to figure
1454 * distance instead of doing all that work above again
1455 * since the distance fields we set above are positive in the
1456 * same axis as is used for multipart objects, the simply arithmetic
1457 * below works.
1458 */
1459 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1460 {
1461 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1462 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1463 if (tmpi < best_distance)
1464 {
1465 best_distance = tmpi;
1466 best = tmp;
1467 }
1468 }
1469
1470 if (best != op1)
1471 {
1472 retval->distance_x += op1->x - best->x;
1473 retval->distance_y += op1->y - best->y;
1474 }
1475 }
1476
1477 retval->part = best;
1478 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1479 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1480 }
1481 }
1482
1483 /* this is basically the same as get_rangevector above, but instead of
1484 * the first parameter being an object, it instead is the map
1485 * and x,y coordinates - this is used for path to player -
1486 * since the object is not infact moving but we are trying to traverse
1487 * the path, we need this.
1488 * flags has no meaning for this function at this time - I kept it in to
1489 * be more consistant with the above function and also in case they are needed
1490 * for something in the future. Also, since no object is pasted, the best
1491 * field of the rv_vector is set to NULL.
1492 */
1493 void
1494 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1495 {
1496 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1497 {
1498 /* be conservative and fill in _some_ data */
1499 retval->distance = 100000;
1500 retval->distance_x = 32767;
1501 retval->distance_y = 32767;
1502 retval->direction = 0;
1503 retval->part = 0;
1504 }
1505 else
1506 {
1507 retval->distance_x += op2->x - x;
1508 retval->distance_y += op2->y - y;
1509
1510 retval->part = 0;
1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1513 }
1514 }
1515
1516 /* Returns true of op1 and op2 are effectively on the same map
1517 * (as related to map tiling). Note that this looks for a path from
1518 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1519 * to op1, this will still return false.
1520 * Note we only look one map out to keep the processing simple
1521 * and efficient. This could probably be a macro.
1522 * MSW 2001-08-05
1523 */
1524 int
1525 on_same_map (const object *op1, const object *op2)
1526 {
1527 int dx, dy;
1528
1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1530 }
1531
1532 //-GPL
1533
1534 object *
1535 maptile::insert (object *op, int x, int y, object *originator, int flags)
1536 {
1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1538 }
1539
1540 region *
1541 maptile::region (int x, int y) const
1542 {
1543 if (regions
1544 && regionmap
1545 && !OUT_OF_REAL_MAP (this, x, y))
1546 if (struct region *reg = regionmap [regions [y * width + x]])
1547 return reg;
1548
1549 if (default_region)
1550 return default_region;
1551
1552 return ::region::default_region ();
1553 }
1554
1555 //+GPL
1556
1557 /* picks a random object from a style map.
1558 */
1559 object *
1560 maptile::pick_random_object (rand_gen &gen) const
1561 {
1562 /* while returning a null object will result in a crash, that
1563 * is actually preferable to an infinite loop. That is because
1564 * most servers will automatically restart in case of crash.
1565 * Change the logic on getting the random space - shouldn't make
1566 * any difference, but this seems clearer to me.
1567 */
1568 for (int i = 1000; --i;)
1569 {
1570 object *pick = at (gen (width), gen (height)).bot;
1571
1572 // must be head: do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ())
1574 return pick;
1575 }
1576
1577 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find (shstr_bug);
1579 }
1580
1581 //-GPL
1582
1583 void
1584 maptile::play_sound (faceidx sound, int x, int y) const
1585 {
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600 }
1601
1602 void
1603 maptile::say_msg (const char *msg, int x, int y) const
1604 {
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616 }
1617
1618 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620 static void
1621 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622 {
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681 }
1682
1683 maprect *
1684 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685 {
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695 }
1696