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Revision: 1.196
Committed: Sun Apr 25 10:45:38 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
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# 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 | logBacktrace, "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.top; tmp; tmp = tmp->below)
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
150
151 if (tmp->flag [FLAG_ALIVE]
152 && tmp->type != DOOR
153 && tmp->head_ () != ob) //TODO: maybe move these check up?
154 return 1;
155 }
156 }
157
158 return 0;
159 }
160
161 /*
162 * Returns the blocking object if the given object can't fit in the given
163 * spot. This is meant for multi space objects - for single space objecs,
164 * just calling get_map_blocked and checking that against movement type
165 * of object. This function goes through all the parts of the multipart
166 * object and makes sure they can be inserted.
167 *
168 * While this doesn't call out of map, the get_map_flags does.
169 *
170 * This function has been used to deprecate arch_out_of_map -
171 * this function also does that check, and since in most cases,
172 * a call to one would follow the other, doesn't make a lot of sense to
173 * have two seperate functions for this.
174 *
175 * This returns nonzero if this arch can not go on the space provided,
176 * 0 otherwise. the return value will contain the P_.. value
177 * so the caller can know why this object can't go on the map.
178 * Note that callers should not expect P_NEW_MAP to be set
179 * in return codes - since the object is multispace - if
180 * we did return values, what do you return if half the object
181 * is one map, half on another.
182 *
183 * Note this used to be arch_blocked, but with new movement
184 * code, we need to have actual object to check its move_type
185 * against the move_block values.
186 */
187 bool
188 object::blocked (maptile *m, int x, int y) const
189 {
190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
193
194 if (!pos.normalise ())
195 return 1;
196
197 mapspace &ms = *pos;
198
199 if (ms.flags () & P_IS_ALIVE)
200 return 1;
201
202 /* However, often ob doesn't have any move type
203 * (signifying non-moving objects)
204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
205 */
206 if (!move_type && ms.move_block != MOVE_ALL)
207 continue;
208
209 /* Note it is intentional that we check ob - the movement type of the
210 * head of the object should correspond for the entire object.
211 */
212 if (ms.blocks (move_type))
213 return 1;
214 }
215
216 return 0;
217 }
218
219 //-GPL
220
221 void
222 maptile::set_object_flag (int flag, int value)
223 {
224 if (!spaces)
225 return;
226
227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
229 tmp->flag [flag] = value;
230 }
231
232 void
233 maptile::post_load_original ()
234 {
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243 }
244
245 void
246 maptile::post_load ()
247 {
248 #if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255 #endif
256 }
257
258 //+GPL
259
260 /* link_multipart_objects go through all the objects on the map looking
261 * for objects whose arch says they are multipart yet according to the
262 * info we have, they only have the head (as would be expected when
263 * they are saved).
264 */
265 void
266 maptile::link_multipart_objects ()
267 {
268 if (!spaces)
269 return;
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 {
273 object *op = ms->bot;
274 while (op)
275 {
276 /* already multipart - don't do anything more */
277 if (op->head_ () == op && !op->more && op->arch->more)
278 {
279 op->remove ();
280 op->expand_tail ();
281
282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
289 }
290 else
291 op = op->above;
292 }
293 }
294 }
295
296 //-GPL
297
298 /*
299 * Loads (ands parses) the objects into a given map from the specified
300 * file pointer.
301 */
302 bool
303 maptile::_load_objects (object_thawer &f)
304 {
305 for (;;)
306 {
307 coroapi::cede_to_tick (); // cede once in a while
308
309 switch (f.kw)
310 {
311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 op->update_weight ();
317
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
341 }
342
343 continue;
344
345 case KW_EOF:
346 return true;
347
348 default:
349 if (!f.parse_error ("map file"))
350 return false;
351 break;
352 }
353
354 f.next ();
355 }
356
357 return true;
358 }
359
360 void
361 maptile::activate ()
362 {
363 if (spaces)
364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
365 for (object *op = ms->bot; op; op = op->above)
366 op->activate_recursive ();
367 }
368
369 void
370 maptile::deactivate ()
371 {
372 if (spaces)
373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above)
375 op->deactivate_recursive ();
376 }
377
378 bool
379 maptile::_save_objects (object_freezer &f, int flags)
380 {
381 coroapi::cede_to_tick ();
382
383 if (flags & IO_HEADER)
384 _save_header (f);
385
386 if (!spaces)
387 return false;
388
389 for (int i = 0; i < size (); ++i)
390 {
391 bool unique = 0;
392
393 for (object *op = spaces [i].bot; op; op = op->above)
394 {
395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396
397 if (expect_false (!op->can_map_save ()))
398 continue;
399
400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
401 {
402 if (flags & IO_UNIQUES)
403 op->write (f);
404 }
405 else if (expect_true (flags & IO_OBJECTS))
406 op->write (f);
407 }
408 }
409
410 coroapi::cede_to_tick ();
411
412 return true;
413 }
414
415 bool
416 maptile::_save_objects (const char *path, int flags)
417 {
418 object_freezer freezer;
419
420 if (!_save_objects (freezer, flags))
421 return false;
422
423 return freezer.save (path);
424 }
425
426 void
427 maptile::init ()
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 reset_timeout = 0;
440 enter_x = 0;
441 enter_y = 0;
442 }
443
444 maptile::maptile ()
445 {
446 init ();
447 }
448
449 maptile::maptile (int w, int h)
450 {
451 init ();
452
453 width = w;
454 height = h;
455
456 alloc ();
457 }
458
459 /*
460 * Allocates the arrays contained in a maptile.
461 * This basically allocates the dynamic array of spaces for the
462 * map.
463 */
464 void
465 maptile::alloc ()
466 {
467 if (spaces)
468 return;
469
470 spaces = salloc0<mapspace> (size ());
471 }
472
473 //+GPL
474
475 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
476 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date.
478 * Called by parse_map_headers below.
479 */
480 static shopitems *
481 parse_shop_string (const char *input_string)
482 {
483 char *shop_string, *p, *q, *next_semicolon, *next_colon;
484 shopitems *items = NULL;
485 int i = 0, number_of_entries = 0;
486 const typedata *current_type;
487
488 shop_string = strdup (input_string);
489 p = shop_string;
490 /* first we'll count the entries, we'll need that for allocating the array shortly */
491 while (p)
492 {
493 p = strchr (p, ';');
494 number_of_entries++;
495 if (p)
496 p++;
497 }
498
499 p = shop_string;
500 strip_endline (p);
501 items = new shopitems[number_of_entries + 1];
502 for (i = 0; i < number_of_entries; i++)
503 {
504 if (!p)
505 {
506 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
507 break;
508 }
509
510 next_semicolon = strchr (p, ';');
511 next_colon = strchr (p, ':');
512 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
513 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
514 items[i].strength = atoi (strchr (p, ':') + 1);
515
516 if (isdigit (*p) || *p == '*')
517 {
518 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
519 current_type = get_typedata (items[i].typenum);
520 if (current_type)
521 {
522 items[i].name = current_type->name;
523 items[i].name_pl = current_type->name_pl;
524 }
525 }
526 else
527 { /*we have a named type, let's figure out what it is */
528 q = strpbrk (p, ";:");
529 if (q)
530 *q = '\0';
531
532 current_type = get_typedata_by_name (p);
533 if (current_type)
534 {
535 items[i].name = current_type->name;
536 items[i].typenum = current_type->number;
537 items[i].name_pl = current_type->name_pl;
538 }
539 else
540 { /* oh uh, something's wrong, let's free up this one, and try
541 * the next entry while we're at it, better print a warning
542 */
543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544 }
545 }
546
547 items[i].index = number_of_entries;
548 if (next_semicolon)
549 p = ++next_semicolon;
550 else
551 p = NULL;
552 }
553
554 free (shop_string);
555 return items;
556 }
557
558 /* opposite of parse string, this puts the string that was originally fed in to
559 * the map (or something equivilent) into output_string. */
560 static const char *
561 print_shop_string (maptile *m)
562 {
563 static dynbuf_text buf; buf.clear ();
564
565 for (int i = 0; i < m->shopitems[0].index; i++)
566 {
567 if (m->shopitems[i].typenum)
568 {
569 if (m->shopitems[i].strength)
570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
571 else
572 buf.printf ("%s;", m->shopitems[i].name);
573 }
574 else
575 {
576 if (m->shopitems[i].strength)
577 buf.printf ("*:%d;", m->shopitems[i].strength);
578 else
579 buf.printf ("*");
580 }
581 }
582
583 return buf;
584 }
585
586 //-GPL
587
588 /* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an
592 * object structure were needed, so it just made sense to
593 * put all the stuff in the map object so that names actually make
594 * sense.
595 * This could be done in lex (like the object loader), but I think
596 * currently, there are few enough fields this is not a big deal.
597 * MSW 2001-07-01
598 */
599 bool
600 maptile::_load_header (object_thawer &thawer)
601 {
602 for (;;)
603 {
604 switch (thawer.kw)
605 {
606 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg);
608 break;
609
610 case KW_lore: // CF+ extension
611 thawer.get_ml (KW_endlore, maplore);
612 break;
613
614 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore);
616 break;
617
618 case KW_arch:
619 if (strcmp (thawer.get_str (), "map"))
620 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621 break;
622
623 case KW_oid:
624 thawer.get (this, thawer.get_sint32 ());
625 break;
626
627 case KW_file_format_version: break; // nop
628
629 case KW_name: thawer.get (name); break;
630 case KW_attach: thawer.get (attach); break;
631 case KW_reset_time: thawer.get (reset_time); break;
632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break;
637
638 case KW_per_player: thawer.get (per_player); break;
639 case KW_per_party: thawer.get (per_party); break;
640 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break;
642
643 case KW_region: default_region = region::find (thawer); break;
644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
645
646 // old names new names
647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
649 case KW_x: case KW_width: thawer.get (width); break;
650 case KW_y: case KW_height: thawer.get (height); break;
651 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
652 case KW_value: case KW_swap_time: thawer.get (timeout); break;
653 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
654 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
655 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
656
657 case KW_tile_path_1: thawer.get (tile_path [0]); break;
658 case KW_tile_path_2: thawer.get (tile_path [1]); break;
659 case KW_tile_path_3: thawer.get (tile_path [2]); break;
660 case KW_tile_path_4: thawer.get (tile_path [3]); break;
661
662 case KW_ERROR:
663 set_key_text (thawer.kw_str, thawer.value);
664 break;
665
666 case KW_end:
667 thawer.next ();
668 return true;
669
670 default:
671 if (!thawer.parse_error ("map"))
672 return false;
673 break;
674 }
675
676 thawer.next ();
677 }
678
679 abort ();
680 }
681
682 //+GPL
683
684 /******************************************************************************
685 * This is the start of unique map handling code
686 *****************************************************************************/
687
688 /* This goes through the maptile and removed any unique items on the map. */
689 void
690 maptile::clear_unique_items ()
691 {
692 for (int i = 0; i < size (); ++i)
693 {
694 int unique = 0;
695 for (object *op = spaces [i].bot; op; )
696 {
697 object *above = op->above;
698
699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
700 unique = 1;
701
702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
703 op->destroy ();
704
705 op = above;
706 }
707 }
708 }
709
710 //-GPL
711
712 bool
713 maptile::_save_header (object_freezer &freezer)
714 {
715 #define MAP_OUT(k) freezer.put (KW(k), k)
716 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
717
718 MAP_OUT2 (arch, CS(map));
719
720 if (name) MAP_OUT (name);
721 MAP_OUT (swap_time);
722 MAP_OUT (reset_time);
723 MAP_OUT (reset_timeout);
724 MAP_OUT (fixed_resettime);
725 MAP_OUT (no_reset);
726 MAP_OUT (no_drop);
727 MAP_OUT (difficulty);
728 if (default_region) MAP_OUT2 (region, default_region->name);
729
730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
731 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740 MAP_OUT (darkness);
741 MAP_OUT (outdoor);
742
743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
745
746 MAP_OUT (per_player);
747 MAP_OUT (per_party);
748
749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
753
754 freezer.put (this);
755 freezer.put (KW(end));
756
757 return true;
758 }
759
760 bool
761 maptile::_save_header (const char *path)
762 {
763 object_freezer freezer;
764
765 if (!_save_header (freezer))
766 return false;
767
768 return freezer.save (path);
769 }
770
771 //+GPL
772
773 /*
774 * Remove and free all objects in the given map.
775 */
776 void
777 maptile::clear ()
778 {
779 if (spaces)
780 {
781 for (mapspace *ms = spaces + size (); ms-- > spaces; )
782 while (object *op = ms->bot)
783 {
784 // manually remove, as to not trigger anything
785 if (ms->bot = op->above)
786 ms->bot->below = 0;
787
788 op->flag [FLAG_REMOVED] = true;
789
790 object *head = op->head_ ();
791 if (op == head)
792 op->destroy ();
793 else if (head->map != op->map)
794 {
795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
796 head->destroy ();
797 }
798 }
799
800 sfree0 (spaces, size ());
801 }
802
803 if (buttons)
804 free_objectlinkpt (buttons), buttons = 0;
805
806 sfree0 (regions, size ());
807 delete [] regionmap; regionmap = 0;
808 }
809
810 void
811 maptile::clear_header ()
812 {
813 name = 0;
814 msg = 0;
815 maplore = 0;
816 shoprace = 0;
817 delete [] shopitems, shopitems = 0;
818
819 for (int i = 0; i < 4; i++)
820 tile_path [i] = 0;
821 }
822
823 maptile::~maptile ()
824 {
825 assert (destroyed ());
826 }
827
828 void
829 maptile::clear_links_to (maptile *m)
830 {
831 /* We need to look through all the maps and see if any maps
832 * are pointing at this one for tiling information. Since
833 * tiling can be asymetric, we just can not look to see which
834 * maps this map tiles with and clears those.
835 */
836 for (int i = 0; i < 4; i++)
837 if (tile_map[i] == m)
838 tile_map[i] = 0;
839 }
840
841 void
842 maptile::do_destroy ()
843 {
844 attachable::do_destroy ();
845
846 clear ();
847 }
848
849 /* decay and destroy perishable items in a map */
850 // TODO: should be done regularly, not on map load?
851 void
852 maptile::do_decay_objects ()
853 {
854 if (!spaces)
855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
859 {
860 above = op->above;
861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
866 bool destroy = 0;
867
868 if (op->flag [FLAG_IS_FLOOR]
869 || op->flag [FLAG_OBJ_ORIGINAL]
870 || op->flag [FLAG_UNIQUE]
871 || op->flag [FLAG_OVERLAY_FLOOR]
872 || op->flag [FLAG_UNPAID]
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
876 {
877 op->stats.dam--;
878 if (op->stats.dam < 0)
879 destroy = 1;
880 }
881 else if (op->is_armor ())
882 {
883 op->stats.ac--;
884 if (op->stats.ac < 0)
885 destroy = 1;
886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 //|| (mat & M_ICE && temp > 32)
908 )
909 destroy = 1;
910 }
911
912 /* adjust overall chance below */
913 if (destroy && rndm (0, 1))
914 op->destroy ();
915 }
916 }
917
918 /*
919 * This routine is supposed to find out the difficulty of the map.
920 * difficulty does not have a lot to do with character level,
921 * but does have a lot to do with treasure on the map.
922 *
923 * Difficulty can now be set by the map creator. If the value stored
924 * in the map is zero, then use this routine. Maps should really
925 * have a difficulty set rather than using this function - human calculation
926 * is much better than this function's guesswork.
927 */
928 int
929 maptile::estimate_difficulty () const
930 {
931 long monster_cnt = 0;
932 double avgexp = 0;
933 sint64 total_exp = 0;
934
935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
936 for (object *op = ms->bot; op; op = op->above)
937 {
938 if (op->flag [FLAG_MONSTER])
939 {
940 total_exp += op->stats.exp;
941 monster_cnt++;
942 }
943
944 if (op->flag [FLAG_GENERATOR])
945 {
946 total_exp += op->stats.exp;
947
948 if (archetype *at = op->other_arch)
949 {
950 total_exp += at->stats.exp * 8;
951 monster_cnt++;
952 }
953
954 for (object *inv = op->inv; inv; inv = inv->below)
955 {
956 total_exp += op->stats.exp * 8;
957 monster_cnt++;
958 }
959 }
960 }
961
962 avgexp = (double) total_exp / monster_cnt;
963
964 for (int i = 1; i <= settings.max_level; i++)
965 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
966 return i;
967
968 return 1;
969 }
970
971 /* change_map_light() - used to change map light level (darkness)
972 * up or down. Returns true if successful. It should now be
973 * possible to change a value by more than 1.
974 * Move this from los.c to map.c since this is more related
975 * to maps than los.
976 * postive values make it darker, negative make it brighter
977 */
978 int
979 maptile::change_map_light (int change)
980 {
981 /* Nothing to do */
982 if (!change)
983 return 0;
984
985 /* inform all players on the map */
986 if (change > 0)
987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
988 else
989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
990
991 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
992
993 /* All clients need to get re-updated for the change */
994 update_all_map_los (this);
995
996 return 1;
997 }
998
999 /*
1000 * This function updates various attributes about a specific space
1001 * on the map (what it looks like, whether it blocks magic,
1002 * has a living creatures, prevents people from passing
1003 * through, etc)
1004 */
1005 void
1006 mapspace::update_ ()
1007 {
1008 object *last = 0;
1009 uint8 flags = P_UPTODATE;
1010 sint8 light = 0;
1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1016
1017 //object *middle = 0;
1018 //object *top = 0;
1019 //object *floor = 0;
1020 // this seems to generate better code than using locals, above
1021 object *&top = faces_obj[0] = 0;
1022 object *&middle = faces_obj[1] = 0;
1023 object *&floor = faces_obj[2] = 0;
1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1026
1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1028 {
1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1030 light += tmp->glow_radius;
1031
1032 /* This call is needed in order to update objects the player
1033 * is standing in that have animations (ie, grass, fire, etc).
1034 * However, it also causes the look window to be re-drawn
1035 * 3 times each time the player moves, because many of the
1036 * functions the move_player calls eventualy call this.
1037 *
1038 * Always put the player down for drawing.
1039 */
1040 if (expect_true (!tmp->invisible))
1041 {
1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1043 top = tmp;
1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1045 {
1046 /* If we got a floor, that means middle and top were below it,
1047 * so should not be visible, so we clear them.
1048 */
1049 middle = 0;
1050 top = 0;
1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1054 }
1055 else
1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1074 middle = tmp;
1075 }
1076 }
1077 }
1078
1079 move_slow |= tmp->move_slow;
1080 move_block |= tmp->move_block;
1081 move_on |= tmp->move_on;
1082 move_off |= tmp->move_off;
1083 move_allow |= tmp->move_allow;
1084
1085 allflags |= tmp->flag;
1086
1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1089 }
1090
1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1102 this->flags_ = flags;
1103 this->move_block = move_block & ~move_allow;
1104 this->move_on = move_on;
1105 this->move_off = move_off;
1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109
1110 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at
1112 * this point.
1113 * middle contains the highest visibility face.
1114 * top contains a player/monster face, if there is one.
1115 *
1116 * We now need to fill in top.face and/or middle.face.
1117 */
1118
1119 /* If the top face also happens to be high visibility, re-do our
1120 * middle face. This should not happen, as we already have the
1121 * else statement above so middle should not get set. OTOH, it
1122 * may be possible for the faces to match but be different objects.
1123 */
1124 if (top == middle)
1125 middle = 0;
1126
1127 /* There are three posibilities at this point:
1128 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both.
1131 */
1132
1133 for (object *tmp = last; tmp; tmp = tmp->below)
1134 {
1135 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (tmp->flag [FLAG_IS_FLOOR])
1137 break;
1138
1139 /* If two top faces are already set, quit processing */
1140 if (top && middle)
1141 break;
1142
1143 /* Only show visible faces */
1144 if (!tmp->invisible)
1145 {
1146 /* Fill in top if needed */
1147 if (!top)
1148 {
1149 top = tmp;
1150 if (top == middle)
1151 middle = 0;
1152 }
1153 else
1154 {
1155 /* top is already set - we should only get here if
1156 * middle is not set
1157 *
1158 * Set the middle face and break out, since there is nothing
1159 * more to fill in. We don't check visiblity here, since
1160 *
1161 */
1162 if (tmp != top)
1163 {
1164 middle = tmp;
1165 break;
1166 }
1167 }
1168 }
1169 }
1170
1171 if (middle == floor)
1172 middle = 0;
1173
1174 if (top == middle)
1175 middle = 0;
1176
1177 #if 0
1178 faces_obj [0] = top;
1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181 #endif
1182 }
1183
1184 maptile *
1185 maptile::tile_available (int dir, bool load)
1186 {
1187 if (tile_path[dir])
1188 {
1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1190 return tile_map[dir];
1191
1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1193 return tile_map[dir];
1194 }
1195
1196 return 0;
1197 }
1198
1199 /* this returns TRUE if the coordinates (x,y) are out of
1200 * map m. This function also takes into account any
1201 * tiling considerations, loading adjacant maps as needed.
1202 * This is the function should always be used when it
1203 * necessary to check for valid coordinates.
1204 * This function will recursively call itself for the
1205 * tiled maps.
1206 */
1207 int
1208 out_of_map (maptile *m, int x, int y)
1209 {
1210 /* If we get passed a null map, this is obviously the
1211 * case. This generally shouldn't happen, but if the
1212 * map loads fail below, it could happen.
1213 */
1214 if (!m)
1215 return 0;
1216
1217 if (x < 0)
1218 {
1219 if (!m->tile_available (3))
1220 return 1;
1221
1222 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1223 }
1224
1225 if (x >= m->width)
1226 {
1227 if (!m->tile_available (1))
1228 return 1;
1229
1230 return out_of_map (m->tile_map[1], x - m->width, y);
1231 }
1232
1233 if (y < 0)
1234 {
1235 if (!m->tile_available (0))
1236 return 1;
1237
1238 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1239 }
1240
1241 if (y >= m->height)
1242 {
1243 if (!m->tile_available (2))
1244 return 1;
1245
1246 return out_of_map (m->tile_map[2], x, y - m->height);
1247 }
1248
1249 /* Simple case - coordinates are within this local
1250 * map.
1251 */
1252 return 0;
1253 }
1254
1255 /* This is basically the same as out_of_map above, but
1256 * instead we return NULL if no map is valid (coordinates
1257 * out of bounds and no tiled map), otherwise it returns
1258 * the map as that the coordinates are really on, and
1259 * updates x and y to be the localised coordinates.
1260 * Using this is more efficient of calling out_of_map
1261 * and then figuring out what the real map is
1262 */
1263 maptile *
1264 maptile::xy_find (sint16 &x, sint16 &y)
1265 {
1266 if (x < 0)
1267 {
1268 if (!tile_available (3))
1269 return 0;
1270
1271 x += tile_map[3]->width;
1272 return tile_map[3]->xy_find (x, y);
1273 }
1274
1275 if (x >= width)
1276 {
1277 if (!tile_available (1))
1278 return 0;
1279
1280 x -= width;
1281 return tile_map[1]->xy_find (x, y);
1282 }
1283
1284 if (y < 0)
1285 {
1286 if (!tile_available (0))
1287 return 0;
1288
1289 y += tile_map[0]->height;
1290 return tile_map[0]->xy_find (x, y);
1291 }
1292
1293 if (y >= height)
1294 {
1295 if (!tile_available (2))
1296 return 0;
1297
1298 y -= height;
1299 return tile_map[2]->xy_find (x, y);
1300 }
1301
1302 /* Simple case - coordinates are within this local
1303 * map.
1304 */
1305 return this;
1306 }
1307
1308 /**
1309 * Return whether map2 is adjacent to map1. If so, store the distance from
1310 * map1 to map2 in dx/dy.
1311 */
1312 int
1313 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1314 {
1315 if (!map1 || !map2)
1316 return 0;
1317
1318 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1319 //fix: compare paths instead (this is likely faster, too!)
1320 if (map1 == map2)
1321 {
1322 *dx = 0;
1323 *dy = 0;
1324 }
1325 else if (map1->tile_map[0] == map2)
1326 { /* up */
1327 *dx = 0;
1328 *dy = -map2->height;
1329 }
1330 else if (map1->tile_map[1] == map2)
1331 { /* right */
1332 *dx = map1->width;
1333 *dy = 0;
1334 }
1335 else if (map1->tile_map[2] == map2)
1336 { /* down */
1337 *dx = 0;
1338 *dy = map1->height;
1339 }
1340 else if (map1->tile_map[3] == map2)
1341 { /* left */
1342 *dx = -map2->width;
1343 *dy = 0;
1344 }
1345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1346 { /* up right */
1347 *dx = map1->tile_map[0]->width;
1348 *dy = -map1->tile_map[0]->height;
1349 }
1350 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1351 { /* up left */
1352 *dx = -map2->width;
1353 *dy = -map1->tile_map[0]->height;
1354 }
1355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1356 { /* right up */
1357 *dx = map1->width;
1358 *dy = -map2->height;
1359 }
1360 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1361 { /* right down */
1362 *dx = map1->width;
1363 *dy = map1->tile_map[1]->height;
1364 }
1365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1366 { /* down right */
1367 *dx = map1->tile_map[2]->width;
1368 *dy = map1->height;
1369 }
1370 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1371 { /* down left */
1372 *dx = -map2->width;
1373 *dy = map1->height;
1374 }
1375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1376 { /* left up */
1377 *dx = -map1->tile_map[3]->width;
1378 *dy = -map2->height;
1379 }
1380 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1381 { /* left down */
1382 *dx = -map1->tile_map[3]->width;
1383 *dy = map1->tile_map[3]->height;
1384 }
1385 else
1386 return 0;
1387
1388 return 1;
1389 }
1390
1391 maptile *
1392 maptile::xy_load (sint16 &x, sint16 &y)
1393 {
1394 maptile *map = xy_find (x, y);
1395
1396 if (map)
1397 map->load_sync ();
1398
1399 return map;
1400 }
1401
1402 maptile *
1403 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1404 {
1405 return m->xy_load (*x, *y);
1406 }
1407
1408 /* From map.c
1409 * This is used by get_player to determine where the other
1410 * creature is. get_rangevector takes into account map tiling,
1411 * so you just can not look the the map coordinates and get the
1412 * righte value. distance_x/y are distance away, which
1413 * can be negative. direction is the crossfire direction scheme
1414 * that the creature should head. part is the part of the
1415 * monster that is closest.
1416 *
1417 * get_rangevector looks at op1 and op2, and fills in the
1418 * structure for op1 to get to op2.
1419 * We already trust that the caller has verified that the
1420 * two objects are at least on adjacent maps. If not,
1421 * results are not likely to be what is desired.
1422 * if the objects are not on maps, results are also likely to
1423 * be unexpected
1424 *
1425 * currently, the only flag supported (0x1) is don't translate for
1426 * closest body part of 'op1'
1427 */
1428 void
1429 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1430 {
1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1432 {
1433 /* be conservative and fill in _some_ data */
1434 retval->distance = 10000;
1435 retval->distance_x = 10000;
1436 retval->distance_y = 10000;
1437 retval->direction = 0;
1438 retval->part = 0;
1439 }
1440 else
1441 {
1442 retval->distance_x += op2->x - op1->x;
1443 retval->distance_y += op2->y - op1->y;
1444
1445 object *best = op1;
1446
1447 /* If this is multipart, find the closest part now */
1448 if (!(flags & 1) && op1->more)
1449 {
1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1451
1452 /* we just take the offset of the piece to head to figure
1453 * distance instead of doing all that work above again
1454 * since the distance fields we set above are positive in the
1455 * same axis as is used for multipart objects, the simply arithmetic
1456 * below works.
1457 */
1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1459 {
1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1461
1462 if (tmpi < best_distance)
1463 {
1464 best_distance = tmpi;
1465 best = tmp;
1466 }
1467 }
1468
1469 if (best != op1)
1470 {
1471 retval->distance_x += op1->x - best->x;
1472 retval->distance_y += op1->y - best->y;
1473 }
1474 }
1475
1476 retval->part = best;
1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1479 }
1480 }
1481
1482 /* this is basically the same as get_rangevector above, but instead of
1483 * the first parameter being an object, it instead is the map
1484 * and x,y coordinates - this is used for path to player -
1485 * since the object is not infact moving but we are trying to traverse
1486 * the path, we need this.
1487 * flags has no meaning for this function at this time - I kept it in to
1488 * be more consistant with the above function and also in case they are needed
1489 * for something in the future. Also, since no object is pasted, the best
1490 * field of the rv_vector is set to NULL.
1491 */
1492 void
1493 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1494 {
1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1496 {
1497 /* be conservative and fill in _some_ data */
1498 retval->distance = 100000;
1499 retval->distance_x = 32767;
1500 retval->distance_y = 32767;
1501 retval->direction = 0;
1502 retval->part = 0;
1503 }
1504 else
1505 {
1506 retval->distance_x += op2->x - x;
1507 retval->distance_y += op2->y - y;
1508
1509 retval->part = 0;
1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1512 }
1513 }
1514
1515 /* Returns true of op1 and op2 are effectively on the same map
1516 * (as related to map tiling). Note that this looks for a path from
1517 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1518 * to op1, this will still return false.
1519 * Note we only look one map out to keep the processing simple
1520 * and efficient. This could probably be a macro.
1521 * MSW 2001-08-05
1522 */
1523 int
1524 on_same_map (const object *op1, const object *op2)
1525 {
1526 int dx, dy;
1527
1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1529 }
1530
1531 //-GPL
1532
1533 object *
1534 maptile::insert (object *op, int x, int y, object *originator, int flags)
1535 {
1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1537 }
1538
1539 region *
1540 maptile::region (int x, int y) const
1541 {
1542 if (regions
1543 && regionmap
1544 && !OUT_OF_REAL_MAP (this, x, y))
1545 if (struct region *reg = regionmap [regions [y * width + x]])
1546 return reg;
1547
1548 if (default_region)
1549 return default_region;
1550
1551 return ::region::default_region ();
1552 }
1553
1554 //+GPL
1555
1556 /* picks a random object from a style map.
1557 */
1558 object *
1559 maptile::pick_random_object (rand_gen &gen) const
1560 {
1561 /* while returning a null object will result in a crash, that
1562 * is actually preferable to an infinite loop. That is because
1563 * most servers will automatically restart in case of crash.
1564 * Change the logic on getting the random space - shouldn't make
1565 * any difference, but this seems clearer to me.
1566 */
1567 for (int i = 1000; --i;)
1568 {
1569 object *pick = at (gen (width), gen (height)).bot;
1570
1571 // must be head: do not prefer big monsters just because they are big.
1572 if (pick && pick->is_head ())
1573 return pick;
1574 }
1575
1576 // instead of crashing in the unlikely(?) case, try to return *something*
1577 return archetype::find (shstr_bug);
1578 }
1579
1580 //-GPL
1581
1582 void
1583 maptile::play_sound (faceidx sound, int x, int y) const
1584 {
1585 if (!sound)
1586 return;
1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599 }
1600
1601 void
1602 maptile::say_msg (const char *msg, int x, int y) const
1603 {
1604 for_all_players (pl)
1605 if (client *ns = pl->ns)
1606 {
1607 int dx = x - pl->ob->x;
1608 int dy = y - pl->ob->y;
1609
1610 int distance = idistance (dx, dy);
1611
1612 if (distance <= MAX_SOUND_DISTANCE)
1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1614 }
1615 }
1616
1617 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619 static void
1620 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621 {
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680 }
1681
1682 maprect *
1683 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684 {
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694 }
1695