ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.197
Committed: Thu Apr 29 07:32:34 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.196: +9 -3 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <unistd.h>
26
27 #include "global.h"
28 #include "path.h"
29
30 //+GPL
31
32 sint8 maptile::outdoor_darkness;
33
34 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
35 * one function that just returns a P_.. value (see map.h)
36 * it will also do map translation for tiled maps, returning
37 * new values into newmap, nx, and ny. Any and all of those
38 * values can be null, in which case if a new map is needed (returned
39 * by a P_NEW_MAP value, another call to get_map_from_coord
40 * is needed. The case of not passing values is if we're just
41 * checking for the existence of something on those spaces, but
42 * don't expect to insert/remove anything from those spaces.
43 */
44 int
45 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
46 {
47 sint16 newx = x;
48 sint16 newy = y;
49
50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
53 return P_OUT_OF_MAP;
54
55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
58
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60 }
61
62 /*
63 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster
66 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the
69 * monster.
70 * m, x, y are the target map/coordinates - needed for map tiling.
71 * the coordinates & map passed in should have been updated for tiling
72 * by the caller.
73 */
74 int
75 blocked_link (object *ob, maptile *m, int sx, int sy)
76 {
77 /* Make sure the coordinates are valid - they should be, as caller should
78 * have already checked this.
79 */
80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 {
82 LOG (llevError | 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 bool first = true;
565
566 for (int i = 0; i < m->shopitems[0].index; i++)
567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
573 if (m->shopitems[i].typenum)
574 {
575 if (m->shopitems[i].strength)
576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
577 else
578 buf.printf ("%s", m->shopitems[i].name);
579 }
580 else
581 {
582 if (m->shopitems[i].strength)
583 buf.printf ("*:%d", m->shopitems[i].strength);
584 else
585 buf.printf ("*");
586 }
587 }
588
589 return buf;
590 }
591
592 //-GPL
593
594 /* This loads the header information of the map. The header
595 * contains things like difficulty, size, timeout, etc.
596 * this used to be stored in the map object, but with the
597 * addition of tiling, fields beyond that easily named in an
598 * object structure were needed, so it just made sense to
599 * put all the stuff in the map object so that names actually make
600 * sense.
601 * This could be done in lex (like the object loader), but I think
602 * currently, there are few enough fields this is not a big deal.
603 * MSW 2001-07-01
604 */
605 bool
606 maptile::_load_header (object_thawer &thawer)
607 {
608 for (;;)
609 {
610 switch (thawer.kw)
611 {
612 case KW_msg:
613 thawer.get_ml (KW_endmsg, msg);
614 break;
615
616 case KW_lore: // CF+ extension
617 thawer.get_ml (KW_endlore, maplore);
618 break;
619
620 case KW_maplore:
621 thawer.get_ml (KW_endmaplore, maplore);
622 break;
623
624 case KW_arch:
625 if (strcmp (thawer.get_str (), "map"))
626 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
627 break;
628
629 case KW_oid:
630 thawer.get (this, thawer.get_sint32 ());
631 break;
632
633 case KW_file_format_version: break; // nop
634
635 case KW_name: thawer.get (name); break;
636 case KW_attach: thawer.get (attach); break;
637 case KW_reset_time: thawer.get (reset_time); break;
638 case KW_shopgreed: thawer.get (shopgreed); break;
639 case KW_shopmin: thawer.get (shopmin); break;
640 case KW_shopmax: thawer.get (shopmax); break;
641 case KW_shoprace: thawer.get (shoprace); break;
642 case KW_outdoor: thawer.get (outdoor); break;
643
644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
648
649 case KW_region: default_region = region::find (thawer); break;
650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651
652 // old names new names
653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
655 case KW_x: case KW_width: thawer.get (width); break;
656 case KW_y: case KW_height: thawer.get (height); break;
657 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
658 case KW_value: case KW_swap_time: thawer.get (timeout); break;
659 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
660 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
661 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
662
663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
672 case KW_end:
673 thawer.next ();
674 return true;
675
676 default:
677 if (!thawer.parse_error ("map"))
678 return false;
679 break;
680 }
681
682 thawer.next ();
683 }
684
685 abort ();
686 }
687
688 //+GPL
689
690 /******************************************************************************
691 * This is the start of unique map handling code
692 *****************************************************************************/
693
694 /* This goes through the maptile and removed any unique items on the map. */
695 void
696 maptile::clear_unique_items ()
697 {
698 for (int i = 0; i < size (); ++i)
699 {
700 int unique = 0;
701 for (object *op = spaces [i].bot; op; )
702 {
703 object *above = op->above;
704
705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
706 unique = 1;
707
708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
709 op->destroy ();
710
711 op = above;
712 }
713 }
714 }
715
716 //-GPL
717
718 bool
719 maptile::_save_header (object_freezer &freezer)
720 {
721 #define MAP_OUT(k) freezer.put (KW(k), k)
722 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
723
724 MAP_OUT2 (arch, CS(map));
725
726 if (name) MAP_OUT (name);
727 MAP_OUT (swap_time);
728 MAP_OUT (reset_time);
729 MAP_OUT (reset_timeout);
730 MAP_OUT (fixed_resettime);
731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
733 MAP_OUT (difficulty);
734 if (default_region) MAP_OUT2 (region, default_region->name);
735
736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
737 MAP_OUT (shopgreed);
738 MAP_OUT (shopmin);
739 MAP_OUT (shopmax);
740 if (shoprace) MAP_OUT (shoprace);
741
742 MAP_OUT (width);
743 MAP_OUT (height);
744 MAP_OUT (enter_x);
745 MAP_OUT (enter_y);
746 MAP_OUT (darkness);
747 MAP_OUT (outdoor);
748
749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW(end));
762
763 return true;
764 }
765
766 bool
767 maptile::_save_header (const char *path)
768 {
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775 }
776
777 //+GPL
778
779 /*
780 * Remove and free all objects in the given map.
781 */
782 void
783 maptile::clear ()
784 {
785 if (spaces)
786 {
787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
788 while (object *op = ms->bot)
789 {
790 // manually remove, as to not trigger anything
791 if (ms->bot = op->above)
792 ms->bot->below = 0;
793
794 op->flag [FLAG_REMOVED] = true;
795
796 object *head = op->head_ ();
797 if (op == head)
798 op->destroy ();
799 else if (head->map != op->map)
800 {
801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 head->destroy ();
803 }
804 }
805
806 sfree0 (spaces, size ());
807 }
808
809 if (buttons)
810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
814 }
815
816 void
817 maptile::clear_header ()
818 {
819 name = 0;
820 msg = 0;
821 maplore = 0;
822 shoprace = 0;
823 delete [] shopitems, shopitems = 0;
824
825 for (int i = 0; i < 4; i++)
826 tile_path [i] = 0;
827 }
828
829 maptile::~maptile ()
830 {
831 assert (destroyed ());
832 }
833
834 void
835 maptile::clear_links_to (maptile *m)
836 {
837 /* We need to look through all the maps and see if any maps
838 * are pointing at this one for tiling information. Since
839 * tiling can be asymetric, we just can not look to see which
840 * maps this map tiles with and clears those.
841 */
842 for (int i = 0; i < 4; i++)
843 if (tile_map[i] == m)
844 tile_map[i] = 0;
845 }
846
847 void
848 maptile::do_destroy ()
849 {
850 attachable::do_destroy ();
851
852 clear ();
853 }
854
855 /* decay and destroy perishable items in a map */
856 // TODO: should be done regularly, not on map load?
857 void
858 maptile::do_decay_objects ()
859 {
860 if (!spaces)
861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
865 {
866 above = op->above;
867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
872 bool destroy = 0;
873
874 if (op->flag [FLAG_IS_FLOOR]
875 || op->flag [FLAG_OBJ_ORIGINAL]
876 || op->flag [FLAG_UNIQUE]
877 || op->flag [FLAG_OVERLAY_FLOOR]
878 || op->flag [FLAG_UNPAID]
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
882 {
883 op->stats.dam--;
884 if (op->stats.dam < 0)
885 destroy = 1;
886 }
887 else if (op->is_armor ())
888 {
889 op->stats.ac--;
890 if (op->stats.ac < 0)
891 destroy = 1;
892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
902
903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 //|| (mat & M_ICE && temp > 32)
914 )
915 destroy = 1;
916 }
917
918 /* adjust overall chance below */
919 if (destroy && rndm (0, 1))
920 op->destroy ();
921 }
922 }
923
924 /*
925 * This routine is supposed to find out the difficulty of the map.
926 * difficulty does not have a lot to do with character level,
927 * but does have a lot to do with treasure on the map.
928 *
929 * Difficulty can now be set by the map creator. If the value stored
930 * in the map is zero, then use this routine. Maps should really
931 * have a difficulty set rather than using this function - human calculation
932 * is much better than this function's guesswork.
933 */
934 int
935 maptile::estimate_difficulty () const
936 {
937 long monster_cnt = 0;
938 double avgexp = 0;
939 sint64 total_exp = 0;
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 for (object *op = ms->bot; op; op = op->above)
943 {
944 if (op->flag [FLAG_MONSTER])
945 {
946 total_exp += op->stats.exp;
947 monster_cnt++;
948 }
949
950 if (op->flag [FLAG_GENERATOR])
951 {
952 total_exp += op->stats.exp;
953
954 if (archetype *at = op->other_arch)
955 {
956 total_exp += at->stats.exp * 8;
957 monster_cnt++;
958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
965 }
966 }
967
968 avgexp = (double) total_exp / monster_cnt;
969
970 for (int i = 1; i <= settings.max_level; i++)
971 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
972 return i;
973
974 return 1;
975 }
976
977 /* change_map_light() - used to change map light level (darkness)
978 * up or down. Returns true if successful. It should now be
979 * possible to change a value by more than 1.
980 * Move this from los.c to map.c since this is more related
981 * to maps than los.
982 * postive values make it darker, negative make it brighter
983 */
984 int
985 maptile::change_map_light (int change)
986 {
987 /* Nothing to do */
988 if (!change)
989 return 0;
990
991 /* inform all players on the map */
992 if (change > 0)
993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
994 else
995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
996
997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
998
999 /* All clients need to get re-updated for the change */
1000 update_all_map_los (this);
1001
1002 return 1;
1003 }
1004
1005 /*
1006 * This function updates various attributes about a specific space
1007 * on the map (what it looks like, whether it blocks magic,
1008 * has a living creatures, prevents people from passing
1009 * through, etc)
1010 */
1011 void
1012 mapspace::update_ ()
1013 {
1014 object *last = 0;
1015 uint8 flags = P_UPTODATE;
1016 sint8 light = 0;
1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1022
1023 //object *middle = 0;
1024 //object *top = 0;
1025 //object *floor = 0;
1026 // this seems to generate better code than using locals, above
1027 object *&top = faces_obj[0] = 0;
1028 object *&middle = faces_obj[1] = 0;
1029 object *&floor = faces_obj[2] = 0;
1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1032
1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1034 {
1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1036 light += tmp->glow_radius;
1037
1038 /* This call is needed in order to update objects the player
1039 * is standing in that have animations (ie, grass, fire, etc).
1040 * However, it also causes the look window to be re-drawn
1041 * 3 times each time the player moves, because many of the
1042 * functions the move_player calls eventualy call this.
1043 *
1044 * Always put the player down for drawing.
1045 */
1046 if (expect_true (!tmp->invisible))
1047 {
1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1049 top = tmp;
1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1051 {
1052 /* If we got a floor, that means middle and top were below it,
1053 * so should not be visible, so we clear them.
1054 */
1055 middle = 0;
1056 top = 0;
1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1060 }
1061 else
1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1080 middle = tmp;
1081 }
1082 }
1083 }
1084
1085 move_slow |= tmp->move_slow;
1086 move_block |= tmp->move_block;
1087 move_on |= tmp->move_on;
1088 move_off |= tmp->move_off;
1089 move_allow |= tmp->move_allow;
1090
1091 allflags |= tmp->flag;
1092
1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1095 }
1096
1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1108 this->flags_ = flags;
1109 this->move_block = move_block & ~move_allow;
1110 this->move_on = move_on;
1111 this->move_off = move_off;
1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1115
1116 /* At this point, we have a floor face (if there is a floor),
1117 * and the floor is set - we are not going to touch it at
1118 * this point.
1119 * middle contains the highest visibility face.
1120 * top contains a player/monster face, if there is one.
1121 *
1122 * We now need to fill in top.face and/or middle.face.
1123 */
1124
1125 /* If the top face also happens to be high visibility, re-do our
1126 * middle face. This should not happen, as we already have the
1127 * else statement above so middle should not get set. OTOH, it
1128 * may be possible for the faces to match but be different objects.
1129 */
1130 if (top == middle)
1131 middle = 0;
1132
1133 /* There are three posibilities at this point:
1134 * 1) top face is set, need middle to be set.
1135 * 2) middle is set, need to set top.
1136 * 3) neither middle or top is set - need to set both.
1137 */
1138
1139 for (object *tmp = last; tmp; tmp = tmp->below)
1140 {
1141 /* Once we get to a floor, stop, since we already have a floor object */
1142 if (tmp->flag [FLAG_IS_FLOOR])
1143 break;
1144
1145 /* If two top faces are already set, quit processing */
1146 if (top && middle)
1147 break;
1148
1149 /* Only show visible faces */
1150 if (!tmp->invisible)
1151 {
1152 /* Fill in top if needed */
1153 if (!top)
1154 {
1155 top = tmp;
1156 if (top == middle)
1157 middle = 0;
1158 }
1159 else
1160 {
1161 /* top is already set - we should only get here if
1162 * middle is not set
1163 *
1164 * Set the middle face and break out, since there is nothing
1165 * more to fill in. We don't check visiblity here, since
1166 *
1167 */
1168 if (tmp != top)
1169 {
1170 middle = tmp;
1171 break;
1172 }
1173 }
1174 }
1175 }
1176
1177 if (middle == floor)
1178 middle = 0;
1179
1180 if (top == middle)
1181 middle = 0;
1182
1183 #if 0
1184 faces_obj [0] = top;
1185 faces_obj [1] = middle;
1186 faces_obj [2] = floor;
1187 #endif
1188 }
1189
1190 maptile *
1191 maptile::tile_available (int dir, bool load)
1192 {
1193 if (tile_path[dir])
1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1197
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1201
1202 return 0;
1203 }
1204
1205 /* this returns TRUE if the coordinates (x,y) are out of
1206 * map m. This function also takes into account any
1207 * tiling considerations, loading adjacant maps as needed.
1208 * This is the function should always be used when it
1209 * necessary to check for valid coordinates.
1210 * This function will recursively call itself for the
1211 * tiled maps.
1212 */
1213 int
1214 out_of_map (maptile *m, int x, int y)
1215 {
1216 /* If we get passed a null map, this is obviously the
1217 * case. This generally shouldn't happen, but if the
1218 * map loads fail below, it could happen.
1219 */
1220 if (!m)
1221 return 0;
1222
1223 if (x < 0)
1224 {
1225 if (!m->tile_available (3))
1226 return 1;
1227
1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1229 }
1230
1231 if (x >= m->width)
1232 {
1233 if (!m->tile_available (1))
1234 return 1;
1235
1236 return out_of_map (m->tile_map[1], x - m->width, y);
1237 }
1238
1239 if (y < 0)
1240 {
1241 if (!m->tile_available (0))
1242 return 1;
1243
1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1245 }
1246
1247 if (y >= m->height)
1248 {
1249 if (!m->tile_available (2))
1250 return 1;
1251
1252 return out_of_map (m->tile_map[2], x, y - m->height);
1253 }
1254
1255 /* Simple case - coordinates are within this local
1256 * map.
1257 */
1258 return 0;
1259 }
1260
1261 /* This is basically the same as out_of_map above, but
1262 * instead we return NULL if no map is valid (coordinates
1263 * out of bounds and no tiled map), otherwise it returns
1264 * the map as that the coordinates are really on, and
1265 * updates x and y to be the localised coordinates.
1266 * Using this is more efficient of calling out_of_map
1267 * and then figuring out what the real map is
1268 */
1269 maptile *
1270 maptile::xy_find (sint16 &x, sint16 &y)
1271 {
1272 if (x < 0)
1273 {
1274 if (!tile_available (3))
1275 return 0;
1276
1277 x += tile_map[3]->width;
1278 return tile_map[3]->xy_find (x, y);
1279 }
1280
1281 if (x >= width)
1282 {
1283 if (!tile_available (1))
1284 return 0;
1285
1286 x -= width;
1287 return tile_map[1]->xy_find (x, y);
1288 }
1289
1290 if (y < 0)
1291 {
1292 if (!tile_available (0))
1293 return 0;
1294
1295 y += tile_map[0]->height;
1296 return tile_map[0]->xy_find (x, y);
1297 }
1298
1299 if (y >= height)
1300 {
1301 if (!tile_available (2))
1302 return 0;
1303
1304 y -= height;
1305 return tile_map[2]->xy_find (x, y);
1306 }
1307
1308 /* Simple case - coordinates are within this local
1309 * map.
1310 */
1311 return this;
1312 }
1313
1314 /**
1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1316 * map1 to map2 in dx/dy.
1317 */
1318 int
1319 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1320 {
1321 if (!map1 || !map2)
1322 return 0;
1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
1326 if (map1 == map2)
1327 {
1328 *dx = 0;
1329 *dy = 0;
1330 }
1331 else if (map1->tile_map[0] == map2)
1332 { /* up */
1333 *dx = 0;
1334 *dy = -map2->height;
1335 }
1336 else if (map1->tile_map[1] == map2)
1337 { /* right */
1338 *dx = map1->width;
1339 *dy = 0;
1340 }
1341 else if (map1->tile_map[2] == map2)
1342 { /* down */
1343 *dx = 0;
1344 *dy = map1->height;
1345 }
1346 else if (map1->tile_map[3] == map2)
1347 { /* left */
1348 *dx = -map2->width;
1349 *dy = 0;
1350 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1352 { /* up right */
1353 *dx = map1->tile_map[0]->width;
1354 *dy = -map1->tile_map[0]->height;
1355 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1357 { /* up left */
1358 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height;
1360 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1362 { /* right up */
1363 *dx = map1->width;
1364 *dy = -map2->height;
1365 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1367 { /* right down */
1368 *dx = map1->width;
1369 *dy = map1->tile_map[1]->height;
1370 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1372 { /* down right */
1373 *dx = map1->tile_map[2]->width;
1374 *dy = map1->height;
1375 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1377 { /* down left */
1378 *dx = -map2->width;
1379 *dy = map1->height;
1380 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1382 { /* left up */
1383 *dx = -map1->tile_map[3]->width;
1384 *dy = -map2->height;
1385 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1387 { /* left down */
1388 *dx = -map1->tile_map[3]->width;
1389 *dy = map1->tile_map[3]->height;
1390 }
1391 else
1392 return 0;
1393
1394 return 1;
1395 }
1396
1397 maptile *
1398 maptile::xy_load (sint16 &x, sint16 &y)
1399 {
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406 }
1407
1408 maptile *
1409 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410 {
1411 return m->xy_load (*x, *y);
1412 }
1413
1414 /* From map.c
1415 * This is used by get_player to determine where the other
1416 * creature is. get_rangevector takes into account map tiling,
1417 * so you just can not look the the map coordinates and get the
1418 * righte value. distance_x/y are distance away, which
1419 * can be negative. direction is the crossfire direction scheme
1420 * that the creature should head. part is the part of the
1421 * monster that is closest.
1422 *
1423 * get_rangevector looks at op1 and op2, and fills in the
1424 * structure for op1 to get to op2.
1425 * We already trust that the caller has verified that the
1426 * two objects are at least on adjacent maps. If not,
1427 * results are not likely to be what is desired.
1428 * if the objects are not on maps, results are also likely to
1429 * be unexpected
1430 *
1431 * currently, the only flag supported (0x1) is don't translate for
1432 * closest body part of 'op1'
1433 */
1434 void
1435 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1436 {
1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438 {
1439 /* be conservative and fill in _some_ data */
1440 retval->distance = 10000;
1441 retval->distance_x = 10000;
1442 retval->distance_y = 10000;
1443 retval->direction = 0;
1444 retval->part = 0;
1445 }
1446 else
1447 {
1448 retval->distance_x += op2->x - op1->x;
1449 retval->distance_y += op2->y - op1->y;
1450
1451 object *best = op1;
1452
1453 /* If this is multipart, find the closest part now */
1454 if (!(flags & 1) && op1->more)
1455 {
1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1457
1458 /* we just take the offset of the piece to head to figure
1459 * distance instead of doing all that work above again
1460 * since the distance fields we set above are positive in the
1461 * same axis as is used for multipart objects, the simply arithmetic
1462 * below works.
1463 */
1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1465 {
1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1467
1468 if (tmpi < best_distance)
1469 {
1470 best_distance = tmpi;
1471 best = tmp;
1472 }
1473 }
1474
1475 if (best != op1)
1476 {
1477 retval->distance_x += op1->x - best->x;
1478 retval->distance_y += op1->y - best->y;
1479 }
1480 }
1481
1482 retval->part = best;
1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1485 }
1486 }
1487
1488 /* this is basically the same as get_rangevector above, but instead of
1489 * the first parameter being an object, it instead is the map
1490 * and x,y coordinates - this is used for path to player -
1491 * since the object is not infact moving but we are trying to traverse
1492 * the path, we need this.
1493 * flags has no meaning for this function at this time - I kept it in to
1494 * be more consistant with the above function and also in case they are needed
1495 * for something in the future. Also, since no object is pasted, the best
1496 * field of the rv_vector is set to NULL.
1497 */
1498 void
1499 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1500 {
1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1502 {
1503 /* be conservative and fill in _some_ data */
1504 retval->distance = 100000;
1505 retval->distance_x = 32767;
1506 retval->distance_y = 32767;
1507 retval->direction = 0;
1508 retval->part = 0;
1509 }
1510 else
1511 {
1512 retval->distance_x += op2->x - x;
1513 retval->distance_y += op2->y - y;
1514
1515 retval->part = 0;
1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1518 }
1519 }
1520
1521 /* Returns true of op1 and op2 are effectively on the same map
1522 * (as related to map tiling). Note that this looks for a path from
1523 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1524 * to op1, this will still return false.
1525 * Note we only look one map out to keep the processing simple
1526 * and efficient. This could probably be a macro.
1527 * MSW 2001-08-05
1528 */
1529 int
1530 on_same_map (const object *op1, const object *op2)
1531 {
1532 int dx, dy;
1533
1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1535 }
1536
1537 //-GPL
1538
1539 object *
1540 maptile::insert (object *op, int x, int y, object *originator, int flags)
1541 {
1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1543 }
1544
1545 region *
1546 maptile::region (int x, int y) const
1547 {
1548 if (regions
1549 && regionmap
1550 && !OUT_OF_REAL_MAP (this, x, y))
1551 if (struct region *reg = regionmap [regions [y * width + x]])
1552 return reg;
1553
1554 if (default_region)
1555 return default_region;
1556
1557 return ::region::default_region ();
1558 }
1559
1560 //+GPL
1561
1562 /* picks a random object from a style map.
1563 */
1564 object *
1565 maptile::pick_random_object (rand_gen &gen) const
1566 {
1567 /* while returning a null object will result in a crash, that
1568 * is actually preferable to an infinite loop. That is because
1569 * most servers will automatically restart in case of crash.
1570 * Change the logic on getting the random space - shouldn't make
1571 * any difference, but this seems clearer to me.
1572 */
1573 for (int i = 1000; --i;)
1574 {
1575 object *pick = at (gen (width), gen (height)).bot;
1576
1577 // must be head: do not prefer big monsters just because they are big.
1578 if (pick && pick->is_head ())
1579 return pick;
1580 }
1581
1582 // instead of crashing in the unlikely(?) case, try to return *something*
1583 return archetype::find (shstr_bug);
1584 }
1585
1586 //-GPL
1587
1588 void
1589 maptile::play_sound (faceidx sound, int x, int y) const
1590 {
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605 }
1606
1607 void
1608 maptile::say_msg (const char *msg, int x, int y) const
1609 {
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621 }
1622
1623 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625 static void
1626 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627 {
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686 }
1687
1688 maprect *
1689 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690 {
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700 }
1701