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Revision: 1.200
Committed: Fri May 7 19:46:18 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.199: +4 -1 lines
Log Message:
seen freeze

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 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
346 continue;
347
348 case KW_EOF:
349 return true;
350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
354 break;
355 }
356
357 f.next ();
358 }
359
360 return true;
361 }
362
363 void
364 maptile::activate ()
365 {
366 if (spaces)
367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370 }
371
372 void
373 maptile::deactivate ()
374 {
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379 }
380
381 bool
382 maptile::_save_objects (object_freezer &f, int flags)
383 {
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
393 {
394 bool unique = 0;
395
396 for (object *op = spaces [i].bot; op; op = op->above)
397 {
398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399
400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 {
405 if (flags & IO_UNIQUES)
406 op->write (f);
407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
410 }
411 }
412
413 coroapi::cede_to_tick ();
414
415 return true;
416 }
417
418 bool
419 maptile::_save_objects (const char *path, int flags)
420 {
421 object_freezer freezer;
422
423 if (!_save_objects (freezer, flags))
424 return false;
425
426 return freezer.save (path);
427 }
428
429 void
430 maptile::init ()
431 {
432 in_memory = MAP_SWAPPED;
433
434 /* The maps used to pick up default x and y values from the
435 * map archetype. Mimic that behaviour.
436 */
437 width = 16;
438 height = 16;
439 timeout = 300;
440 max_items = MAX_ITEM_PER_ACTION;
441 max_volume = 2000000; // 2m³
442 reset_timeout = 0;
443 enter_x = 0;
444 enter_y = 0;
445 }
446
447 maptile::maptile ()
448 {
449 init ();
450 }
451
452 maptile::maptile (int w, int h)
453 {
454 init ();
455
456 width = w;
457 height = h;
458
459 alloc ();
460 }
461
462 /*
463 * Allocates the arrays contained in a maptile.
464 * This basically allocates the dynamic array of spaces for the
465 * map.
466 */
467 void
468 maptile::alloc ()
469 {
470 if (spaces)
471 return;
472
473 spaces = salloc0<mapspace> (size ());
474 }
475
476 //+GPL
477
478 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
479 * corresponding to that string. Memory is allocated for this, it must be freed
480 * at a later date.
481 * Called by parse_map_headers below.
482 */
483 static shopitems *
484 parse_shop_string (const char *input_string)
485 {
486 char *shop_string, *p, *q, *next_semicolon, *next_colon;
487 shopitems *items = NULL;
488 int i = 0, number_of_entries = 0;
489 const typedata *current_type;
490
491 shop_string = strdup (input_string);
492 p = shop_string;
493 /* first we'll count the entries, we'll need that for allocating the array shortly */
494 while (p)
495 {
496 p = strchr (p, ';');
497 number_of_entries++;
498 if (p)
499 p++;
500 }
501
502 p = shop_string;
503 strip_endline (p);
504 items = new shopitems[number_of_entries + 1];
505 for (i = 0; i < number_of_entries; i++)
506 {
507 if (!p)
508 {
509 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
510 break;
511 }
512
513 next_semicolon = strchr (p, ';');
514 next_colon = strchr (p, ':');
515 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
516 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
517 items[i].strength = atoi (strchr (p, ':') + 1);
518
519 if (isdigit (*p) || *p == '*')
520 {
521 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
522 current_type = get_typedata (items[i].typenum);
523 if (current_type)
524 {
525 items[i].name = current_type->name;
526 items[i].name_pl = current_type->name_pl;
527 }
528 }
529 else
530 { /*we have a named type, let's figure out what it is */
531 q = strpbrk (p, ";:");
532 if (q)
533 *q = '\0';
534
535 current_type = get_typedata_by_name (p);
536 if (current_type)
537 {
538 items[i].name = current_type->name;
539 items[i].typenum = current_type->number;
540 items[i].name_pl = current_type->name_pl;
541 }
542 else
543 { /* oh uh, something's wrong, let's free up this one, and try
544 * the next entry while we're at it, better print a warning
545 */
546 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
547 }
548 }
549
550 items[i].index = number_of_entries;
551 if (next_semicolon)
552 p = ++next_semicolon;
553 else
554 p = NULL;
555 }
556
557 free (shop_string);
558 return items;
559 }
560
561 /* opposite of parse string, this puts the string that was originally fed in to
562 * the map (or something equivilent) into output_string. */
563 static const char *
564 print_shop_string (maptile *m)
565 {
566 static dynbuf_text buf; buf.clear ();
567 bool first = true;
568
569 for (int i = 0; i < m->shopitems[0].index; i++)
570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
576 if (m->shopitems[i].typenum)
577 {
578 if (m->shopitems[i].strength)
579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
580 else
581 buf.printf ("%s", m->shopitems[i].name);
582 }
583 else
584 {
585 if (m->shopitems[i].strength)
586 buf.printf ("*:%d", m->shopitems[i].strength);
587 else
588 buf.printf ("*");
589 }
590 }
591
592 return buf;
593 }
594
595 //-GPL
596
597 /* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an
601 * object structure were needed, so it just made sense to
602 * put all the stuff in the map object so that names actually make
603 * sense.
604 * This could be done in lex (like the object loader), but I think
605 * currently, there are few enough fields this is not a big deal.
606 * MSW 2001-07-01
607 */
608 bool
609 maptile::_load_header (object_thawer &thawer)
610 {
611 for (;;)
612 {
613 switch (thawer.kw)
614 {
615 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg);
617 break;
618
619 case KW_lore: // CF+ extension
620 thawer.get_ml (KW_endlore, maplore);
621 break;
622
623 case KW_maplore:
624 thawer.get_ml (KW_endmaplore, maplore);
625 break;
626
627 case KW_arch:
628 if (strcmp (thawer.get_str (), "map"))
629 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
630 break;
631
632 case KW_oid:
633 thawer.get (this, thawer.get_sint32 ());
634 break;
635
636 case KW_file_format_version: break; // nop
637
638 case KW_name: thawer.get (name); break;
639 case KW_attach: thawer.get (attach); break;
640 case KW_reset_time: thawer.get (reset_time); break;
641 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break;
646
647 case KW_per_player: thawer.get (per_player); break;
648 case KW_per_party: thawer.get (per_party); break;
649 case KW_no_reset: thawer.get (no_reset); break;
650 case KW_no_drop: thawer.get (no_drop); break;
651
652 case KW_region: thawer.get (default_region); break;
653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
654
655 // old names new names
656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
658 case KW_x: case KW_width: thawer.get (width); break;
659 case KW_y: case KW_height: thawer.get (height); break;
660 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
661 case KW_value: case KW_swap_time: thawer.get (timeout); break;
662 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
663 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
664 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
665
666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670
671 case KW_ERROR:
672 set_key_text (thawer.kw_str, thawer.value);
673 break;
674
675 case KW_end:
676 thawer.next ();
677 return true;
678
679 default:
680 if (!thawer.parse_error ("map"))
681 return false;
682 break;
683 }
684
685 thawer.next ();
686 }
687
688 abort ();
689 }
690
691 //+GPL
692
693 /******************************************************************************
694 * This is the start of unique map handling code
695 *****************************************************************************/
696
697 /* This goes through the maptile and removed any unique items on the map. */
698 void
699 maptile::clear_unique_items ()
700 {
701 for (int i = 0; i < size (); ++i)
702 {
703 int unique = 0;
704 for (object *op = spaces [i].bot; op; )
705 {
706 object *above = op->above;
707
708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
709 unique = 1;
710
711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
712 op->destroy ();
713
714 op = above;
715 }
716 }
717 }
718
719 //-GPL
720
721 bool
722 maptile::_save_header (object_freezer &freezer)
723 {
724 #define MAP_OUT(k) freezer.put (KW(k), k)
725 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
726
727 MAP_OUT2 (arch, CS(map));
728
729 if (name) MAP_OUT (name);
730 MAP_OUT (swap_time);
731 MAP_OUT (reset_time);
732 MAP_OUT (reset_timeout);
733 MAP_OUT (fixed_resettime);
734 MAP_OUT (no_reset);
735 MAP_OUT (no_drop);
736 MAP_OUT (difficulty);
737 if (default_region) MAP_OUT2 (region, default_region->name);
738
739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
740 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin);
742 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace);
744
745 MAP_OUT (width);
746 MAP_OUT (height);
747 MAP_OUT (enter_x);
748 MAP_OUT (enter_y);
749 MAP_OUT (darkness);
750 MAP_OUT (outdoor);
751
752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
754
755 MAP_OUT (per_player);
756 MAP_OUT (per_party);
757
758 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
759 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
760 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
761 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
762
763 freezer.put (this);
764 freezer.put (KW(end));
765
766 return true;
767 }
768
769 bool
770 maptile::_save_header (const char *path)
771 {
772 object_freezer freezer;
773
774 if (!_save_header (freezer))
775 return false;
776
777 return freezer.save (path);
778 }
779
780 //+GPL
781
782 /*
783 * Remove and free all objects in the given map.
784 */
785 void
786 maptile::clear ()
787 {
788 if (spaces)
789 {
790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
791 while (object *op = ms->bot)
792 {
793 // manually remove, as to not trigger anything
794 if (ms->bot = op->above)
795 ms->bot->below = 0;
796
797 op->flag [FLAG_REMOVED] = true;
798
799 object *head = op->head_ ();
800 if (op == head)
801 op->destroy ();
802 else if (head->map != op->map)
803 {
804 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
805 head->destroy ();
806 }
807 }
808
809 sfree0 (spaces, size ());
810 }
811
812 if (buttons)
813 free_objectlinkpt (buttons), buttons = 0;
814
815 sfree0 (regions, size ());
816 delete [] regionmap; regionmap = 0;
817 }
818
819 void
820 maptile::clear_header ()
821 {
822 name = 0;
823 msg = 0;
824 maplore = 0;
825 shoprace = 0;
826 delete [] shopitems, shopitems = 0;
827
828 for (int i = 0; i < 4; i++)
829 tile_path [i] = 0;
830 }
831
832 maptile::~maptile ()
833 {
834 assert (destroyed ());
835 }
836
837 void
838 maptile::clear_links_to (maptile *m)
839 {
840 /* We need to look through all the maps and see if any maps
841 * are pointing at this one for tiling information. Since
842 * tiling can be asymetric, we just can not look to see which
843 * maps this map tiles with and clears those.
844 */
845 for (int i = 0; i < 4; i++)
846 if (tile_map[i] == m)
847 tile_map[i] = 0;
848 }
849
850 void
851 maptile::do_destroy ()
852 {
853 attachable::do_destroy ();
854
855 clear ();
856 }
857
858 /* decay and destroy perishable items in a map */
859 // TODO: should be done regularly, not on map load?
860 void
861 maptile::do_decay_objects ()
862 {
863 if (!spaces)
864 return;
865
866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
867 for (object *above, *op = ms->bot; op; op = above)
868 {
869 above = op->above;
870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
875 bool destroy = 0;
876
877 if (op->flag [FLAG_IS_FLOOR]
878 || op->flag [FLAG_OBJ_ORIGINAL]
879 || op->flag [FLAG_UNIQUE]
880 || op->flag [FLAG_OVERLAY_FLOOR]
881 || op->flag [FLAG_UNPAID]
882 || op->is_alive ())
883 ; // do not decay
884 else if (op->is_weapon ())
885 {
886 op->stats.dam--;
887 if (op->stats.dam < 0)
888 destroy = 1;
889 }
890 else if (op->is_armor ())
891 {
892 op->stats.ac--;
893 if (op->stats.ac < 0)
894 destroy = 1;
895 }
896 else if (op->type == FOOD)
897 {
898 op->stats.food -= rndm (5, 20);
899 if (op->stats.food < 0)
900 destroy = 1;
901 }
902 else
903 {
904 int mat = op->materials;
905
906 if (mat & M_PAPER
907 || mat & M_LEATHER
908 || mat & M_WOOD
909 || mat & M_ORGANIC
910 || mat & M_CLOTH
911 || mat & M_LIQUID
912 || (mat & M_IRON && rndm (1, 5) == 1)
913 || (mat & M_GLASS && rndm (1, 2) == 1)
914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
916 //|| (mat & M_ICE && temp > 32)
917 )
918 destroy = 1;
919 }
920
921 /* adjust overall chance below */
922 if (destroy && rndm (0, 1))
923 op->destroy ();
924 }
925 }
926
927 /*
928 * This routine is supposed to find out the difficulty of the map.
929 * difficulty does not have a lot to do with character level,
930 * but does have a lot to do with treasure on the map.
931 *
932 * Difficulty can now be set by the map creator. If the value stored
933 * in the map is zero, then use this routine. Maps should really
934 * have a difficulty set rather than using this function - human calculation
935 * is much better than this function's guesswork.
936 */
937 int
938 maptile::estimate_difficulty () const
939 {
940 long monster_cnt = 0;
941 double avgexp = 0;
942 sint64 total_exp = 0;
943
944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
945 for (object *op = ms->bot; op; op = op->above)
946 {
947 if (op->flag [FLAG_MONSTER])
948 {
949 total_exp += op->stats.exp;
950 monster_cnt++;
951 }
952
953 if (op->flag [FLAG_GENERATOR])
954 {
955 total_exp += op->stats.exp;
956
957 if (archetype *at = op->other_arch)
958 {
959 total_exp += at->stats.exp * 8;
960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
968 }
969 }
970
971 avgexp = (double) total_exp / monster_cnt;
972
973 for (int i = 1; i <= settings.max_level; i++)
974 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
975 return i;
976
977 return 1;
978 }
979
980 /* change_map_light() - used to change map light level (darkness)
981 * up or down. Returns true if successful. It should now be
982 * possible to change a value by more than 1.
983 * Move this from los.c to map.c since this is more related
984 * to maps than los.
985 * postive values make it darker, negative make it brighter
986 */
987 int
988 maptile::change_map_light (int change)
989 {
990 /* Nothing to do */
991 if (!change)
992 return 0;
993
994 /* inform all players on the map */
995 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999
1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001
1002 /* All clients need to get re-updated for the change */
1003 update_all_map_los (this);
1004
1005 return 1;
1006 }
1007
1008 /*
1009 * This function updates various attributes about a specific space
1010 * on the map (what it looks like, whether it blocks magic,
1011 * has a living creatures, prevents people from passing
1012 * through, etc)
1013 */
1014 void
1015 mapspace::update_ ()
1016 {
1017 object *last = 0;
1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1025
1026 //object *middle = 0;
1027 //object *top = 0;
1028 //object *floor = 0;
1029 // this seems to generate better code than using locals, above
1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1037 {
1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1039 light += tmp->glow_radius;
1040
1041 /* This call is needed in order to update objects the player
1042 * is standing in that have animations (ie, grass, fire, etc).
1043 * However, it also causes the look window to be re-drawn
1044 * 3 times each time the player moves, because many of the
1045 * functions the move_player calls eventualy call this.
1046 *
1047 * Always put the player down for drawing.
1048 */
1049 if (expect_true (!tmp->invisible))
1050 {
1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1052 top = tmp;
1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054 {
1055 /* If we got a floor, that means middle and top were below it,
1056 * so should not be visible, so we clear them.
1057 */
1058 middle = 0;
1059 top = 0;
1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1063 }
1064 else
1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1083 middle = tmp;
1084 }
1085 }
1086 }
1087
1088 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow;
1093
1094 allflags |= tmp->flag;
1095
1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 }
1099
1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1111 this->flags_ = flags;
1112 this->move_block = move_block & ~move_allow;
1113 this->move_on = move_on;
1114 this->move_off = move_off;
1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1118
1119 /* At this point, we have a floor face (if there is a floor),
1120 * and the floor is set - we are not going to touch it at
1121 * this point.
1122 * middle contains the highest visibility face.
1123 * top contains a player/monster face, if there is one.
1124 *
1125 * We now need to fill in top.face and/or middle.face.
1126 */
1127
1128 /* If the top face also happens to be high visibility, re-do our
1129 * middle face. This should not happen, as we already have the
1130 * else statement above so middle should not get set. OTOH, it
1131 * may be possible for the faces to match but be different objects.
1132 */
1133 if (top == middle)
1134 middle = 0;
1135
1136 /* There are three posibilities at this point:
1137 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both.
1140 */
1141
1142 for (object *tmp = last; tmp; tmp = tmp->below)
1143 {
1144 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (tmp->flag [FLAG_IS_FLOOR])
1146 break;
1147
1148 /* If two top faces are already set, quit processing */
1149 if (top && middle)
1150 break;
1151
1152 /* Only show visible faces */
1153 if (!tmp->invisible)
1154 {
1155 /* Fill in top if needed */
1156 if (!top)
1157 {
1158 top = tmp;
1159 if (top == middle)
1160 middle = 0;
1161 }
1162 else
1163 {
1164 /* top is already set - we should only get here if
1165 * middle is not set
1166 *
1167 * Set the middle face and break out, since there is nothing
1168 * more to fill in. We don't check visiblity here, since
1169 *
1170 */
1171 if (tmp != top)
1172 {
1173 middle = tmp;
1174 break;
1175 }
1176 }
1177 }
1178 }
1179
1180 if (middle == floor)
1181 middle = 0;
1182
1183 if (top == middle)
1184 middle = 0;
1185
1186 #if 0
1187 faces_obj [0] = top;
1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190 #endif
1191 }
1192
1193 maptile *
1194 maptile::tile_available (int dir, bool load)
1195 {
1196 if (tile_path[dir])
1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1200
1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
1204
1205 return 0;
1206 }
1207
1208 /* this returns TRUE if the coordinates (x,y) are out of
1209 * map m. This function also takes into account any
1210 * tiling considerations, loading adjacant maps as needed.
1211 * This is the function should always be used when it
1212 * necessary to check for valid coordinates.
1213 * This function will recursively call itself for the
1214 * tiled maps.
1215 */
1216 int
1217 out_of_map (maptile *m, int x, int y)
1218 {
1219 /* If we get passed a null map, this is obviously the
1220 * case. This generally shouldn't happen, but if the
1221 * map loads fail below, it could happen.
1222 */
1223 if (!m)
1224 return 0;
1225
1226 if (x < 0)
1227 {
1228 if (!m->tile_available (3))
1229 return 1;
1230
1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1232 }
1233
1234 if (x >= m->width)
1235 {
1236 if (!m->tile_available (1))
1237 return 1;
1238
1239 return out_of_map (m->tile_map[1], x - m->width, y);
1240 }
1241
1242 if (y < 0)
1243 {
1244 if (!m->tile_available (0))
1245 return 1;
1246
1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1248 }
1249
1250 if (y >= m->height)
1251 {
1252 if (!m->tile_available (2))
1253 return 1;
1254
1255 return out_of_map (m->tile_map[2], x, y - m->height);
1256 }
1257
1258 /* Simple case - coordinates are within this local
1259 * map.
1260 */
1261 return 0;
1262 }
1263
1264 /* This is basically the same as out_of_map above, but
1265 * instead we return NULL if no map is valid (coordinates
1266 * out of bounds and no tiled map), otherwise it returns
1267 * the map as that the coordinates are really on, and
1268 * updates x and y to be the localised coordinates.
1269 * Using this is more efficient of calling out_of_map
1270 * and then figuring out what the real map is
1271 */
1272 maptile *
1273 maptile::xy_find (sint16 &x, sint16 &y)
1274 {
1275 if (x < 0)
1276 {
1277 if (!tile_available (3))
1278 return 0;
1279
1280 x += tile_map[3]->width;
1281 return tile_map[3]->xy_find (x, y);
1282 }
1283
1284 if (x >= width)
1285 {
1286 if (!tile_available (1))
1287 return 0;
1288
1289 x -= width;
1290 return tile_map[1]->xy_find (x, y);
1291 }
1292
1293 if (y < 0)
1294 {
1295 if (!tile_available (0))
1296 return 0;
1297
1298 y += tile_map[0]->height;
1299 return tile_map[0]->xy_find (x, y);
1300 }
1301
1302 if (y >= height)
1303 {
1304 if (!tile_available (2))
1305 return 0;
1306
1307 y -= height;
1308 return tile_map[2]->xy_find (x, y);
1309 }
1310
1311 /* Simple case - coordinates are within this local
1312 * map.
1313 */
1314 return this;
1315 }
1316
1317 /**
1318 * Return whether map2 is adjacent to map1. If so, store the distance from
1319 * map1 to map2 in dx/dy.
1320 */
1321 int
1322 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1323 {
1324 if (!map1 || !map2)
1325 return 0;
1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
1329 if (map1 == map2)
1330 {
1331 *dx = 0;
1332 *dy = 0;
1333 }
1334 else if (map1->tile_available (0, false) == map2)
1335 { /* up */
1336 *dx = 0;
1337 *dy = -map2->height;
1338 }
1339 else if (map1->tile_available (1, false) == map2)
1340 { /* right */
1341 *dx = map1->width;
1342 *dy = 0;
1343 }
1344 else if (map1->tile_available (2, false) == map2)
1345 { /* down */
1346 *dx = 0;
1347 *dy = map1->height;
1348 }
1349 else if (map1->tile_available (3, false) == map2)
1350 { /* left */
1351 *dx = -map2->width;
1352 *dy = 0;
1353 }
1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1355 { /* up right */
1356 *dx = map1->tile_map[0]->width;
1357 *dy = -map1->tile_map[0]->height;
1358 }
1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1360 { /* up left */
1361 *dx = -map2->width;
1362 *dy = -map1->tile_map[0]->height;
1363 }
1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1365 { /* right up */
1366 *dx = map1->width;
1367 *dy = -map2->height;
1368 }
1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1370 { /* right down */
1371 *dx = map1->width;
1372 *dy = map1->tile_map[1]->height;
1373 }
1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1375 { /* down right */
1376 *dx = map1->tile_map[2]->width;
1377 *dy = map1->height;
1378 }
1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1380 { /* down left */
1381 *dx = -map2->width;
1382 *dy = map1->height;
1383 }
1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1385 { /* left up */
1386 *dx = -map1->tile_map[3]->width;
1387 *dy = -map2->height;
1388 }
1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1390 { /* left down */
1391 *dx = -map1->tile_map[3]->width;
1392 *dy = map1->tile_map[3]->height;
1393 }
1394 else
1395 return 0;
1396
1397 return 1;
1398 }
1399
1400 maptile *
1401 maptile::xy_load (sint16 &x, sint16 &y)
1402 {
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409 }
1410
1411 maptile *
1412 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413 {
1414 return m->xy_load (*x, *y);
1415 }
1416
1417 /* From map.c
1418 * This is used by get_player to determine where the other
1419 * creature is. get_rangevector takes into account map tiling,
1420 * so you just can not look the the map coordinates and get the
1421 * righte value. distance_x/y are distance away, which
1422 * can be negative. direction is the crossfire direction scheme
1423 * that the creature should head. part is the part of the
1424 * monster that is closest.
1425 *
1426 * get_rangevector looks at op1 and op2, and fills in the
1427 * structure for op1 to get to op2.
1428 * We already trust that the caller has verified that the
1429 * two objects are at least on adjacent maps. If not,
1430 * results are not likely to be what is desired.
1431 * if the objects are not on maps, results are also likely to
1432 * be unexpected
1433 *
1434 * currently, the only flag supported (0x1) is don't translate for
1435 * closest body part of 'op1'
1436 */
1437 void
1438 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1439 {
1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1441 {
1442 /* be conservative and fill in _some_ data */
1443 retval->distance = 10000;
1444 retval->distance_x = 10000;
1445 retval->distance_y = 10000;
1446 retval->direction = 0;
1447 retval->part = 0;
1448 }
1449 else
1450 {
1451 retval->distance_x += op2->x - op1->x;
1452 retval->distance_y += op2->y - op1->y;
1453
1454 object *best = op1;
1455
1456 /* If this is multipart, find the closest part now */
1457 if (!(flags & 1) && op1->more)
1458 {
1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
1460
1461 /* we just take the offset of the piece to head to figure
1462 * distance instead of doing all that work above again
1463 * since the distance fields we set above are positive in the
1464 * same axis as is used for multipart objects, the simply arithmetic
1465 * below works.
1466 */
1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1468 {
1469 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1470
1471 if (tmpi < best_distance)
1472 {
1473 best_distance = tmpi;
1474 best = tmp;
1475 }
1476 }
1477
1478 if (best != op1)
1479 {
1480 retval->distance_x += op1->x - best->x;
1481 retval->distance_y += op1->y - best->y;
1482 }
1483 }
1484
1485 retval->part = best;
1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1488 }
1489 }
1490
1491 /* this is basically the same as get_rangevector above, but instead of
1492 * the first parameter being an object, it instead is the map
1493 * and x,y coordinates - this is used for path to player -
1494 * since the object is not infact moving but we are trying to traverse
1495 * the path, we need this.
1496 * flags has no meaning for this function at this time - I kept it in to
1497 * be more consistant with the above function and also in case they are needed
1498 * for something in the future. Also, since no object is pasted, the best
1499 * field of the rv_vector is set to NULL.
1500 */
1501 void
1502 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1503 {
1504 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1505 {
1506 /* be conservative and fill in _some_ data */
1507 retval->distance = 100000;
1508 retval->distance_x = 32767;
1509 retval->distance_y = 32767;
1510 retval->direction = 0;
1511 retval->part = 0;
1512 }
1513 else
1514 {
1515 retval->distance_x += op2->x - x;
1516 retval->distance_y += op2->y - y;
1517
1518 retval->part = 0;
1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1521 }
1522 }
1523
1524 /* Returns true of op1 and op2 are effectively on the same map
1525 * (as related to map tiling). Note that this looks for a path from
1526 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1527 * to op1, this will still return false.
1528 * Note we only look one map out to keep the processing simple
1529 * and efficient. This could probably be a macro.
1530 * MSW 2001-08-05
1531 */
1532 int
1533 on_same_map (const object *op1, const object *op2)
1534 {
1535 int dx, dy;
1536
1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
1538 }
1539
1540 //-GPL
1541
1542 object *
1543 maptile::insert (object *op, int x, int y, object *originator, int flags)
1544 {
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546 }
1547
1548 region *
1549 maptile::region (int x, int y) const
1550 {
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561 }
1562
1563 //+GPL
1564
1565 /* picks a random object from a style map.
1566 */
1567 object *
1568 maptile::pick_random_object (rand_gen &gen) const
1569 {
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // must be head: do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick;
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find (shstr_bug);
1587 }
1588
1589 //-GPL
1590
1591 void
1592 maptile::play_sound (faceidx sound, int x, int y) const
1593 {
1594 if (!sound)
1595 return;
1596
1597 for_all_players_on_map (pl, this)
1598 if (client *ns = pl->ns)
1599 {
1600 int dx = x - pl->ob->x;
1601 int dy = y - pl->ob->y;
1602
1603 int distance = idistance (dx, dy);
1604
1605 if (distance <= MAX_SOUND_DISTANCE)
1606 ns->play_sound (sound, dx, dy);
1607 }
1608 }
1609
1610 void
1611 maptile::say_msg (const char *msg, int x, int y) const
1612 {
1613 for_all_players (pl)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1623 }
1624 }
1625
1626 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1627
1628 static void
1629 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1630 {
1631 // clip to map to the left
1632 if (x0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1635 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1636
1637 if (x1 < 0) // entirely to the left
1638 return;
1639
1640 x0 = 0;
1641 }
1642
1643 // clip to map to the right
1644 if (x1 > m->width)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1647 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1648
1649 if (x0 > m->width) // entirely to the right
1650 return;
1651
1652 x1 = m->width;
1653 }
1654
1655 // clip to map above
1656 if (y0 < 0)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_UP, 1))
1659 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1660
1661 if (y1 < 0) // entirely above
1662 return;
1663
1664 y0 = 0;
1665 }
1666
1667 // clip to map below
1668 if (y1 > m->height)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1671 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1672
1673 if (y0 > m->height) // entirely below
1674 return;
1675
1676 y1 = m->height;
1677 }
1678
1679 // if we get here, the rect is within the current map
1680 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1681
1682 r->m = m;
1683 r->x0 = x0;
1684 r->y0 = y0;
1685 r->x1 = x1;
1686 r->y1 = y1;
1687 r->dx = dx;
1688 r->dy = dy;
1689 }
1690
1691 maprect *
1692 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1693 {
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703 }
1704