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Revision: 1.207
Committed: Thu May 5 18:59:43 2011 UTC (13 years ago) by root
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Branch: MAIN
Changes since 1.206: +2 -2 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374 }
375
376 void
377 maptile::deactivate ()
378 {
379 if (state != MAP_ACTIVE)
380 return;
381
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->deactivate_recursive ();
385
386 state = MAP_INACTIVE;
387 }
388
389 bool
390 maptile::_save_objects (object_freezer &f, int flags)
391 {
392 coroapi::cede_to_tick ();
393
394 if (flags & IO_HEADER)
395 _save_header (f);
396
397 if (!spaces)
398 return false;
399
400 for (int i = 0; i < size (); ++i)
401 {
402 bool unique = 0;
403
404 for (object *op = spaces [i].bot; op; op = op->above)
405 {
406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
407
408 if (expect_false (!op->can_map_save ()))
409 continue;
410
411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
412 {
413 if (flags & IO_UNIQUES)
414 op->write (f);
415 }
416 else if (expect_true (flags & IO_OBJECTS))
417 op->write (f);
418 }
419 }
420
421 coroapi::cede_to_tick ();
422
423 return true;
424 }
425
426 bool
427 maptile::_save_objects (const char *path, int flags)
428 {
429 object_freezer freezer;
430
431 if (!_save_objects (freezer, flags))
432 return false;
433
434 return freezer.save (path);
435 }
436
437 void
438 maptile::init ()
439 {
440 state = MAP_SWAPPED;
441
442 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour.
444 */
445 width = 16;
446 height = 16;
447 timeout = 300;
448 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³
450 reset_timeout = 0;
451 enter_x = 0;
452 enter_y = 0;
453 }
454
455 maptile::maptile ()
456 {
457 init ();
458 }
459
460 maptile::maptile (int w, int h)
461 {
462 init ();
463
464 width = w;
465 height = h;
466
467 alloc ();
468 }
469
470 /*
471 * Allocates the arrays contained in a maptile.
472 * This basically allocates the dynamic array of spaces for the
473 * map.
474 */
475 void
476 maptile::alloc ()
477 {
478 if (spaces)
479 return;
480
481 spaces = salloc0<mapspace> (size ());
482 }
483
484 //+GPL
485
486 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date.
489 * Called by parse_map_headers below.
490 */
491 static shopitems *
492 parse_shop_string (const char *input_string)
493 {
494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
495 shopitems *items = NULL;
496 int i = 0, number_of_entries = 0;
497 const typedata *current_type;
498
499 shop_string = strdup (input_string);
500 p = shop_string;
501 /* first we'll count the entries, we'll need that for allocating the array shortly */
502 while (p)
503 {
504 p = strchr (p, ';');
505 number_of_entries++;
506 if (p)
507 p++;
508 }
509
510 p = shop_string;
511 strip_endline (p);
512 items = new shopitems[number_of_entries + 1];
513 for (i = 0; i < number_of_entries; i++)
514 {
515 if (!p)
516 {
517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518 break;
519 }
520
521 next_semicolon = strchr (p, ';');
522 next_colon = strchr (p, ':');
523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525 items[i].strength = atoi (strchr (p, ':') + 1);
526
527 if (isdigit (*p) || *p == '*')
528 {
529 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530 current_type = get_typedata (items[i].typenum);
531 if (current_type)
532 {
533 items[i].name = current_type->name;
534 items[i].name_pl = current_type->name_pl;
535 }
536 }
537 else
538 { /*we have a named type, let's figure out what it is */
539 q = strpbrk (p, ";:");
540 if (q)
541 *q = '\0';
542
543 current_type = get_typedata_by_name (p);
544 if (current_type)
545 {
546 items[i].name = current_type->name;
547 items[i].typenum = current_type->number;
548 items[i].name_pl = current_type->name_pl;
549 }
550 else
551 { /* oh uh, something's wrong, let's free up this one, and try
552 * the next entry while we're at it, better print a warning
553 */
554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555 }
556 }
557
558 items[i].index = number_of_entries;
559 if (next_semicolon)
560 p = ++next_semicolon;
561 else
562 p = NULL;
563 }
564
565 free (shop_string);
566 return items;
567 }
568
569 /* opposite of parse string, this puts the string that was originally fed in to
570 * the map (or something equivilent) into output_string. */
571 static const char *
572 print_shop_string (maptile *m)
573 {
574 static dynbuf_text buf; buf.clear ();
575 bool first = true;
576
577 for (int i = 0; i < m->shopitems[0].index; i++)
578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
584 if (m->shopitems[i].typenum)
585 {
586 if (m->shopitems[i].strength)
587 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
588 else
589 buf.printf ("%s", m->shopitems[i].name);
590 }
591 else
592 {
593 if (m->shopitems[i].strength)
594 buf.printf ("*:%d", m->shopitems[i].strength);
595 else
596 buf.printf ("*");
597 }
598 }
599
600 return buf;
601 }
602
603 //-GPL
604
605 /* This loads the header information of the map. The header
606 * contains things like difficulty, size, timeout, etc.
607 * this used to be stored in the map object, but with the
608 * addition of tiling, fields beyond that easily named in an
609 * object structure were needed, so it just made sense to
610 * put all the stuff in the map object so that names actually make
611 * sense.
612 * This could be done in lex (like the object loader), but I think
613 * currently, there are few enough fields this is not a big deal.
614 * MSW 2001-07-01
615 */
616 bool
617 maptile::_load_header (object_thawer &thawer)
618 {
619 for (;;)
620 {
621 switch (thawer.kw)
622 {
623 case KW_msg:
624 thawer.get_ml (KW_endmsg, msg);
625 break;
626
627 case KW_lore: // deliantra extension
628 thawer.get_ml (KW_endlore, maplore);
629 break;
630
631 case KW_maplore:
632 thawer.get_ml (KW_endmaplore, maplore);
633 break;
634
635 case KW_arch:
636 if (strcmp (thawer.get_str (), "map"))
637 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
638 break;
639
640 case KW_oid:
641 thawer.get (this, thawer.get_sint32 ());
642 break;
643
644 case KW_file_format_version: break; // nop
645
646 case KW_name: thawer.get (name); break;
647 case KW_attach: thawer.get (attach); break;
648 case KW_reset_time: thawer.get (reset_time); break;
649 case KW_shopgreed: thawer.get (shopgreed); break;
650 case KW_shopmin: thawer.get (shopmin); break;
651 case KW_shopmax: thawer.get (shopmax); break;
652 case KW_shoprace: thawer.get (shoprace); break;
653 case KW_outdoor: thawer.get (outdoor); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: thawer.get (default_region); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map"))
691 return false;
692 break;
693 }
694
695 thawer.next ();
696 }
697
698 abort ();
699 }
700
701 //+GPL
702
703 /******************************************************************************
704 * This is the start of unique map handling code
705 *****************************************************************************/
706
707 /* This goes through the maptile and removed any unique items on the map. */
708 void
709 maptile::clear_unique_items ()
710 {
711 for (int i = 0; i < size (); ++i)
712 {
713 int unique = 0;
714 for (object *op = spaces [i].bot; op; )
715 {
716 object *above = op->above;
717
718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1;
720
721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy ();
723
724 op = above;
725 }
726 }
727 }
728
729 //-GPL
730
731 bool
732 maptile::_save_header (object_freezer &freezer)
733 {
734 #define MAP_OUT(k) freezer.put (KW(k), k)
735 #define MAP_OUT2(k,v) freezer.put (KW(k), v)
736
737 MAP_OUT2 (arch, CS(map));
738
739 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time);
741 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout);
743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
746 MAP_OUT (difficulty);
747 if (default_region) MAP_OUT2 (region, default_region->name);
748
749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759 MAP_OUT (darkness);
760 MAP_OUT (outdoor);
761
762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
764
765 MAP_OUT (per_player);
766 MAP_OUT (per_party);
767
768 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
769 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
770 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
771 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
774
775 freezer.put (this);
776 freezer.put (KW(end));
777
778 return true;
779 }
780
781 bool
782 maptile::_save_header (const char *path)
783 {
784 object_freezer freezer;
785
786 if (!_save_header (freezer))
787 return false;
788
789 return freezer.save (path);
790 }
791
792 //+GPL
793
794 /*
795 * Remove and free all objects in the given map.
796 */
797 void
798 maptile::clear ()
799 {
800 if (spaces)
801 {
802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
803 while (object *op = ms->bot)
804 {
805 // manually remove, as to not trigger anything
806 if (ms->bot = op->above)
807 ms->bot->below = 0;
808
809 op->flag [FLAG_REMOVED] = true;
810
811 object *head = op->head_ ();
812 if (op == head)
813 op->destroy ();
814 else if (head->map != op->map)
815 {
816 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
817 head->destroy ();
818 }
819 }
820
821 sfree0 (spaces, size ());
822 }
823
824 if (buttons)
825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
829 }
830
831 void
832 maptile::clear_header ()
833 {
834 name = 0;
835 msg = 0;
836 maplore = 0;
837 shoprace = 0;
838 delete [] shopitems, shopitems = 0;
839
840 for (int i = 0; i < array_length (tile_path); i++)
841 tile_path [i] = 0;
842 }
843
844 maptile::~maptile ()
845 {
846 assert (destroyed ());
847 }
848
849 void
850 maptile::clear_links_to (maptile *m)
851 {
852 /* We need to look through all the maps and see if any maps
853 * are pointing at this one for tiling information. Since
854 * tiling can be asymetric, we just can not look to see which
855 * maps this map tiles with and clears those.
856 */
857 for (int i = 0; i < array_length (tile_path); i++)
858 if (tile_map[i] == m)
859 tile_map[i] = 0;
860 }
861
862 void
863 maptile::do_destroy ()
864 {
865 attachable::do_destroy ();
866
867 clear ();
868 }
869
870 /* decay and destroy perishable items in a map */
871 // TODO: should be done regularly, not on map load?
872 void
873 maptile::do_decay_objects ()
874 {
875 if (!spaces)
876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
880 {
881 above = op->above;
882
883 // do not decay anything above unique floor tiles (yet :)
884 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
885 break;
886
887 bool destroy = 0;
888
889 if (op->flag [FLAG_IS_FLOOR]
890 || op->flag [FLAG_OBJ_ORIGINAL]
891 || op->flag [FLAG_UNIQUE]
892 || op->flag [FLAG_OVERLAY_FLOOR]
893 || op->flag [FLAG_UNPAID]
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
897 {
898 op->stats.dam--;
899 if (op->stats.dam < 0)
900 destroy = 1;
901 }
902 else if (op->is_armor ())
903 {
904 op->stats.ac--;
905 if (op->stats.ac < 0)
906 destroy = 1;
907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 //|| (mat & M_ICE && temp > 32)
929 )
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy ();
936 }
937 }
938
939 /*
940 * This routine is supposed to find out the difficulty of the map.
941 * difficulty does not have a lot to do with character level,
942 * but does have a lot to do with treasure on the map.
943 *
944 * Difficulty can now be set by the map creator. If the value stored
945 * in the map is zero, then use this routine. Maps should really
946 * have a difficulty set rather than using this function - human calculation
947 * is much better than this function's guesswork.
948 */
949 int
950 maptile::estimate_difficulty () const
951 {
952 long monster_cnt = 0;
953 double avgexp = 0;
954 sint64 total_exp = 0;
955
956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above)
958 {
959 if (op->flag [FLAG_MONSTER])
960 {
961 total_exp += op->stats.exp;
962 monster_cnt++;
963 }
964
965 if (op->flag [FLAG_GENERATOR])
966 {
967 total_exp += op->stats.exp;
968
969 if (archetype *at = op->other_arch)
970 {
971 total_exp += at->stats.exp * 8;
972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
980 }
981 }
982
983 avgexp = (double) total_exp / monster_cnt;
984
985 for (int i = 1; i <= settings.max_level; i++)
986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
987 return i;
988
989 return 1;
990 }
991
992 /* change_map_light() - used to change map light level (darkness)
993 * up or down. Returns true if successful. It should now be
994 * possible to change a value by more than 1.
995 * Move this from los.c to map.c since this is more related
996 * to maps than los.
997 * postive values make it darker, negative make it brighter
998 */
999 int
1000 maptile::change_map_light (int change)
1001 {
1002 /* Nothing to do */
1003 if (!change)
1004 return 0;
1005
1006 /* inform all players on the map */
1007 if (change > 0)
1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1009 else
1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1011
1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1013
1014 /* All clients need to get re-updated for the change */
1015 update_all_map_los (this);
1016
1017 return 1;
1018 }
1019
1020 /*
1021 * This function updates various attributes about a specific space
1022 * on the map (what it looks like, whether it blocks magic,
1023 * has a living creatures, prevents people from passing
1024 * through, etc)
1025 */
1026 void
1027 mapspace::update_ ()
1028 {
1029 object *last = 0;
1030 uint8 flags = P_UPTODATE;
1031 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 uint64_t volume = 0;
1034 uint32_t items = 0;
1035 object *anywhere = 0;
1036 uint8_t middle_visibility = 0;
1037
1038 //object *middle = 0;
1039 //object *top = 0;
1040 //object *floor = 0;
1041 // this seems to generate better code than using locals, above
1042 object *&top = faces_obj[0] = 0;
1043 object *&middle = faces_obj[1] = 0;
1044 object *&floor = faces_obj[2] = 0;
1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1047
1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1049 {
1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1051 light += tmp->glow_radius;
1052
1053 /* This call is needed in order to update objects the player
1054 * is standing in that have animations (ie, grass, fire, etc).
1055 * However, it also causes the look window to be re-drawn
1056 * 3 times each time the player moves, because many of the
1057 * functions the move_player calls eventualy call this.
1058 *
1059 * Always put the player down for drawing.
1060 */
1061 if (expect_true (!tmp->invisible))
1062 {
1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1064 top = tmp;
1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1066 {
1067 /* If we got a floor, that means middle and top were below it,
1068 * so should not be visible, so we clear them.
1069 */
1070 middle = 0;
1071 top = 0;
1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1075 }
1076 else
1077 {
1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1083
1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1086 anywhere = tmp;
1087
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 {
1094 middle_visibility = ::faces [tmp->face].visibility;
1095 middle = tmp;
1096 }
1097 }
1098 }
1099
1100 move_slow |= tmp->move_slow;
1101 move_block |= tmp->move_block;
1102 move_on |= tmp->move_on;
1103 move_off |= tmp->move_off;
1104 move_allow |= tmp->move_allow;
1105
1106 allflags |= tmp->flag;
1107
1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1110 }
1111
1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121
1122 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on;
1126 this->move_off = move_off;
1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1130
1131 /* At this point, we have a floor face (if there is a floor),
1132 * and the floor is set - we are not going to touch it at
1133 * this point.
1134 * middle contains the highest visibility face.
1135 * top contains a player/monster face, if there is one.
1136 *
1137 * We now need to fill in top.face and/or middle.face.
1138 */
1139
1140 /* If the top face also happens to be high visibility, re-do our
1141 * middle face. This should not happen, as we already have the
1142 * else statement above so middle should not get set. OTOH, it
1143 * may be possible for the faces to match but be different objects.
1144 */
1145 if (top == middle)
1146 middle = 0;
1147
1148 /* There are three posibilities at this point:
1149 * 1) top face is set, need middle to be set.
1150 * 2) middle is set, need to set top.
1151 * 3) neither middle or top is set - need to set both.
1152 */
1153
1154 for (object *tmp = last; tmp; tmp = tmp->below)
1155 {
1156 /* Once we get to a floor, stop, since we already have a floor object */
1157 if (tmp->flag [FLAG_IS_FLOOR])
1158 break;
1159
1160 /* If two top faces are already set, quit processing */
1161 if (top && middle)
1162 break;
1163
1164 /* Only show visible faces */
1165 if (!tmp->invisible)
1166 {
1167 /* Fill in top if needed */
1168 if (!top)
1169 {
1170 top = tmp;
1171 if (top == middle)
1172 middle = 0;
1173 }
1174 else
1175 {
1176 /* top is already set - we should only get here if
1177 * middle is not set
1178 *
1179 * Set the middle face and break out, since there is nothing
1180 * more to fill in. We don't check visiblity here, since
1181 *
1182 */
1183 if (tmp != top)
1184 {
1185 middle = tmp;
1186 break;
1187 }
1188 }
1189 }
1190 }
1191
1192 if (middle == floor)
1193 middle = 0;
1194
1195 if (top == middle)
1196 middle = 0;
1197
1198 #if 0
1199 faces_obj [0] = top;
1200 faces_obj [1] = middle;
1201 faces_obj [2] = floor;
1202 #endif
1203 }
1204
1205 maptile *
1206 maptile::tile_available (int dir, bool load)
1207 {
1208 if (tile_path[dir])
1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have
1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1212 return tile_map[dir];
1213
1214 // well, try to locate it then, if possible - maybe it's there already
1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216 return tile_map[dir];
1217 }
1218
1219 return 0;
1220 }
1221
1222 /* this returns TRUE if the coordinates (x,y) are out of
1223 * map m. This function also takes into account any
1224 * tiling considerations, loading adjacant maps as needed.
1225 * This is the function should always be used when it
1226 * necessary to check for valid coordinates.
1227 * This function will recursively call itself for the
1228 * tiled maps.
1229 */
1230 int
1231 out_of_map (maptile *m, int x, int y)
1232 {
1233 /* If we get passed a null map, this is obviously the
1234 * case. This generally shouldn't happen, but if the
1235 * map loads fail below, it could happen.
1236 */
1237 if (!m)
1238 return 0;
1239
1240 if (x < 0)
1241 {
1242 if (!m->tile_available (3))
1243 return 1;
1244
1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1246 }
1247
1248 if (x >= m->width)
1249 {
1250 if (!m->tile_available (1))
1251 return 1;
1252
1253 return out_of_map (m->tile_map[1], x - m->width, y);
1254 }
1255
1256 if (y < 0)
1257 {
1258 if (!m->tile_available (0))
1259 return 1;
1260
1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1262 }
1263
1264 if (y >= m->height)
1265 {
1266 if (!m->tile_available (2))
1267 return 1;
1268
1269 return out_of_map (m->tile_map[2], x, y - m->height);
1270 }
1271
1272 /* Simple case - coordinates are within this local
1273 * map.
1274 */
1275 return 0;
1276 }
1277
1278 /* This is basically the same as out_of_map above, but
1279 * instead we return NULL if no map is valid (coordinates
1280 * out of bounds and no tiled map), otherwise it returns
1281 * the map as that the coordinates are really on, and
1282 * updates x and y to be the localised coordinates.
1283 * Using this is more efficient of calling out_of_map
1284 * and then figuring out what the real map is
1285 */
1286 maptile *
1287 maptile::xy_find (sint16 &x, sint16 &y)
1288 {
1289 if (x < 0)
1290 {
1291 if (!tile_available (3))
1292 return 0;
1293
1294 x += tile_map[3]->width;
1295 return tile_map[3]->xy_find (x, y);
1296 }
1297
1298 if (x >= width)
1299 {
1300 if (!tile_available (1))
1301 return 0;
1302
1303 x -= width;
1304 return tile_map[1]->xy_find (x, y);
1305 }
1306
1307 if (y < 0)
1308 {
1309 if (!tile_available (0))
1310 return 0;
1311
1312 y += tile_map[0]->height;
1313 return tile_map[0]->xy_find (x, y);
1314 }
1315
1316 if (y >= height)
1317 {
1318 if (!tile_available (2))
1319 return 0;
1320
1321 y -= height;
1322 return tile_map[2]->xy_find (x, y);
1323 }
1324
1325 /* Simple case - coordinates are within this local
1326 * map.
1327 */
1328 return this;
1329 }
1330
1331 /**
1332 * Return whether map2 is adjacent to map1. If so, store the distance from
1333 * map1 to map2 in dx/dy.
1334 */
1335 int
1336 adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1337 {
1338 if (!map1 || !map2)
1339 return 0;
1340
1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 //fix: compare paths instead (this is likely faster, too!)
1343 if (map1 == map2)
1344 {
1345 *dx = 0;
1346 *dy = 0;
1347 }
1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1349 {
1350 *dx = 0;
1351 *dy = -map2->height;
1352 }
1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1354 {
1355 *dx = map1->width;
1356 *dy = 0;
1357 }
1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1359 {
1360 *dx = 0;
1361 *dy = map1->height;
1362 }
1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1364 {
1365 *dx = -map2->width;
1366 *dy = 0;
1367 }
1368 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1369 { /* up right */
1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1372 }
1373 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1374 { /* up left */
1375 *dx = -map2->width;
1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1377 }
1378 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1379 { /* right up */
1380 *dx = +map1->width;
1381 *dy = -map2->height;
1382 }
1383 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1384 { /* right down */
1385 *dx = +map1->width;
1386 *dy = +map1->tile_map[TILE_EAST]->height;
1387 }
1388 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1389 { /* down right */
1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1391 *dy = +map1->height;
1392 }
1393 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1394 { /* down left */
1395 *dx = -map2->width;
1396 *dy = +map1->height;
1397 }
1398 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1399 { /* left up */
1400 *dx = -map1->tile_map[TILE_WEST]->width;
1401 *dy = -map2->height;
1402 }
1403 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1404 { /* left down */
1405 *dx = -map1->tile_map[TILE_WEST]->width;
1406 *dy = +map1->tile_map[TILE_WEST]->height;
1407 }
1408 else
1409 return 0;
1410
1411 return 1;
1412 }
1413
1414 maptile *
1415 maptile::xy_load (sint16 &x, sint16 &y)
1416 {
1417 maptile *map = xy_find (x, y);
1418
1419 if (map)
1420 map->load_sync ();
1421
1422 return map;
1423 }
1424
1425 maptile *
1426 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1427 {
1428 return m->xy_load (*x, *y);
1429 }
1430
1431 /* From map.c
1432 * This is used by get_player to determine where the other
1433 * creature is. get_rangevector takes into account map tiling,
1434 * so you just can not look the the map coordinates and get the
1435 * righte value. distance_x/y are distance away, which
1436 * can be negative. direction is the crossfire direction scheme
1437 * that the creature should head. part is the part of the
1438 * monster that is closest.
1439 *
1440 * get_rangevector looks at op1 and op2, and fills in the
1441 * structure for op1 to get to op2.
1442 * We already trust that the caller has verified that the
1443 * two objects are at least on adjacent maps. If not,
1444 * results are not likely to be what is desired.
1445 * if the objects are not on maps, results are also likely to
1446 * be unexpected
1447 *
1448 * currently, the only flag supported (0x1) is don't translate for
1449 * closest body part of 'op1'
1450 */
1451 void
1452 get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1453 {
1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1455 {
1456 /* be conservative and fill in _some_ data */
1457 retval->distance = 10000;
1458 retval->distance_x = 10000;
1459 retval->distance_y = 10000;
1460 retval->direction = 0;
1461 retval->part = 0;
1462 }
1463 else
1464 {
1465 retval->distance_x += op2->x - op1->x;
1466 retval->distance_y += op2->y - op1->y;
1467
1468 object *best = op1;
1469
1470 /* If this is multipart, find the closest part now */
1471 if (!(flags & 1) && op1->more)
1472 {
1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
1474
1475 /* we just take the offset of the piece to head to figure
1476 * distance instead of doing all that work above again
1477 * since the distance fields we set above are positive in the
1478 * same axis as is used for multipart objects, the simply arithmetic
1479 * below works.
1480 */
1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 {
1483 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1484
1485 if (tmpi < best_distance)
1486 {
1487 best_distance = tmpi;
1488 best = tmp;
1489 }
1490 }
1491
1492 if (best != op1)
1493 {
1494 retval->distance_x += op1->x - best->x;
1495 retval->distance_y += op1->y - best->y;
1496 }
1497 }
1498
1499 retval->part = best;
1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1502 }
1503 }
1504
1505 /* this is basically the same as get_rangevector above, but instead of
1506 * the first parameter being an object, it instead is the map
1507 * and x,y coordinates - this is used for path to player -
1508 * since the object is not infact moving but we are trying to traverse
1509 * the path, we need this.
1510 * flags has no meaning for this function at this time - I kept it in to
1511 * be more consistant with the above function and also in case they are needed
1512 * for something in the future. Also, since no object is pasted, the best
1513 * field of the rv_vector is set to NULL.
1514 */
1515 void
1516 get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517 {
1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519 {
1520 /* be conservative and fill in _some_ data */
1521 retval->distance = 100000;
1522 retval->distance_x = 32767;
1523 retval->distance_y = 32767;
1524 retval->direction = 0;
1525 retval->part = 0;
1526 }
1527 else
1528 {
1529 retval->distance_x += op2->x - x;
1530 retval->distance_y += op2->y - y;
1531
1532 retval->part = 0;
1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1535 }
1536 }
1537
1538 /* Returns true of op1 and op2 are effectively on the same map
1539 * (as related to map tiling). Note that this looks for a path from
1540 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1541 * to op1, this will still return false.
1542 * Note we only look one map out to keep the processing simple
1543 * and efficient. This could probably be a macro.
1544 * MSW 2001-08-05
1545 */
1546 int
1547 on_same_map (const object *op1, const object *op2)
1548 {
1549 int dx, dy;
1550
1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1552 }
1553
1554 //-GPL
1555
1556 object *
1557 maptile::insert (object *op, int x, int y, object *originator, int flags)
1558 {
1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560 }
1561
1562 region *
1563 maptile::region (int x, int y) const
1564 {
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575 }
1576
1577 //+GPL
1578
1579 /* picks a random object from a style map.
1580 */
1581 object *
1582 maptile::pick_random_object (rand_gen &gen) const
1583 {
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick;
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601 }
1602
1603 //-GPL
1604
1605 void
1606 maptile::play_sound (faceidx sound, int x, int y) const
1607 {
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622 }
1623
1624 void
1625 maptile::say_msg (const char *msg, int x, int y) const
1626 {
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638 }
1639
1640 dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641
1642 static void
1643 split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1644 {
1645 // clip to map to the left
1646 if (x0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1649 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1650
1651 if (x1 < 0) // entirely to the left
1652 return;
1653
1654 x0 = 0;
1655 }
1656
1657 // clip to map to the right
1658 if (x1 > m->width)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1662
1663 if (x0 > m->width) // entirely to the right
1664 return;
1665
1666 x1 = m->width;
1667 }
1668
1669 // clip to map above
1670 if (y0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1674
1675 if (y1 < 0) // entirely above
1676 return;
1677
1678 y0 = 0;
1679 }
1680
1681 // clip to map below
1682 if (y1 > m->height)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1686
1687 if (y0 > m->height) // entirely below
1688 return;
1689
1690 y1 = m->height;
1691 }
1692
1693 // if we get here, the rect is within the current map
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695
1696 r->m = m;
1697 r->x0 = x0;
1698 r->y0 = y0;
1699 r->x1 = x1;
1700 r->y1 = y1;
1701 r->dx = dx;
1702 r->dy = dy;
1703 }
1704
1705 maprect *
1706 maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1707 {
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717 }
1718