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Revision: 1.145
Committed: Mon Aug 11 23:23:41 2008 UTC (15 years, 10 months ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <unistd.h>
25
26 #include "global.h"
27 #include "loader.h"
28 #include "path.h"
29
30 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those
34 * values can be null, in which case if a new map is needed (returned
35 * by a P_NEW_MAP value, another call to get_map_from_coord
36 * is needed. The case of not passing values is if we're just
37 * checking for the existence of something on those spaces, but
38 * don't expect to insert/remove anything from those spaces.
39 */
40 int
41 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
42 {
43 sint16 newx = x;
44 sint16 newy = y;
45
46 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
47
48 if (!mp)
49 return P_OUT_OF_MAP;
50
51 if (newmap) *newmap = mp;
52 if (nx) *nx = newx;
53 if (ny) *ny = newy;
54
55 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
56 }
57
58 /*
59 * Returns true if the given coordinate is blocked except by the
60 * object passed is not blocking. This is used with
61 * multipart monsters - if we want to see if a 2x2 monster
62 * can move 1 space to the left, we don't want its own area
63 * to block it from moving there.
64 * Returns TRUE if the space is blocked by something other than the
65 * monster.
66 * m, x, y are the target map/coordinates - needed for map tiling.
67 * the coordinates & map passed in should have been updated for tiling
68 * by the caller.
69 */
70 int
71 blocked_link (object *ob, maptile *m, int sx, int sy)
72 {
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this.
78 */
79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1;
83 }
84
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
91
92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special
94 * things we need to do for players.
95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
98
99 /* if there isn't anytyhing alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example)
105 */
106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
108
109 ob = ob->head_ ();
110
111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0.
115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 {
118
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
122 /* If last_sp is set, the player/monster needs an object,
123 * so we check for it. If they don't have it, they can't
124 * pass through this space.
125 */
126 if (tmp->last_sp)
127 {
128 if (check_inv_recursive (ob, tmp) == NULL)
129 return 1;
130 else
131 continue;
132 }
133 else
134 {
135 /* In this case, the player must not have the object -
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else
145 {
146 /* Broke apart a big nasty if into several here to make
147 * this more readable. first check - if the space blocks
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154
155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1;
161 }
162
163 }
164 return 0;
165 }
166
167 /*
168 * Returns qthe blocking object if the given object can't fit in the given
169 * spot. This is meant for multi space objects - for single space objecs,
170 * just calling get_map_blocked and checking that against movement type
171 * of object. This function goes through all the parts of the multipart
172 * object and makes sure they can be inserted.
173 *
174 * While this doesn't call out of map, the get_map_flags does.
175 *
176 * This function has been used to deprecate arch_out_of_map -
177 * this function also does that check, and since in most cases,
178 * a call to one would follow the other, doesn't make a lot of sense to
179 * have two seperate functions for this.
180 *
181 * This returns nonzero if this arch can not go on the space provided,
182 * 0 otherwise. the return value will contain the P_.. value
183 * so the caller can know why this object can't go on the map.
184 * Note that callers should not expect P_NEW_MAP to be set
185 * in return codes - since the object is multispace - if
186 * we did return values, what do you return if half the object
187 * is one map, half on another.
188 *
189 * Note this used to be arch_blocked, but with new movement
190 * code, we need to have actual object to check its move_type
191 * against the move_block values.
192 */
193 bool
194 object::blocked (maptile *m, int x, int y) const
195 {
196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
199
200 if (!pos.normalise ())
201 return 1;
202
203 mapspace &ms = *pos;
204
205 if (ms.flags () & P_IS_ALIVE)
206 return 1;
207
208 /* However, often ob doesn't have any move type
209 * (signifying non-moving objects)
210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
211 */
212 if (!move_type && ms.move_block != MOVE_ALL)
213 continue;
214
215 /* Note it is intentional that we check ob - the movement type of the
216 * head of the object should correspond for the entire object.
217 */
218 if (ms.blocks (move_type))
219 return 1;
220 }
221
222 return 0;
223 }
224
225 /* When the map is loaded, load_object does not actually insert objects
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231 void
232 fix_container (object *container)
233 {
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250 }
251
252 void
253 maptile::set_object_flag (int flag, int value)
254 {
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261 }
262
263 void
264 maptile::post_load_original ()
265 {
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274 }
275
276 /* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when
279 * they are saved).
280 */
281 void
282 maptile::link_multipart_objects ()
283 {
284 if (!spaces)
285 return;
286
287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
288 {
289 object *op = ms->bot;
290 while (op)
291 {
292 /* already multipart - don't do anything more */
293 if (op->head_ () == op && !op->more && op->arch->more)
294 {
295 op->remove ();
296 op->expand_tail ();
297
298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
305 }
306 else
307 op = op->above;
308 }
309 }
310 }
311
312 /*
313 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer.
315 */
316 bool
317 maptile::_load_objects (object_thawer &f)
318 {
319 for (;;)
320 {
321 coroapi::cede_to_tick (); // cede once in a while
322
323 switch (f.kw)
324 {
325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
360 continue;
361
362 case KW_EOF:
363 return true;
364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
368 break;
369 }
370
371 f.next ();
372 }
373
374 return true;
375 }
376
377 void
378 maptile::activate ()
379 {
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384 }
385
386 void
387 maptile::deactivate ()
388 {
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393 }
394
395 bool
396 maptile::_save_objects (object_freezer &f, int flags)
397 {
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
424 }
425 }
426
427 coroapi::cede_to_tick ();
428
429 return true;
430 }
431
432 bool
433 maptile::_save_objects (const char *path, int flags)
434 {
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441 }
442
443 maptile::maptile ()
444 {
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
449 */
450 width = 16;
451 height = 16;
452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_volume = 2000000; // 2m³
455 }
456
457 maptile::maptile (int w, int h)
458 {
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
467
468 alloc ();
469 }
470
471 /*
472 * Allocates the arrays contained in a maptile.
473 * This basically allocates the dynamic array of spaces for the
474 * map.
475 */
476 void
477 maptile::alloc ()
478 {
479 if (spaces)
480 return;
481
482 spaces = salloc0<mapspace> (size ());
483 }
484
485 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date.
488 * Called by parse_map_headers below.
489 */
490 static shopitems *
491 parse_shop_string (const char *input_string)
492 {
493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
494 shopitems *items = NULL;
495 int i = 0, number_of_entries = 0;
496 const typedata *current_type;
497
498 shop_string = strdup (input_string);
499 p = shop_string;
500 /* first we'll count the entries, we'll need that for allocating the array shortly */
501 while (p)
502 {
503 p = strchr (p, ';');
504 number_of_entries++;
505 if (p)
506 p++;
507 }
508
509 p = shop_string;
510 strip_endline (p);
511 items = new shopitems[number_of_entries + 1];
512 for (i = 0; i < number_of_entries; i++)
513 {
514 if (!p)
515 {
516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
517 break;
518 }
519
520 next_semicolon = strchr (p, ';');
521 next_colon = strchr (p, ':');
522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524 items[i].strength = atoi (strchr (p, ':') + 1);
525
526 if (isdigit (*p) || *p == '*')
527 {
528 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529 current_type = get_typedata (items[i].typenum);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].name_pl = current_type->name_pl;
534 }
535 }
536 else
537 { /*we have a named type, let's figure out what it is */
538 q = strpbrk (p, ";:");
539 if (q)
540 *q = '\0';
541
542 current_type = get_typedata_by_name (p);
543 if (current_type)
544 {
545 items[i].name = current_type->name;
546 items[i].typenum = current_type->number;
547 items[i].name_pl = current_type->name_pl;
548 }
549 else
550 { /* oh uh, something's wrong, let's free up this one, and try
551 * the next entry while we're at it, better print a warning
552 */
553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554 }
555 }
556
557 items[i].index = number_of_entries;
558 if (next_semicolon)
559 p = ++next_semicolon;
560 else
561 p = NULL;
562 }
563
564 free (shop_string);
565 return items;
566 }
567
568 /* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */
570 static void
571 print_shop_string (maptile *m, char *output_string)
572 {
573 int i;
574 char tmp[MAX_BUF];
575
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++)
578 {
579 if (m->shopitems[i].typenum)
580 {
581 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else
584 sprintf (tmp, "%s;", m->shopitems[i].name);
585 }
586 else
587 {
588 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
590 else
591 sprintf (tmp, "*");
592 }
593
594 strcat (output_string, tmp);
595 }
596 }
597
598 /* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an
602 * object structure were needed, so it just made sense to
603 * put all the stuff in the map object so that names actually make
604 * sense.
605 * This could be done in lex (like the object loader), but I think
606 * currently, there are few enough fields this is not a big deal.
607 * MSW 2001-07-01
608 */
609 bool
610 maptile::_load_header (object_thawer &thawer)
611 {
612 for (;;)
613 {
614 switch (thawer.kw)
615 {
616 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg);
618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
690 }
691
692 thawer.next ();
693 }
694
695 abort ();
696 }
697
698 /******************************************************************************
699 * This is the start of unique map handling code
700 *****************************************************************************/
701
702 /* This goes through the maptile and removed any unique items on the map. */
703 void
704 maptile::clear_unique_items ()
705 {
706 for (int i = 0; i < size (); ++i)
707 {
708 int unique = 0;
709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
712
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1;
715
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy ();
720 }
721
722 op = above;
723 }
724 }
725 }
726
727 bool
728 maptile::_save_header (object_freezer &freezer)
729 {
730 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
731 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
732
733 MAP_OUT2 (arch, "map");
734
735 if (name) MAP_OUT (name);
736 MAP_OUT (swap_time);
737 MAP_OUT (reset_time);
738 MAP_OUT (reset_timeout);
739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
742 MAP_OUT (difficulty);
743
744 if (default_region) MAP_OUT2 (region, default_region->name);
745
746 if (shopitems)
747 {
748 char shop[MAX_BUF];
749 print_shop_string (this, shop);
750 MAP_OUT2 (shopitems, shop);
751 }
752
753 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin);
755 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace);
757 MAP_OUT (darkness);
758 MAP_OUT (width);
759 MAP_OUT (height);
760 MAP_OUT (enter_x);
761 MAP_OUT (enter_y);
762
763 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
764 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
765
766 MAP_OUT (outdoor);
767 MAP_OUT (temp);
768 MAP_OUT (pressure);
769 MAP_OUT (humid);
770 MAP_OUT (windspeed);
771 MAP_OUT (winddir);
772 MAP_OUT (sky);
773
774 MAP_OUT (per_player);
775 MAP_OUT (per_party);
776
777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
781
782 freezer.put (this);
783 freezer.put (KW_end);
784
785 return true;
786 }
787
788 bool
789 maptile::_save_header (const char *path)
790 {
791 object_freezer freezer;
792
793 if (!_save_header (freezer))
794 return false;
795
796 return freezer.save (path);
797 }
798
799 /*
800 * Remove and free all objects in the given map.
801 */
802 void
803 maptile::clear ()
804 {
805 if (spaces)
806 {
807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
808 while (object *op = ms->bot)
809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
817 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
827 }
828
829 sfree0 (spaces, size ());
830 }
831
832 if (buttons)
833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
837 }
838
839 void
840 maptile::clear_header ()
841 {
842 name = 0;
843 msg = 0;
844 maplore = 0;
845 shoprace = 0;
846 delete [] shopitems, shopitems = 0;
847
848 for (int i = 0; i < 4; i++)
849 tile_path [i] = 0;
850 }
851
852 maptile::~maptile ()
853 {
854 assert (destroyed ());
855 }
856
857 void
858 maptile::clear_links_to (maptile *m)
859 {
860 /* We need to look through all the maps and see if any maps
861 * are pointing at this one for tiling information. Since
862 * tiling can be asymetric, we just can not look to see which
863 * maps this map tiles with and clears those.
864 */
865 for (int i = 0; i < 4; i++)
866 if (tile_map[i] == m)
867 tile_map[i] = 0;
868 }
869
870 void
871 maptile::do_destroy ()
872 {
873 attachable::do_destroy ();
874
875 clear ();
876 }
877
878 /* decay and destroy perishable items in a map */
879 void
880 maptile::do_decay_objects ()
881 {
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
943 }
944
945 /*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948 void
949 maptile::update_buttons ()
950 {
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 }
967 }
968
969 /*
970 * This routine is supposed to find out the difficulty of the map.
971 * difficulty does not have a lot to do with character level,
972 * but does have a lot to do with treasure on the map.
973 *
974 * Difficulty can now be set by the map creature. If the value stored
975 * in the map is zero, then use this routine. Maps should really
976 * have a difficulty set than using this function - human calculation
977 * is much better than this functions guesswork.
978 */
979 int
980 maptile::estimate_difficulty () const
981 {
982 long monster_cnt = 0;
983 double avgexp = 0;
984 sint64 total_exp = 0;
985
986 for (mapspace *ms = spaces + size (); ms-- > spaces; )
987 for (object *op = ms->bot; op; op = op->above)
988 {
989 if (QUERY_FLAG (op, FLAG_MONSTER))
990 {
991 total_exp += op->stats.exp;
992 monster_cnt++;
993 }
994
995 if (QUERY_FLAG (op, FLAG_GENERATOR))
996 {
997 total_exp += op->stats.exp;
998
999 if (archetype *at = op->other_arch)
1000 {
1001 total_exp += at->stats.exp * 8;
1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1010 }
1011 }
1012
1013 avgexp = (double) total_exp / monster_cnt;
1014
1015 for (int i = 1; i <= settings.max_level; i++)
1016 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1017 return i;
1018
1019 return 1;
1020 }
1021
1022 /* change_map_light() - used to change map light level (darkness)
1023 * up or down. Returns true if successful. It should now be
1024 * possible to change a value by more than 1.
1025 * Move this from los.c to map.c since this is more related
1026 * to maps than los.
1027 * postive values make it darker, negative make it brighter
1028 */
1029 int
1030 maptile::change_map_light (int change)
1031 {
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1036 return 0;
1037
1038 /* inform all players on the map */
1039 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043
1044 /* Do extra checking. since darkness is a unsigned value,
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055
1056 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this);
1058
1059 return 1;
1060 }
1061
1062 /*
1063 * This function updates various attributes about a specific space
1064 * on the map (what it looks like, whether it blocks magic,
1065 * has a living creatures, prevents people from passing
1066 * through, etc)
1067 */
1068 void
1069 mapspace::update_ ()
1070 {
1071 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1074
1075 //object *middle = 0;
1076 //object *top = 0;
1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1082
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 {
1085 /* This could be made additive I guess (two lights better than
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius);
1091
1092 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the
1096 * functions the move_player calls eventualy call this.
1097 *
1098 * Always put the player down for drawing.
1099 */
1100 if (!tmp->invisible)
1101 {
1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1103 top = tmp;
1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1105 {
1106 /* If we got a floor, that means middle and top were below it,
1107 * so should not be visible, so we clear them.
1108 */
1109 middle = 0;
1110 top = 0;
1111 floor = tmp;
1112 }
1113 /* Flag anywhere have high priority */
1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1115 {
1116 middle = tmp;
1117 anywhere = 1;
1118 }
1119
1120 /* Find the highest visible face around. If equal
1121 * visibilities, we still want the one nearer to the
1122 * top
1123 */
1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1125 middle = tmp;
1126 }
1127
1128 if (tmp == tmp->above)
1129 {
1130 LOG (llevError, "Error in structure of map\n");
1131 exit (-1);
1132 }
1133
1134 move_slow |= tmp->move_slow;
1135 move_block |= tmp->move_block;
1136 move_on |= tmp->move_on;
1137 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow;
1139
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1145 }
1146
1147 this->light = light;
1148 this->flags_ = flags;
1149 this->move_block = move_block & ~move_allow;
1150 this->move_on = move_on;
1151 this->move_off = move_off;
1152 this->move_slow = move_slow;
1153
1154 /* At this point, we have a floor face (if there is a floor),
1155 * and the floor is set - we are not going to touch it at
1156 * this point.
1157 * middle contains the highest visibility face.
1158 * top contains a player/monster face, if there is one.
1159 *
1160 * We now need to fill in top.face and/or middle.face.
1161 */
1162
1163 /* If the top face also happens to be high visibility, re-do our
1164 * middle face. This should not happen, as we already have the
1165 * else statement above so middle should not get set. OTOH, it
1166 * may be possible for the faces to match but be different objects.
1167 */
1168 if (top == middle)
1169 middle = 0;
1170
1171 /* There are three posibilities at this point:
1172 * 1) top face is set, need middle to be set.
1173 * 2) middle is set, need to set top.
1174 * 3) neither middle or top is set - need to set both.
1175 */
1176
1177 for (object *tmp = last; tmp; tmp = tmp->below)
1178 {
1179 /* Once we get to a floor, stop, since we already have a floor object */
1180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1181 break;
1182
1183 /* If two top faces are already set, quit processing */
1184 if (top && middle)
1185 break;
1186
1187 /* Only show visible faces */
1188 if (!tmp->invisible)
1189 {
1190 /* Fill in top if needed */
1191 if (!top)
1192 {
1193 top = tmp;
1194 if (top == middle)
1195 middle = 0;
1196 }
1197 else
1198 {
1199 /* top is already set - we should only get here if
1200 * middle is not set
1201 *
1202 * Set the middle face and break out, since there is nothing
1203 * more to fill in. We don't check visiblity here, since
1204 *
1205 */
1206 if (tmp != top)
1207 {
1208 middle = tmp;
1209 break;
1210 }
1211 }
1212 }
1213 }
1214
1215 if (middle == floor)
1216 middle = 0;
1217
1218 if (top == middle)
1219 middle = 0;
1220
1221 #if 0
1222 faces_obj [0] = top;
1223 faces_obj [1] = middle;
1224 faces_obj [2] = floor;
1225 #endif
1226 }
1227
1228 uint64
1229 mapspace::volume () const
1230 {
1231 uint64 vol = 0;
1232
1233 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1234 vol += op->volume ();
1235
1236 return vol;
1237 }
1238
1239 bool
1240 maptile::tile_available (int dir, bool load)
1241 {
1242 if (!tile_path[dir])
1243 return 0;
1244
1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1;
1247
1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1249 return 1;
1250
1251 return 0;
1252 }
1253
1254 /* this returns TRUE if the coordinates (x,y) are out of
1255 * map m. This function also takes into account any
1256 * tiling considerations, loading adjacant maps as needed.
1257 * This is the function should always be used when it
1258 * necessary to check for valid coordinates.
1259 * This function will recursively call itself for the
1260 * tiled maps.
1261 */
1262 int
1263 out_of_map (maptile *m, int x, int y)
1264 {
1265 /* If we get passed a null map, this is obviously the
1266 * case. This generally shouldn't happen, but if the
1267 * map loads fail below, it could happen.
1268 */
1269 if (!m)
1270 return 0;
1271
1272 if (x < 0)
1273 {
1274 if (!m->tile_available (3))
1275 return 1;
1276
1277 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1278 }
1279
1280 if (x >= m->width)
1281 {
1282 if (!m->tile_available (1))
1283 return 1;
1284
1285 return out_of_map (m->tile_map[1], x - m->width, y);
1286 }
1287
1288 if (y < 0)
1289 {
1290 if (!m->tile_available (0))
1291 return 1;
1292
1293 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1294 }
1295
1296 if (y >= m->height)
1297 {
1298 if (!m->tile_available (2))
1299 return 1;
1300
1301 return out_of_map (m->tile_map[2], x, y - m->height);
1302 }
1303
1304 /* Simple case - coordinates are within this local
1305 * map.
1306 */
1307 return 0;
1308 }
1309
1310 /* This is basically the same as out_of_map above, but
1311 * instead we return NULL if no map is valid (coordinates
1312 * out of bounds and no tiled map), otherwise it returns
1313 * the map as that the coordinates are really on, and
1314 * updates x and y to be the localised coordinates.
1315 * Using this is more efficient of calling out_of_map
1316 * and then figuring out what the real map is
1317 */
1318 maptile *
1319 maptile::xy_find (sint16 &x, sint16 &y)
1320 {
1321 if (x < 0)
1322 {
1323 if (!tile_available (3))
1324 return 0;
1325
1326 x += tile_map[3]->width;
1327 return tile_map[3]->xy_find (x, y);
1328 }
1329
1330 if (x >= width)
1331 {
1332 if (!tile_available (1))
1333 return 0;
1334
1335 x -= width;
1336 return tile_map[1]->xy_find (x, y);
1337 }
1338
1339 if (y < 0)
1340 {
1341 if (!tile_available (0))
1342 return 0;
1343
1344 y += tile_map[0]->height;
1345 return tile_map[0]->xy_find (x, y);
1346 }
1347
1348 if (y >= height)
1349 {
1350 if (!tile_available (2))
1351 return 0;
1352
1353 y -= height;
1354 return tile_map[2]->xy_find (x, y);
1355 }
1356
1357 /* Simple case - coordinates are within this local
1358 * map.
1359 */
1360 return this;
1361 }
1362
1363 /**
1364 * Return whether map2 is adjacent to map1. If so, store the distance from
1365 * map1 to map2 in dx/dy.
1366 */
1367 int
1368 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1369 {
1370 if (!map1 || !map2)
1371 return 0;
1372
1373 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1374 //fix: compare paths instead (this is likely faster, too!)
1375 if (map1 == map2)
1376 {
1377 *dx = 0;
1378 *dy = 0;
1379 }
1380 else if (map1->tile_map[0] == map2)
1381 { /* up */
1382 *dx = 0;
1383 *dy = -map2->height;
1384 }
1385 else if (map1->tile_map[1] == map2)
1386 { /* right */
1387 *dx = map1->width;
1388 *dy = 0;
1389 }
1390 else if (map1->tile_map[2] == map2)
1391 { /* down */
1392 *dx = 0;
1393 *dy = map1->height;
1394 }
1395 else if (map1->tile_map[3] == map2)
1396 { /* left */
1397 *dx = -map2->width;
1398 *dy = 0;
1399 }
1400 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1401 { /* up right */
1402 *dx = map1->tile_map[0]->width;
1403 *dy = -map1->tile_map[0]->height;
1404 }
1405 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1406 { /* up left */
1407 *dx = -map2->width;
1408 *dy = -map1->tile_map[0]->height;
1409 }
1410 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1411 { /* right up */
1412 *dx = map1->width;
1413 *dy = -map2->height;
1414 }
1415 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1416 { /* right down */
1417 *dx = map1->width;
1418 *dy = map1->tile_map[1]->height;
1419 }
1420 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1421 { /* down right */
1422 *dx = map1->tile_map[2]->width;
1423 *dy = map1->height;
1424 }
1425 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1426 { /* down left */
1427 *dx = -map2->width;
1428 *dy = map1->height;
1429 }
1430 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1431 { /* left up */
1432 *dx = -map1->tile_map[3]->width;
1433 *dy = -map2->height;
1434 }
1435 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1436 { /* left down */
1437 *dx = -map1->tile_map[3]->width;
1438 *dy = map1->tile_map[3]->height;
1439 }
1440 else
1441 return 0;
1442
1443 return 1;
1444 }
1445
1446 maptile *
1447 maptile::xy_load (sint16 &x, sint16 &y)
1448 {
1449 maptile *map = xy_find (x, y);
1450
1451 if (map)
1452 map->load_sync ();
1453
1454 return map;
1455 }
1456
1457 maptile *
1458 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1459 {
1460 return m->xy_load (*x, *y);
1461 }
1462
1463 /* From map.c
1464 * This is used by get_player to determine where the other
1465 * creature is. get_rangevector takes into account map tiling,
1466 * so you just can not look the the map coordinates and get the
1467 * righte value. distance_x/y are distance away, which
1468 * can be negative. direction is the crossfire direction scheme
1469 * that the creature should head. part is the part of the
1470 * monster that is closest.
1471 *
1472 * get_rangevector looks at op1 and op2, and fills in the
1473 * structure for op1 to get to op2.
1474 * We already trust that the caller has verified that the
1475 * two objects are at least on adjacent maps. If not,
1476 * results are not likely to be what is desired.
1477 * if the objects are not on maps, results are also likely to
1478 * be unexpected
1479 *
1480 * currently, the only flag supported (0x1) is don't translate for
1481 * closest body part of 'op1'
1482 */
1483 void
1484 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1485 {
1486 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1487 {
1488 /* be conservative and fill in _some_ data */
1489 retval->distance = 10000;
1490 retval->distance_x = 10000;
1491 retval->distance_y = 10000;
1492 retval->direction = 0;
1493 retval->part = 0;
1494 }
1495 else
1496 {
1497 object *best;
1498
1499 retval->distance_x += op2->x - op1->x;
1500 retval->distance_y += op2->y - op1->y;
1501
1502 best = op1;
1503 /* If this is multipart, find the closest part now */
1504 if (!(flags & 0x1) && op1->more)
1505 {
1506 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1507
1508 /* we just take the offset of the piece to head to figure
1509 * distance instead of doing all that work above again
1510 * since the distance fields we set above are positive in the
1511 * same axis as is used for multipart objects, the simply arithmetic
1512 * below works.
1513 */
1514 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1515 {
1516 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1517 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1518 if (tmpi < best_distance)
1519 {
1520 best_distance = tmpi;
1521 best = tmp;
1522 }
1523 }
1524
1525 if (best != op1)
1526 {
1527 retval->distance_x += op1->x - best->x;
1528 retval->distance_y += op1->y - best->y;
1529 }
1530 }
1531
1532 retval->part = best;
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 /* this is basically the same as get_rangevector above, but instead of
1539 * the first parameter being an object, it instead is the map
1540 * and x,y coordinates - this is used for path to player -
1541 * since the object is not infact moving but we are trying to traverse
1542 * the path, we need this.
1543 * flags has no meaning for this function at this time - I kept it in to
1544 * be more consistant with the above function and also in case they are needed
1545 * for something in the future. Also, since no object is pasted, the best
1546 * field of the rv_vector is set to NULL.
1547 */
1548 void
1549 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1550 {
1551 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1552 {
1553 /* be conservative and fill in _some_ data */
1554 retval->distance = 100000;
1555 retval->distance_x = 32767;
1556 retval->distance_y = 32767;
1557 retval->direction = 0;
1558 retval->part = 0;
1559 }
1560 else
1561 {
1562 retval->distance_x += op2->x - x;
1563 retval->distance_y += op2->y - y;
1564
1565 retval->part = NULL;
1566 retval->distance = idistance (retval->distance_x, retval->distance_y);
1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1568 }
1569 }
1570
1571 /* Returns true of op1 and op2 are effectively on the same map
1572 * (as related to map tiling). Note that this looks for a path from
1573 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1574 * to op1, this will still return false.
1575 * Note we only look one map out to keep the processing simple
1576 * and efficient. This could probably be a macro.
1577 * MSW 2001-08-05
1578 */
1579 int
1580 on_same_map (const object *op1, const object *op2)
1581 {
1582 int dx, dy;
1583
1584 return adjacent_map (op1->map, op2->map, &dx, &dy);
1585 }
1586
1587 object *
1588 maptile::insert (object *op, int x, int y, object *originator, int flags)
1589 {
1590 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1591 }
1592
1593 region *
1594 maptile::region (int x, int y) const
1595 {
1596 if (regions
1597 && regionmap
1598 && !OUT_OF_REAL_MAP (this, x, y))
1599 if (struct region *reg = regionmap [regions [y * width + x]])
1600 return reg;
1601
1602 if (default_region)
1603 return default_region;
1604
1605 return ::region::default_region ();
1606 }
1607
1608 /* picks a random object from a style map.
1609 */
1610 object *
1611 maptile::pick_random_object (rand_gen &gen) const
1612 {
1613 /* while returning a null object will result in a crash, that
1614 * is actually preferable to an infinite loop. That is because
1615 * most servers will automatically restart in case of crash.
1616 * Change the logic on getting the random space - shouldn't make
1617 * any difference, but this seems clearer to me.
1618 */
1619 for (int i = 1000; --i;)
1620 {
1621 object *pick = at (gen (width), gen (height)).bot;
1622
1623 // do not prefer big monsters just because they are big.
1624 if (pick && pick->is_head ())
1625 return pick->head_ ();
1626 }
1627
1628 // instead of crashing in the unlikely(?) case, try to return *something*
1629 return archetype::find ("bug");
1630 }
1631
1632 void
1633 maptile::play_sound (faceidx sound, int x, int y) const
1634 {
1635 if (!sound)
1636 return;
1637
1638 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns)
1641 {
1642 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y;
1644
1645 int distance = idistance (dx, dy);
1646
1647 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy);
1649 }
1650 }
1651