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Revision: 1.120
Committed: Fri Aug 24 00:54:57 2007 UTC (16 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.119: +1 -1 lines
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# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
22 */
23
24 #include <unistd.h>
25
26 #include "global.h"
27 #include "funcpoint.h"
28
29 #include "loader.h"
30
31 #include "path.h"
32
33 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those
37 * values can be null, in which case if a new map is needed (returned
38 * by a P_NEW_MAP value, another call to get_map_from_coord
39 * is needed. The case of not passing values is if we're just
40 * checking for the existence of something on those spaces, but
41 * don't expect to insert/remove anything from those spaces.
42 */
43 int
44 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
45 {
46 sint16 newx = x;
47 sint16 newy = y;
48
49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
52 return P_OUT_OF_MAP;
53
54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
57
58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59 }
60
61 /*
62 * Returns true if the given coordinate is blocked except by the
63 * object passed is not blocking. This is used with
64 * multipart monsters - if we want to see if a 2x2 monster
65 * can move 1 space to the left, we don't want its own area
66 * to block it from moving there.
67 * Returns TRUE if the space is blocked by something other than the
68 * monster.
69 * m, x, y are the target map/coordinates - needed for map tiling.
70 * the coordinates & map passed in should have been updated for tiling
71 * by the caller.
72 */
73 int
74 blocked_link (object *ob, maptile *m, int sx, int sy)
75 {
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this.
81 */
82 if (OUT_OF_REAL_MAP (m, sx, sy))
83 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1;
86 }
87
88 /* Save some cycles - instead of calling get_map_flags(), just get the value
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
94
95 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special
97 * things we need to do for players.
98 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0;
101
102 /* if there isn't anytyhing alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example)
108 */
109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
110 return 0;
111
112 ob = ob->head_ ();
113
114 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0.
118 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
120 {
121
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 {
125 /* If last_sp is set, the player/monster needs an object,
126 * so we check for it. If they don't have it, they can't
127 * pass through this space.
128 */
129 if (tmp->last_sp)
130 {
131 if (check_inv_recursive (ob, tmp) == NULL)
132 return 1;
133 else
134 continue;
135 }
136 else
137 {
138 /* In this case, the player must not have the object -
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else
148 {
149 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157
158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1;
164 }
165
166 }
167 return 0;
168 }
169
170 /*
171 * Returns true if the given object can't fit in the given spot.
172 * This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the
175 * multipart object and makes sure they can be inserted.
176 *
177 * While this doesn't call out of map, the get_map_flags does.
178 *
179 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases,
181 * a call to one would follow the other, doesn't make a lot of sense to
182 * have two seperate functions for this.
183 *
184 * This returns nonzero if this arch can not go on the space provided,
185 * 0 otherwise. the return value will contain the P_.. value
186 * so the caller can know why this object can't go on the map.
187 * Note that callers should not expect P_NEW_MAP to be set
188 * in return codes - since the object is multispace - if
189 * we did return values, what do you return if half the object
190 * is one map, half on another.
191 *
192 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type
194 * against the move_block values.
195 */
196 int
197 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
198 {
199 archetype *tmp;
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 }
213
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
215 {
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217
218 if (flag & P_OUT_OF_MAP)
219 return P_OUT_OF_MAP;
220 if (flag & P_IS_ALIVE)
221 return P_IS_ALIVE;
222
223 mapspace &ms = m1->at (sx, sy);
224
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
231 continue;
232
233 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object.
235 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
237 return P_NO_PASS;
238 }
239
240 return 0;
241 }
242
243 /* When the map is loaded, load_object does not actually insert objects
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249 void
250 fix_container (object *container)
251 {
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269 }
270
271 void
272 maptile::set_object_flag (int flag, int value)
273 {
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280 }
281
282 /* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when
285 * they are saved).
286 */
287 void
288 maptile::link_multipart_objects ()
289 {
290 if (!spaces)
291 return;
292
293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
294 {
295 object *op = ms->bot;
296 while (op)
297 {
298 /* already multipart - don't do anything more */
299 if (op->head_ () == op && !op->more && op->arch->more)
300 {
301 op->remove ();
302 op->expand_tail ();
303
304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
311 }
312 else
313 op = op->above;
314 }
315 }
316 }
317
318 /*
319 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer.
321 */
322 bool
323 maptile::_load_objects (object_thawer &f)
324 {
325 for (;;)
326 {
327 coroapi::cede_to_tick_every (100); // cede once in a while
328
329 switch (f.kw)
330 {
331 case KW_arch:
332 if (object *op = object::read (f, this))
333 {
334 if (op->inv)
335 sum_weight (op);
336
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
339
340 continue;
341
342 case KW_EOF:
343 return true;
344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
348 break;
349 }
350
351 f.next ();
352 }
353
354 return true;
355 }
356
357 void
358 maptile::activate ()
359 {
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364 }
365
366 void
367 maptile::deactivate ()
368 {
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373 }
374
375 bool
376 maptile::_save_objects (object_freezer &f, int flags)
377 {
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 int unique = 0;
389 for (object *op = spaces [i].bot; op; op = op->above)
390 {
391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
392 unique = 1;
393
394 if (!op->can_map_save ())
395 continue;
396
397 if (unique || op->flag [FLAG_UNIQUE])
398 {
399 if (flags & IO_UNIQUES)
400 op->write (f);
401 }
402 else if (flags & IO_OBJECTS)
403 op->write (f);
404 }
405 }
406
407 coroapi::cede_to_tick ();
408
409 return true;
410 }
411
412 bool
413 maptile::_load_objects (const char *path, bool skip_header)
414 {
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432 }
433
434 bool
435 maptile::_save_objects (const char *path, int flags)
436 {
437 object_freezer freezer;
438
439 if (!_save_objects (freezer, flags))
440 return false;
441
442 return freezer.save (path);
443 }
444
445 maptile::maptile ()
446 {
447 in_memory = MAP_SWAPPED;
448
449 /* The maps used to pick up default x and y values from the
450 * map archetype. Mimic that behaviour.
451 */
452 width = 16;
453 height = 16;
454 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything
456 max_volume = 2000000; // 2m³
457 }
458
459 maptile::maptile (int w, int h)
460 {
461 in_memory = MAP_SWAPPED;
462
463 width = w;
464 height = h;
465 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0;
468 enter_y = 0;
469
470 alloc ();
471 }
472
473 /*
474 * Allocates the arrays contained in a maptile.
475 * This basically allocates the dynamic array of spaces for the
476 * map.
477 */
478 void
479 maptile::alloc ()
480 {
481 if (spaces)
482 return;
483
484 spaces = salloc0<mapspace> (size ());
485 }
486
487 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date.
490 * Called by parse_map_headers below.
491 */
492 static shopitems *
493 parse_shop_string (const char *input_string)
494 {
495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
496 shopitems *items = NULL;
497 int i = 0, number_of_entries = 0;
498 const typedata *current_type;
499
500 shop_string = strdup (input_string);
501 p = shop_string;
502 /* first we'll count the entries, we'll need that for allocating the array shortly */
503 while (p)
504 {
505 p = strchr (p, ';');
506 number_of_entries++;
507 if (p)
508 p++;
509 }
510
511 p = shop_string;
512 strip_endline (p);
513 items = new shopitems[number_of_entries + 1];
514 for (i = 0; i < number_of_entries; i++)
515 {
516 if (!p)
517 {
518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
519 break;
520 }
521
522 next_semicolon = strchr (p, ';');
523 next_colon = strchr (p, ':');
524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526 items[i].strength = atoi (strchr (p, ':') + 1);
527
528 if (isdigit (*p) || *p == '*')
529 {
530 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531 current_type = get_typedata (items[i].typenum);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].name_pl = current_type->name_pl;
536 }
537 }
538 else
539 { /*we have a named type, let's figure out what it is */
540 q = strpbrk (p, ";:");
541 if (q)
542 *q = '\0';
543
544 current_type = get_typedata_by_name (p);
545 if (current_type)
546 {
547 items[i].name = current_type->name;
548 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl;
550 }
551 else
552 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning
554 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 }
557 }
558
559 items[i].index = number_of_entries;
560 if (next_semicolon)
561 p = ++next_semicolon;
562 else
563 p = NULL;
564 }
565
566 free (shop_string);
567 return items;
568 }
569
570 /* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */
572 static void
573 print_shop_string (maptile *m, char *output_string)
574 {
575 int i;
576 char tmp[MAX_BUF];
577
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++)
580 {
581 if (m->shopitems[i].typenum)
582 {
583 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else
586 sprintf (tmp, "%s;", m->shopitems[i].name);
587 }
588 else
589 {
590 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
592 else
593 sprintf (tmp, "*");
594 }
595
596 strcat (output_string, tmp);
597 }
598 }
599
600 /* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an
604 * object structure were needed, so it just made sense to
605 * put all the stuff in the map object so that names actually make
606 * sense.
607 * This could be done in lex (like the object loader), but I think
608 * currently, there are few enough fields this is not a big deal.
609 * MSW 2001-07-01
610 */
611 bool
612 maptile::_load_header (object_thawer &thawer)
613 {
614 for (;;)
615 {
616 thawer.next ();
617
618 switch (thawer.kw)
619 {
620 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg);
622 break;
623
624 case KW_lore: // CF+ extension
625 thawer.get_ml (KW_endlore, maplore);
626 break;
627
628 case KW_maplore:
629 thawer.get_ml (KW_endmaplore, maplore);
630 break;
631
632 case KW_arch:
633 if (strcmp (thawer.get_str (), "map"))
634 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
635 break;
636
637 case KW_oid:
638 thawer.get (this, thawer.get_sint32 ());
639 break;
640
641 case KW_file_format_version: break; // nop
642
643 case KW_name: thawer.get (name); break;
644 case KW_attach: thawer.get (attach); break;
645 case KW_reset_time: thawer.get (reset_time); break;
646 case KW_shopgreed: thawer.get (shopgreed); break;
647 case KW_shopmin: thawer.get (shopmin); break;
648 case KW_shopmax: thawer.get (shopmax); break;
649 case KW_shoprace: thawer.get (shoprace); break;
650 case KW_outdoor: thawer.get (outdoor); break;
651 case KW_temp: thawer.get (temp); break;
652 case KW_pressure: thawer.get (pressure); break;
653 case KW_humid: thawer.get (humid); break;
654 case KW_windspeed: thawer.get (windspeed); break;
655 case KW_winddir: thawer.get (winddir); break;
656 case KW_sky: thawer.get (sky); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661
662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
692 }
693 }
694
695 abort ();
696 }
697
698 bool
699 maptile::_load_header (const char *path)
700 {
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707 }
708
709 /******************************************************************************
710 * This is the start of unique map handling code
711 *****************************************************************************/
712
713 /* This goes through the maptile and removed any unique items on the map. */
714 void
715 maptile::clear_unique_items ()
716 {
717 for (int i = 0; i < size (); ++i)
718 {
719 int unique = 0;
720 for (object *op = spaces [i].bot; op; )
721 {
722 object *above = op->above;
723
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1;
726
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy ();
731 }
732
733 op = above;
734 }
735 }
736 }
737
738 bool
739 maptile::_save_header (object_freezer &freezer)
740 {
741 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
742 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
743
744 MAP_OUT2 (arch, "map");
745
746 if (name) MAP_OUT (name);
747 MAP_OUT (swap_time);
748 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
752 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name);
755
756 if (shopitems)
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin);
765 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace);
767 MAP_OUT (darkness);
768 MAP_OUT (width);
769 MAP_OUT (height);
770 MAP_OUT (enter_x);
771 MAP_OUT (enter_y);
772
773 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775
776 MAP_OUT (outdoor);
777 MAP_OUT (temp);
778 MAP_OUT (pressure);
779 MAP_OUT (humid);
780 MAP_OUT (windspeed);
781 MAP_OUT (winddir);
782 MAP_OUT (sky);
783
784 MAP_OUT (per_player);
785 MAP_OUT (per_party);
786
787 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791
792 freezer.put (this);
793 freezer.put (KW_end);
794
795 return true;
796 }
797
798 bool
799 maptile::_save_header (const char *path)
800 {
801 object_freezer freezer;
802
803 if (!_save_header (freezer))
804 return false;
805
806 return freezer.save (path);
807 }
808
809 /*
810 * Remove and free all objects in the given map.
811 */
812 void
813 maptile::clear ()
814 {
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces)
819 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot)
822 {
823 op = op->head_ ();
824 op->destroy_inv (false);
825 op->destroy ();
826 }
827
828 sfree (spaces, size ()), spaces = 0;
829 }
830
831 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0;
833 }
834
835 void
836 maptile::clear_header ()
837 {
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846 }
847
848 maptile::~maptile ()
849 {
850 assert (destroyed ());
851 }
852
853 void
854 maptile::clear_links_to (maptile *m)
855 {
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
860 */
861 for (int i = 0; i < 4; i++)
862 if (tile_map[i] == m)
863 tile_map[i] = 0;
864 }
865
866 void
867 maptile::do_destroy ()
868 {
869 attachable::do_destroy ();
870
871 clear ();
872 }
873
874 /* decay and destroy perishable items in a map */
875 void
876 maptile::do_decay_objects ()
877 {
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
940 }
941
942 /*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945 void
946 maptile::update_buttons ()
947 {
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
962 }
963 }
964 }
965
966 /*
967 * This routine is supposed to find out the difficulty of the map.
968 * difficulty does not have a lot to do with character level,
969 * but does have a lot to do with treasure on the map.
970 *
971 * Difficulty can now be set by the map creature. If the value stored
972 * in the map is zero, then use this routine. Maps should really
973 * have a difficulty set than using this function - human calculation
974 * is much better than this functions guesswork.
975 */
976 int
977 maptile::estimate_difficulty () const
978 {
979 long monster_cnt = 0;
980 double avgexp = 0;
981 sint64 total_exp = 0;
982
983 for (mapspace *ms = spaces + size (); ms-- > spaces; )
984 for (object *op = ms->bot; op; op = op->above)
985 {
986 if (QUERY_FLAG (op, FLAG_MONSTER))
987 {
988 total_exp += op->stats.exp;
989 monster_cnt++;
990 }
991
992 if (QUERY_FLAG (op, FLAG_GENERATOR))
993 {
994 total_exp += op->stats.exp;
995
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
997 total_exp += at->stats.exp * 8;
998
999 monster_cnt++;
1000 }
1001 }
1002
1003 avgexp = (double) total_exp / monster_cnt;
1004
1005 for (int i = 1; i <= settings.max_level; i++)
1006 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1007 return i;
1008
1009 return 1;
1010 }
1011
1012 /* change_map_light() - used to change map light level (darkness)
1013 * up or down. Returns true if successful. It should now be
1014 * possible to change a value by more than 1.
1015 * Move this from los.c to map.c since this is more related
1016 * to maps than los.
1017 * postive values make it darker, negative make it brighter
1018 */
1019 int
1020 maptile::change_map_light (int change)
1021 {
1022 int new_level = darkness + change;
1023
1024 /* Nothing to do */
1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1026 return 0;
1027
1028 /* inform all players on the map */
1029 if (change > 0)
1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1031 else
1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1033
1034 /* Do extra checking. since darkness is a unsigned value,
1035 * we need to be extra careful about negative values.
1036 * In general, the checks below are only needed if change
1037 * is not +/-1
1038 */
1039 if (new_level < 0)
1040 darkness = 0;
1041 else if (new_level >= MAX_DARKNESS)
1042 darkness = MAX_DARKNESS;
1043 else
1044 darkness = new_level;
1045
1046 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this);
1048 return 1;
1049 }
1050
1051 /*
1052 * This function updates various attributes about a specific space
1053 * on the map (what it looks like, whether it blocks magic,
1054 * has a living creatures, prevents people from passing
1055 * through, etc)
1056 */
1057 void
1058 mapspace::update_ ()
1059 {
1060 object *tmp, *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063
1064 //object *middle = 0;
1065 //object *top = 0;
1066 //object *floor = 0;
1067 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0;
1071
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 {
1074 /* This could be made additive I guess (two lights better than
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius;
1081
1082 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the
1086 * functions the move_player calls eventualy call this.
1087 *
1088 * Always put the player down for drawing.
1089 */
1090 if (!tmp->invisible)
1091 {
1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1093 top = tmp;
1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1095 {
1096 /* If we got a floor, that means middle and top were below it,
1097 * so should not be visible, so we clear them.
1098 */
1099 middle = 0;
1100 top = 0;
1101 floor = tmp;
1102 }
1103 /* Flag anywhere have high priority */
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 {
1106 middle = tmp;
1107 anywhere = 1;
1108 }
1109 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the
1111 * top
1112 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114 middle = tmp;
1115 }
1116
1117 if (tmp == tmp->above)
1118 {
1119 LOG (llevError, "Error in structure of map\n");
1120 exit (-1);
1121 }
1122
1123 move_slow |= tmp->move_slow;
1124 move_block |= tmp->move_block;
1125 move_on |= tmp->move_on;
1126 move_off |= tmp->move_off;
1127 move_allow |= tmp->move_allow;
1128
1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1131 if (tmp->type == PLAYER) flags |= P_PLAYER;
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 }
1136
1137 this->light = light;
1138 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on;
1141 this->move_off = move_off;
1142 this->move_slow = move_slow;
1143
1144 /* At this point, we have a floor face (if there is a floor),
1145 * and the floor is set - we are not going to touch it at
1146 * this point.
1147 * middle contains the highest visibility face.
1148 * top contains a player/monster face, if there is one.
1149 *
1150 * We now need to fill in top.face and/or middle.face.
1151 */
1152
1153 /* If the top face also happens to be high visibility, re-do our
1154 * middle face. This should not happen, as we already have the
1155 * else statement above so middle should not get set. OTOH, it
1156 * may be possible for the faces to match but be different objects.
1157 */
1158 if (top == middle)
1159 middle = 0;
1160
1161 /* There are three posibilities at this point:
1162 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both.
1165 */
1166
1167 for (tmp = last; tmp; tmp = tmp->below)
1168 {
1169 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171 break;
1172
1173 /* If two top faces are already set, quit processing */
1174 if (top && middle)
1175 break;
1176
1177 /* Only show visible faces */
1178 if (!tmp->invisible)
1179 {
1180 /* Fill in top if needed */
1181 if (!top)
1182 {
1183 top = tmp;
1184 if (top == middle)
1185 middle = 0;
1186 }
1187 else
1188 {
1189 /* top is already set - we should only get here if
1190 * middle is not set
1191 *
1192 * Set the middle face and break out, since there is nothing
1193 * more to fill in. We don't check visiblity here, since
1194 *
1195 */
1196 if (tmp != top)
1197 {
1198 middle = tmp;
1199 break;
1200 }
1201 }
1202 }
1203 }
1204
1205 if (middle == floor)
1206 middle = 0;
1207
1208 if (top == middle)
1209 middle = 0;
1210
1211 #if 0
1212 faces_obj [0] = top;
1213 faces_obj [1] = middle;
1214 faces_obj [2] = floor;
1215 #endif
1216 }
1217
1218 uint64
1219 mapspace::volume () const
1220 {
1221 uint64 vol = 0;
1222
1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
1225
1226 return vol;
1227 }
1228
1229 bool
1230 maptile::tile_available (int dir, bool load)
1231 {
1232 if (!tile_path[dir])
1233 return 0;
1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1236 return 1;
1237
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1;
1240
1241 return 0;
1242 }
1243
1244 /* this returns TRUE if the coordinates (x,y) are out of
1245 * map m. This function also takes into account any
1246 * tiling considerations, loading adjacant maps as needed.
1247 * This is the function should always be used when it
1248 * necessary to check for valid coordinates.
1249 * This function will recursively call itself for the
1250 * tiled maps.
1251 */
1252 int
1253 out_of_map (maptile *m, int x, int y)
1254 {
1255 /* If we get passed a null map, this is obviously the
1256 * case. This generally shouldn't happen, but if the
1257 * map loads fail below, it could happen.
1258 */
1259 if (!m)
1260 return 0;
1261
1262 if (x < 0)
1263 {
1264 if (!m->tile_available (3))
1265 return 1;
1266
1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1268 }
1269
1270 if (x >= m->width)
1271 {
1272 if (!m->tile_available (1))
1273 return 1;
1274
1275 return out_of_map (m->tile_map[1], x - m->width, y);
1276 }
1277
1278 if (y < 0)
1279 {
1280 if (!m->tile_available (0))
1281 return 1;
1282
1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1284 }
1285
1286 if (y >= m->height)
1287 {
1288 if (!m->tile_available (2))
1289 return 1;
1290
1291 return out_of_map (m->tile_map[2], x, y - m->height);
1292 }
1293
1294 /* Simple case - coordinates are within this local
1295 * map.
1296 */
1297 return 0;
1298 }
1299
1300 /* This is basically the same as out_of_map above, but
1301 * instead we return NULL if no map is valid (coordinates
1302 * out of bounds and no tiled map), otherwise it returns
1303 * the map as that the coordinates are really on, and
1304 * updates x and y to be the localised coordinates.
1305 * Using this is more efficient of calling out_of_map
1306 * and then figuring out what the real map is
1307 */
1308 maptile *
1309 maptile::xy_find (sint16 &x, sint16 &y)
1310 {
1311 if (x < 0)
1312 {
1313 if (!tile_available (3))
1314 return 0;
1315
1316 x += tile_map[3]->width;
1317 return tile_map[3]->xy_find (x, y);
1318 }
1319
1320 if (x >= width)
1321 {
1322 if (!tile_available (1))
1323 return 0;
1324
1325 x -= width;
1326 return tile_map[1]->xy_find (x, y);
1327 }
1328
1329 if (y < 0)
1330 {
1331 if (!tile_available (0))
1332 return 0;
1333
1334 y += tile_map[0]->height;
1335 return tile_map[0]->xy_find (x, y);
1336 }
1337
1338 if (y >= height)
1339 {
1340 if (!tile_available (2))
1341 return 0;
1342
1343 y -= height;
1344 return tile_map[2]->xy_find (x, y);
1345 }
1346
1347 /* Simple case - coordinates are within this local
1348 * map.
1349 */
1350 return this;
1351 }
1352
1353 /**
1354 * Return whether map2 is adjacent to map1. If so, store the distance from
1355 * map1 to map2 in dx/dy.
1356 */
1357 int
1358 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1359 {
1360 if (!map1 || !map2)
1361 return 0;
1362
1363 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1364 //fix: compare paths instead (this is likely faster, too!)
1365 if (map1 == map2)
1366 {
1367 *dx = 0;
1368 *dy = 0;
1369 }
1370 else if (map1->tile_map[0] == map2)
1371 { /* up */
1372 *dx = 0;
1373 *dy = -map2->height;
1374 }
1375 else if (map1->tile_map[1] == map2)
1376 { /* right */
1377 *dx = map1->width;
1378 *dy = 0;
1379 }
1380 else if (map1->tile_map[2] == map2)
1381 { /* down */
1382 *dx = 0;
1383 *dy = map1->height;
1384 }
1385 else if (map1->tile_map[3] == map2)
1386 { /* left */
1387 *dx = -map2->width;
1388 *dy = 0;
1389 }
1390 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1391 { /* up right */
1392 *dx = map1->tile_map[0]->width;
1393 *dy = -map1->tile_map[0]->height;
1394 }
1395 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1396 { /* up left */
1397 *dx = -map2->width;
1398 *dy = -map1->tile_map[0]->height;
1399 }
1400 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1401 { /* right up */
1402 *dx = map1->width;
1403 *dy = -map2->height;
1404 }
1405 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1406 { /* right down */
1407 *dx = map1->width;
1408 *dy = map1->tile_map[1]->height;
1409 }
1410 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1411 { /* down right */
1412 *dx = map1->tile_map[2]->width;
1413 *dy = map1->height;
1414 }
1415 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1416 { /* down left */
1417 *dx = -map2->width;
1418 *dy = map1->height;
1419 }
1420 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1421 { /* left up */
1422 *dx = -map1->tile_map[3]->width;
1423 *dy = -map2->height;
1424 }
1425 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1426 { /* left down */
1427 *dx = -map1->tile_map[3]->width;
1428 *dy = map1->tile_map[3]->height;
1429 }
1430 else
1431 return 0;
1432
1433 return 1;
1434 }
1435
1436 maptile *
1437 maptile::xy_load (sint16 &x, sint16 &y)
1438 {
1439 maptile *map = xy_find (x, y);
1440
1441 if (map)
1442 map->load_sync ();
1443
1444 return map;
1445 }
1446
1447 maptile *
1448 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1449 {
1450 return m->xy_load (*x, *y);
1451 }
1452
1453 /* From map.c
1454 * This is used by get_player to determine where the other
1455 * creature is. get_rangevector takes into account map tiling,
1456 * so you just can not look the the map coordinates and get the
1457 * righte value. distance_x/y are distance away, which
1458 * can be negative. direction is the crossfire direction scheme
1459 * that the creature should head. part is the part of the
1460 * monster that is closest.
1461 *
1462 * get_rangevector looks at op1 and op2, and fills in the
1463 * structure for op1 to get to op2.
1464 * We already trust that the caller has verified that the
1465 * two objects are at least on adjacent maps. If not,
1466 * results are not likely to be what is desired.
1467 * if the objects are not on maps, results are also likely to
1468 * be unexpected
1469 *
1470 * currently, the only flag supported (0x1) is don't translate for
1471 * closest body part of 'op1'
1472 */
1473 void
1474 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1475 {
1476 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1477 {
1478 /* be conservative and fill in _some_ data */
1479 retval->distance = 10000;
1480 retval->distance_x = 10000;
1481 retval->distance_y = 10000;
1482 retval->direction = 0;
1483 retval->part = 0;
1484 }
1485 else
1486 {
1487 object *best;
1488
1489 retval->distance_x += op2->x - op1->x;
1490 retval->distance_y += op2->y - op1->y;
1491
1492 best = op1;
1493 /* If this is multipart, find the closest part now */
1494 if (!(flags & 0x1) && op1->more)
1495 {
1496 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1497
1498 /* we just take the offset of the piece to head to figure
1499 * distance instead of doing all that work above again
1500 * since the distance fields we set above are positive in the
1501 * same axis as is used for multipart objects, the simply arithmetic
1502 * below works.
1503 */
1504 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1505 {
1506 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1508 if (tmpi < best_distance)
1509 {
1510 best_distance = tmpi;
1511 best = tmp;
1512 }
1513 }
1514
1515 if (best != op1)
1516 {
1517 retval->distance_x += op1->x - best->x;
1518 retval->distance_y += op1->y - best->y;
1519 }
1520 }
1521
1522 retval->part = best;
1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 }
1526 }
1527
1528 /* this is basically the same as get_rangevector above, but instead of
1529 * the first parameter being an object, it instead is the map
1530 * and x,y coordinates - this is used for path to player -
1531 * since the object is not infact moving but we are trying to traverse
1532 * the path, we need this.
1533 * flags has no meaning for this function at this time - I kept it in to
1534 * be more consistant with the above function and also in case they are needed
1535 * for something in the future. Also, since no object is pasted, the best
1536 * field of the rv_vector is set to NULL.
1537 */
1538 void
1539 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1540 {
1541 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1542 {
1543 /* be conservative and fill in _some_ data */
1544 retval->distance = 100000;
1545 retval->distance_x = 32767;
1546 retval->distance_y = 32767;
1547 retval->direction = 0;
1548 retval->part = 0;
1549 }
1550 else
1551 {
1552 retval->distance_x += op2->x - x;
1553 retval->distance_y += op2->y - y;
1554
1555 retval->part = NULL;
1556 retval->distance = idistance (retval->distance_x, retval->distance_y);
1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1558 }
1559 }
1560
1561 /* Returns true of op1 and op2 are effectively on the same map
1562 * (as related to map tiling). Note that this looks for a path from
1563 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1564 * to op1, this will still return false.
1565 * Note we only look one map out to keep the processing simple
1566 * and efficient. This could probably be a macro.
1567 * MSW 2001-08-05
1568 */
1569 int
1570 on_same_map (const object *op1, const object *op2)
1571 {
1572 int dx, dy;
1573
1574 return adjacent_map (op1->map, op2->map, &dx, &dy);
1575 }
1576
1577 object *
1578 maptile::insert (object *op, int x, int y, object *originator, int flags)
1579 {
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584 }
1585
1586 region *
1587 maptile::region (int x, int y) const
1588 {
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599 }
1600
1601 /* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */
1605 object *
1606 maptile::pick_random_object () const
1607 {
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (rndm (width), rndm (height)).bot;
1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick)
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked");
1625 }
1626
1627 void
1628 maptile::play_sound (faceidx sound, int x, int y) const
1629 {
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645 }
1646