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Revision: 1.124
Committed: Tue Sep 4 05:43:20 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.123: +3 -35 lines
Log Message:
- implemented ref/deref "framework" that allows one to create
  semipersistent references and dereference them later
  (works only for players right now).
- (partially) expose freezer and thawer to perl.
- thawers now do next() automatically after instantiating.
- allow the thawer to record delayed dereference requests to be
  resolved, well, later (should be a different class actually
  but lets stay realistic).
- use thawers when loading maps and players and resolve delayed
  derefs after loading them before activating them.
- serialise io for no good reason.

File Contents

# 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 bool unique = 0;
389
390 for (object *op = spaces [i].bot; op; op = op->above)
391 {
392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
393
394 if (expect_false (!op->can_map_save ()))
395 continue;
396
397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
398 {
399 if (flags & IO_UNIQUES)
400 op->write (f);
401 }
402 else if (expect_true (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::_save_objects (const char *path, int flags)
414 {
415 object_freezer freezer;
416
417 if (!_save_objects (freezer, flags))
418 return false;
419
420 return freezer.save (path);
421 }
422
423 maptile::maptile ()
424 {
425 in_memory = MAP_SWAPPED;
426
427 /* The maps used to pick up default x and y values from the
428 * map archetype. Mimic that behaviour.
429 */
430 width = 16;
431 height = 16;
432 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything
434 max_volume = 2000000; // 2m³
435 }
436
437 maptile::maptile (int w, int h)
438 {
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
443 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0;
446 enter_y = 0;
447
448 alloc ();
449 }
450
451 /*
452 * Allocates the arrays contained in a maptile.
453 * This basically allocates the dynamic array of spaces for the
454 * map.
455 */
456 void
457 maptile::alloc ()
458 {
459 if (spaces)
460 return;
461
462 spaces = salloc0<mapspace> (size ());
463 }
464
465 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
466 * corresponding to that string. Memory is allocated for this, it must be freed
467 * at a later date.
468 * Called by parse_map_headers below.
469 */
470 static shopitems *
471 parse_shop_string (const char *input_string)
472 {
473 char *shop_string, *p, *q, *next_semicolon, *next_colon;
474 shopitems *items = NULL;
475 int i = 0, number_of_entries = 0;
476 const typedata *current_type;
477
478 shop_string = strdup (input_string);
479 p = shop_string;
480 /* first we'll count the entries, we'll need that for allocating the array shortly */
481 while (p)
482 {
483 p = strchr (p, ';');
484 number_of_entries++;
485 if (p)
486 p++;
487 }
488
489 p = shop_string;
490 strip_endline (p);
491 items = new shopitems[number_of_entries + 1];
492 for (i = 0; i < number_of_entries; i++)
493 {
494 if (!p)
495 {
496 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
497 break;
498 }
499
500 next_semicolon = strchr (p, ';');
501 next_colon = strchr (p, ':');
502 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
503 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
504 items[i].strength = atoi (strchr (p, ':') + 1);
505
506 if (isdigit (*p) || *p == '*')
507 {
508 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
509 current_type = get_typedata (items[i].typenum);
510 if (current_type)
511 {
512 items[i].name = current_type->name;
513 items[i].name_pl = current_type->name_pl;
514 }
515 }
516 else
517 { /*we have a named type, let's figure out what it is */
518 q = strpbrk (p, ";:");
519 if (q)
520 *q = '\0';
521
522 current_type = get_typedata_by_name (p);
523 if (current_type)
524 {
525 items[i].name = current_type->name;
526 items[i].typenum = current_type->number;
527 items[i].name_pl = current_type->name_pl;
528 }
529 else
530 { /* oh uh, something's wrong, let's free up this one, and try
531 * the next entry while we're at it, better print a warning
532 */
533 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
534 }
535 }
536
537 items[i].index = number_of_entries;
538 if (next_semicolon)
539 p = ++next_semicolon;
540 else
541 p = NULL;
542 }
543
544 free (shop_string);
545 return items;
546 }
547
548 /* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */
550 static void
551 print_shop_string (maptile *m, char *output_string)
552 {
553 int i;
554 char tmp[MAX_BUF];
555
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++)
558 {
559 if (m->shopitems[i].typenum)
560 {
561 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 else
564 sprintf (tmp, "%s;", m->shopitems[i].name);
565 }
566 else
567 {
568 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
570 else
571 sprintf (tmp, "*");
572 }
573
574 strcat (output_string, tmp);
575 }
576 }
577
578 /* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an
582 * object structure were needed, so it just made sense to
583 * put all the stuff in the map object so that names actually make
584 * sense.
585 * This could be done in lex (like the object loader), but I think
586 * currently, there are few enough fields this is not a big deal.
587 * MSW 2001-07-01
588 */
589 bool
590 maptile::_load_header (object_thawer &thawer)
591 {
592 for (;;)
593 {
594 switch (thawer.kw)
595 {
596 case KW_msg:
597 thawer.get_ml (KW_endmsg, msg);
598 break;
599
600 case KW_lore: // CF+ extension
601 thawer.get_ml (KW_endlore, maplore);
602 break;
603
604 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore);
606 break;
607
608 case KW_arch:
609 if (strcmp (thawer.get_str (), "map"))
610 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611 break;
612
613 case KW_oid:
614 thawer.get (this, thawer.get_sint32 ());
615 break;
616
617 case KW_file_format_version: break; // nop
618
619 case KW_name: thawer.get (name); break;
620 case KW_attach: thawer.get (attach); break;
621 case KW_reset_time: thawer.get (reset_time); break;
622 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637
638 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640
641 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644 case KW_x: case KW_width: thawer.get (width); break;
645 case KW_y: case KW_height: thawer.get (height); break;
646 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651
652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
665 default:
666 if (!thawer.parse_error ("map", 0))
667 return false;
668 break;
669 }
670
671 thawer.next ();
672 }
673
674 abort ();
675 }
676
677 /******************************************************************************
678 * This is the start of unique map handling code
679 *****************************************************************************/
680
681 /* This goes through the maptile and removed any unique items on the map. */
682 void
683 maptile::clear_unique_items ()
684 {
685 for (int i = 0; i < size (); ++i)
686 {
687 int unique = 0;
688 for (object *op = spaces [i].bot; op; )
689 {
690 object *above = op->above;
691
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1;
694
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy ();
699 }
700
701 op = above;
702 }
703 }
704 }
705
706 bool
707 maptile::_save_header (object_freezer &freezer)
708 {
709 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
710 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711
712 MAP_OUT2 (arch, "map");
713
714 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time);
716 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
720 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name);
723
724 if (shopitems)
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness);
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor);
745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764 }
765
766 bool
767 maptile::_save_header (const char *path)
768 {
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775 }
776
777 /*
778 * Remove and free all objects in the given map.
779 */
780 void
781 maptile::clear ()
782 {
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces)
787 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot)
790 {
791 op = op->head_ ();
792 op->destroy_inv (false);
793 op->destroy ();
794 }
795
796 sfree (spaces, size ()), spaces = 0;
797 }
798
799 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0;
801 }
802
803 void
804 maptile::clear_header ()
805 {
806 name = 0;
807 msg = 0;
808 maplore = 0;
809 shoprace = 0;
810 delete [] shopitems, shopitems = 0;
811
812 for (int i = 0; i < 4; i++)
813 tile_path [i] = 0;
814 }
815
816 maptile::~maptile ()
817 {
818 assert (destroyed ());
819 }
820
821 void
822 maptile::clear_links_to (maptile *m)
823 {
824 /* We need to look through all the maps and see if any maps
825 * are pointing at this one for tiling information. Since
826 * tiling can be asymetric, we just can not look to see which
827 * maps this map tiles with and clears those.
828 */
829 for (int i = 0; i < 4; i++)
830 if (tile_map[i] == m)
831 tile_map[i] = 0;
832 }
833
834 void
835 maptile::do_destroy ()
836 {
837 attachable::do_destroy ();
838
839 clear ();
840 }
841
842 /* decay and destroy perishable items in a map */
843 void
844 maptile::do_decay_objects ()
845 {
846 if (!spaces)
847 return;
848
849 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above)
851 {
852 above = op->above;
853
854 bool destroy = 0;
855
856 // do not decay anything above unique floor tiles (yet :)
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858 break;
859
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ())
866 ; // do not decay
867 else if (op->is_weapon ())
868 {
869 op->stats.dam--;
870 if (op->stats.dam < 0)
871 destroy = 1;
872 }
873 else if (op->is_armor ())
874 {
875 op->stats.ac--;
876 if (op->stats.ac < 0)
877 destroy = 1;
878 }
879 else if (op->type == FOOD)
880 {
881 op->stats.food -= rndm (5, 20);
882 if (op->stats.food < 0)
883 destroy = 1;
884 }
885 else
886 {
887 int mat = op->materials;
888
889 if (mat & M_PAPER
890 || mat & M_LEATHER
891 || mat & M_WOOD
892 || mat & M_ORGANIC
893 || mat & M_CLOTH
894 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32))
900 destroy = 1;
901 }
902
903 /* adjust overall chance below */
904 if (destroy && rndm (0, 1))
905 op->destroy ();
906 }
907 }
908
909 /*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912 void
913 maptile::update_buttons ()
914 {
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 }
931 }
932
933 /*
934 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map.
937 *
938 * Difficulty can now be set by the map creature. If the value stored
939 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation
941 * is much better than this functions guesswork.
942 */
943 int
944 maptile::estimate_difficulty () const
945 {
946 long monster_cnt = 0;
947 double avgexp = 0;
948 sint64 total_exp = 0;
949
950 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951 for (object *op = ms->bot; op; op = op->above)
952 {
953 if (QUERY_FLAG (op, FLAG_MONSTER))
954 {
955 total_exp += op->stats.exp;
956 monster_cnt++;
957 }
958
959 if (QUERY_FLAG (op, FLAG_GENERATOR))
960 {
961 total_exp += op->stats.exp;
962
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
964 total_exp += at->stats.exp * 8;
965
966 monster_cnt++;
967 }
968 }
969
970 avgexp = (double) total_exp / monster_cnt;
971
972 for (int i = 1; i <= settings.max_level; i++)
973 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
974 return i;
975
976 return 1;
977 }
978
979 /* change_map_light() - used to change map light level (darkness)
980 * up or down. Returns true if successful. It should now be
981 * possible to change a value by more than 1.
982 * Move this from los.c to map.c since this is more related
983 * to maps than los.
984 * postive values make it darker, negative make it brighter
985 */
986 int
987 maptile::change_map_light (int change)
988 {
989 int new_level = darkness + change;
990
991 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
993 return 0;
994
995 /* inform all players on the map */
996 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000
1001 /* Do extra checking. since darkness is a unsigned value,
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012
1013 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this);
1015 return 1;
1016 }
1017
1018 /*
1019 * This function updates various attributes about a specific space
1020 * on the map (what it looks like, whether it blocks magic,
1021 * has a living creatures, prevents people from passing
1022 * through, etc)
1023 */
1024 void
1025 mapspace::update_ ()
1026 {
1027 object *tmp, *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1030
1031 //object *middle = 0;
1032 //object *top = 0;
1033 //object *floor = 0;
1034 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0;
1038
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 {
1041 /* This could be made additive I guess (two lights better than
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius;
1048
1049 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this.
1054 *
1055 * Always put the player down for drawing.
1056 */
1057 if (!tmp->invisible)
1058 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1060 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1062 {
1063 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them.
1065 */
1066 middle = 0;
1067 top = 0;
1068 floor = tmp;
1069 }
1070 /* Flag anywhere have high priority */
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 {
1073 middle = tmp;
1074 anywhere = 1;
1075 }
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 }
1089
1090 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow;
1095
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1098 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 }
1103
1104 this->light = light;
1105 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on;
1108 this->move_off = move_off;
1109 this->move_slow = move_slow;
1110
1111 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at
1113 * this point.
1114 * middle contains the highest visibility face.
1115 * top contains a player/monster face, if there is one.
1116 *
1117 * We now need to fill in top.face and/or middle.face.
1118 */
1119
1120 /* If the top face also happens to be high visibility, re-do our
1121 * middle face. This should not happen, as we already have the
1122 * else statement above so middle should not get set. OTOH, it
1123 * may be possible for the faces to match but be different objects.
1124 */
1125 if (top == middle)
1126 middle = 0;
1127
1128 /* There are three posibilities at this point:
1129 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both.
1132 */
1133
1134 for (tmp = last; tmp; tmp = tmp->below)
1135 {
1136 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1138 break;
1139
1140 /* If two top faces are already set, quit processing */
1141 if (top && middle)
1142 break;
1143
1144 /* Only show visible faces */
1145 if (!tmp->invisible)
1146 {
1147 /* Fill in top if needed */
1148 if (!top)
1149 {
1150 top = tmp;
1151 if (top == middle)
1152 middle = 0;
1153 }
1154 else
1155 {
1156 /* top is already set - we should only get here if
1157 * middle is not set
1158 *
1159 * Set the middle face and break out, since there is nothing
1160 * more to fill in. We don't check visiblity here, since
1161 *
1162 */
1163 if (tmp != top)
1164 {
1165 middle = tmp;
1166 break;
1167 }
1168 }
1169 }
1170 }
1171
1172 if (middle == floor)
1173 middle = 0;
1174
1175 if (top == middle)
1176 middle = 0;
1177
1178 #if 0
1179 faces_obj [0] = top;
1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182 #endif
1183 }
1184
1185 uint64
1186 mapspace::volume () const
1187 {
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194 }
1195
1196 bool
1197 maptile::tile_available (int dir, bool load)
1198 {
1199 if (!tile_path[dir])
1200 return 0;
1201
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1203 return 1;
1204
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1;
1207
1208 return 0;
1209 }
1210
1211 /* this returns TRUE if the coordinates (x,y) are out of
1212 * map m. This function also takes into account any
1213 * tiling considerations, loading adjacant maps as needed.
1214 * This is the function should always be used when it
1215 * necessary to check for valid coordinates.
1216 * This function will recursively call itself for the
1217 * tiled maps.
1218 */
1219 int
1220 out_of_map (maptile *m, int x, int y)
1221 {
1222 /* If we get passed a null map, this is obviously the
1223 * case. This generally shouldn't happen, but if the
1224 * map loads fail below, it could happen.
1225 */
1226 if (!m)
1227 return 0;
1228
1229 if (x < 0)
1230 {
1231 if (!m->tile_available (3))
1232 return 1;
1233
1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1235 }
1236
1237 if (x >= m->width)
1238 {
1239 if (!m->tile_available (1))
1240 return 1;
1241
1242 return out_of_map (m->tile_map[1], x - m->width, y);
1243 }
1244
1245 if (y < 0)
1246 {
1247 if (!m->tile_available (0))
1248 return 1;
1249
1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1251 }
1252
1253 if (y >= m->height)
1254 {
1255 if (!m->tile_available (2))
1256 return 1;
1257
1258 return out_of_map (m->tile_map[2], x, y - m->height);
1259 }
1260
1261 /* Simple case - coordinates are within this local
1262 * map.
1263 */
1264 return 0;
1265 }
1266
1267 /* This is basically the same as out_of_map above, but
1268 * instead we return NULL if no map is valid (coordinates
1269 * out of bounds and no tiled map), otherwise it returns
1270 * the map as that the coordinates are really on, and
1271 * updates x and y to be the localised coordinates.
1272 * Using this is more efficient of calling out_of_map
1273 * and then figuring out what the real map is
1274 */
1275 maptile *
1276 maptile::xy_find (sint16 &x, sint16 &y)
1277 {
1278 if (x < 0)
1279 {
1280 if (!tile_available (3))
1281 return 0;
1282
1283 x += tile_map[3]->width;
1284 return tile_map[3]->xy_find (x, y);
1285 }
1286
1287 if (x >= width)
1288 {
1289 if (!tile_available (1))
1290 return 0;
1291
1292 x -= width;
1293 return tile_map[1]->xy_find (x, y);
1294 }
1295
1296 if (y < 0)
1297 {
1298 if (!tile_available (0))
1299 return 0;
1300
1301 y += tile_map[0]->height;
1302 return tile_map[0]->xy_find (x, y);
1303 }
1304
1305 if (y >= height)
1306 {
1307 if (!tile_available (2))
1308 return 0;
1309
1310 y -= height;
1311 return tile_map[2]->xy_find (x, y);
1312 }
1313
1314 /* Simple case - coordinates are within this local
1315 * map.
1316 */
1317 return this;
1318 }
1319
1320 /**
1321 * Return whether map2 is adjacent to map1. If so, store the distance from
1322 * map1 to map2 in dx/dy.
1323 */
1324 int
1325 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1326 {
1327 if (!map1 || !map2)
1328 return 0;
1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
1332 if (map1 == map2)
1333 {
1334 *dx = 0;
1335 *dy = 0;
1336 }
1337 else if (map1->tile_map[0] == map2)
1338 { /* up */
1339 *dx = 0;
1340 *dy = -map2->height;
1341 }
1342 else if (map1->tile_map[1] == map2)
1343 { /* right */
1344 *dx = map1->width;
1345 *dy = 0;
1346 }
1347 else if (map1->tile_map[2] == map2)
1348 { /* down */
1349 *dx = 0;
1350 *dy = map1->height;
1351 }
1352 else if (map1->tile_map[3] == map2)
1353 { /* left */
1354 *dx = -map2->width;
1355 *dy = 0;
1356 }
1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1358 { /* up right */
1359 *dx = map1->tile_map[0]->width;
1360 *dy = -map1->tile_map[0]->height;
1361 }
1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1363 { /* up left */
1364 *dx = -map2->width;
1365 *dy = -map1->tile_map[0]->height;
1366 }
1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1368 { /* right up */
1369 *dx = map1->width;
1370 *dy = -map2->height;
1371 }
1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1373 { /* right down */
1374 *dx = map1->width;
1375 *dy = map1->tile_map[1]->height;
1376 }
1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1378 { /* down right */
1379 *dx = map1->tile_map[2]->width;
1380 *dy = map1->height;
1381 }
1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1383 { /* down left */
1384 *dx = -map2->width;
1385 *dy = map1->height;
1386 }
1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1388 { /* left up */
1389 *dx = -map1->tile_map[3]->width;
1390 *dy = -map2->height;
1391 }
1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1393 { /* left down */
1394 *dx = -map1->tile_map[3]->width;
1395 *dy = map1->tile_map[3]->height;
1396 }
1397 else
1398 return 0;
1399
1400 return 1;
1401 }
1402
1403 maptile *
1404 maptile::xy_load (sint16 &x, sint16 &y)
1405 {
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412 }
1413
1414 maptile *
1415 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416 {
1417 return m->xy_load (*x, *y);
1418 }
1419
1420 /* From map.c
1421 * This is used by get_player to determine where the other
1422 * creature is. get_rangevector takes into account map tiling,
1423 * so you just can not look the the map coordinates and get the
1424 * righte value. distance_x/y are distance away, which
1425 * can be negative. direction is the crossfire direction scheme
1426 * that the creature should head. part is the part of the
1427 * monster that is closest.
1428 *
1429 * get_rangevector looks at op1 and op2, and fills in the
1430 * structure for op1 to get to op2.
1431 * We already trust that the caller has verified that the
1432 * two objects are at least on adjacent maps. If not,
1433 * results are not likely to be what is desired.
1434 * if the objects are not on maps, results are also likely to
1435 * be unexpected
1436 *
1437 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1'
1439 */
1440 void
1441 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1442 {
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 {
1445 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000;
1447 retval->distance_x = 10000;
1448 retval->distance_y = 10000;
1449 retval->direction = 0;
1450 retval->part = 0;
1451 }
1452 else
1453 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y;
1458
1459 best = op1;
1460 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more)
1462 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1464
1465 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works.
1470 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1475 if (tmpi < best_distance)
1476 {
1477 best_distance = tmpi;
1478 best = tmp;
1479 }
1480 }
1481
1482 if (best != op1)
1483 {
1484 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y;
1486 }
1487 }
1488
1489 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1492 }
1493 }
1494
1495 /* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map
1497 * and x,y coordinates - this is used for path to player -
1498 * since the object is not infact moving but we are trying to traverse
1499 * the path, we need this.
1500 * flags has no meaning for this function at this time - I kept it in to
1501 * be more consistant with the above function and also in case they are needed
1502 * for something in the future. Also, since no object is pasted, the best
1503 * field of the rv_vector is set to NULL.
1504 */
1505 void
1506 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507 {
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 {
1510 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000;
1512 retval->distance_x = 32767;
1513 retval->distance_y = 32767;
1514 retval->direction = 0;
1515 retval->part = 0;
1516 }
1517 else
1518 {
1519 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y;
1521
1522 retval->part = NULL;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y);
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 }
1526 }
1527
1528 /* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from
1530 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1531 * to op1, this will still return false.
1532 * Note we only look one map out to keep the processing simple
1533 * and efficient. This could probably be a macro.
1534 * MSW 2001-08-05
1535 */
1536 int
1537 on_same_map (const object *op1, const object *op2)
1538 {
1539 int dx, dy;
1540
1541 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542 }
1543
1544 object *
1545 maptile::insert (object *op, int x, int y, object *originator, int flags)
1546 {
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551 }
1552
1553 region *
1554 maptile::region (int x, int y) const
1555 {
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566 }
1567
1568 /* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */
1572 object *
1573 maptile::pick_random_object () const
1574 {
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (rndm (width), rndm (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick)
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked");
1592 }
1593
1594 void
1595 maptile::play_sound (faceidx sound, int x, int y) const
1596 {
1597 if (!sound)
1598 return;
1599
1600 for_all_players (pl)
1601 if (pl->ob->map == this)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy);
1611 }
1612 }
1613