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/cvs/deliantra/server/common/map.C
Revision: 1.129
Committed: Wed Sep 12 11:10:09 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.128: +18 -33 lines
Log Message:
- rewrite/cleanup ob_blocked a little. its more efficient now, probably
  has less bugs and more bugs.
- get rid of now unused P_NO_PASS.

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