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Revision: 1.131
Committed: Thu Oct 4 11:48:06 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.130: +3 -3 lines
Log Message:
do not observe sound anymore

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 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
348 }
349
350 continue;
351
352 case KW_EOF:
353 return true;
354
355 default:
356 if (!f.parse_error ("map file"))
357 return false;
358 break;
359 }
360
361 f.next ();
362 }
363
364 return true;
365 }
366
367 void
368 maptile::activate ()
369 {
370 if (spaces)
371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
372 for (object *op = ms->bot; op; op = op->above)
373 op->activate_recursive ();
374 }
375
376 void
377 maptile::deactivate ()
378 {
379 if (spaces)
380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above)
382 op->deactivate_recursive ();
383 }
384
385 bool
386 maptile::_save_objects (object_freezer &f, int flags)
387 {
388 coroapi::cede_to_tick ();
389
390 if (flags & IO_HEADER)
391 _save_header (f);
392
393 if (!spaces)
394 return false;
395
396 for (int i = 0; i < size (); ++i)
397 {
398 bool unique = 0;
399
400 for (object *op = spaces [i].bot; op; op = op->above)
401 {
402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
403
404 if (expect_false (!op->can_map_save ()))
405 continue;
406
407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
408 {
409 if (flags & IO_UNIQUES)
410 op->write (f);
411 }
412 else if (expect_true (flags & IO_OBJECTS))
413 op->write (f);
414 }
415 }
416
417 coroapi::cede_to_tick ();
418
419 return true;
420 }
421
422 bool
423 maptile::_save_objects (const char *path, int flags)
424 {
425 object_freezer freezer;
426
427 if (!_save_objects (freezer, flags))
428 return false;
429
430 return freezer.save (path);
431 }
432
433 maptile::maptile ()
434 {
435 in_memory = MAP_SWAPPED;
436
437 /* The maps used to pick up default x and y values from the
438 * map archetype. Mimic that behaviour.
439 */
440 width = 16;
441 height = 16;
442 timeout = 300;
443 max_nrof = 1000; // 1000 items of anything
444 max_volume = 2000000; // 2m³
445 }
446
447 maptile::maptile (int w, int h)
448 {
449 in_memory = MAP_SWAPPED;
450
451 width = w;
452 height = h;
453 reset_timeout = 0;
454 timeout = 300;
455 enter_x = 0;
456 enter_y = 0;
457
458 alloc ();
459 }
460
461 /*
462 * Allocates the arrays contained in a maptile.
463 * This basically allocates the dynamic array of spaces for the
464 * map.
465 */
466 void
467 maptile::alloc ()
468 {
469 if (spaces)
470 return;
471
472 spaces = salloc0<mapspace> (size ());
473 }
474
475 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
476 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date.
478 * Called by parse_map_headers below.
479 */
480 static shopitems *
481 parse_shop_string (const char *input_string)
482 {
483 char *shop_string, *p, *q, *next_semicolon, *next_colon;
484 shopitems *items = NULL;
485 int i = 0, number_of_entries = 0;
486 const typedata *current_type;
487
488 shop_string = strdup (input_string);
489 p = shop_string;
490 /* first we'll count the entries, we'll need that for allocating the array shortly */
491 while (p)
492 {
493 p = strchr (p, ';');
494 number_of_entries++;
495 if (p)
496 p++;
497 }
498
499 p = shop_string;
500 strip_endline (p);
501 items = new shopitems[number_of_entries + 1];
502 for (i = 0; i < number_of_entries; i++)
503 {
504 if (!p)
505 {
506 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
507 break;
508 }
509
510 next_semicolon = strchr (p, ';');
511 next_colon = strchr (p, ':');
512 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
513 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
514 items[i].strength = atoi (strchr (p, ':') + 1);
515
516 if (isdigit (*p) || *p == '*')
517 {
518 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
519 current_type = get_typedata (items[i].typenum);
520 if (current_type)
521 {
522 items[i].name = current_type->name;
523 items[i].name_pl = current_type->name_pl;
524 }
525 }
526 else
527 { /*we have a named type, let's figure out what it is */
528 q = strpbrk (p, ";:");
529 if (q)
530 *q = '\0';
531
532 current_type = get_typedata_by_name (p);
533 if (current_type)
534 {
535 items[i].name = current_type->name;
536 items[i].typenum = current_type->number;
537 items[i].name_pl = current_type->name_pl;
538 }
539 else
540 { /* oh uh, something's wrong, let's free up this one, and try
541 * the next entry while we're at it, better print a warning
542 */
543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544 }
545 }
546
547 items[i].index = number_of_entries;
548 if (next_semicolon)
549 p = ++next_semicolon;
550 else
551 p = NULL;
552 }
553
554 free (shop_string);
555 return items;
556 }
557
558 /* opposite of parse string, this puts the string that was originally fed in to
559 * the map (or something equivilent) into output_string. */
560 static void
561 print_shop_string (maptile *m, char *output_string)
562 {
563 int i;
564 char tmp[MAX_BUF];
565
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++)
568 {
569 if (m->shopitems[i].typenum)
570 {
571 if (m->shopitems[i].strength)
572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
573 else
574 sprintf (tmp, "%s;", m->shopitems[i].name);
575 }
576 else
577 {
578 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
580 else
581 sprintf (tmp, "*");
582 }
583
584 strcat (output_string, tmp);
585 }
586 }
587
588 /* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an
592 * object structure were needed, so it just made sense to
593 * put all the stuff in the map object so that names actually make
594 * sense.
595 * This could be done in lex (like the object loader), but I think
596 * currently, there are few enough fields this is not a big deal.
597 * MSW 2001-07-01
598 */
599 bool
600 maptile::_load_header (object_thawer &thawer)
601 {
602 for (;;)
603 {
604 switch (thawer.kw)
605 {
606 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg);
608 break;
609
610 case KW_lore: // CF+ extension
611 thawer.get_ml (KW_endlore, maplore);
612 break;
613
614 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore);
616 break;
617
618 case KW_arch:
619 if (strcmp (thawer.get_str (), "map"))
620 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621 break;
622
623 case KW_oid:
624 thawer.get (this, thawer.get_sint32 ());
625 break;
626
627 case KW_file_format_version: break; // nop
628
629 case KW_name: thawer.get (name); break;
630 case KW_attach: thawer.get (attach); break;
631 case KW_reset_time: thawer.get (reset_time); break;
632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643
644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647
648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650
651 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654 case KW_x: case KW_width: thawer.get (width); break;
655 case KW_y: case KW_height: thawer.get (height); break;
656 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661
662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
675 default:
676 if (!thawer.parse_error ("map", 0))
677 return false;
678 break;
679 }
680
681 thawer.next ();
682 }
683
684 abort ();
685 }
686
687 /******************************************************************************
688 * This is the start of unique map handling code
689 *****************************************************************************/
690
691 /* This goes through the maptile and removed any unique items on the map. */
692 void
693 maptile::clear_unique_items ()
694 {
695 for (int i = 0; i < size (); ++i)
696 {
697 int unique = 0;
698 for (object *op = spaces [i].bot; op; )
699 {
700 object *above = op->above;
701
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1;
704
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy ();
709 }
710
711 op = above;
712 }
713 }
714 }
715
716 bool
717 maptile::_save_header (object_freezer &freezer)
718 {
719 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
720 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721
722 MAP_OUT2 (arch, "map");
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name);
733
734 if (shopitems)
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin);
743 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness);
746 MAP_OUT (width);
747 MAP_OUT (height);
748 MAP_OUT (enter_x);
749 MAP_OUT (enter_y);
750
751 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
753
754 MAP_OUT (outdoor);
755 MAP_OUT (temp);
756 MAP_OUT (pressure);
757 MAP_OUT (humid);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761
762 MAP_OUT (per_player);
763 MAP_OUT (per_party);
764
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769
770 freezer.put (this);
771 freezer.put (KW_end);
772
773 return true;
774 }
775
776 bool
777 maptile::_save_header (const char *path)
778 {
779 object_freezer freezer;
780
781 if (!_save_header (freezer))
782 return false;
783
784 return freezer.save (path);
785 }
786
787 /*
788 * Remove and free all objects in the given map.
789 */
790 void
791 maptile::clear ()
792 {
793 if (spaces)
794 {
795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
796 while (object *op = ms->bot)
797 {
798 // manually remove, as to not trigger anything
799 if (ms->bot = op->above)
800 ms->bot->below = 0;
801
802 op->flag [FLAG_REMOVED] = true;
803
804 object *head = op->head_ ();
805 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy ();
809 }
810 else if (head->map != op->map)
811 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy ();
814 }
815 }
816
817 sfree (spaces, size ()), spaces = 0;
818 }
819
820 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0;
822
823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
825 }
826
827 void
828 maptile::clear_header ()
829 {
830 name = 0;
831 msg = 0;
832 maplore = 0;
833 shoprace = 0;
834 delete [] shopitems, shopitems = 0;
835
836 for (int i = 0; i < 4; i++)
837 tile_path [i] = 0;
838 }
839
840 maptile::~maptile ()
841 {
842 assert (destroyed ());
843 }
844
845 void
846 maptile::clear_links_to (maptile *m)
847 {
848 /* We need to look through all the maps and see if any maps
849 * are pointing at this one for tiling information. Since
850 * tiling can be asymetric, we just can not look to see which
851 * maps this map tiles with and clears those.
852 */
853 for (int i = 0; i < 4; i++)
854 if (tile_map[i] == m)
855 tile_map[i] = 0;
856 }
857
858 void
859 maptile::do_destroy ()
860 {
861 attachable::do_destroy ();
862
863 clear ();
864 }
865
866 /* decay and destroy perishable items in a map */
867 void
868 maptile::do_decay_objects ()
869 {
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
930 }
931 }
932
933 /*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936 void
937 maptile::update_buttons ()
938 {
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 }
955 }
956
957 /*
958 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map.
961 *
962 * Difficulty can now be set by the map creature. If the value stored
963 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation
965 * is much better than this functions guesswork.
966 */
967 int
968 maptile::estimate_difficulty () const
969 {
970 long monster_cnt = 0;
971 double avgexp = 0;
972 sint64 total_exp = 0;
973
974 for (mapspace *ms = spaces + size (); ms-- > spaces; )
975 for (object *op = ms->bot; op; op = op->above)
976 {
977 if (QUERY_FLAG (op, FLAG_MONSTER))
978 {
979 total_exp += op->stats.exp;
980 monster_cnt++;
981 }
982
983 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 {
985 total_exp += op->stats.exp;
986
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
988 total_exp += at->stats.exp * 8;
989
990 monster_cnt++;
991 }
992 }
993
994 avgexp = (double) total_exp / monster_cnt;
995
996 for (int i = 1; i <= settings.max_level; i++)
997 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
998 return i;
999
1000 return 1;
1001 }
1002
1003 /* change_map_light() - used to change map light level (darkness)
1004 * up or down. Returns true if successful. It should now be
1005 * possible to change a value by more than 1.
1006 * Move this from los.c to map.c since this is more related
1007 * to maps than los.
1008 * postive values make it darker, negative make it brighter
1009 */
1010 int
1011 maptile::change_map_light (int change)
1012 {
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1017 return 0;
1018
1019 /* inform all players on the map */
1020 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024
1025 /* Do extra checking. since darkness is a unsigned value,
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036
1037 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this);
1039 return 1;
1040 }
1041
1042 /*
1043 * This function updates various attributes about a specific space
1044 * on the map (what it looks like, whether it blocks magic,
1045 * has a living creatures, prevents people from passing
1046 * through, etc)
1047 */
1048 void
1049 mapspace::update_ ()
1050 {
1051 object *tmp, *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054
1055 //object *middle = 0;
1056 //object *top = 0;
1057 //object *floor = 0;
1058 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0;
1062
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 {
1065 /* This could be made additive I guess (two lights better than
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius;
1072
1073 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the
1077 * functions the move_player calls eventualy call this.
1078 *
1079 * Always put the player down for drawing.
1080 */
1081 if (!tmp->invisible)
1082 {
1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1084 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1086 {
1087 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them.
1089 */
1090 middle = 0;
1091 top = 0;
1092 floor = tmp;
1093 }
1094 /* Flag anywhere have high priority */
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 {
1097 middle = tmp;
1098 anywhere = 1;
1099 }
1100 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the
1102 * top
1103 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1105 middle = tmp;
1106 }
1107
1108 if (tmp == tmp->above)
1109 {
1110 LOG (llevError, "Error in structure of map\n");
1111 exit (-1);
1112 }
1113
1114 move_slow |= tmp->move_slow;
1115 move_block |= tmp->move_block;
1116 move_on |= tmp->move_on;
1117 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow;
1119
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1122 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 }
1127
1128 this->light = light;
1129 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on;
1132 this->move_off = move_off;
1133 this->move_slow = move_slow;
1134
1135 /* At this point, we have a floor face (if there is a floor),
1136 * and the floor is set - we are not going to touch it at
1137 * this point.
1138 * middle contains the highest visibility face.
1139 * top contains a player/monster face, if there is one.
1140 *
1141 * We now need to fill in top.face and/or middle.face.
1142 */
1143
1144 /* If the top face also happens to be high visibility, re-do our
1145 * middle face. This should not happen, as we already have the
1146 * else statement above so middle should not get set. OTOH, it
1147 * may be possible for the faces to match but be different objects.
1148 */
1149 if (top == middle)
1150 middle = 0;
1151
1152 /* There are three posibilities at this point:
1153 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both.
1156 */
1157
1158 for (tmp = last; tmp; tmp = tmp->below)
1159 {
1160 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break;
1163
1164 /* If two top faces are already set, quit processing */
1165 if (top && middle)
1166 break;
1167
1168 /* Only show visible faces */
1169 if (!tmp->invisible)
1170 {
1171 /* Fill in top if needed */
1172 if (!top)
1173 {
1174 top = tmp;
1175 if (top == middle)
1176 middle = 0;
1177 }
1178 else
1179 {
1180 /* top is already set - we should only get here if
1181 * middle is not set
1182 *
1183 * Set the middle face and break out, since there is nothing
1184 * more to fill in. We don't check visiblity here, since
1185 *
1186 */
1187 if (tmp != top)
1188 {
1189 middle = tmp;
1190 break;
1191 }
1192 }
1193 }
1194 }
1195
1196 if (middle == floor)
1197 middle = 0;
1198
1199 if (top == middle)
1200 middle = 0;
1201
1202 #if 0
1203 faces_obj [0] = top;
1204 faces_obj [1] = middle;
1205 faces_obj [2] = floor;
1206 #endif
1207 }
1208
1209 uint64
1210 mapspace::volume () const
1211 {
1212 uint64 vol = 0;
1213
1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1216
1217 return vol;
1218 }
1219
1220 bool
1221 maptile::tile_available (int dir, bool load)
1222 {
1223 if (!tile_path[dir])
1224 return 0;
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1227 return 1;
1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1;
1231
1232 return 0;
1233 }
1234
1235 /* this returns TRUE if the coordinates (x,y) are out of
1236 * map m. This function also takes into account any
1237 * tiling considerations, loading adjacant maps as needed.
1238 * This is the function should always be used when it
1239 * necessary to check for valid coordinates.
1240 * This function will recursively call itself for the
1241 * tiled maps.
1242 */
1243 int
1244 out_of_map (maptile *m, int x, int y)
1245 {
1246 /* If we get passed a null map, this is obviously the
1247 * case. This generally shouldn't happen, but if the
1248 * map loads fail below, it could happen.
1249 */
1250 if (!m)
1251 return 0;
1252
1253 if (x < 0)
1254 {
1255 if (!m->tile_available (3))
1256 return 1;
1257
1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1259 }
1260
1261 if (x >= m->width)
1262 {
1263 if (!m->tile_available (1))
1264 return 1;
1265
1266 return out_of_map (m->tile_map[1], x - m->width, y);
1267 }
1268
1269 if (y < 0)
1270 {
1271 if (!m->tile_available (0))
1272 return 1;
1273
1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1275 }
1276
1277 if (y >= m->height)
1278 {
1279 if (!m->tile_available (2))
1280 return 1;
1281
1282 return out_of_map (m->tile_map[2], x, y - m->height);
1283 }
1284
1285 /* Simple case - coordinates are within this local
1286 * map.
1287 */
1288 return 0;
1289 }
1290
1291 /* This is basically the same as out_of_map above, but
1292 * instead we return NULL if no map is valid (coordinates
1293 * out of bounds and no tiled map), otherwise it returns
1294 * the map as that the coordinates are really on, and
1295 * updates x and y to be the localised coordinates.
1296 * Using this is more efficient of calling out_of_map
1297 * and then figuring out what the real map is
1298 */
1299 maptile *
1300 maptile::xy_find (sint16 &x, sint16 &y)
1301 {
1302 if (x < 0)
1303 {
1304 if (!tile_available (3))
1305 return 0;
1306
1307 x += tile_map[3]->width;
1308 return tile_map[3]->xy_find (x, y);
1309 }
1310
1311 if (x >= width)
1312 {
1313 if (!tile_available (1))
1314 return 0;
1315
1316 x -= width;
1317 return tile_map[1]->xy_find (x, y);
1318 }
1319
1320 if (y < 0)
1321 {
1322 if (!tile_available (0))
1323 return 0;
1324
1325 y += tile_map[0]->height;
1326 return tile_map[0]->xy_find (x, y);
1327 }
1328
1329 if (y >= height)
1330 {
1331 if (!tile_available (2))
1332 return 0;
1333
1334 y -= height;
1335 return tile_map[2]->xy_find (x, y);
1336 }
1337
1338 /* Simple case - coordinates are within this local
1339 * map.
1340 */
1341 return this;
1342 }
1343
1344 /**
1345 * Return whether map2 is adjacent to map1. If so, store the distance from
1346 * map1 to map2 in dx/dy.
1347 */
1348 int
1349 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1350 {
1351 if (!map1 || !map2)
1352 return 0;
1353
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 //fix: compare paths instead (this is likely faster, too!)
1356 if (map1 == map2)
1357 {
1358 *dx = 0;
1359 *dy = 0;
1360 }
1361 else if (map1->tile_map[0] == map2)
1362 { /* up */
1363 *dx = 0;
1364 *dy = -map2->height;
1365 }
1366 else if (map1->tile_map[1] == map2)
1367 { /* right */
1368 *dx = map1->width;
1369 *dy = 0;
1370 }
1371 else if (map1->tile_map[2] == map2)
1372 { /* down */
1373 *dx = 0;
1374 *dy = map1->height;
1375 }
1376 else if (map1->tile_map[3] == map2)
1377 { /* left */
1378 *dx = -map2->width;
1379 *dy = 0;
1380 }
1381 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1382 { /* up right */
1383 *dx = map1->tile_map[0]->width;
1384 *dy = -map1->tile_map[0]->height;
1385 }
1386 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1387 { /* up left */
1388 *dx = -map2->width;
1389 *dy = -map1->tile_map[0]->height;
1390 }
1391 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1392 { /* right up */
1393 *dx = map1->width;
1394 *dy = -map2->height;
1395 }
1396 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1397 { /* right down */
1398 *dx = map1->width;
1399 *dy = map1->tile_map[1]->height;
1400 }
1401 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1402 { /* down right */
1403 *dx = map1->tile_map[2]->width;
1404 *dy = map1->height;
1405 }
1406 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1407 { /* down left */
1408 *dx = -map2->width;
1409 *dy = map1->height;
1410 }
1411 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1412 { /* left up */
1413 *dx = -map1->tile_map[3]->width;
1414 *dy = -map2->height;
1415 }
1416 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1417 { /* left down */
1418 *dx = -map1->tile_map[3]->width;
1419 *dy = map1->tile_map[3]->height;
1420 }
1421 else
1422 return 0;
1423
1424 return 1;
1425 }
1426
1427 maptile *
1428 maptile::xy_load (sint16 &x, sint16 &y)
1429 {
1430 maptile *map = xy_find (x, y);
1431
1432 if (map)
1433 map->load_sync ();
1434
1435 return map;
1436 }
1437
1438 maptile *
1439 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440 {
1441 return m->xy_load (*x, *y);
1442 }
1443
1444 /* From map.c
1445 * This is used by get_player to determine where the other
1446 * creature is. get_rangevector takes into account map tiling,
1447 * so you just can not look the the map coordinates and get the
1448 * righte value. distance_x/y are distance away, which
1449 * can be negative. direction is the crossfire direction scheme
1450 * that the creature should head. part is the part of the
1451 * monster that is closest.
1452 *
1453 * get_rangevector looks at op1 and op2, and fills in the
1454 * structure for op1 to get to op2.
1455 * We already trust that the caller has verified that the
1456 * two objects are at least on adjacent maps. If not,
1457 * results are not likely to be what is desired.
1458 * if the objects are not on maps, results are also likely to
1459 * be unexpected
1460 *
1461 * currently, the only flag supported (0x1) is don't translate for
1462 * closest body part of 'op1'
1463 */
1464 void
1465 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1466 {
1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1468 {
1469 /* be conservative and fill in _some_ data */
1470 retval->distance = 10000;
1471 retval->distance_x = 10000;
1472 retval->distance_y = 10000;
1473 retval->direction = 0;
1474 retval->part = 0;
1475 }
1476 else
1477 {
1478 object *best;
1479
1480 retval->distance_x += op2->x - op1->x;
1481 retval->distance_y += op2->y - op1->y;
1482
1483 best = op1;
1484 /* If this is multipart, find the closest part now */
1485 if (!(flags & 0x1) && op1->more)
1486 {
1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1488
1489 /* we just take the offset of the piece to head to figure
1490 * distance instead of doing all that work above again
1491 * since the distance fields we set above are positive in the
1492 * same axis as is used for multipart objects, the simply arithmetic
1493 * below works.
1494 */
1495 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1496 {
1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1499 if (tmpi < best_distance)
1500 {
1501 best_distance = tmpi;
1502 best = tmp;
1503 }
1504 }
1505
1506 if (best != op1)
1507 {
1508 retval->distance_x += op1->x - best->x;
1509 retval->distance_y += op1->y - best->y;
1510 }
1511 }
1512
1513 retval->part = best;
1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1516 }
1517 }
1518
1519 /* this is basically the same as get_rangevector above, but instead of
1520 * the first parameter being an object, it instead is the map
1521 * and x,y coordinates - this is used for path to player -
1522 * since the object is not infact moving but we are trying to traverse
1523 * the path, we need this.
1524 * flags has no meaning for this function at this time - I kept it in to
1525 * be more consistant with the above function and also in case they are needed
1526 * for something in the future. Also, since no object is pasted, the best
1527 * field of the rv_vector is set to NULL.
1528 */
1529 void
1530 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1531 {
1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1533 {
1534 /* be conservative and fill in _some_ data */
1535 retval->distance = 100000;
1536 retval->distance_x = 32767;
1537 retval->distance_y = 32767;
1538 retval->direction = 0;
1539 retval->part = 0;
1540 }
1541 else
1542 {
1543 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y;
1545
1546 retval->part = NULL;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y);
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 }
1550 }
1551
1552 /* Returns true of op1 and op2 are effectively on the same map
1553 * (as related to map tiling). Note that this looks for a path from
1554 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1555 * to op1, this will still return false.
1556 * Note we only look one map out to keep the processing simple
1557 * and efficient. This could probably be a macro.
1558 * MSW 2001-08-05
1559 */
1560 int
1561 on_same_map (const object *op1, const object *op2)
1562 {
1563 int dx, dy;
1564
1565 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566 }
1567
1568 object *
1569 maptile::insert (object *op, int x, int y, object *originator, int flags)
1570 {
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575 }
1576
1577 region *
1578 maptile::region (int x, int y) const
1579 {
1580 if (regions
1581 && regionmap
1582 && !OUT_OF_REAL_MAP (this, x, y))
1583 if (struct region *reg = regionmap [regions [y * width + x]])
1584 return reg;
1585
1586 if (default_region)
1587 return default_region;
1588
1589 return ::region::default_region ();
1590 }
1591
1592 /* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596 object *
1597 maptile::pick_random_object () const
1598 {
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616 }
1617
1618 void
1619 maptile::play_sound (faceidx sound, int x, int y) const
1620 {
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636 }
1637