ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.136
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.135: +1 -2 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <unistd.h>
25
26 #include "global.h"
27
28 #include "loader.h"
29
30 #include "path.h"
31
32 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those
36 * values can be null, in which case if a new map is needed (returned
37 * by a P_NEW_MAP value, another call to get_map_from_coord
38 * is needed. The case of not passing values is if we're just
39 * checking for the existence of something on those spaces, but
40 * don't expect to insert/remove anything from those spaces.
41 */
42 int
43 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
44 {
45 sint16 newx = x;
46 sint16 newy = y;
47
48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49
50 if (!mp)
51 return P_OUT_OF_MAP;
52
53 if (newmap) *newmap = mp;
54 if (nx) *nx = newx;
55 if (ny) *ny = newy;
56
57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58 }
59
60 /*
61 * Returns true if the given coordinate is blocked except by the
62 * object passed is not blocking. This is used with
63 * multipart monsters - if we want to see if a 2x2 monster
64 * can move 1 space to the left, we don't want its own area
65 * to block it from moving there.
66 * Returns TRUE if the space is blocked by something other than the
67 * monster.
68 * m, x, y are the target map/coordinates - needed for map tiling.
69 * the coordinates & map passed in should have been updated for tiling
70 * by the caller.
71 */
72 int
73 blocked_link (object *ob, maptile *m, int sx, int sy)
74 {
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this.
80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1;
85 }
86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
93
94 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special
96 * things we need to do for players.
97 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0;
100
101 /* if there isn't anytyhing alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example)
107 */
108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
110
111 ob = ob->head_ ();
112
113 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0.
117 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (check_inv_recursive (ob, tmp) == NULL)
131 return 1;
132 else
133 continue;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
148 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
163 }
164
165 }
166 return 0;
167 }
168
169 /*
170 * Returns qthe blocking object if the given object can't fit in the given
171 * spot. This is meant for multi space objects - for single space objecs,
172 * just calling get_map_blocked and checking that against movement type
173 * of object. This function goes through all the parts of the multipart
174 * object and makes sure they can be inserted.
175 *
176 * While this doesn't call out of map, the get_map_flags does.
177 *
178 * This function has been used to deprecate arch_out_of_map -
179 * this function also does that check, and since in most cases,
180 * a call to one would follow the other, doesn't make a lot of sense to
181 * have two seperate functions for this.
182 *
183 * This returns nonzero if this arch can not go on the space provided,
184 * 0 otherwise. the return value will contain the P_.. value
185 * so the caller can know why this object can't go on the map.
186 * Note that callers should not expect P_NEW_MAP to be set
187 * in return codes - since the object is multispace - if
188 * we did return values, what do you return if half the object
189 * is one map, half on another.
190 *
191 * Note this used to be arch_blocked, but with new movement
192 * code, we need to have actual object to check its move_type
193 * against the move_block values.
194 */
195 bool
196 object::blocked (maptile *m, int x, int y) const
197 {
198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
201
202 if (!pos.normalise ())
203 return 1;
204
205 mapspace &ms = *pos;
206
207 if (ms.flags () & P_IS_ALIVE)
208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
216
217 /* Note it is intentional that we check ob - the movement type of the
218 * head of the object should correspond for the entire object.
219 */
220 if (ms.blocks (move_type))
221 return 1;
222 }
223
224 return 0;
225 }
226
227 /* When the map is loaded, load_object does not actually insert objects
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233 void
234 fix_container (object *container)
235 {
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252 }
253
254 void
255 maptile::set_object_flag (int flag, int value)
256 {
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263 }
264
265 /* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when
268 * they are saved).
269 */
270 void
271 maptile::link_multipart_objects ()
272 {
273 if (!spaces)
274 return;
275
276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
277 {
278 object *op = ms->bot;
279 while (op)
280 {
281 /* already multipart - don't do anything more */
282 if (op->head_ () == op && !op->more && op->arch->more)
283 {
284 op->remove ();
285 op->expand_tail ();
286
287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291
292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293 // so we have to reset the iteration through the mapspace
294 }
295 else
296 op = op->above;
297 }
298 }
299 }
300
301 /*
302 * Loads (ands parses) the objects into a given map from the specified
303 * file pointer.
304 */
305 bool
306 maptile::_load_objects (object_thawer &f)
307 {
308 for (;;)
309 {
310 coroapi::cede_to_tick (); // cede once in a while
311
312 switch (f.kw)
313 {
314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
349 continue;
350
351 case KW_EOF:
352 return true;
353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
357 break;
358 }
359
360 f.next ();
361 }
362
363 return true;
364 }
365
366 void
367 maptile::activate ()
368 {
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373 }
374
375 void
376 maptile::deactivate ()
377 {
378 if (spaces)
379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive ();
382 }
383
384 bool
385 maptile::_save_objects (object_freezer &f, int flags)
386 {
387 coroapi::cede_to_tick ();
388
389 if (flags & IO_HEADER)
390 _save_header (f);
391
392 if (!spaces)
393 return false;
394
395 for (int i = 0; i < size (); ++i)
396 {
397 bool unique = 0;
398
399 for (object *op = spaces [i].bot; op; op = op->above)
400 {
401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
402
403 if (expect_false (!op->can_map_save ()))
404 continue;
405
406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
407 {
408 if (flags & IO_UNIQUES)
409 op->write (f);
410 }
411 else if (expect_true (flags & IO_OBJECTS))
412 op->write (f);
413 }
414 }
415
416 coroapi::cede_to_tick ();
417
418 return true;
419 }
420
421 bool
422 maptile::_save_objects (const char *path, int flags)
423 {
424 object_freezer freezer;
425
426 if (!_save_objects (freezer, flags))
427 return false;
428
429 return freezer.save (path);
430 }
431
432 maptile::maptile ()
433 {
434 in_memory = MAP_SWAPPED;
435
436 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour.
438 */
439 width = 16;
440 height = 16;
441 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything
443 max_volume = 2000000; // 2m³
444 }
445
446 maptile::maptile (int w, int h)
447 {
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0;
455 enter_y = 0;
456
457 alloc ();
458 }
459
460 /*
461 * Allocates the arrays contained in a maptile.
462 * This basically allocates the dynamic array of spaces for the
463 * map.
464 */
465 void
466 maptile::alloc ()
467 {
468 if (spaces)
469 return;
470
471 spaces = salloc0<mapspace> (size ());
472 }
473
474 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date.
477 * Called by parse_map_headers below.
478 */
479 static shopitems *
480 parse_shop_string (const char *input_string)
481 {
482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
483 shopitems *items = NULL;
484 int i = 0, number_of_entries = 0;
485 const typedata *current_type;
486
487 shop_string = strdup (input_string);
488 p = shop_string;
489 /* first we'll count the entries, we'll need that for allocating the array shortly */
490 while (p)
491 {
492 p = strchr (p, ';');
493 number_of_entries++;
494 if (p)
495 p++;
496 }
497
498 p = shop_string;
499 strip_endline (p);
500 items = new shopitems[number_of_entries + 1];
501 for (i = 0; i < number_of_entries; i++)
502 {
503 if (!p)
504 {
505 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
506 break;
507 }
508
509 next_semicolon = strchr (p, ';');
510 next_colon = strchr (p, ':');
511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
513 items[i].strength = atoi (strchr (p, ':') + 1);
514
515 if (isdigit (*p) || *p == '*')
516 {
517 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
518 current_type = get_typedata (items[i].typenum);
519 if (current_type)
520 {
521 items[i].name = current_type->name;
522 items[i].name_pl = current_type->name_pl;
523 }
524 }
525 else
526 { /*we have a named type, let's figure out what it is */
527 q = strpbrk (p, ";:");
528 if (q)
529 *q = '\0';
530
531 current_type = get_typedata_by_name (p);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].typenum = current_type->number;
536 items[i].name_pl = current_type->name_pl;
537 }
538 else
539 { /* oh uh, something's wrong, let's free up this one, and try
540 * the next entry while we're at it, better print a warning
541 */
542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543 }
544 }
545
546 items[i].index = number_of_entries;
547 if (next_semicolon)
548 p = ++next_semicolon;
549 else
550 p = NULL;
551 }
552
553 free (shop_string);
554 return items;
555 }
556
557 /* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */
559 static void
560 print_shop_string (maptile *m, char *output_string)
561 {
562 int i;
563 char tmp[MAX_BUF];
564
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++)
567 {
568 if (m->shopitems[i].typenum)
569 {
570 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 else
573 sprintf (tmp, "%s;", m->shopitems[i].name);
574 }
575 else
576 {
577 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
579 else
580 sprintf (tmp, "*");
581 }
582
583 strcat (output_string, tmp);
584 }
585 }
586
587 /* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the
590 * addition of tiling, fields beyond that easily named in an
591 * object structure were needed, so it just made sense to
592 * put all the stuff in the map object so that names actually make
593 * sense.
594 * This could be done in lex (like the object loader), but I think
595 * currently, there are few enough fields this is not a big deal.
596 * MSW 2001-07-01
597 */
598 bool
599 maptile::_load_header (object_thawer &thawer)
600 {
601 for (;;)
602 {
603 switch (thawer.kw)
604 {
605 case KW_msg:
606 thawer.get_ml (KW_endmsg, msg);
607 break;
608
609 case KW_lore: // CF+ extension
610 thawer.get_ml (KW_endlore, maplore);
611 break;
612
613 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore);
615 break;
616
617 case KW_arch:
618 if (strcmp (thawer.get_str (), "map"))
619 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
620 break;
621
622 case KW_oid:
623 thawer.get (this, thawer.get_sint32 ());
624 break;
625
626 case KW_file_format_version: break; // nop
627
628 case KW_name: thawer.get (name); break;
629 case KW_attach: thawer.get (attach); break;
630 case KW_reset_time: thawer.get (reset_time); break;
631 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642
643 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
646
647 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649
650 // old names new names
651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653 case KW_x: case KW_width: thawer.get (width); break;
654 case KW_y: case KW_height: thawer.get (height); break;
655 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656 case KW_value: case KW_swap_time: thawer.get (timeout); break;
657 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660
661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
678 }
679
680 thawer.next ();
681 }
682
683 abort ();
684 }
685
686 /******************************************************************************
687 * This is the start of unique map handling code
688 *****************************************************************************/
689
690 /* This goes through the maptile and removed any unique items on the map. */
691 void
692 maptile::clear_unique_items ()
693 {
694 for (int i = 0; i < size (); ++i)
695 {
696 int unique = 0;
697 for (object *op = spaces [i].bot; op; )
698 {
699 object *above = op->above;
700
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1;
703
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy ();
708 }
709
710 op = above;
711 }
712 }
713 }
714
715 bool
716 maptile::_save_header (object_freezer &freezer)
717 {
718 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
719 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
720
721 MAP_OUT2 (arch, "map");
722
723 if (name) MAP_OUT (name);
724 MAP_OUT (swap_time);
725 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset);
729 MAP_OUT (difficulty);
730
731 if (default_region) MAP_OUT2 (region, default_region->name);
732
733 if (shopitems)
734 {
735 char shop[MAX_BUF];
736 print_shop_string (this, shop);
737 MAP_OUT2 (shopitems, shop);
738 }
739
740 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin);
742 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace);
744 MAP_OUT (darkness);
745 MAP_OUT (width);
746 MAP_OUT (height);
747 MAP_OUT (enter_x);
748 MAP_OUT (enter_y);
749
750 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
751 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
752
753 MAP_OUT (outdoor);
754 MAP_OUT (temp);
755 MAP_OUT (pressure);
756 MAP_OUT (humid);
757 MAP_OUT (windspeed);
758 MAP_OUT (winddir);
759 MAP_OUT (sky);
760
761 MAP_OUT (per_player);
762 MAP_OUT (per_party);
763
764 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
765 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
766 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
767 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
768
769 freezer.put (this);
770 freezer.put (KW_end);
771
772 return true;
773 }
774
775 bool
776 maptile::_save_header (const char *path)
777 {
778 object_freezer freezer;
779
780 if (!_save_header (freezer))
781 return false;
782
783 return freezer.save (path);
784 }
785
786 /*
787 * Remove and free all objects in the given map.
788 */
789 void
790 maptile::clear ()
791 {
792 if (spaces)
793 {
794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
795 while (object *op = ms->bot)
796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
803 object *head = op->head_ ();
804 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy ();
808 }
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
814 }
815
816 sfree (spaces, size ()), spaces = 0;
817 }
818
819 if (buttons)
820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree (regions, size ()); regions = 0;
823 delete [] regionmap; regionmap = 0;
824 }
825
826 void
827 maptile::clear_header ()
828 {
829 name = 0;
830 msg = 0;
831 maplore = 0;
832 shoprace = 0;
833 delete [] shopitems, shopitems = 0;
834
835 for (int i = 0; i < 4; i++)
836 tile_path [i] = 0;
837 }
838
839 maptile::~maptile ()
840 {
841 assert (destroyed ());
842 }
843
844 void
845 maptile::clear_links_to (maptile *m)
846 {
847 /* We need to look through all the maps and see if any maps
848 * are pointing at this one for tiling information. Since
849 * tiling can be asymetric, we just can not look to see which
850 * maps this map tiles with and clears those.
851 */
852 for (int i = 0; i < 4; i++)
853 if (tile_map[i] == m)
854 tile_map[i] = 0;
855 }
856
857 void
858 maptile::do_destroy ()
859 {
860 attachable::do_destroy ();
861
862 clear ();
863 }
864
865 /* decay and destroy perishable items in a map */
866 void
867 maptile::do_decay_objects ()
868 {
869 if (!spaces)
870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
874 {
875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
891 {
892 op->stats.dam--;
893 if (op->stats.dam < 0)
894 destroy = 1;
895 }
896 else if (op->is_armor ())
897 {
898 op->stats.ac--;
899 if (op->stats.ac < 0)
900 destroy = 1;
901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
929 }
930 }
931
932 /*
933 * Updates every button on the map (by calling update_button() for them).
934 */
935 void
936 maptile::update_buttons ()
937 {
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
953 }
954 }
955
956 /*
957 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map.
960 *
961 * Difficulty can now be set by the map creature. If the value stored
962 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation
964 * is much better than this functions guesswork.
965 */
966 int
967 maptile::estimate_difficulty () const
968 {
969 long monster_cnt = 0;
970 double avgexp = 0;
971 sint64 total_exp = 0;
972
973 for (mapspace *ms = spaces + size (); ms-- > spaces; )
974 for (object *op = ms->bot; op; op = op->above)
975 {
976 if (QUERY_FLAG (op, FLAG_MONSTER))
977 {
978 total_exp += op->stats.exp;
979 monster_cnt++;
980 }
981
982 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 {
984 total_exp += op->stats.exp;
985
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
987 total_exp += at->stats.exp * 8;
988
989 monster_cnt++;
990 }
991 }
992
993 avgexp = (double) total_exp / monster_cnt;
994
995 for (int i = 1; i <= settings.max_level; i++)
996 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
997 return i;
998
999 return 1;
1000 }
1001
1002 /* change_map_light() - used to change map light level (darkness)
1003 * up or down. Returns true if successful. It should now be
1004 * possible to change a value by more than 1.
1005 * Move this from los.c to map.c since this is more related
1006 * to maps than los.
1007 * postive values make it darker, negative make it brighter
1008 */
1009 int
1010 maptile::change_map_light (int change)
1011 {
1012 int new_level = darkness + change;
1013
1014 /* Nothing to do */
1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1016 return 0;
1017
1018 /* inform all players on the map */
1019 if (change > 0)
1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 else
1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023
1024 /* Do extra checking. since darkness is a unsigned value,
1025 * we need to be extra careful about negative values.
1026 * In general, the checks below are only needed if change
1027 * is not +/-1
1028 */
1029 if (new_level < 0)
1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1034 darkness = new_level;
1035
1036 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this);
1038 return 1;
1039 }
1040
1041 /*
1042 * This function updates various attributes about a specific space
1043 * on the map (what it looks like, whether it blocks magic,
1044 * has a living creatures, prevents people from passing
1045 * through, etc)
1046 */
1047 void
1048 mapspace::update_ ()
1049 {
1050 object *tmp, *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053
1054 //object *middle = 0;
1055 //object *top = 0;
1056 //object *floor = 0;
1057 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0;
1061
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 {
1064 /* This could be made additive I guess (two lights better than
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 if (tmp->glow_radius > light)
1070 light = tmp->glow_radius;
1071
1072 /* This call is needed in order to update objects the player
1073 * is standing in that have animations (ie, grass, fire, etc).
1074 * However, it also causes the look window to be re-drawn
1075 * 3 times each time the player moves, because many of the
1076 * functions the move_player calls eventualy call this.
1077 *
1078 * Always put the player down for drawing.
1079 */
1080 if (!tmp->invisible)
1081 {
1082 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1083 top = tmp;
1084 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1085 {
1086 /* If we got a floor, that means middle and top were below it,
1087 * so should not be visible, so we clear them.
1088 */
1089 middle = 0;
1090 top = 0;
1091 floor = tmp;
1092 }
1093 /* Flag anywhere have high priority */
1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1095 {
1096 middle = tmp;
1097 anywhere = 1;
1098 }
1099 /* Find the highest visible face around. If equal
1100 * visibilities, we still want the one nearer to the
1101 * top
1102 */
1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1104 middle = tmp;
1105 }
1106
1107 if (tmp == tmp->above)
1108 {
1109 LOG (llevError, "Error in structure of map\n");
1110 exit (-1);
1111 }
1112
1113 move_slow |= tmp->move_slow;
1114 move_block |= tmp->move_block;
1115 move_on |= tmp->move_on;
1116 move_off |= tmp->move_off;
1117 move_allow |= tmp->move_allow;
1118
1119 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1120 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1121 if (tmp->type == PLAYER) flags |= P_PLAYER;
1122 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1123 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1124 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1125 }
1126
1127 this->light = light;
1128 this->flags_ = flags;
1129 this->move_block = move_block & ~move_allow;
1130 this->move_on = move_on;
1131 this->move_off = move_off;
1132 this->move_slow = move_slow;
1133
1134 /* At this point, we have a floor face (if there is a floor),
1135 * and the floor is set - we are not going to touch it at
1136 * this point.
1137 * middle contains the highest visibility face.
1138 * top contains a player/monster face, if there is one.
1139 *
1140 * We now need to fill in top.face and/or middle.face.
1141 */
1142
1143 /* If the top face also happens to be high visibility, re-do our
1144 * middle face. This should not happen, as we already have the
1145 * else statement above so middle should not get set. OTOH, it
1146 * may be possible for the faces to match but be different objects.
1147 */
1148 if (top == middle)
1149 middle = 0;
1150
1151 /* There are three posibilities at this point:
1152 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both.
1155 */
1156
1157 for (tmp = last; tmp; tmp = tmp->below)
1158 {
1159 /* Once we get to a floor, stop, since we already have a floor object */
1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161 break;
1162
1163 /* If two top faces are already set, quit processing */
1164 if (top && middle)
1165 break;
1166
1167 /* Only show visible faces */
1168 if (!tmp->invisible)
1169 {
1170 /* Fill in top if needed */
1171 if (!top)
1172 {
1173 top = tmp;
1174 if (top == middle)
1175 middle = 0;
1176 }
1177 else
1178 {
1179 /* top is already set - we should only get here if
1180 * middle is not set
1181 *
1182 * Set the middle face and break out, since there is nothing
1183 * more to fill in. We don't check visiblity here, since
1184 *
1185 */
1186 if (tmp != top)
1187 {
1188 middle = tmp;
1189 break;
1190 }
1191 }
1192 }
1193 }
1194
1195 if (middle == floor)
1196 middle = 0;
1197
1198 if (top == middle)
1199 middle = 0;
1200
1201 #if 0
1202 faces_obj [0] = top;
1203 faces_obj [1] = middle;
1204 faces_obj [2] = floor;
1205 #endif
1206 }
1207
1208 uint64
1209 mapspace::volume () const
1210 {
1211 uint64 vol = 0;
1212
1213 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1214 vol += op->volume ();
1215
1216 return vol;
1217 }
1218
1219 bool
1220 maptile::tile_available (int dir, bool load)
1221 {
1222 if (!tile_path[dir])
1223 return 0;
1224
1225 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1226 return 1;
1227
1228 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1229 return 1;
1230
1231 return 0;
1232 }
1233
1234 /* this returns TRUE if the coordinates (x,y) are out of
1235 * map m. This function also takes into account any
1236 * tiling considerations, loading adjacant maps as needed.
1237 * This is the function should always be used when it
1238 * necessary to check for valid coordinates.
1239 * This function will recursively call itself for the
1240 * tiled maps.
1241 */
1242 int
1243 out_of_map (maptile *m, int x, int y)
1244 {
1245 /* If we get passed a null map, this is obviously the
1246 * case. This generally shouldn't happen, but if the
1247 * map loads fail below, it could happen.
1248 */
1249 if (!m)
1250 return 0;
1251
1252 if (x < 0)
1253 {
1254 if (!m->tile_available (3))
1255 return 1;
1256
1257 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1258 }
1259
1260 if (x >= m->width)
1261 {
1262 if (!m->tile_available (1))
1263 return 1;
1264
1265 return out_of_map (m->tile_map[1], x - m->width, y);
1266 }
1267
1268 if (y < 0)
1269 {
1270 if (!m->tile_available (0))
1271 return 1;
1272
1273 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1274 }
1275
1276 if (y >= m->height)
1277 {
1278 if (!m->tile_available (2))
1279 return 1;
1280
1281 return out_of_map (m->tile_map[2], x, y - m->height);
1282 }
1283
1284 /* Simple case - coordinates are within this local
1285 * map.
1286 */
1287 return 0;
1288 }
1289
1290 /* This is basically the same as out_of_map above, but
1291 * instead we return NULL if no map is valid (coordinates
1292 * out of bounds and no tiled map), otherwise it returns
1293 * the map as that the coordinates are really on, and
1294 * updates x and y to be the localised coordinates.
1295 * Using this is more efficient of calling out_of_map
1296 * and then figuring out what the real map is
1297 */
1298 maptile *
1299 maptile::xy_find (sint16 &x, sint16 &y)
1300 {
1301 if (x < 0)
1302 {
1303 if (!tile_available (3))
1304 return 0;
1305
1306 x += tile_map[3]->width;
1307 return tile_map[3]->xy_find (x, y);
1308 }
1309
1310 if (x >= width)
1311 {
1312 if (!tile_available (1))
1313 return 0;
1314
1315 x -= width;
1316 return tile_map[1]->xy_find (x, y);
1317 }
1318
1319 if (y < 0)
1320 {
1321 if (!tile_available (0))
1322 return 0;
1323
1324 y += tile_map[0]->height;
1325 return tile_map[0]->xy_find (x, y);
1326 }
1327
1328 if (y >= height)
1329 {
1330 if (!tile_available (2))
1331 return 0;
1332
1333 y -= height;
1334 return tile_map[2]->xy_find (x, y);
1335 }
1336
1337 /* Simple case - coordinates are within this local
1338 * map.
1339 */
1340 return this;
1341 }
1342
1343 /**
1344 * Return whether map2 is adjacent to map1. If so, store the distance from
1345 * map1 to map2 in dx/dy.
1346 */
1347 int
1348 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1349 {
1350 if (!map1 || !map2)
1351 return 0;
1352
1353 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1354 //fix: compare paths instead (this is likely faster, too!)
1355 if (map1 == map2)
1356 {
1357 *dx = 0;
1358 *dy = 0;
1359 }
1360 else if (map1->tile_map[0] == map2)
1361 { /* up */
1362 *dx = 0;
1363 *dy = -map2->height;
1364 }
1365 else if (map1->tile_map[1] == map2)
1366 { /* right */
1367 *dx = map1->width;
1368 *dy = 0;
1369 }
1370 else if (map1->tile_map[2] == map2)
1371 { /* down */
1372 *dx = 0;
1373 *dy = map1->height;
1374 }
1375 else if (map1->tile_map[3] == map2)
1376 { /* left */
1377 *dx = -map2->width;
1378 *dy = 0;
1379 }
1380 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1381 { /* up right */
1382 *dx = map1->tile_map[0]->width;
1383 *dy = -map1->tile_map[0]->height;
1384 }
1385 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1386 { /* up left */
1387 *dx = -map2->width;
1388 *dy = -map1->tile_map[0]->height;
1389 }
1390 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1391 { /* right up */
1392 *dx = map1->width;
1393 *dy = -map2->height;
1394 }
1395 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1396 { /* right down */
1397 *dx = map1->width;
1398 *dy = map1->tile_map[1]->height;
1399 }
1400 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1401 { /* down right */
1402 *dx = map1->tile_map[2]->width;
1403 *dy = map1->height;
1404 }
1405 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1406 { /* down left */
1407 *dx = -map2->width;
1408 *dy = map1->height;
1409 }
1410 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1411 { /* left up */
1412 *dx = -map1->tile_map[3]->width;
1413 *dy = -map2->height;
1414 }
1415 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1416 { /* left down */
1417 *dx = -map1->tile_map[3]->width;
1418 *dy = map1->tile_map[3]->height;
1419 }
1420 else
1421 return 0;
1422
1423 return 1;
1424 }
1425
1426 maptile *
1427 maptile::xy_load (sint16 &x, sint16 &y)
1428 {
1429 maptile *map = xy_find (x, y);
1430
1431 if (map)
1432 map->load_sync ();
1433
1434 return map;
1435 }
1436
1437 maptile *
1438 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1439 {
1440 return m->xy_load (*x, *y);
1441 }
1442
1443 /* From map.c
1444 * This is used by get_player to determine where the other
1445 * creature is. get_rangevector takes into account map tiling,
1446 * so you just can not look the the map coordinates and get the
1447 * righte value. distance_x/y are distance away, which
1448 * can be negative. direction is the crossfire direction scheme
1449 * that the creature should head. part is the part of the
1450 * monster that is closest.
1451 *
1452 * get_rangevector looks at op1 and op2, and fills in the
1453 * structure for op1 to get to op2.
1454 * We already trust that the caller has verified that the
1455 * two objects are at least on adjacent maps. If not,
1456 * results are not likely to be what is desired.
1457 * if the objects are not on maps, results are also likely to
1458 * be unexpected
1459 *
1460 * currently, the only flag supported (0x1) is don't translate for
1461 * closest body part of 'op1'
1462 */
1463 void
1464 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1465 {
1466 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1467 {
1468 /* be conservative and fill in _some_ data */
1469 retval->distance = 10000;
1470 retval->distance_x = 10000;
1471 retval->distance_y = 10000;
1472 retval->direction = 0;
1473 retval->part = 0;
1474 }
1475 else
1476 {
1477 object *best;
1478
1479 retval->distance_x += op2->x - op1->x;
1480 retval->distance_y += op2->y - op1->y;
1481
1482 best = op1;
1483 /* If this is multipart, find the closest part now */
1484 if (!(flags & 0x1) && op1->more)
1485 {
1486 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1487
1488 /* we just take the offset of the piece to head to figure
1489 * distance instead of doing all that work above again
1490 * since the distance fields we set above are positive in the
1491 * same axis as is used for multipart objects, the simply arithmetic
1492 * below works.
1493 */
1494 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1495 {
1496 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1497 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1498 if (tmpi < best_distance)
1499 {
1500 best_distance = tmpi;
1501 best = tmp;
1502 }
1503 }
1504
1505 if (best != op1)
1506 {
1507 retval->distance_x += op1->x - best->x;
1508 retval->distance_y += op1->y - best->y;
1509 }
1510 }
1511
1512 retval->part = best;
1513 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1514 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1515 }
1516 }
1517
1518 /* this is basically the same as get_rangevector above, but instead of
1519 * the first parameter being an object, it instead is the map
1520 * and x,y coordinates - this is used for path to player -
1521 * since the object is not infact moving but we are trying to traverse
1522 * the path, we need this.
1523 * flags has no meaning for this function at this time - I kept it in to
1524 * be more consistant with the above function and also in case they are needed
1525 * for something in the future. Also, since no object is pasted, the best
1526 * field of the rv_vector is set to NULL.
1527 */
1528 void
1529 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1530 {
1531 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1532 {
1533 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000;
1535 retval->distance_x = 32767;
1536 retval->distance_y = 32767;
1537 retval->direction = 0;
1538 retval->part = 0;
1539 }
1540 else
1541 {
1542 retval->distance_x += op2->x - x;
1543 retval->distance_y += op2->y - y;
1544
1545 retval->part = NULL;
1546 retval->distance = idistance (retval->distance_x, retval->distance_y);
1547 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1548 }
1549 }
1550
1551 /* Returns true of op1 and op2 are effectively on the same map
1552 * (as related to map tiling). Note that this looks for a path from
1553 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1554 * to op1, this will still return false.
1555 * Note we only look one map out to keep the processing simple
1556 * and efficient. This could probably be a macro.
1557 * MSW 2001-08-05
1558 */
1559 int
1560 on_same_map (const object *op1, const object *op2)
1561 {
1562 int dx, dy;
1563
1564 return adjacent_map (op1->map, op2->map, &dx, &dy);
1565 }
1566
1567 object *
1568 maptile::insert (object *op, int x, int y, object *originator, int flags)
1569 {
1570 if (!op->flag [FLAG_REMOVED])
1571 op->remove ();
1572
1573 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1574 }
1575
1576 region *
1577 maptile::region (int x, int y) const
1578 {
1579 if (regions
1580 && regionmap
1581 && !OUT_OF_REAL_MAP (this, x, y))
1582 if (struct region *reg = regionmap [regions [y * width + x]])
1583 return reg;
1584
1585 if (default_region)
1586 return default_region;
1587
1588 return ::region::default_region ();
1589 }
1590
1591 /* picks a random object from a style map.
1592 * Redone by MSW so it should be faster and not use static
1593 * variables to generate tables.
1594 */
1595 object *
1596 maptile::pick_random_object () const
1597 {
1598 /* while returning a null object will result in a crash, that
1599 * is actually preferable to an infinite loop. That is because
1600 * most servers will automatically restart in case of crash.
1601 * Change the logic on getting the random space - shouldn't make
1602 * any difference, but this seems clearer to me.
1603 */
1604 for (int i = 1000; --i;)
1605 {
1606 object *pick = at (rndm (width), rndm (height)).bot;
1607
1608 // do not prefer big monsters just because they are big.
1609 if (pick && pick->head_ () == pick)
1610 return pick->head_ ();
1611 }
1612
1613 // instead of crashing in the unlikely(?) case, try to return *something*
1614 return get_archetype ("blocked");
1615 }
1616
1617 void
1618 maptile::play_sound (faceidx sound, int x, int y) const
1619 {
1620 if (!sound)
1621 return;
1622
1623 for_all_players (pl)
1624 if (pl->ob->map == this)
1625 if (client *ns = pl->ns)
1626 {
1627 int dx = x - pl->ob->x;
1628 int dy = y - pl->ob->y;
1629
1630 int distance = idistance (dx, dy);
1631
1632 if (distance <= MAX_SOUND_DISTANCE)
1633 ns->play_sound (sound, dx, dy);
1634 }
1635 }
1636