ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.141
Committed: Wed May 7 11:02:50 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_54
Changes since 1.140: +2 -0 lines
Log Message:
*** empty log message ***

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 case KW_no_drop: thawer.get (no_drop); 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 (no_drop);
731 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name);
734
735 if (shopitems)
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin);
744 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness);
747 MAP_OUT (width);
748 MAP_OUT (height);
749 MAP_OUT (enter_x);
750 MAP_OUT (enter_y);
751
752 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
753 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
754
755 MAP_OUT (outdoor);
756 MAP_OUT (temp);
757 MAP_OUT (pressure);
758 MAP_OUT (humid);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762
763 MAP_OUT (per_player);
764 MAP_OUT (per_party);
765
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
767 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
768 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
769 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
770
771 freezer.put (this);
772 freezer.put (KW_end);
773
774 return true;
775 }
776
777 bool
778 maptile::_save_header (const char *path)
779 {
780 object_freezer freezer;
781
782 if (!_save_header (freezer))
783 return false;
784
785 return freezer.save (path);
786 }
787
788 /*
789 * Remove and free all objects in the given map.
790 */
791 void
792 maptile::clear ()
793 {
794 if (spaces)
795 {
796 for (mapspace *ms = spaces + size (); ms-- > spaces; )
797 while (object *op = ms->bot)
798 {
799 // manually remove, as to not trigger anything
800 if (ms->bot = op->above)
801 ms->bot->below = 0;
802
803 op->flag [FLAG_REMOVED] = true;
804
805 object *head = op->head_ ();
806 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy ();
810 }
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
816 }
817
818 sfree0 (spaces, size ());
819 }
820
821 if (buttons)
822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
826 }
827
828 void
829 maptile::clear_header ()
830 {
831 name = 0;
832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
836
837 for (int i = 0; i < 4; i++)
838 tile_path [i] = 0;
839 }
840
841 maptile::~maptile ()
842 {
843 assert (destroyed ());
844 }
845
846 void
847 maptile::clear_links_to (maptile *m)
848 {
849 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those.
853 */
854 for (int i = 0; i < 4; i++)
855 if (tile_map[i] == m)
856 tile_map[i] = 0;
857 }
858
859 void
860 maptile::do_destroy ()
861 {
862 attachable::do_destroy ();
863
864 clear ();
865 }
866
867 /* decay and destroy perishable items in a map */
868 void
869 maptile::do_decay_objects ()
870 {
871 if (!spaces)
872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
876 {
877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
893 {
894 op->stats.dam--;
895 if (op->stats.dam < 0)
896 destroy = 1;
897 }
898 else if (op->is_armor ())
899 {
900 op->stats.ac--;
901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
931 }
932 }
933
934 /*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937 void
938 maptile::update_buttons ()
939 {
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 }
956 }
957
958 /*
959 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map.
962 *
963 * Difficulty can now be set by the map creature. If the value stored
964 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation
966 * is much better than this functions guesswork.
967 */
968 int
969 maptile::estimate_difficulty () const
970 {
971 long monster_cnt = 0;
972 double avgexp = 0;
973 sint64 total_exp = 0;
974
975 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976 for (object *op = ms->bot; op; op = op->above)
977 {
978 if (QUERY_FLAG (op, FLAG_MONSTER))
979 {
980 total_exp += op->stats.exp;
981 monster_cnt++;
982 }
983
984 if (QUERY_FLAG (op, FLAG_GENERATOR))
985 {
986 total_exp += op->stats.exp;
987
988 if (archetype *at = op->other_arch)
989 {
990 total_exp += at->stats.exp * 8;
991 monster_cnt++;
992 }
993
994 for (object *inv = op->inv; inv; inv = inv->below)
995 {
996 total_exp += op->stats.exp * 8;
997 monster_cnt++;
998 }
999 }
1000 }
1001
1002 avgexp = (double) total_exp / monster_cnt;
1003
1004 for (int i = 1; i <= settings.max_level; i++)
1005 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1006 return i;
1007
1008 return 1;
1009 }
1010
1011 /* change_map_light() - used to change map light level (darkness)
1012 * up or down. Returns true if successful. It should now be
1013 * possible to change a value by more than 1.
1014 * Move this from los.c to map.c since this is more related
1015 * to maps than los.
1016 * postive values make it darker, negative make it brighter
1017 */
1018 int
1019 maptile::change_map_light (int change)
1020 {
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1025 return 0;
1026
1027 /* inform all players on the map */
1028 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032
1033 /* Do extra checking. since darkness is a unsigned value,
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044
1045 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this);
1047 return 1;
1048 }
1049
1050 /*
1051 * This function updates various attributes about a specific space
1052 * on the map (what it looks like, whether it blocks magic,
1053 * has a living creatures, prevents people from passing
1054 * through, etc)
1055 */
1056 void
1057 mapspace::update_ ()
1058 {
1059 object *tmp, *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1061 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1062
1063 //object *middle = 0;
1064 //object *top = 0;
1065 //object *floor = 0;
1066 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0;
1070
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 {
1073 /* This could be made additive I guess (two lights better than
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 light = max (light, tmp->glow_radius);
1079
1080 /* This call is needed in order to update objects the player
1081 * is standing in that have animations (ie, grass, fire, etc).
1082 * However, it also causes the look window to be re-drawn
1083 * 3 times each time the player moves, because many of the
1084 * functions the move_player calls eventualy call this.
1085 *
1086 * Always put the player down for drawing.
1087 */
1088 if (!tmp->invisible)
1089 {
1090 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1091 top = tmp;
1092 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1093 {
1094 /* If we got a floor, that means middle and top were below it,
1095 * so should not be visible, so we clear them.
1096 */
1097 middle = 0;
1098 top = 0;
1099 floor = tmp;
1100 }
1101 /* Flag anywhere have high priority */
1102 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1103 {
1104 middle = tmp;
1105 anywhere = 1;
1106 }
1107 /* Find the highest visible face around. If equal
1108 * visibilities, we still want the one nearer to the
1109 * top
1110 */
1111 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1112 middle = tmp;
1113 }
1114
1115 if (tmp == tmp->above)
1116 {
1117 LOG (llevError, "Error in structure of map\n");
1118 exit (-1);
1119 }
1120
1121 move_slow |= tmp->move_slow;
1122 move_block |= tmp->move_block;
1123 move_on |= tmp->move_on;
1124 move_off |= tmp->move_off;
1125 move_allow |= tmp->move_allow;
1126
1127 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1128 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1129 if (tmp->type == PLAYER) flags |= P_PLAYER;
1130 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1131 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1132 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1133 }
1134
1135 this->light = light;
1136 this->flags_ = flags;
1137 this->move_block = move_block & ~move_allow;
1138 this->move_on = move_on;
1139 this->move_off = move_off;
1140 this->move_slow = move_slow;
1141
1142 /* At this point, we have a floor face (if there is a floor),
1143 * and the floor is set - we are not going to touch it at
1144 * this point.
1145 * middle contains the highest visibility face.
1146 * top contains a player/monster face, if there is one.
1147 *
1148 * We now need to fill in top.face and/or middle.face.
1149 */
1150
1151 /* If the top face also happens to be high visibility, re-do our
1152 * middle face. This should not happen, as we already have the
1153 * else statement above so middle should not get set. OTOH, it
1154 * may be possible for the faces to match but be different objects.
1155 */
1156 if (top == middle)
1157 middle = 0;
1158
1159 /* There are three posibilities at this point:
1160 * 1) top face is set, need middle to be set.
1161 * 2) middle is set, need to set top.
1162 * 3) neither middle or top is set - need to set both.
1163 */
1164
1165 for (tmp = last; tmp; tmp = tmp->below)
1166 {
1167 /* Once we get to a floor, stop, since we already have a floor object */
1168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1169 break;
1170
1171 /* If two top faces are already set, quit processing */
1172 if (top && middle)
1173 break;
1174
1175 /* Only show visible faces */
1176 if (!tmp->invisible)
1177 {
1178 /* Fill in top if needed */
1179 if (!top)
1180 {
1181 top = tmp;
1182 if (top == middle)
1183 middle = 0;
1184 }
1185 else
1186 {
1187 /* top is already set - we should only get here if
1188 * middle is not set
1189 *
1190 * Set the middle face and break out, since there is nothing
1191 * more to fill in. We don't check visiblity here, since
1192 *
1193 */
1194 if (tmp != top)
1195 {
1196 middle = tmp;
1197 break;
1198 }
1199 }
1200 }
1201 }
1202
1203 if (middle == floor)
1204 middle = 0;
1205
1206 if (top == middle)
1207 middle = 0;
1208
1209 #if 0
1210 faces_obj [0] = top;
1211 faces_obj [1] = middle;
1212 faces_obj [2] = floor;
1213 #endif
1214 }
1215
1216 uint64
1217 mapspace::volume () const
1218 {
1219 uint64 vol = 0;
1220
1221 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1222 vol += op->volume ();
1223
1224 return vol;
1225 }
1226
1227 bool
1228 maptile::tile_available (int dir, bool load)
1229 {
1230 if (!tile_path[dir])
1231 return 0;
1232
1233 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1234 return 1;
1235
1236 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1237 return 1;
1238
1239 return 0;
1240 }
1241
1242 /* this returns TRUE if the coordinates (x,y) are out of
1243 * map m. This function also takes into account any
1244 * tiling considerations, loading adjacant maps as needed.
1245 * This is the function should always be used when it
1246 * necessary to check for valid coordinates.
1247 * This function will recursively call itself for the
1248 * tiled maps.
1249 */
1250 int
1251 out_of_map (maptile *m, int x, int y)
1252 {
1253 /* If we get passed a null map, this is obviously the
1254 * case. This generally shouldn't happen, but if the
1255 * map loads fail below, it could happen.
1256 */
1257 if (!m)
1258 return 0;
1259
1260 if (x < 0)
1261 {
1262 if (!m->tile_available (3))
1263 return 1;
1264
1265 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1266 }
1267
1268 if (x >= m->width)
1269 {
1270 if (!m->tile_available (1))
1271 return 1;
1272
1273 return out_of_map (m->tile_map[1], x - m->width, y);
1274 }
1275
1276 if (y < 0)
1277 {
1278 if (!m->tile_available (0))
1279 return 1;
1280
1281 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1282 }
1283
1284 if (y >= m->height)
1285 {
1286 if (!m->tile_available (2))
1287 return 1;
1288
1289 return out_of_map (m->tile_map[2], x, y - m->height);
1290 }
1291
1292 /* Simple case - coordinates are within this local
1293 * map.
1294 */
1295 return 0;
1296 }
1297
1298 /* This is basically the same as out_of_map above, but
1299 * instead we return NULL if no map is valid (coordinates
1300 * out of bounds and no tiled map), otherwise it returns
1301 * the map as that the coordinates are really on, and
1302 * updates x and y to be the localised coordinates.
1303 * Using this is more efficient of calling out_of_map
1304 * and then figuring out what the real map is
1305 */
1306 maptile *
1307 maptile::xy_find (sint16 &x, sint16 &y)
1308 {
1309 if (x < 0)
1310 {
1311 if (!tile_available (3))
1312 return 0;
1313
1314 x += tile_map[3]->width;
1315 return tile_map[3]->xy_find (x, y);
1316 }
1317
1318 if (x >= width)
1319 {
1320 if (!tile_available (1))
1321 return 0;
1322
1323 x -= width;
1324 return tile_map[1]->xy_find (x, y);
1325 }
1326
1327 if (y < 0)
1328 {
1329 if (!tile_available (0))
1330 return 0;
1331
1332 y += tile_map[0]->height;
1333 return tile_map[0]->xy_find (x, y);
1334 }
1335
1336 if (y >= height)
1337 {
1338 if (!tile_available (2))
1339 return 0;
1340
1341 y -= height;
1342 return tile_map[2]->xy_find (x, y);
1343 }
1344
1345 /* Simple case - coordinates are within this local
1346 * map.
1347 */
1348 return this;
1349 }
1350
1351 /**
1352 * Return whether map2 is adjacent to map1. If so, store the distance from
1353 * map1 to map2 in dx/dy.
1354 */
1355 int
1356 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1357 {
1358 if (!map1 || !map2)
1359 return 0;
1360
1361 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1362 //fix: compare paths instead (this is likely faster, too!)
1363 if (map1 == map2)
1364 {
1365 *dx = 0;
1366 *dy = 0;
1367 }
1368 else if (map1->tile_map[0] == map2)
1369 { /* up */
1370 *dx = 0;
1371 *dy = -map2->height;
1372 }
1373 else if (map1->tile_map[1] == map2)
1374 { /* right */
1375 *dx = map1->width;
1376 *dy = 0;
1377 }
1378 else if (map1->tile_map[2] == map2)
1379 { /* down */
1380 *dx = 0;
1381 *dy = map1->height;
1382 }
1383 else if (map1->tile_map[3] == map2)
1384 { /* left */
1385 *dx = -map2->width;
1386 *dy = 0;
1387 }
1388 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1389 { /* up right */
1390 *dx = map1->tile_map[0]->width;
1391 *dy = -map1->tile_map[0]->height;
1392 }
1393 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1394 { /* up left */
1395 *dx = -map2->width;
1396 *dy = -map1->tile_map[0]->height;
1397 }
1398 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1399 { /* right up */
1400 *dx = map1->width;
1401 *dy = -map2->height;
1402 }
1403 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1404 { /* right down */
1405 *dx = map1->width;
1406 *dy = map1->tile_map[1]->height;
1407 }
1408 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1409 { /* down right */
1410 *dx = map1->tile_map[2]->width;
1411 *dy = map1->height;
1412 }
1413 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1414 { /* down left */
1415 *dx = -map2->width;
1416 *dy = map1->height;
1417 }
1418 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1419 { /* left up */
1420 *dx = -map1->tile_map[3]->width;
1421 *dy = -map2->height;
1422 }
1423 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1424 { /* left down */
1425 *dx = -map1->tile_map[3]->width;
1426 *dy = map1->tile_map[3]->height;
1427 }
1428 else
1429 return 0;
1430
1431 return 1;
1432 }
1433
1434 maptile *
1435 maptile::xy_load (sint16 &x, sint16 &y)
1436 {
1437 maptile *map = xy_find (x, y);
1438
1439 if (map)
1440 map->load_sync ();
1441
1442 return map;
1443 }
1444
1445 maptile *
1446 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1447 {
1448 return m->xy_load (*x, *y);
1449 }
1450
1451 /* From map.c
1452 * This is used by get_player to determine where the other
1453 * creature is. get_rangevector takes into account map tiling,
1454 * so you just can not look the the map coordinates and get the
1455 * righte value. distance_x/y are distance away, which
1456 * can be negative. direction is the crossfire direction scheme
1457 * that the creature should head. part is the part of the
1458 * monster that is closest.
1459 *
1460 * get_rangevector looks at op1 and op2, and fills in the
1461 * structure for op1 to get to op2.
1462 * We already trust that the caller has verified that the
1463 * two objects are at least on adjacent maps. If not,
1464 * results are not likely to be what is desired.
1465 * if the objects are not on maps, results are also likely to
1466 * be unexpected
1467 *
1468 * currently, the only flag supported (0x1) is don't translate for
1469 * closest body part of 'op1'
1470 */
1471 void
1472 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1473 {
1474 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1475 {
1476 /* be conservative and fill in _some_ data */
1477 retval->distance = 10000;
1478 retval->distance_x = 10000;
1479 retval->distance_y = 10000;
1480 retval->direction = 0;
1481 retval->part = 0;
1482 }
1483 else
1484 {
1485 object *best;
1486
1487 retval->distance_x += op2->x - op1->x;
1488 retval->distance_y += op2->y - op1->y;
1489
1490 best = op1;
1491 /* If this is multipart, find the closest part now */
1492 if (!(flags & 0x1) && op1->more)
1493 {
1494 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1495
1496 /* we just take the offset of the piece to head to figure
1497 * distance instead of doing all that work above again
1498 * since the distance fields we set above are positive in the
1499 * same axis as is used for multipart objects, the simply arithmetic
1500 * below works.
1501 */
1502 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1503 {
1504 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1505 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1506 if (tmpi < best_distance)
1507 {
1508 best_distance = tmpi;
1509 best = tmp;
1510 }
1511 }
1512
1513 if (best != op1)
1514 {
1515 retval->distance_x += op1->x - best->x;
1516 retval->distance_y += op1->y - best->y;
1517 }
1518 }
1519
1520 retval->part = best;
1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1523 }
1524 }
1525
1526 /* this is basically the same as get_rangevector above, but instead of
1527 * the first parameter being an object, it instead is the map
1528 * and x,y coordinates - this is used for path to player -
1529 * since the object is not infact moving but we are trying to traverse
1530 * the path, we need this.
1531 * flags has no meaning for this function at this time - I kept it in to
1532 * be more consistant with the above function and also in case they are needed
1533 * for something in the future. Also, since no object is pasted, the best
1534 * field of the rv_vector is set to NULL.
1535 */
1536 void
1537 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1538 {
1539 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1540 {
1541 /* be conservative and fill in _some_ data */
1542 retval->distance = 100000;
1543 retval->distance_x = 32767;
1544 retval->distance_y = 32767;
1545 retval->direction = 0;
1546 retval->part = 0;
1547 }
1548 else
1549 {
1550 retval->distance_x += op2->x - x;
1551 retval->distance_y += op2->y - y;
1552
1553 retval->part = NULL;
1554 retval->distance = idistance (retval->distance_x, retval->distance_y);
1555 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1556 }
1557 }
1558
1559 /* Returns true of op1 and op2 are effectively on the same map
1560 * (as related to map tiling). Note that this looks for a path from
1561 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1562 * to op1, this will still return false.
1563 * Note we only look one map out to keep the processing simple
1564 * and efficient. This could probably be a macro.
1565 * MSW 2001-08-05
1566 */
1567 int
1568 on_same_map (const object *op1, const object *op2)
1569 {
1570 int dx, dy;
1571
1572 return adjacent_map (op1->map, op2->map, &dx, &dy);
1573 }
1574
1575 object *
1576 maptile::insert (object *op, int x, int y, object *originator, int flags)
1577 {
1578 if (!op->flag [FLAG_REMOVED])
1579 op->remove ();
1580
1581 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1582 }
1583
1584 region *
1585 maptile::region (int x, int y) const
1586 {
1587 if (regions
1588 && regionmap
1589 && !OUT_OF_REAL_MAP (this, x, y))
1590 if (struct region *reg = regionmap [regions [y * width + x]])
1591 return reg;
1592
1593 if (default_region)
1594 return default_region;
1595
1596 return ::region::default_region ();
1597 }
1598
1599 /* picks a random object from a style map.
1600 */
1601 object *
1602 maptile::pick_random_object (rand_gen &gen) const
1603 {
1604 /* while returning a null object will result in a crash, that
1605 * is actually preferable to an infinite loop. That is because
1606 * most servers will automatically restart in case of crash.
1607 * Change the logic on getting the random space - shouldn't make
1608 * any difference, but this seems clearer to me.
1609 */
1610 for (int i = 1000; --i;)
1611 {
1612 object *pick = at (gen (width), gen (height)).bot;
1613
1614 // do not prefer big monsters just because they are big.
1615 if (pick && pick->is_head ())
1616 return pick->head_ ();
1617 }
1618
1619 // instead of crashing in the unlikely(?) case, try to return *something*
1620 return archetype::find ("bug");
1621 }
1622
1623 void
1624 maptile::play_sound (faceidx sound, int x, int y) const
1625 {
1626 if (!sound)
1627 return;
1628
1629 for_all_players (pl)
1630 if (pl->ob->map == this)
1631 if (client *ns = pl->ns)
1632 {
1633 int dx = x - pl->ob->x;
1634 int dy = y - pl->ob->y;
1635
1636 int distance = idistance (dx, dy);
1637
1638 if (distance <= MAX_SOUND_DISTANCE)
1639 ns->play_sound (sound, dx, dy);
1640 }
1641 }
1642