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Revision: 1.147
Committed: Mon Sep 29 10:20:48 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +6 -5 lines
Log Message:
do the same everywhere else

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 #include "loader.h"
28 #include "path.h"
29
30 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those
34 * values can be null, in which case if a new map is needed (returned
35 * by a P_NEW_MAP value, another call to get_map_from_coord
36 * is needed. The case of not passing values is if we're just
37 * checking for the existence of something on those spaces, but
38 * don't expect to insert/remove anything from those spaces.
39 */
40 int
41 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
42 {
43 sint16 newx = x;
44 sint16 newy = y;
45
46 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
47
48 if (!mp)
49 return P_OUT_OF_MAP;
50
51 if (newmap) *newmap = mp;
52 if (nx) *nx = newx;
53 if (ny) *ny = newy;
54
55 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
56 }
57
58 /*
59 * Returns true if the given coordinate is blocked except by the
60 * object passed is not blocking. This is used with
61 * multipart monsters - if we want to see if a 2x2 monster
62 * can move 1 space to the left, we don't want its own area
63 * to block it from moving there.
64 * Returns TRUE if the space is blocked by something other than the
65 * monster.
66 * m, x, y are the target map/coordinates - needed for map tiling.
67 * the coordinates & map passed in should have been updated for tiling
68 * by the caller.
69 */
70 int
71 blocked_link (object *ob, maptile *m, int sx, int sy)
72 {
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this.
78 */
79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1;
83 }
84
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
91
92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special
94 * things we need to do for players.
95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0;
98
99 /* if there isn't anytyhing alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example)
105 */
106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
107 return 0;
108
109 ob = ob->head_ ();
110
111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0.
115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
117 {
118
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 {
122 /* If last_sp is set, the player/monster needs an object,
123 * so we check for it. If they don't have it, they can't
124 * pass through this space.
125 */
126 if (tmp->last_sp)
127 {
128 if (check_inv_recursive (ob, tmp) == NULL)
129 return 1;
130 else
131 continue;
132 }
133 else
134 {
135 /* In this case, the player must not have the object -
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else
145 {
146 /* Broke apart a big nasty if into several here to make
147 * this more readable. first check - if the space blocks
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154
155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1;
161 }
162
163 }
164 return 0;
165 }
166
167 /*
168 * Returns qthe blocking object if the given object can't fit in the given
169 * spot. This is meant for multi space objects - for single space objecs,
170 * just calling get_map_blocked and checking that against movement type
171 * of object. This function goes through all the parts of the multipart
172 * object and makes sure they can be inserted.
173 *
174 * While this doesn't call out of map, the get_map_flags does.
175 *
176 * This function has been used to deprecate arch_out_of_map -
177 * this function also does that check, and since in most cases,
178 * a call to one would follow the other, doesn't make a lot of sense to
179 * have two seperate functions for this.
180 *
181 * This returns nonzero if this arch can not go on the space provided,
182 * 0 otherwise. the return value will contain the P_.. value
183 * so the caller can know why this object can't go on the map.
184 * Note that callers should not expect P_NEW_MAP to be set
185 * in return codes - since the object is multispace - if
186 * we did return values, what do you return if half the object
187 * is one map, half on another.
188 *
189 * Note this used to be arch_blocked, but with new movement
190 * code, we need to have actual object to check its move_type
191 * against the move_block values.
192 */
193 bool
194 object::blocked (maptile *m, int x, int y) const
195 {
196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
199
200 if (!pos.normalise ())
201 return 1;
202
203 mapspace &ms = *pos;
204
205 if (ms.flags () & P_IS_ALIVE)
206 return 1;
207
208 /* However, often ob doesn't have any move type
209 * (signifying non-moving objects)
210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
211 */
212 if (!move_type && ms.move_block != MOVE_ALL)
213 continue;
214
215 /* Note it is intentional that we check ob - the movement type of the
216 * head of the object should correspond for the entire object.
217 */
218 if (ms.blocks (move_type))
219 return 1;
220 }
221
222 return 0;
223 }
224
225 /* When the map is loaded, load_object does not actually insert objects
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231 void
232 fix_container (object *container)
233 {
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250 }
251
252 void
253 maptile::set_object_flag (int flag, int value)
254 {
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261 }
262
263 void
264 maptile::post_load_original ()
265 {
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274 }
275
276 /* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when
279 * they are saved).
280 */
281 void
282 maptile::link_multipart_objects ()
283 {
284 if (!spaces)
285 return;
286
287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
288 {
289 object *op = ms->bot;
290 while (op)
291 {
292 /* already multipart - don't do anything more */
293 if (op->head_ () == op && !op->more && op->arch->more)
294 {
295 op->remove ();
296 op->expand_tail ();
297
298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
305 }
306 else
307 op = op->above;
308 }
309 }
310 }
311
312 /*
313 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer.
315 */
316 bool
317 maptile::_load_objects (object_thawer &f)
318 {
319 for (;;)
320 {
321 coroapi::cede_to_tick (); // cede once in a while
322
323 switch (f.kw)
324 {
325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
359 }
360
361 continue;
362
363 case KW_EOF:
364 return true;
365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
369 break;
370 }
371
372 f.next ();
373 }
374
375 return true;
376 }
377
378 void
379 maptile::activate ()
380 {
381 if (spaces)
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->activate_recursive ();
385 }
386
387 void
388 maptile::deactivate ()
389 {
390 if (spaces)
391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
392 for (object *op = ms->bot; op; op = op->above)
393 op->deactivate_recursive ();
394 }
395
396 bool
397 maptile::_save_objects (object_freezer &f, int flags)
398 {
399 coroapi::cede_to_tick ();
400
401 if (flags & IO_HEADER)
402 _save_header (f);
403
404 if (!spaces)
405 return false;
406
407 for (int i = 0; i < size (); ++i)
408 {
409 bool unique = 0;
410
411 for (object *op = spaces [i].bot; op; op = op->above)
412 {
413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
414
415 if (expect_false (!op->can_map_save ()))
416 continue;
417
418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
419 {
420 if (flags & IO_UNIQUES)
421 op->write (f);
422 }
423 else if (expect_true (flags & IO_OBJECTS))
424 op->write (f);
425 }
426 }
427
428 coroapi::cede_to_tick ();
429
430 return true;
431 }
432
433 bool
434 maptile::_save_objects (const char *path, int flags)
435 {
436 object_freezer freezer;
437
438 if (!_save_objects (freezer, flags))
439 return false;
440
441 return freezer.save (path);
442 }
443
444 maptile::maptile ()
445 {
446 in_memory = MAP_SWAPPED;
447
448 /* The maps used to pick up default x and y values from the
449 * map archetype. Mimic that behaviour.
450 */
451 width = 16;
452 height = 16;
453 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything
455 max_volume = 2000000; // 2m³
456 }
457
458 maptile::maptile (int w, int h)
459 {
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
468
469 alloc ();
470 }
471
472 /*
473 * Allocates the arrays contained in a maptile.
474 * This basically allocates the dynamic array of spaces for the
475 * map.
476 */
477 void
478 maptile::alloc ()
479 {
480 if (spaces)
481 return;
482
483 spaces = salloc0<mapspace> (size ());
484 }
485
486 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date.
489 * Called by parse_map_headers below.
490 */
491 static shopitems *
492 parse_shop_string (const char *input_string)
493 {
494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
495 shopitems *items = NULL;
496 int i = 0, number_of_entries = 0;
497 const typedata *current_type;
498
499 shop_string = strdup (input_string);
500 p = shop_string;
501 /* first we'll count the entries, we'll need that for allocating the array shortly */
502 while (p)
503 {
504 p = strchr (p, ';');
505 number_of_entries++;
506 if (p)
507 p++;
508 }
509
510 p = shop_string;
511 strip_endline (p);
512 items = new shopitems[number_of_entries + 1];
513 for (i = 0; i < number_of_entries; i++)
514 {
515 if (!p)
516 {
517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
518 break;
519 }
520
521 next_semicolon = strchr (p, ';');
522 next_colon = strchr (p, ':');
523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
525 items[i].strength = atoi (strchr (p, ':') + 1);
526
527 if (isdigit (*p) || *p == '*')
528 {
529 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
530 current_type = get_typedata (items[i].typenum);
531 if (current_type)
532 {
533 items[i].name = current_type->name;
534 items[i].name_pl = current_type->name_pl;
535 }
536 }
537 else
538 { /*we have a named type, let's figure out what it is */
539 q = strpbrk (p, ";:");
540 if (q)
541 *q = '\0';
542
543 current_type = get_typedata_by_name (p);
544 if (current_type)
545 {
546 items[i].name = current_type->name;
547 items[i].typenum = current_type->number;
548 items[i].name_pl = current_type->name_pl;
549 }
550 else
551 { /* oh uh, something's wrong, let's free up this one, and try
552 * the next entry while we're at it, better print a warning
553 */
554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
555 }
556 }
557
558 items[i].index = number_of_entries;
559 if (next_semicolon)
560 p = ++next_semicolon;
561 else
562 p = NULL;
563 }
564
565 free (shop_string);
566 return items;
567 }
568
569 /* opposite of parse string, this puts the string that was originally fed in to
570 * the map (or something equivilent) into output_string. */
571 static void
572 print_shop_string (maptile *m, char *output_string)
573 {
574 int i;
575 char tmp[MAX_BUF];
576
577 strcpy (output_string, "");
578 for (i = 0; i < m->shopitems[0].index; i++)
579 {
580 if (m->shopitems[i].typenum)
581 {
582 if (m->shopitems[i].strength)
583 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 else
585 sprintf (tmp, "%s;", m->shopitems[i].name);
586 }
587 else
588 {
589 if (m->shopitems[i].strength)
590 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
591 else
592 sprintf (tmp, "*");
593 }
594
595 strcat (output_string, tmp);
596 }
597 }
598
599 /* This loads the header information of the map. The header
600 * contains things like difficulty, size, timeout, etc.
601 * this used to be stored in the map object, but with the
602 * addition of tiling, fields beyond that easily named in an
603 * object structure were needed, so it just made sense to
604 * put all the stuff in the map object so that names actually make
605 * sense.
606 * This could be done in lex (like the object loader), but I think
607 * currently, there are few enough fields this is not a big deal.
608 * MSW 2001-07-01
609 */
610 bool
611 maptile::_load_header (object_thawer &thawer)
612 {
613 for (;;)
614 {
615 switch (thawer.kw)
616 {
617 case KW_msg:
618 thawer.get_ml (KW_endmsg, msg);
619 break;
620
621 case KW_lore: // CF+ extension
622 thawer.get_ml (KW_endlore, maplore);
623 break;
624
625 case KW_maplore:
626 thawer.get_ml (KW_endmaplore, maplore);
627 break;
628
629 case KW_arch:
630 if (strcmp (thawer.get_str (), "map"))
631 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
632 break;
633
634 case KW_oid:
635 thawer.get (this, thawer.get_sint32 ());
636 break;
637
638 case KW_file_format_version: break; // nop
639
640 case KW_name: thawer.get (name); break;
641 case KW_attach: thawer.get (attach); break;
642 case KW_reset_time: thawer.get (reset_time); break;
643 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: default_region = region::find (thawer.get_str ()); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
687 default:
688 if (!thawer.parse_error ("map", 0))
689 return false;
690 break;
691 }
692
693 thawer.next ();
694 }
695
696 abort ();
697 }
698
699 /******************************************************************************
700 * This is the start of unique map handling code
701 *****************************************************************************/
702
703 /* This goes through the maptile and removed any unique items on the map. */
704 void
705 maptile::clear_unique_items ()
706 {
707 for (int i = 0; i < size (); ++i)
708 {
709 int unique = 0;
710 for (object *op = spaces [i].bot; op; )
711 {
712 object *above = op->above;
713
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715 unique = 1;
716
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 {
719 op->destroy_inv (false);
720 op->destroy (true);
721 }
722
723 op = above;
724 }
725 }
726 }
727
728 bool
729 maptile::_save_header (object_freezer &freezer)
730 {
731 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
732 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
733
734 MAP_OUT2 (arch, "map");
735
736 if (name) MAP_OUT (name);
737 MAP_OUT (swap_time);
738 MAP_OUT (reset_time);
739 MAP_OUT (reset_timeout);
740 MAP_OUT (fixed_resettime);
741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
743 MAP_OUT (difficulty);
744
745 if (default_region) MAP_OUT2 (region, default_region->name);
746
747 if (shopitems)
748 {
749 char shop[MAX_BUF];
750 print_shop_string (this, shop);
751 MAP_OUT2 (shopitems, shop);
752 }
753
754 MAP_OUT (shopgreed);
755 MAP_OUT (shopmin);
756 MAP_OUT (shopmax);
757 if (shoprace) MAP_OUT (shoprace);
758 MAP_OUT (darkness);
759 MAP_OUT (width);
760 MAP_OUT (height);
761 MAP_OUT (enter_x);
762 MAP_OUT (enter_y);
763
764 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
765 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
766
767 MAP_OUT (outdoor);
768 MAP_OUT (temp);
769 MAP_OUT (pressure);
770 MAP_OUT (humid);
771 MAP_OUT (windspeed);
772 MAP_OUT (winddir);
773 MAP_OUT (sky);
774
775 MAP_OUT (per_player);
776 MAP_OUT (per_party);
777
778 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
779 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
780 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
781 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
782
783 freezer.put (this);
784 freezer.put (KW_end);
785
786 return true;
787 }
788
789 bool
790 maptile::_save_header (const char *path)
791 {
792 object_freezer freezer;
793
794 if (!_save_header (freezer))
795 return false;
796
797 return freezer.save (path);
798 }
799
800 /*
801 * Remove and free all objects in the given map.
802 */
803 void
804 maptile::clear ()
805 {
806 if (spaces)
807 {
808 for (mapspace *ms = spaces + size (); ms-- > spaces; )
809 while (object *op = ms->bot)
810 {
811 // manually remove, as to not trigger anything
812 if (ms->bot = op->above)
813 ms->bot->below = 0;
814
815 op->flag [FLAG_REMOVED] = true;
816
817 object *head = op->head_ ();
818 if (op == head)
819 {
820 op->destroy_inv (false);
821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
827 }
828 }
829
830 sfree0 (spaces, size ());
831 }
832
833 if (buttons)
834 free_objectlinkpt (buttons), buttons = 0;
835
836 sfree0 (regions, size ());
837 delete [] regionmap; regionmap = 0;
838 }
839
840 void
841 maptile::clear_header ()
842 {
843 name = 0;
844 msg = 0;
845 maplore = 0;
846 shoprace = 0;
847 delete [] shopitems, shopitems = 0;
848
849 for (int i = 0; i < 4; i++)
850 tile_path [i] = 0;
851 }
852
853 maptile::~maptile ()
854 {
855 assert (destroyed ());
856 }
857
858 void
859 maptile::clear_links_to (maptile *m)
860 {
861 /* We need to look through all the maps and see if any maps
862 * are pointing at this one for tiling information. Since
863 * tiling can be asymetric, we just can not look to see which
864 * maps this map tiles with and clears those.
865 */
866 for (int i = 0; i < 4; i++)
867 if (tile_map[i] == m)
868 tile_map[i] = 0;
869 }
870
871 void
872 maptile::do_destroy ()
873 {
874 attachable::do_destroy ();
875
876 clear ();
877 }
878
879 /* decay and destroy perishable items in a map */
880 void
881 maptile::do_decay_objects ()
882 {
883 if (!spaces)
884 return;
885
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 for (object *above, *op = ms->bot; op; op = above)
888 {
889 above = op->above;
890
891 bool destroy = 0;
892
893 // do not decay anything above unique floor tiles (yet :)
894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
895 break;
896
897 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy (true);
943 }
944 }
945
946 /*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949 void
950 maptile::update_buttons ()
951 {
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 }
968 }
969
970 /*
971 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map.
974 *
975 * Difficulty can now be set by the map creature. If the value stored
976 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation
978 * is much better than this functions guesswork.
979 */
980 int
981 maptile::estimate_difficulty () const
982 {
983 long monster_cnt = 0;
984 double avgexp = 0;
985 sint64 total_exp = 0;
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 for (object *op = ms->bot; op; op = op->above)
989 {
990 if (QUERY_FLAG (op, FLAG_MONSTER))
991 {
992 total_exp += op->stats.exp;
993 monster_cnt++;
994 }
995
996 if (QUERY_FLAG (op, FLAG_GENERATOR))
997 {
998 total_exp += op->stats.exp;
999
1000 if (archetype *at = op->other_arch)
1001 {
1002 total_exp += at->stats.exp * 8;
1003 monster_cnt++;
1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
1011 }
1012 }
1013
1014 avgexp = (double) total_exp / monster_cnt;
1015
1016 for (int i = 1; i <= settings.max_level; i++)
1017 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1018 return i;
1019
1020 return 1;
1021 }
1022
1023 /* change_map_light() - used to change map light level (darkness)
1024 * up or down. Returns true if successful. It should now be
1025 * possible to change a value by more than 1.
1026 * Move this from los.c to map.c since this is more related
1027 * to maps than los.
1028 * postive values make it darker, negative make it brighter
1029 */
1030 int
1031 maptile::change_map_light (int change)
1032 {
1033 int new_level = darkness + change;
1034
1035 /* Nothing to do */
1036 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1037 return 0;
1038
1039 /* inform all players on the map */
1040 if (change > 0)
1041 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1042 else
1043 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1044
1045 /* Do extra checking. since darkness is a unsigned value,
1046 * we need to be extra careful about negative values.
1047 * In general, the checks below are only needed if change
1048 * is not +/-1
1049 */
1050 if (new_level < 0)
1051 darkness = 0;
1052 else if (new_level >= MAX_DARKNESS)
1053 darkness = MAX_DARKNESS;
1054 else
1055 darkness = new_level;
1056
1057 /* All clients need to get re-updated for the change */
1058 update_all_map_los (this);
1059
1060 return 1;
1061 }
1062
1063 /*
1064 * This function updates various attributes about a specific space
1065 * on the map (what it looks like, whether it blocks magic,
1066 * has a living creatures, prevents people from passing
1067 * through, etc)
1068 */
1069 void
1070 mapspace::update_ ()
1071 {
1072 object *last = 0;
1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1075
1076 //object *middle = 0;
1077 //object *top = 0;
1078 //object *floor = 0;
1079 // this seems to generate better code than using locals, above
1080 object *&top = faces_obj[0] = 0;
1081 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0;
1083
1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1085 {
1086 /* This could be made additive I guess (two lights better than
1087 * one). But if so, it shouldn't be a simple additive - 2
1088 * light bulbs do not illuminate twice as far as once since
1089 * it is a dissapation factor that is cubed.
1090 */
1091 light = max (light, tmp->glow_radius);
1092
1093 /* This call is needed in order to update objects the player
1094 * is standing in that have animations (ie, grass, fire, etc).
1095 * However, it also causes the look window to be re-drawn
1096 * 3 times each time the player moves, because many of the
1097 * functions the move_player calls eventualy call this.
1098 *
1099 * Always put the player down for drawing.
1100 */
1101 if (!tmp->invisible)
1102 {
1103 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1104 top = tmp;
1105 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1106 {
1107 /* If we got a floor, that means middle and top were below it,
1108 * so should not be visible, so we clear them.
1109 */
1110 middle = 0;
1111 top = 0;
1112 floor = tmp;
1113 }
1114 /* Flag anywhere have high priority */
1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1116 {
1117 middle = tmp;
1118 anywhere = 1;
1119 }
1120
1121 /* Find the highest visible face around. If equal
1122 * visibilities, we still want the one nearer to the
1123 * top
1124 */
1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1126 middle = tmp;
1127 }
1128
1129 if (tmp == tmp->above)
1130 {
1131 LOG (llevError, "Error in structure of map\n");
1132 exit (-1);
1133 }
1134
1135 move_slow |= tmp->move_slow;
1136 move_block |= tmp->move_block;
1137 move_on |= tmp->move_on;
1138 move_off |= tmp->move_off;
1139 move_allow |= tmp->move_allow;
1140
1141 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1142 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1143 if (tmp->type == PLAYER) flags |= P_PLAYER;
1144 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1145 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1146 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1147 }
1148
1149 this->light = light;
1150 this->flags_ = flags;
1151 this->move_block = move_block & ~move_allow;
1152 this->move_on = move_on;
1153 this->move_off = move_off;
1154 this->move_slow = move_slow;
1155
1156 /* At this point, we have a floor face (if there is a floor),
1157 * and the floor is set - we are not going to touch it at
1158 * this point.
1159 * middle contains the highest visibility face.
1160 * top contains a player/monster face, if there is one.
1161 *
1162 * We now need to fill in top.face and/or middle.face.
1163 */
1164
1165 /* If the top face also happens to be high visibility, re-do our
1166 * middle face. This should not happen, as we already have the
1167 * else statement above so middle should not get set. OTOH, it
1168 * may be possible for the faces to match but be different objects.
1169 */
1170 if (top == middle)
1171 middle = 0;
1172
1173 /* There are three posibilities at this point:
1174 * 1) top face is set, need middle to be set.
1175 * 2) middle is set, need to set top.
1176 * 3) neither middle or top is set - need to set both.
1177 */
1178
1179 for (object *tmp = last; tmp; tmp = tmp->below)
1180 {
1181 /* Once we get to a floor, stop, since we already have a floor object */
1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1183 break;
1184
1185 /* If two top faces are already set, quit processing */
1186 if (top && middle)
1187 break;
1188
1189 /* Only show visible faces */
1190 if (!tmp->invisible)
1191 {
1192 /* Fill in top if needed */
1193 if (!top)
1194 {
1195 top = tmp;
1196 if (top == middle)
1197 middle = 0;
1198 }
1199 else
1200 {
1201 /* top is already set - we should only get here if
1202 * middle is not set
1203 *
1204 * Set the middle face and break out, since there is nothing
1205 * more to fill in. We don't check visiblity here, since
1206 *
1207 */
1208 if (tmp != top)
1209 {
1210 middle = tmp;
1211 break;
1212 }
1213 }
1214 }
1215 }
1216
1217 if (middle == floor)
1218 middle = 0;
1219
1220 if (top == middle)
1221 middle = 0;
1222
1223 #if 0
1224 faces_obj [0] = top;
1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227 #endif
1228 }
1229
1230 uint64
1231 mapspace::volume () const
1232 {
1233 uint64 vol = 0;
1234
1235 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1236 vol += op->volume ();
1237
1238 return vol;
1239 }
1240
1241 bool
1242 maptile::tile_available (int dir, bool load)
1243 {
1244 if (!tile_path[dir])
1245 return 0;
1246
1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 return 1;
1249
1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251 return 1;
1252
1253 return 0;
1254 }
1255
1256 /* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed.
1259 * This is the function should always be used when it
1260 * necessary to check for valid coordinates.
1261 * This function will recursively call itself for the
1262 * tiled maps.
1263 */
1264 int
1265 out_of_map (maptile *m, int x, int y)
1266 {
1267 /* If we get passed a null map, this is obviously the
1268 * case. This generally shouldn't happen, but if the
1269 * map loads fail below, it could happen.
1270 */
1271 if (!m)
1272 return 0;
1273
1274 if (x < 0)
1275 {
1276 if (!m->tile_available (3))
1277 return 1;
1278
1279 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1280 }
1281
1282 if (x >= m->width)
1283 {
1284 if (!m->tile_available (1))
1285 return 1;
1286
1287 return out_of_map (m->tile_map[1], x - m->width, y);
1288 }
1289
1290 if (y < 0)
1291 {
1292 if (!m->tile_available (0))
1293 return 1;
1294
1295 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1296 }
1297
1298 if (y >= m->height)
1299 {
1300 if (!m->tile_available (2))
1301 return 1;
1302
1303 return out_of_map (m->tile_map[2], x, y - m->height);
1304 }
1305
1306 /* Simple case - coordinates are within this local
1307 * map.
1308 */
1309 return 0;
1310 }
1311
1312 /* This is basically the same as out_of_map above, but
1313 * instead we return NULL if no map is valid (coordinates
1314 * out of bounds and no tiled map), otherwise it returns
1315 * the map as that the coordinates are really on, and
1316 * updates x and y to be the localised coordinates.
1317 * Using this is more efficient of calling out_of_map
1318 * and then figuring out what the real map is
1319 */
1320 maptile *
1321 maptile::xy_find (sint16 &x, sint16 &y)
1322 {
1323 if (x < 0)
1324 {
1325 if (!tile_available (3))
1326 return 0;
1327
1328 x += tile_map[3]->width;
1329 return tile_map[3]->xy_find (x, y);
1330 }
1331
1332 if (x >= width)
1333 {
1334 if (!tile_available (1))
1335 return 0;
1336
1337 x -= width;
1338 return tile_map[1]->xy_find (x, y);
1339 }
1340
1341 if (y < 0)
1342 {
1343 if (!tile_available (0))
1344 return 0;
1345
1346 y += tile_map[0]->height;
1347 return tile_map[0]->xy_find (x, y);
1348 }
1349
1350 if (y >= height)
1351 {
1352 if (!tile_available (2))
1353 return 0;
1354
1355 y -= height;
1356 return tile_map[2]->xy_find (x, y);
1357 }
1358
1359 /* Simple case - coordinates are within this local
1360 * map.
1361 */
1362 return this;
1363 }
1364
1365 /**
1366 * Return whether map2 is adjacent to map1. If so, store the distance from
1367 * map1 to map2 in dx/dy.
1368 */
1369 int
1370 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1371 {
1372 if (!map1 || !map2)
1373 return 0;
1374
1375 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1376 //fix: compare paths instead (this is likely faster, too!)
1377 if (map1 == map2)
1378 {
1379 *dx = 0;
1380 *dy = 0;
1381 }
1382 else if (map1->tile_map[0] == map2)
1383 { /* up */
1384 *dx = 0;
1385 *dy = -map2->height;
1386 }
1387 else if (map1->tile_map[1] == map2)
1388 { /* right */
1389 *dx = map1->width;
1390 *dy = 0;
1391 }
1392 else if (map1->tile_map[2] == map2)
1393 { /* down */
1394 *dx = 0;
1395 *dy = map1->height;
1396 }
1397 else if (map1->tile_map[3] == map2)
1398 { /* left */
1399 *dx = -map2->width;
1400 *dy = 0;
1401 }
1402 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1403 { /* up right */
1404 *dx = map1->tile_map[0]->width;
1405 *dy = -map1->tile_map[0]->height;
1406 }
1407 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1408 { /* up left */
1409 *dx = -map2->width;
1410 *dy = -map1->tile_map[0]->height;
1411 }
1412 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1413 { /* right up */
1414 *dx = map1->width;
1415 *dy = -map2->height;
1416 }
1417 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1418 { /* right down */
1419 *dx = map1->width;
1420 *dy = map1->tile_map[1]->height;
1421 }
1422 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1423 { /* down right */
1424 *dx = map1->tile_map[2]->width;
1425 *dy = map1->height;
1426 }
1427 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1428 { /* down left */
1429 *dx = -map2->width;
1430 *dy = map1->height;
1431 }
1432 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1433 { /* left up */
1434 *dx = -map1->tile_map[3]->width;
1435 *dy = -map2->height;
1436 }
1437 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1438 { /* left down */
1439 *dx = -map1->tile_map[3]->width;
1440 *dy = map1->tile_map[3]->height;
1441 }
1442 else
1443 return 0;
1444
1445 return 1;
1446 }
1447
1448 maptile *
1449 maptile::xy_load (sint16 &x, sint16 &y)
1450 {
1451 maptile *map = xy_find (x, y);
1452
1453 if (map)
1454 map->load_sync ();
1455
1456 return map;
1457 }
1458
1459 maptile *
1460 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1461 {
1462 return m->xy_load (*x, *y);
1463 }
1464
1465 /* From map.c
1466 * This is used by get_player to determine where the other
1467 * creature is. get_rangevector takes into account map tiling,
1468 * so you just can not look the the map coordinates and get the
1469 * righte value. distance_x/y are distance away, which
1470 * can be negative. direction is the crossfire direction scheme
1471 * that the creature should head. part is the part of the
1472 * monster that is closest.
1473 *
1474 * get_rangevector looks at op1 and op2, and fills in the
1475 * structure for op1 to get to op2.
1476 * We already trust that the caller has verified that the
1477 * two objects are at least on adjacent maps. If not,
1478 * results are not likely to be what is desired.
1479 * if the objects are not on maps, results are also likely to
1480 * be unexpected
1481 *
1482 * currently, the only flag supported (0x1) is don't translate for
1483 * closest body part of 'op1'
1484 */
1485 void
1486 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1487 {
1488 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1489 {
1490 /* be conservative and fill in _some_ data */
1491 retval->distance = 10000;
1492 retval->distance_x = 10000;
1493 retval->distance_y = 10000;
1494 retval->direction = 0;
1495 retval->part = 0;
1496 }
1497 else
1498 {
1499 object *best;
1500
1501 retval->distance_x += op2->x - op1->x;
1502 retval->distance_y += op2->y - op1->y;
1503
1504 best = op1;
1505 /* If this is multipart, find the closest part now */
1506 if (!(flags & 0x1) && op1->more)
1507 {
1508 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1509
1510 /* we just take the offset of the piece to head to figure
1511 * distance instead of doing all that work above again
1512 * since the distance fields we set above are positive in the
1513 * same axis as is used for multipart objects, the simply arithmetic
1514 * below works.
1515 */
1516 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1517 {
1518 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1519 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1520 if (tmpi < best_distance)
1521 {
1522 best_distance = tmpi;
1523 best = tmp;
1524 }
1525 }
1526
1527 if (best != op1)
1528 {
1529 retval->distance_x += op1->x - best->x;
1530 retval->distance_y += op1->y - best->y;
1531 }
1532 }
1533
1534 retval->part = best;
1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1536 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1537 }
1538 }
1539
1540 /* this is basically the same as get_rangevector above, but instead of
1541 * the first parameter being an object, it instead is the map
1542 * and x,y coordinates - this is used for path to player -
1543 * since the object is not infact moving but we are trying to traverse
1544 * the path, we need this.
1545 * flags has no meaning for this function at this time - I kept it in to
1546 * be more consistant with the above function and also in case they are needed
1547 * for something in the future. Also, since no object is pasted, the best
1548 * field of the rv_vector is set to NULL.
1549 */
1550 void
1551 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1552 {
1553 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1554 {
1555 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000;
1557 retval->distance_x = 32767;
1558 retval->distance_y = 32767;
1559 retval->direction = 0;
1560 retval->part = 0;
1561 }
1562 else
1563 {
1564 retval->distance_x += op2->x - x;
1565 retval->distance_y += op2->y - y;
1566
1567 retval->part = NULL;
1568 retval->distance = idistance (retval->distance_x, retval->distance_y);
1569 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1570 }
1571 }
1572
1573 /* Returns true of op1 and op2 are effectively on the same map
1574 * (as related to map tiling). Note that this looks for a path from
1575 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1576 * to op1, this will still return false.
1577 * Note we only look one map out to keep the processing simple
1578 * and efficient. This could probably be a macro.
1579 * MSW 2001-08-05
1580 */
1581 int
1582 on_same_map (const object *op1, const object *op2)
1583 {
1584 int dx, dy;
1585
1586 return adjacent_map (op1->map, op2->map, &dx, &dy);
1587 }
1588
1589 object *
1590 maptile::insert (object *op, int x, int y, object *originator, int flags)
1591 {
1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1593 }
1594
1595 region *
1596 maptile::region (int x, int y) const
1597 {
1598 if (regions
1599 && regionmap
1600 && !OUT_OF_REAL_MAP (this, x, y))
1601 if (struct region *reg = regionmap [regions [y * width + x]])
1602 return reg;
1603
1604 if (default_region)
1605 return default_region;
1606
1607 return ::region::default_region ();
1608 }
1609
1610 /* picks a random object from a style map.
1611 */
1612 object *
1613 maptile::pick_random_object (rand_gen &gen) const
1614 {
1615 /* while returning a null object will result in a crash, that
1616 * is actually preferable to an infinite loop. That is because
1617 * most servers will automatically restart in case of crash.
1618 * Change the logic on getting the random space - shouldn't make
1619 * any difference, but this seems clearer to me.
1620 */
1621 for (int i = 1000; --i;)
1622 {
1623 object *pick = at (gen (width), gen (height)).bot;
1624
1625 // do not prefer big monsters just because they are big.
1626 if (pick && pick->is_head ())
1627 return pick->head_ ();
1628 }
1629
1630 // instead of crashing in the unlikely(?) case, try to return *something*
1631 return archetype::find ("bug");
1632 }
1633
1634 void
1635 maptile::play_sound (faceidx sound, int x, int y) const
1636 {
1637 if (!sound)
1638 return;
1639
1640 for_all_players (pl)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns)
1643 {
1644 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y;
1646
1647 int distance = idistance (dx, dy);
1648
1649 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy);
1651 }
1652 }
1653