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/cvs/deliantra/server/common/map.C
Revision: 1.150
Committed: Thu Dec 4 03:48:19 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.149: +5 -8 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 #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 ();
357 }
358 }
359
360 continue;
361
362 case KW_EOF:
363 return true;
364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
368 break;
369 }
370
371 f.next ();
372 }
373
374 return true;
375 }
376
377 void
378 maptile::activate ()
379 {
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384 }
385
386 void
387 maptile::deactivate ()
388 {
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393 }
394
395 bool
396 maptile::_save_objects (object_freezer &f, int flags)
397 {
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
411 {
412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
413
414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
418 {
419 if (flags & IO_UNIQUES)
420 op->write (f);
421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
424 }
425 }
426
427 coroapi::cede_to_tick ();
428
429 return true;
430 }
431
432 bool
433 maptile::_save_objects (const char *path, int flags)
434 {
435 object_freezer freezer;
436
437 if (!_save_objects (freezer, flags))
438 return false;
439
440 return freezer.save (path);
441 }
442
443 maptile::maptile ()
444 {
445 in_memory = MAP_SWAPPED;
446
447 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour.
449 */
450 width = 16;
451 height = 16;
452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_volume = 2000000; // 2m³
455 }
456
457 maptile::maptile (int w, int h)
458 {
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
467
468 alloc ();
469 }
470
471 /*
472 * Allocates the arrays contained in a maptile.
473 * This basically allocates the dynamic array of spaces for the
474 * map.
475 */
476 void
477 maptile::alloc ()
478 {
479 if (spaces)
480 return;
481
482 spaces = salloc0<mapspace> (size ());
483 }
484
485 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date.
488 * Called by parse_map_headers below.
489 */
490 static shopitems *
491 parse_shop_string (const char *input_string)
492 {
493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
494 shopitems *items = NULL;
495 int i = 0, number_of_entries = 0;
496 const typedata *current_type;
497
498 shop_string = strdup (input_string);
499 p = shop_string;
500 /* first we'll count the entries, we'll need that for allocating the array shortly */
501 while (p)
502 {
503 p = strchr (p, ';');
504 number_of_entries++;
505 if (p)
506 p++;
507 }
508
509 p = shop_string;
510 strip_endline (p);
511 items = new shopitems[number_of_entries + 1];
512 for (i = 0; i < number_of_entries; i++)
513 {
514 if (!p)
515 {
516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
517 break;
518 }
519
520 next_semicolon = strchr (p, ';');
521 next_colon = strchr (p, ':');
522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
524 items[i].strength = atoi (strchr (p, ':') + 1);
525
526 if (isdigit (*p) || *p == '*')
527 {
528 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
529 current_type = get_typedata (items[i].typenum);
530 if (current_type)
531 {
532 items[i].name = current_type->name;
533 items[i].name_pl = current_type->name_pl;
534 }
535 }
536 else
537 { /*we have a named type, let's figure out what it is */
538 q = strpbrk (p, ";:");
539 if (q)
540 *q = '\0';
541
542 current_type = get_typedata_by_name (p);
543 if (current_type)
544 {
545 items[i].name = current_type->name;
546 items[i].typenum = current_type->number;
547 items[i].name_pl = current_type->name_pl;
548 }
549 else
550 { /* oh uh, something's wrong, let's free up this one, and try
551 * the next entry while we're at it, better print a warning
552 */
553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
554 }
555 }
556
557 items[i].index = number_of_entries;
558 if (next_semicolon)
559 p = ++next_semicolon;
560 else
561 p = NULL;
562 }
563
564 free (shop_string);
565 return items;
566 }
567
568 /* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */
570 static void
571 print_shop_string (maptile *m, char *output_string)
572 {
573 int i;
574 char tmp[MAX_BUF];
575
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++)
578 {
579 if (m->shopitems[i].typenum)
580 {
581 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else
584 sprintf (tmp, "%s;", m->shopitems[i].name);
585 }
586 else
587 {
588 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
590 else
591 sprintf (tmp, "*");
592 }
593
594 strcat (output_string, tmp);
595 }
596 }
597
598 /* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an
602 * object structure were needed, so it just made sense to
603 * put all the stuff in the map object so that names actually make
604 * sense.
605 * This could be done in lex (like the object loader), but I think
606 * currently, there are few enough fields this is not a big deal.
607 * MSW 2001-07-01
608 */
609 bool
610 maptile::_load_header (object_thawer &thawer)
611 {
612 for (;;)
613 {
614 switch (thawer.kw)
615 {
616 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg);
618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
690 }
691
692 thawer.next ();
693 }
694
695 abort ();
696 }
697
698 /******************************************************************************
699 * This is the start of unique map handling code
700 *****************************************************************************/
701
702 /* This goes through the maptile and removed any unique items on the map. */
703 void
704 maptile::clear_unique_items ()
705 {
706 for (int i = 0; i < size (); ++i)
707 {
708 int unique = 0;
709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
712
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1;
715
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 op->destroy ();
718
719 op = above;
720 }
721 }
722 }
723
724 bool
725 maptile::_save_header (object_freezer &freezer)
726 {
727 #define MAP_OUT(k) freezer.put (KW_ ## k, k)
728 #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729
730 MAP_OUT2 (arch, "map");
731
732 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time);
734 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
739 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name);
742
743 if (shopitems)
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783 }
784
785 bool
786 maptile::_save_header (const char *path)
787 {
788 object_freezer freezer;
789
790 if (!_save_header (freezer))
791 return false;
792
793 return freezer.save (path);
794 }
795
796 /*
797 * Remove and free all objects in the given map.
798 */
799 void
800 maptile::clear ()
801 {
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
824 }
825
826 if (buttons)
827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
831 }
832
833 void
834 maptile::clear_header ()
835 {
836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
841
842 for (int i = 0; i < 4; i++)
843 tile_path [i] = 0;
844 }
845
846 maptile::~maptile ()
847 {
848 assert (destroyed ());
849 }
850
851 void
852 maptile::clear_links_to (maptile *m)
853 {
854 /* We need to look through all the maps and see if any maps
855 * are pointing at this one for tiling information. Since
856 * tiling can be asymetric, we just can not look to see which
857 * maps this map tiles with and clears those.
858 */
859 for (int i = 0; i < 4; i++)
860 if (tile_map[i] == m)
861 tile_map[i] = 0;
862 }
863
864 void
865 maptile::do_destroy ()
866 {
867 attachable::do_destroy ();
868
869 clear ();
870 }
871
872 /* decay and destroy perishable items in a map */
873 void
874 maptile::do_decay_objects ()
875 {
876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
881 {
882 above = op->above;
883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break;
889
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ())
896 ; // do not decay
897 else if (op->is_weapon ())
898 {
899 op->stats.dam--;
900 if (op->stats.dam < 0)
901 destroy = 1;
902 }
903 else if (op->is_armor ())
904 {
905 op->stats.ac--;
906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
915 else
916 {
917 int mat = op->materials;
918
919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy ();
936 }
937 }
938
939 /*
940 * Updates every button on the map (by calling update_button() for them).
941 */
942 void
943 maptile::update_buttons ()
944 {
945 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946 for (objectlink *ol = obp->link; ol; ol = ol->next)
947 {
948 if (!ol->ob)
949 {
950 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952 continue;
953 }
954
955 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956 {
957 update_button (ol->ob);
958 break;
959 }
960 }
961 }
962
963 /*
964 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map.
967 *
968 * Difficulty can now be set by the map creature. If the value stored
969 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation
971 * is much better than this functions guesswork.
972 */
973 int
974 maptile::estimate_difficulty () const
975 {
976 long monster_cnt = 0;
977 double avgexp = 0;
978 sint64 total_exp = 0;
979
980 for (mapspace *ms = spaces + size (); ms-- > spaces; )
981 for (object *op = ms->bot; op; op = op->above)
982 {
983 if (QUERY_FLAG (op, FLAG_MONSTER))
984 {
985 total_exp += op->stats.exp;
986 monster_cnt++;
987 }
988
989 if (QUERY_FLAG (op, FLAG_GENERATOR))
990 {
991 total_exp += op->stats.exp;
992
993 if (archetype *at = op->other_arch)
994 {
995 total_exp += at->stats.exp * 8;
996 monster_cnt++;
997 }
998
999 for (object *inv = op->inv; inv; inv = inv->below)
1000 {
1001 total_exp += op->stats.exp * 8;
1002 monster_cnt++;
1003 }
1004 }
1005 }
1006
1007 avgexp = (double) total_exp / monster_cnt;
1008
1009 for (int i = 1; i <= settings.max_level; i++)
1010 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1011 return i;
1012
1013 return 1;
1014 }
1015
1016 /* change_map_light() - used to change map light level (darkness)
1017 * up or down. Returns true if successful. It should now be
1018 * possible to change a value by more than 1.
1019 * Move this from los.c to map.c since this is more related
1020 * to maps than los.
1021 * postive values make it darker, negative make it brighter
1022 */
1023 int
1024 maptile::change_map_light (int change)
1025 {
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1030 return 0;
1031
1032 /* inform all players on the map */
1033 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037
1038 /* Do extra checking. since darkness is a unsigned value,
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049
1050 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this);
1052
1053 return 1;
1054 }
1055
1056 /*
1057 * This function updates various attributes about a specific space
1058 * on the map (what it looks like, whether it blocks magic,
1059 * has a living creatures, prevents people from passing
1060 * through, etc)
1061 */
1062 void
1063 mapspace::update_ ()
1064 {
1065 object *last = 0;
1066 uint8 flags = P_UPTODATE, anywhere = 0;
1067 sint8 light = 0;
1068 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1069
1070 //object *middle = 0;
1071 //object *top = 0;
1072 //object *floor = 0;
1073 // this seems to generate better code than using locals, above
1074 object *&top = faces_obj[0] = 0;
1075 object *&middle = faces_obj[1] = 0;
1076 object *&floor = faces_obj[2] = 0;
1077
1078 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1079 {
1080 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1081 light += tmp->glow_radius;
1082
1083 /* This call is needed in order to update objects the player
1084 * is standing in that have animations (ie, grass, fire, etc).
1085 * However, it also causes the look window to be re-drawn
1086 * 3 times each time the player moves, because many of the
1087 * functions the move_player calls eventualy call this.
1088 *
1089 * Always put the player down for drawing.
1090 */
1091 if (!tmp->invisible)
1092 {
1093 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1094 top = tmp;
1095 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1096 {
1097 /* If we got a floor, that means middle and top were below it,
1098 * so should not be visible, so we clear them.
1099 */
1100 middle = 0;
1101 top = 0;
1102 floor = tmp;
1103 }
1104 /* Flag anywhere have high priority */
1105 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1106 {
1107 middle = tmp;
1108 anywhere = 1;
1109 }
1110
1111 /* Find the highest visible face around. If equal
1112 * visibilities, we still want the one nearer to the
1113 * top
1114 */
1115 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1116 middle = tmp;
1117 }
1118
1119 if (tmp == tmp->above)
1120 {
1121 LOG (llevError, "Error in structure of map\n");
1122 exit (-1);
1123 }
1124
1125 move_slow |= tmp->move_slow;
1126 move_block |= tmp->move_block;
1127 move_on |= tmp->move_on;
1128 move_off |= tmp->move_off;
1129 move_allow |= tmp->move_allow;
1130
1131 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1132 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1133 if (tmp->type == PLAYER) flags |= P_PLAYER;
1134 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1135 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1136 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1137 }
1138
1139 this->light = min (light, MAX_LIGHT_RADIUS);
1140 this->flags_ = flags;
1141 this->move_block = move_block & ~move_allow;
1142 this->move_on = move_on;
1143 this->move_off = move_off;
1144 this->move_slow = move_slow;
1145
1146 /* At this point, we have a floor face (if there is a floor),
1147 * and the floor is set - we are not going to touch it at
1148 * this point.
1149 * middle contains the highest visibility face.
1150 * top contains a player/monster face, if there is one.
1151 *
1152 * We now need to fill in top.face and/or middle.face.
1153 */
1154
1155 /* If the top face also happens to be high visibility, re-do our
1156 * middle face. This should not happen, as we already have the
1157 * else statement above so middle should not get set. OTOH, it
1158 * may be possible for the faces to match but be different objects.
1159 */
1160 if (top == middle)
1161 middle = 0;
1162
1163 /* There are three posibilities at this point:
1164 * 1) top face is set, need middle to be set.
1165 * 2) middle is set, need to set top.
1166 * 3) neither middle or top is set - need to set both.
1167 */
1168
1169 for (object *tmp = last; tmp; tmp = tmp->below)
1170 {
1171 /* Once we get to a floor, stop, since we already have a floor object */
1172 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1173 break;
1174
1175 /* If two top faces are already set, quit processing */
1176 if (top && middle)
1177 break;
1178
1179 /* Only show visible faces */
1180 if (!tmp->invisible)
1181 {
1182 /* Fill in top if needed */
1183 if (!top)
1184 {
1185 top = tmp;
1186 if (top == middle)
1187 middle = 0;
1188 }
1189 else
1190 {
1191 /* top is already set - we should only get here if
1192 * middle is not set
1193 *
1194 * Set the middle face and break out, since there is nothing
1195 * more to fill in. We don't check visiblity here, since
1196 *
1197 */
1198 if (tmp != top)
1199 {
1200 middle = tmp;
1201 break;
1202 }
1203 }
1204 }
1205 }
1206
1207 if (middle == floor)
1208 middle = 0;
1209
1210 if (top == middle)
1211 middle = 0;
1212
1213 #if 0
1214 faces_obj [0] = top;
1215 faces_obj [1] = middle;
1216 faces_obj [2] = floor;
1217 #endif
1218 }
1219
1220 uint64
1221 mapspace::volume () const
1222 {
1223 uint64 vol = 0;
1224
1225 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1226 vol += op->volume ();
1227
1228 return vol;
1229 }
1230
1231 bool
1232 maptile::tile_available (int dir, bool load)
1233 {
1234 if (!tile_path[dir])
1235 return 0;
1236
1237 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1238 return 1;
1239
1240 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1241 return 1;
1242
1243 return 0;
1244 }
1245
1246 /* this returns TRUE if the coordinates (x,y) are out of
1247 * map m. This function also takes into account any
1248 * tiling considerations, loading adjacant maps as needed.
1249 * This is the function should always be used when it
1250 * necessary to check for valid coordinates.
1251 * This function will recursively call itself for the
1252 * tiled maps.
1253 */
1254 int
1255 out_of_map (maptile *m, int x, int y)
1256 {
1257 /* If we get passed a null map, this is obviously the
1258 * case. This generally shouldn't happen, but if the
1259 * map loads fail below, it could happen.
1260 */
1261 if (!m)
1262 return 0;
1263
1264 if (x < 0)
1265 {
1266 if (!m->tile_available (3))
1267 return 1;
1268
1269 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1270 }
1271
1272 if (x >= m->width)
1273 {
1274 if (!m->tile_available (1))
1275 return 1;
1276
1277 return out_of_map (m->tile_map[1], x - m->width, y);
1278 }
1279
1280 if (y < 0)
1281 {
1282 if (!m->tile_available (0))
1283 return 1;
1284
1285 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1286 }
1287
1288 if (y >= m->height)
1289 {
1290 if (!m->tile_available (2))
1291 return 1;
1292
1293 return out_of_map (m->tile_map[2], x, y - m->height);
1294 }
1295
1296 /* Simple case - coordinates are within this local
1297 * map.
1298 */
1299 return 0;
1300 }
1301
1302 /* This is basically the same as out_of_map above, but
1303 * instead we return NULL if no map is valid (coordinates
1304 * out of bounds and no tiled map), otherwise it returns
1305 * the map as that the coordinates are really on, and
1306 * updates x and y to be the localised coordinates.
1307 * Using this is more efficient of calling out_of_map
1308 * and then figuring out what the real map is
1309 */
1310 maptile *
1311 maptile::xy_find (sint16 &x, sint16 &y)
1312 {
1313 if (x < 0)
1314 {
1315 if (!tile_available (3))
1316 return 0;
1317
1318 x += tile_map[3]->width;
1319 return tile_map[3]->xy_find (x, y);
1320 }
1321
1322 if (x >= width)
1323 {
1324 if (!tile_available (1))
1325 return 0;
1326
1327 x -= width;
1328 return tile_map[1]->xy_find (x, y);
1329 }
1330
1331 if (y < 0)
1332 {
1333 if (!tile_available (0))
1334 return 0;
1335
1336 y += tile_map[0]->height;
1337 return tile_map[0]->xy_find (x, y);
1338 }
1339
1340 if (y >= height)
1341 {
1342 if (!tile_available (2))
1343 return 0;
1344
1345 y -= height;
1346 return tile_map[2]->xy_find (x, y);
1347 }
1348
1349 /* Simple case - coordinates are within this local
1350 * map.
1351 */
1352 return this;
1353 }
1354
1355 /**
1356 * Return whether map2 is adjacent to map1. If so, store the distance from
1357 * map1 to map2 in dx/dy.
1358 */
1359 int
1360 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1361 {
1362 if (!map1 || !map2)
1363 return 0;
1364
1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1366 //fix: compare paths instead (this is likely faster, too!)
1367 if (map1 == map2)
1368 {
1369 *dx = 0;
1370 *dy = 0;
1371 }
1372 else if (map1->tile_map[0] == map2)
1373 { /* up */
1374 *dx = 0;
1375 *dy = -map2->height;
1376 }
1377 else if (map1->tile_map[1] == map2)
1378 { /* right */
1379 *dx = map1->width;
1380 *dy = 0;
1381 }
1382 else if (map1->tile_map[2] == map2)
1383 { /* down */
1384 *dx = 0;
1385 *dy = map1->height;
1386 }
1387 else if (map1->tile_map[3] == map2)
1388 { /* left */
1389 *dx = -map2->width;
1390 *dy = 0;
1391 }
1392 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1393 { /* up right */
1394 *dx = map1->tile_map[0]->width;
1395 *dy = -map1->tile_map[0]->height;
1396 }
1397 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
1398 { /* up left */
1399 *dx = -map2->width;
1400 *dy = -map1->tile_map[0]->height;
1401 }
1402 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
1403 { /* right up */
1404 *dx = map1->width;
1405 *dy = -map2->height;
1406 }
1407 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
1408 { /* right down */
1409 *dx = map1->width;
1410 *dy = map1->tile_map[1]->height;
1411 }
1412 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1413 { /* down right */
1414 *dx = map1->tile_map[2]->width;
1415 *dy = map1->height;
1416 }
1417 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
1418 { /* down left */
1419 *dx = -map2->width;
1420 *dy = map1->height;
1421 }
1422 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1423 { /* left up */
1424 *dx = -map1->tile_map[3]->width;
1425 *dy = -map2->height;
1426 }
1427 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1428 { /* left down */
1429 *dx = -map1->tile_map[3]->width;
1430 *dy = map1->tile_map[3]->height;
1431 }
1432 else
1433 return 0;
1434
1435 return 1;
1436 }
1437
1438 maptile *
1439 maptile::xy_load (sint16 &x, sint16 &y)
1440 {
1441 maptile *map = xy_find (x, y);
1442
1443 if (map)
1444 map->load_sync ();
1445
1446 return map;
1447 }
1448
1449 maptile *
1450 get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1451 {
1452 return m->xy_load (*x, *y);
1453 }
1454
1455 /* From map.c
1456 * This is used by get_player to determine where the other
1457 * creature is. get_rangevector takes into account map tiling,
1458 * so you just can not look the the map coordinates and get the
1459 * righte value. distance_x/y are distance away, which
1460 * can be negative. direction is the crossfire direction scheme
1461 * that the creature should head. part is the part of the
1462 * monster that is closest.
1463 *
1464 * get_rangevector looks at op1 and op2, and fills in the
1465 * structure for op1 to get to op2.
1466 * We already trust that the caller has verified that the
1467 * two objects are at least on adjacent maps. If not,
1468 * results are not likely to be what is desired.
1469 * if the objects are not on maps, results are also likely to
1470 * be unexpected
1471 *
1472 * currently, the only flag supported (0x1) is don't translate for
1473 * closest body part of 'op1'
1474 */
1475 void
1476 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1477 {
1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1479 {
1480 /* be conservative and fill in _some_ data */
1481 retval->distance = 10000;
1482 retval->distance_x = 10000;
1483 retval->distance_y = 10000;
1484 retval->direction = 0;
1485 retval->part = 0;
1486 }
1487 else
1488 {
1489 object *best;
1490
1491 retval->distance_x += op2->x - op1->x;
1492 retval->distance_y += op2->y - op1->y;
1493
1494 best = op1;
1495 /* If this is multipart, find the closest part now */
1496 if (!(flags & 0x1) && op1->more)
1497 {
1498 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1499
1500 /* we just take the offset of the piece to head to figure
1501 * distance instead of doing all that work above again
1502 * since the distance fields we set above are positive in the
1503 * same axis as is used for multipart objects, the simply arithmetic
1504 * below works.
1505 */
1506 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1507 {
1508 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1509 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1510 if (tmpi < best_distance)
1511 {
1512 best_distance = tmpi;
1513 best = tmp;
1514 }
1515 }
1516
1517 if (best != op1)
1518 {
1519 retval->distance_x += op1->x - best->x;
1520 retval->distance_y += op1->y - best->y;
1521 }
1522 }
1523
1524 retval->part = best;
1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1526 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1527 }
1528 }
1529
1530 /* this is basically the same as get_rangevector above, but instead of
1531 * the first parameter being an object, it instead is the map
1532 * and x,y coordinates - this is used for path to player -
1533 * since the object is not infact moving but we are trying to traverse
1534 * the path, we need this.
1535 * flags has no meaning for this function at this time - I kept it in to
1536 * be more consistant with the above function and also in case they are needed
1537 * for something in the future. Also, since no object is pasted, the best
1538 * field of the rv_vector is set to NULL.
1539 */
1540 void
1541 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1542 {
1543 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1544 {
1545 /* be conservative and fill in _some_ data */
1546 retval->distance = 100000;
1547 retval->distance_x = 32767;
1548 retval->distance_y = 32767;
1549 retval->direction = 0;
1550 retval->part = 0;
1551 }
1552 else
1553 {
1554 retval->distance_x += op2->x - x;
1555 retval->distance_y += op2->y - y;
1556
1557 retval->part = NULL;
1558 retval->distance = idistance (retval->distance_x, retval->distance_y);
1559 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1560 }
1561 }
1562
1563 /* Returns true of op1 and op2 are effectively on the same map
1564 * (as related to map tiling). Note that this looks for a path from
1565 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
1566 * to op1, this will still return false.
1567 * Note we only look one map out to keep the processing simple
1568 * and efficient. This could probably be a macro.
1569 * MSW 2001-08-05
1570 */
1571 int
1572 on_same_map (const object *op1, const object *op2)
1573 {
1574 int dx, dy;
1575
1576 return adjacent_map (op1->map, op2->map, &dx, &dy);
1577 }
1578
1579 object *
1580 maptile::insert (object *op, int x, int y, object *originator, int flags)
1581 {
1582 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1583 }
1584
1585 region *
1586 maptile::region (int x, int y) const
1587 {
1588 if (regions
1589 && regionmap
1590 && !OUT_OF_REAL_MAP (this, x, y))
1591 if (struct region *reg = regionmap [regions [y * width + x]])
1592 return reg;
1593
1594 if (default_region)
1595 return default_region;
1596
1597 return ::region::default_region ();
1598 }
1599
1600 /* picks a random object from a style map.
1601 */
1602 object *
1603 maptile::pick_random_object (rand_gen &gen) const
1604 {
1605 /* while returning a null object will result in a crash, that
1606 * is actually preferable to an infinite loop. That is because
1607 * most servers will automatically restart in case of crash.
1608 * Change the logic on getting the random space - shouldn't make
1609 * any difference, but this seems clearer to me.
1610 */
1611 for (int i = 1000; --i;)
1612 {
1613 object *pick = at (gen (width), gen (height)).bot;
1614
1615 // do not prefer big monsters just because they are big.
1616 if (pick && pick->is_head ())
1617 return pick->head_ ();
1618 }
1619
1620 // instead of crashing in the unlikely(?) case, try to return *something*
1621 return archetype::find ("bug");
1622 }
1623
1624 void
1625 maptile::play_sound (faceidx sound, int x, int y) const
1626 {
1627 if (!sound)
1628 return;
1629
1630 for_all_players (pl)
1631 if (pl->ob->map == this)
1632 if (client *ns = pl->ns)
1633 {
1634 int dx = x - pl->ob->x;
1635 int dy = y - pl->ob->y;
1636
1637 int distance = idistance (dx, dy);
1638
1639 if (distance <= MAX_SOUND_DISTANCE)
1640 ns->play_sound (sound, dx, dy);
1641 }
1642 }
1643