Source:NetHack 3.4.3/src/region.c

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Below is the full text to src/region.c from NetHack 3.4.3. To link to a particular line, write [[region.c#line123]], for example.

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/*	SCCS Id: @(#)region.c	3.4	2002/10/15	*/
/* Copyright (c) 1996 by Jean-Christophe Collet	 */
/* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

#include "hack.h"
#include "lev.h"

/*
* This should really go into the level structure, but
* I'll start here for ease. It *WILL* move into the level
* structure eventually.
*/

static NhRegion **regions;
static int n_regions = 0;
static int max_regions = 0;

#define NO_CALLBACK (-1)

boolean FDECL(inside_gas_cloud, (genericptr,genericptr));
boolean FDECL(expire_gas_cloud, (genericptr,genericptr));
boolean FDECL(inside_rect, (NhRect *,int,int));
boolean FDECL(inside_region, (NhRegion *,int,int));
NhRegion *FDECL(create_region, (NhRect *,int));
void FDECL(add_rect_to_reg, (NhRegion *,NhRect *));
void FDECL(add_mon_to_reg, (NhRegion *,struct monst *));
void FDECL(remove_mon_from_reg, (NhRegion *,struct monst *));
boolean FDECL(mon_in_region, (NhRegion *,struct monst *));

#if 0
NhRegion *FDECL(clone_region, (NhRegion *));
#endif
void FDECL(free_region, (NhRegion *));
void FDECL(add_region, (NhRegion *));
void FDECL(remove_region, (NhRegion *));

#if 0
void FDECL(replace_mon_regions, (struct monst *,struct monst *));
void FDECL(remove_mon_from_regions, (struct monst *));
NhRegion *FDECL(create_msg_region, (XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,
				    const char *,const char *));
boolean FDECL(enter_force_field, (genericptr,genericptr));
NhRegion *FDECL(create_force_field, (XCHAR_P,XCHAR_P,int,int));
#endif

static void FDECL(reset_region_mids, (NhRegion *));

static callback_proc callbacks[] = {
#define INSIDE_GAS_CLOUD 0
inside_gas_cloud,
#define EXPIRE_GAS_CLOUD 1
expire_gas_cloud
};

inside_rect

/* Should be inlined. */
boolean
inside_rect(r, x, y)
NhRect *r;
int x, y;
{
return (x >= r->lx && x <= r->hx && y >= r->ly && y <= r->hy);
}

inside_region

/*
* Check if a point is inside a region.
*/
boolean
inside_region(reg, x, y)
NhRegion *reg;
int x, y;
{
int i;

if (reg == NULL || !inside_rect(&(reg->bounding_box), x, y))
	return FALSE;
for (i = 0; i < reg->nrects; i++)
	if (inside_rect(&(reg->rects[i]), x, y))
	    return TRUE;
return FALSE;
}

create_region

/*
* Create a region. It does not activate it.
*/
NhRegion *
create_region(rects, nrect)
NhRect *rects;
int nrect;
{
int i;
NhRegion *reg;

reg = (NhRegion *) alloc(sizeof (NhRegion));
/* Determines bounding box */
if (nrect > 0) {
	reg->bounding_box = rects[0];
} else {
	reg->bounding_box.lx = 99;
	reg->bounding_box.ly = 99;
	reg->bounding_box.hx = 0;
	reg->bounding_box.hy = 0;
}
reg->nrects = nrect;
reg->rects = nrect > 0 ? (NhRect *)alloc((sizeof (NhRect)) * nrect) : NULL;
for (i = 0; i < nrect; i++) {
	if (rects[i].lx < reg->bounding_box.lx)
	    reg->bounding_box.lx = rects[i].lx;
	if (rects[i].ly < reg->bounding_box.ly)
	    reg->bounding_box.ly = rects[i].ly;
	if (rects[i].hx > reg->bounding_box.hx)
	    reg->bounding_box.hx = rects[i].hx;
	if (rects[i].hy > reg->bounding_box.hy)
	    reg->bounding_box.hy = rects[i].hy;
	reg->rects[i] = rects[i];
}
reg->ttl = -1;		/* Defaults */
reg->attach_2_u = FALSE;
reg->attach_2_m = 0;
/* reg->attach_2_o = NULL; */
reg->enter_msg = NULL;
reg->leave_msg = NULL;
reg->expire_f = NO_CALLBACK;
reg->enter_f = NO_CALLBACK;
reg->can_enter_f = NO_CALLBACK;
reg->leave_f = NO_CALLBACK;
reg->can_leave_f = NO_CALLBACK;
reg->inside_f = NO_CALLBACK;
clear_hero_inside(reg);
clear_heros_fault(reg);
reg->n_monst = 0;
reg->max_monst = 0;
reg->monsters = NULL;
reg->arg = NULL;
return reg;
}

add_rect_to_reg

/*
* Add rectangle to region.
*/
void
add_rect_to_reg(reg, rect)
NhRegion *reg;
NhRect *rect;
{
NhRect *tmp_rect;

tmp_rect = (NhRect *) alloc(sizeof (NhRect) * (reg->nrects + 1));
if (reg->nrects > 0) {
	(void) memcpy((genericptr_t) tmp_rect, (genericptr_t) reg->rects,
		      (sizeof (NhRect) * reg->nrects));
	free((genericptr_t) reg->rects);
}
tmp_rect[reg->nrects] = *rect;
reg->nrects++;
reg->rects = tmp_rect;
/* Update bounding box if needed */
if (reg->bounding_box.lx > rect->lx)
	reg->bounding_box.lx = rect->lx;
if (reg->bounding_box.ly > rect->ly)
	reg->bounding_box.ly = rect->ly;
if (reg->bounding_box.hx < rect->hx)
	reg->bounding_box.hx = rect->hx;
if (reg->bounding_box.hy < rect->hy)
	reg->bounding_box.hy = rect->hy;
}

add_mon_to_reg

/*
* Add a monster to the region
*/
void
add_mon_to_reg(reg, mon)
NhRegion *reg;
struct monst *mon;
{
int i;
unsigned *tmp_m;

if (reg->max_monst <= reg->n_monst) {
	tmp_m = (unsigned *)
		    alloc(sizeof (unsigned) * (reg->max_monst + MONST_INC));
	if (reg->max_monst > 0) {
	    for (i = 0; i < reg->max_monst; i++)
		tmp_m[i] = reg->monsters[i];
	    free((genericptr_t) reg->monsters);
	}
	reg->monsters = tmp_m;
	reg->max_monst += MONST_INC;
}
reg->monsters[reg->n_monst++] = mon->m_id;
}

remove_mon_from_reg

/*
* Remove a monster from the region list (it left or died...)
*/
void
remove_mon_from_reg(reg, mon)
NhRegion *reg;
struct monst *mon;
{
register int i;

for (i = 0; i < reg->n_monst; i++)
	if (reg->monsters[i] == mon->m_id) {
	    reg->n_monst--;
	    reg->monsters[i] = reg->monsters[reg->n_monst];
	    return;
	}
}

mon_in_region

/*
* Check if a monster is inside the region.
* It's probably quicker to check with the region internal list
* than to check for coordinates.
*/
boolean
mon_in_region(reg, mon)
NhRegion *reg;
struct monst *mon;
{
int i;

for (i = 0; i < reg->n_monst; i++)
	if (reg->monsters[i] == mon->m_id)
	    return TRUE;
return FALSE;
}

#if 0
/* not yet used */

clone_region

/*
* Clone (make a standalone copy) the region.
*/
NhRegion *
clone_region(reg)
NhRegion *reg;
{
NhRegion *ret_reg;

ret_reg = create_region(reg->rects, reg->nrects);
ret_reg->ttl = reg->ttl;
ret_reg->attach_2_u = reg->attach_2_u;
ret_reg->attach_2_m = reg->attach_2_m;
/* ret_reg->attach_2_o = reg->attach_2_o; */
ret_reg->expire_f = reg->expire_f;
ret_reg->enter_f = reg->enter_f;
ret_reg->can_enter_f = reg->can_enter_f;
ret_reg->leave_f = reg->leave_f;
ret_reg->can_leave_f = reg->can_leave_f;
ret_reg->player_flags = reg->player_flags;	/* set/clear_hero_inside,&c*/
ret_reg->n_monst = reg->n_monst;
if (reg->n_monst > 0) {
	ret_reg->monsters = (unsigned *)
				alloc((sizeof (unsigned)) * reg->n_monst);
	(void) memcpy((genericptr_t) ret_reg->monsters, (genericptr_t) reg->monsters,
		      sizeof (unsigned) * reg->n_monst);
} else
	ret_reg->monsters = NULL;
return ret_reg;
}

#endif	/*0*/

free_region

/*
* Free mem from region.
*/
void
free_region(reg)
NhRegion *reg;
{
if (reg) {
	if (reg->rects)
	    free((genericptr_t) reg->rects);
	if (reg->monsters)
	    free((genericptr_t) reg->monsters);
	free((genericptr_t) reg);
}
}

add_region

/*
* Add a region to the list.
* This actually activates the region.
*/
void
add_region(reg)
NhRegion *reg;
{
NhRegion **tmp_reg;
int i, j;

if (max_regions <= n_regions) {
	tmp_reg = regions;
	regions = (NhRegion **)alloc(sizeof (NhRegion *) * (max_regions + 10));
	if (max_regions > 0) {
	    (void) memcpy((genericptr_t) regions, (genericptr_t) tmp_reg,
			  max_regions * sizeof (NhRegion *));
	    free((genericptr_t) tmp_reg);
	}
	max_regions += 10;
}
regions[n_regions] = reg;
n_regions++;
/* Check for monsters inside the region */
for (i = reg->bounding_box.lx; i <= reg->bounding_box.hx; i++)
	for (j = reg->bounding_box.ly; j <= reg->bounding_box.hy; j++) {
	    /* Some regions can cross the level boundaries */
	    if (!isok(i,j))
		continue;
	    if (MON_AT(i, j) && inside_region(reg, i, j))
		add_mon_to_reg(reg, level.monsters[i][j]);
	    if (reg->visible && cansee(i, j))
		newsym(i, j);
	}
/* Check for player now... */
if (inside_region(reg, u.ux, u.uy)) 
	set_hero_inside(reg);
else
	clear_hero_inside(reg);
}

remove_region

/*
* Remove a region from the list & free it.
*/
void
remove_region(reg)
NhRegion *reg;
{
register int i, x, y;

for (i = 0; i < n_regions; i++)
	if (regions[i] == reg)
	    break;
if (i == n_regions)
	return;

/* Update screen if necessary */
if (reg->visible)
	for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++)
	    for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++)
		if (isok(x,y) && inside_region(reg, x, y) && cansee(x, y))
		    newsym(x, y);

free_region(reg);
regions[i] = regions[n_regions - 1];
regions[n_regions - 1] = (NhRegion *) 0;
n_regions--;
}

clear_regions

/*
* Remove all regions and clear all related data (This must be down
* when changing level, for instance).
*/
void
clear_regions()
{
register int i;

for (i = 0; i < n_regions; i++)
	free_region(regions[i]);
n_regions = 0;
if (max_regions > 0)
	free((genericptr_t) regions);
max_regions = 0;
regions = NULL;
}

run_regions

/*
* This function is called every turn.
* It makes the regions age, if necessary and calls the appropriate
* callbacks when needed.
*/
void
run_regions()
{
register int i, j, k;
int f_indx;

/* End of life ? */
/* Do it backward because the array will be modified */
for (i = n_regions - 1; i >= 0; i--) {
	if (regions[i]->ttl == 0) {
	    if ((f_indx = regions[i]->expire_f) == NO_CALLBACK ||
		(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
		remove_region(regions[i]);
	}
}

/* Process remaining regions */
for (i = 0; i < n_regions; i++) {
	/* Make the region age */
	if (regions[i]->ttl > 0)
	    regions[i]->ttl--;
	/* Check if player is inside region */
	f_indx = regions[i]->inside_f;
	if (f_indx != NO_CALLBACK && hero_inside(regions[i]))
	    (void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
	/* Check if any monster is inside region */
	if (f_indx != NO_CALLBACK) {
	    for (j = 0; j < regions[i]->n_monst; j++) {
		struct monst *mtmp = find_mid(regions[i]->monsters[j], FM_FMON);

		if (!mtmp || mtmp->mhp <= 0 ||
				(*callbacks[f_indx])(regions[i], mtmp)) {
		    /* The monster died, remove it from list */
		    k = (regions[i]->n_monst -= 1);
		    regions[i]->monsters[j] = regions[i]->monsters[k];
		    regions[i]->monsters[k] = 0;
		    --j;    /* current slot has been reused; recheck it next */
		}
	    }
	}
}
}

in_out_region

/*
* check whether player enters/leaves one or more regions.
*/
boolean
in_out_region(x, y)
xchar
x, y;
{
int i, f_indx;

/* First check if we can do the move */
for (i = 0; i < n_regions; i++) {
	if (inside_region(regions[i], x, y)
	    && !hero_inside(regions[i]) && !regions[i]->attach_2_u) {
	    if ((f_indx = regions[i]->can_enter_f) != NO_CALLBACK)
		if (!(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
		    return FALSE;
	} else
	    if (hero_inside(regions[i])
		&& !inside_region(regions[i], x, y)
		&& !regions[i]->attach_2_u) {
	    if ((f_indx = regions[i]->can_leave_f) != NO_CALLBACK)
		if (!(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
		    return FALSE;
	}
}

/* Callbacks for the regions we do leave */
for (i = 0; i < n_regions; i++)
	if (hero_inside(regions[i]) &&
		!regions[i]->attach_2_u && !inside_region(regions[i], x, y)) {
	    clear_hero_inside(regions[i]);
	    if (regions[i]->leave_msg != NULL)
		pline(regions[i]->leave_msg);
	    if ((f_indx = regions[i]->leave_f) != NO_CALLBACK)
		(void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
	}

/* Callbacks for the regions we do enter */
for (i = 0; i < n_regions; i++)
	if (!hero_inside(regions[i]) &&
		!regions[i]->attach_2_u && inside_region(regions[i], x, y)) {
	    set_hero_inside(regions[i]);
	    if (regions[i]->enter_msg != NULL)
		pline(regions[i]->enter_msg);
	    if ((f_indx = regions[i]->enter_f) != NO_CALLBACK)
		(void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
	}
return TRUE;
}

m_in_out_region

/*
* check wether a monster enters/leaves one or more region.
*/
boolean
m_in_out_region(mon, x, y)
struct monst *mon;
xchar x, y;
{
int i, f_indx;

/* First check if we can do the move */
for (i = 0; i < n_regions; i++) {
	if (inside_region(regions[i], x, y) &&
		!mon_in_region(regions[i], mon) &&
		regions[i]->attach_2_m != mon->m_id) {
	    if ((f_indx = regions[i]->can_enter_f) != NO_CALLBACK)
		if (!(*callbacks[f_indx])(regions[i], mon))
		    return FALSE;
	} else if (mon_in_region(regions[i], mon) &&
		!inside_region(regions[i], x, y) &&
		regions[i]->attach_2_m != mon->m_id) {
	    if ((f_indx = regions[i]->can_leave_f) != NO_CALLBACK)
		if (!(*callbacks[f_indx])(regions[i], mon))
		    return FALSE;
	}
}

/* Callbacks for the regions we do leave */
for (i = 0; i < n_regions; i++)
	if (mon_in_region(regions[i], mon) &&
		regions[i]->attach_2_m != mon->m_id &&
		!inside_region(regions[i], x, y)) {
	    remove_mon_from_reg(regions[i], mon);
	    if ((f_indx = regions[i]->leave_f) != NO_CALLBACK)
		(void) (*callbacks[f_indx])(regions[i], mon);
	}

/* Callbacks for the regions we do enter */
for (i = 0; i < n_regions; i++)
	if (!hero_inside(regions[i]) &&
		!regions[i]->attach_2_u && inside_region(regions[i], x, y)) {
	    add_mon_to_reg(regions[i], mon);
	    if ((f_indx = regions[i]->enter_f) != NO_CALLBACK)
		(void) (*callbacks[f_indx])(regions[i], mon);
	}
return TRUE;
}

update_player_regions

/*
* Checks player's regions after a teleport for instance.
*/
void
update_player_regions()
{
register int i;

for (i = 0; i < n_regions; i++)
	if (!regions[i]->attach_2_u && inside_region(regions[i], u.ux, u.uy))
	    set_hero_inside(regions[i]);
	else
	    clear_hero_inside(regions[i]);
}

update_monster_region

/*
* Ditto for a specified monster.
*/
void
update_monster_region(mon)
struct monst *mon;
{
register int i;

for (i = 0; i < n_regions; i++) {
	if (inside_region(regions[i], mon->mx, mon->my)) {
	    if (!mon_in_region(regions[i], mon))
		add_mon_to_reg(regions[i], mon);
	} else {
	    if (mon_in_region(regions[i], mon))
		remove_mon_from_reg(regions[i], mon);
	}
}
}

#if 0

replace_mon_regions

/* not yet used */

/*
* Change monster pointer in regions
* This happens, for instance, when a monster grows and
* need a new structure (internally that is).
*/
void
replace_mon_regions(monold, monnew)
struct monst *monold, *monnew;
{
register int i;

for (i = 0; i < n_regions; i++)
	if (mon_in_region(regions[i], monold)) {
	    remove_mon_from_reg(regions[i], monold);
	    add_mon_to_reg(regions[i], monnew);
	}
}

remove_mon_from_regions

/*
* Remove monster from all regions it was in (ie monster just died)
*/
void
remove_mon_from_regions(mon)
struct monst *mon;
{
register int i;

for (i = 0; i < n_regions; i++)
	if (mon_in_region(regions[i], mon))
	    remove_mon_from_reg(regions[i], mon);
}

#endif	/*0*/

visible_region_at

/*
* Check if a spot is under a visible region (eg: gas cloud).
* Returns NULL if not, otherwise returns region.
*/
NhRegion *
visible_region_at(x, y)
xchar x, y;
{
register int i;

for (i = 0; i < n_regions; i++)
	if (inside_region(regions[i], x, y) && regions[i]->visible &&
		regions[i]->ttl != 0)
	    return regions[i];
return (NhRegion *) 0;
}

show_region

void
show_region(reg, x, y)
NhRegion *reg;
xchar x, y;
{
show_glyph(x, y, reg->glyph);
}

save_regions

/**
* save_regions :
*/
void
save_regions(fd, mode)
int fd;
int mode;
{
int i, j;
unsigned n;

if (!perform_bwrite(mode)) goto skip_lots;

bwrite(fd, (genericptr_t) &moves, sizeof (moves));	/* timestamp */
bwrite(fd, (genericptr_t) &n_regions, sizeof (n_regions));
for (i = 0; i < n_regions; i++) {
	bwrite(fd, (genericptr_t) &regions[i]->bounding_box, sizeof (NhRect));
	bwrite(fd, (genericptr_t) &regions[i]->nrects, sizeof (short));
	for (j = 0; j < regions[i]->nrects; j++)
	    bwrite(fd, (genericptr_t) &regions[i]->rects[j], sizeof (NhRect));
	bwrite(fd, (genericptr_t) &regions[i]->attach_2_u, sizeof (boolean));
	n = 0;
	bwrite(fd, (genericptr_t) &regions[i]->attach_2_m, sizeof (unsigned));
	n = regions[i]->enter_msg != NULL ? strlen(regions[i]->enter_msg) : 0;
	bwrite(fd, (genericptr_t) &n, sizeof n);
	if (n > 0)
	    bwrite(fd, (genericptr_t) regions[i]->enter_msg, n);
	n = regions[i]->leave_msg != NULL ? strlen(regions[i]->leave_msg) : 0;
	bwrite(fd, (genericptr_t) &n, sizeof n);
	if (n > 0)
	    bwrite(fd, (genericptr_t) regions[i]->leave_msg, n);
	bwrite(fd, (genericptr_t) &regions[i]->ttl, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->expire_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->can_enter_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->enter_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->can_leave_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->leave_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->inside_f, sizeof (short));
	bwrite(fd, (genericptr_t) &regions[i]->player_flags, sizeof (boolean));
	bwrite(fd, (genericptr_t) &regions[i]->n_monst, sizeof (short));
	for (j = 0; j < regions[i]->n_monst; j++)
	    bwrite(fd, (genericptr_t) &regions[i]->monsters[j],
	     sizeof (unsigned));
	bwrite(fd, (genericptr_t) &regions[i]->visible, sizeof (boolean));
	bwrite(fd, (genericptr_t) &regions[i]->glyph, sizeof (int));
	bwrite(fd, (genericptr_t) &regions[i]->arg, sizeof (genericptr_t));
}

skip_lots:
if (release_data(mode))
	clear_regions();
}

rest_regions

void
rest_regions(fd, ghostly)
int fd;
boolean ghostly; /* If a bones file restore */
{
int i, j;
unsigned n;
long tmstamp;
char *msg_buf;

clear_regions();		/* Just for security */
mread(fd, (genericptr_t) &tmstamp, sizeof (tmstamp));
if (ghostly) tmstamp = 0;
else tmstamp = (moves - tmstamp);
mread(fd, (genericptr_t) &n_regions, sizeof (n_regions));
max_regions = n_regions;
if (n_regions > 0)
	regions = (NhRegion **) alloc(sizeof (NhRegion *) * n_regions);
for (i = 0; i < n_regions; i++) {
	regions[i] = (NhRegion *) alloc(sizeof (NhRegion));
	mread(fd, (genericptr_t) &regions[i]->bounding_box, sizeof (NhRect));
	mread(fd, (genericptr_t) &regions[i]->nrects, sizeof (short));

	if (regions[i]->nrects > 0)
	    regions[i]->rects = (NhRect *)
				  alloc(sizeof (NhRect) * regions[i]->nrects);
	for (j = 0; j < regions[i]->nrects; j++)
	    mread(fd, (genericptr_t) &regions[i]->rects[j], sizeof (NhRect));
	mread(fd, (genericptr_t) &regions[i]->attach_2_u, sizeof (boolean));
	mread(fd, (genericptr_t) &regions[i]->attach_2_m, sizeof (unsigned));

	mread(fd, (genericptr_t) &n, sizeof n);
	if (n > 0) {
	    msg_buf = (char *) alloc(n + 1);
	    mread(fd, (genericptr_t) msg_buf, n);
	    msg_buf[n] = '\0';
	    regions[i]->enter_msg = (const char *) msg_buf;
	} else
	    regions[i]->enter_msg = NULL;

	mread(fd, (genericptr_t) &n, sizeof n);
	if (n > 0) {
	    msg_buf = (char *) alloc(n + 1);
	    mread(fd, (genericptr_t) msg_buf, n);
	    msg_buf[n] = '\0';
	    regions[i]->leave_msg = (const char *) msg_buf;
	} else
	    regions[i]->leave_msg = NULL;

	mread(fd, (genericptr_t) &regions[i]->ttl, sizeof (short));
	/* check for expired region */
	if (regions[i]->ttl >= 0)
	    regions[i]->ttl =
		(regions[i]->ttl > tmstamp) ? regions[i]->ttl - tmstamp : 0;
	mread(fd, (genericptr_t) &regions[i]->expire_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->can_enter_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->enter_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->can_leave_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->leave_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->inside_f, sizeof (short));
	mread(fd, (genericptr_t) &regions[i]->player_flags, sizeof (boolean));
	if (ghostly) {	/* settings pertained to old player */
	    clear_hero_inside(regions[i]);
	    clear_heros_fault(regions[i]);
	}
	mread(fd, (genericptr_t) &regions[i]->n_monst, sizeof (short));
	if (regions[i]->n_monst > 0)
	    regions[i]->monsters =
		(unsigned *) alloc(sizeof (unsigned) * regions[i]->n_monst);
	else
	    regions[i]->monsters = NULL;
	regions[i]->max_monst = regions[i]->n_monst;
	for (j = 0; j < regions[i]->n_monst; j++)
	    mread(fd, (genericptr_t) &regions[i]->monsters[j],
		  sizeof (unsigned));
	mread(fd, (genericptr_t) &regions[i]->visible, sizeof (boolean));
	mread(fd, (genericptr_t) &regions[i]->glyph, sizeof (int));
	mread(fd, (genericptr_t) &regions[i]->arg, sizeof (genericptr_t));
}
/* remove expired regions, do not trigger the expire_f callback (yet!);
also update monster lists if this data is coming from a bones file */
for (i = n_regions - 1; i >= 0; i--)
	if (regions[i]->ttl == 0)
	    remove_region(regions[i]);
	else if (ghostly && regions[i]->n_monst > 0)
	    reset_region_mids(regions[i]);
}

reset_region_mids

/* update monster IDs for region being loaded from bones; `ghostly' implied */
static void
reset_region_mids(reg)
NhRegion *reg;
{
int i = 0, n = reg->n_monst;
unsigned *mid_list = reg->monsters;

while (i < n)
	if (!lookup_id_mapping(mid_list[i], &mid_list[i])) {
	    /* shrink list to remove missing monster; order doesn't matter */
	    mid_list[i] = mid_list[--n];
	} else {
	    /* move on to next monster */
	    ++i;
	}
reg->n_monst = n;
return;
}

#if 0

create_msg_region

/* not yet used */

/*--------------------------------------------------------------*
*								*
*			Create Region with just a message	*
*								*
*--------------------------------------------------------------*/

NhRegion *
create_msg_region(x, y, w, h, msg_enter, msg_leave)
xchar x, y;
xchar w, h;
const char *msg_enter;
const char *msg_leave;
{
NhRect tmprect;
NhRegion *reg = create_region((NhRect *) 0, 0);

reg->enter_msg = msg_enter;
reg->leave_msg = msg_leave;
tmprect.lx = x;
tmprect.ly = y;
tmprect.hx = x + w;
tmprect.hy = y + h;
add_rect_to_reg(reg, &tmprect);
reg->ttl = -1;
return reg;
}

enter_force_field

/*--------------------------------------------------------------*
*								*
*			Force Field Related Code		*
*			(unused yet)				*
*--------------------------------------------------------------*/

boolean
enter_force_field(p1, p2)
genericptr_t p1;
genericptr_t p2;
{
struct monst *mtmp;

if (p2 == NULL) {		/* That means the player */
	if (!Blind)
		You("bump into %s. Ouch!",
		    Hallucination ? "an invisible tree" :
			"some kind of invisible wall");
	else
	    pline("Ouch!");
} else {
	mtmp = (struct monst *) p2;
	if (canseemon(mtmp))
	    pline("%s bumps into %s!", Monnam(mtmp), something);
}
return FALSE;
}

create_force_field

NhRegion *
create_force_field(x, y, radius, ttl)
xchar x, y;
int radius, ttl;
{
int i;
NhRegion *ff;
int nrect;
NhRect tmprect;

ff = create_region((NhRect *) 0, 0);
nrect = radius;
tmprect.lx = x;
tmprect.hx = x;
tmprect.ly = y - (radius - 1);
tmprect.hy = y + (radius - 1);
for (i = 0; i < nrect; i++) {
	add_rect_to_reg(ff, &tmprect);
	tmprect.lx--;
	tmprect.hx++;
	tmprect.ly++;
	tmprect.hy--;
}
ff->ttl = ttl;
if (!in_mklev && !flags.mon_moving)
	set_heros_fault(ff);		/* assume player has created it */
/* ff->can_enter_f = enter_force_field; */
/* ff->can_leave_f = enter_force_field; */
add_region(ff);
return ff;
}

#endif	/*0*/

expire_gas_cloud

/*--------------------------------------------------------------*
*								*
*			Gas cloud related code			*
*								*
*--------------------------------------------------------------*/

/*
* Here is an example of an expire function that may prolong
* region life after some mods...
*/
boolean
expire_gas_cloud(p1, p2)
genericptr_t p1;
genericptr_t p2;
{
NhRegion *reg;
int damage;

reg = (NhRegion *) p1;
damage = (int) reg->arg;

/* If it was a thick cloud, it dissipates a little first */
if (damage >= 5) {
	damage /= 2;		/* It dissipates, let's do less damage */
	reg->arg = (genericptr_t) damage;
	reg->ttl = 2;		/* Here's the trick : reset ttl */
	return FALSE;		/* THEN return FALSE, means "still there" */
}
return TRUE;		/* OK, it's gone, you can free it! */
}

inside_gas_cloud

boolean
inside_gas_cloud(p1, p2)
genericptr_t p1;
genericptr_t p2;
{
NhRegion *reg;
struct monst *mtmp;
int dam;

reg = (NhRegion *) p1;
dam = (int) reg->arg;
if (p2 == NULL) {		/* This means *YOU* Bozo! */
	if (nonliving(youmonst.data) || Breathless)
	    return FALSE;
	if (!Blind)
	    make_blinded(1L, FALSE);
	if (!Poison_resistance) {
	    pline("%s is burning your %s!", Something, makeplural(body_part(LUNG)));
	    You("cough and spit blood!");
	    losehp(rnd(dam) + 5, "gas cloud", KILLED_BY_AN);
	    return FALSE;
	} else {
	    You("cough!");
	    return FALSE;
	}
} else {			/* A monster is inside the cloud */
	mtmp = (struct monst *) p2;

	/* Non living and non breathing monsters are not concerned */
	if (!nonliving(mtmp->data) && !breathless(mtmp->data)) {
	    if (cansee(mtmp->mx, mtmp->my))
		pline("%s coughs!", Monnam(mtmp));
	    setmangry(mtmp);
	    if (haseyes(mtmp->data) && mtmp->mcansee) {
		mtmp->mblinded = 1;
		mtmp->mcansee = 0;
	    }
	    if (resists_poison(mtmp))
		return FALSE;
	    mtmp->mhp -= rnd(dam) + 5;
	    if (mtmp->mhp <= 0) {
		if (heros_fault(reg))
		    killed(mtmp);
		else
		    monkilled(mtmp, "gas cloud", AD_DRST);
		if (mtmp->mhp <= 0) {	/* not lifesaved */
		    return TRUE;
		}
	    }
	}
}
return FALSE;		/* Monster is still alive */
}

create_gas_cloud

NhRegion *
create_gas_cloud(x, y, radius, damage)
xchar x, y;
int radius;
int damage;
{
NhRegion *cloud;
int i, nrect;
NhRect tmprect;

cloud = create_region((NhRect *) 0, 0);
nrect = radius;
tmprect.lx = x;
tmprect.hx = x;
tmprect.ly = y - (radius - 1);
tmprect.hy = y + (radius - 1);
for (i = 0; i < nrect; i++) {
	add_rect_to_reg(cloud, &tmprect);
	tmprect.lx--;
	tmprect.hx++;
	tmprect.ly++;
	tmprect.hy--;
}
cloud->ttl = rn1(3,4);
if (!in_mklev && !flags.mon_moving)
	set_heros_fault(cloud);		/* assume player has created it */
cloud->inside_f = INSIDE_GAS_CLOUD;
cloud->expire_f = EXPIRE_GAS_CLOUD;
cloud->arg = (genericptr_t) damage;
cloud->visible = TRUE;
cloud->glyph = cmap_to_glyph(S_cloud);
add_region(cloud);
return cloud;
}

/*region.c*/