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Comparing deliantra/server/common/map.C (file contents):
Revision 1.78 by root, Fri Jan 19 17:50:10 2007 UTC vs.
Revision 1.98 by root, Sat Mar 17 22:11:22 2007 UTC

20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
353{ 354{
354 if (!spaces) 355 if (!spaces)
355 return; 356 return;
356 357
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 360 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
364 { 363 {
365 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
366 * won't do anything. 365 * won't do anything.
388 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
389 */ 388 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 390 }
392 } 391 }
393
394 tmp = above;
395 } 392 }
396} 393}
397 394
398/* 395/*
399 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 397 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 398 */
403bool 399bool
404maptile::_load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
405{ 401{
406 int unique; 402 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 403 {
414 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 405
416 * or editor will not be able to do anything with it either. 406 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 407 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
421 continue; 409 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 410 {
426 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
428 416
429 if (op->inv) 417 continue;
430 sum_weight (op);
431 418
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 419 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
437 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
438 break; 425 break;
439 } 426 }
440 427
441 op = object::create (); 428 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 429 }
462#endif
463 430
464 return true; 431 return true;
465} 432}
466 433
467void 434void
485 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 453 op->deactivate_recursive ();
487} 454}
488 455
489bool 456bool
490maptile::_save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
491{ 458{
492 static int cede_count = 0; 459 coroapi::cede ();
493 460
494 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
495 _save_header (freezer); 462 _save_header (f);
496 463
497 if (!spaces) 464 if (!spaces)
498 return false; 465 return false;
499 466
500 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
501 { 468 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D 469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
503 if (cede_count >= 500) 472 if (cede_count >= 500)
504 { 473 {
505 cede_count = 0; 474 cede_count = 0;
506 coroapi::cede (); 475 coroapi::cede ();
507 } 476 }
508#endif 477#endif
509 478
510 int unique = 0; 479 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 480 for (object *op = spaces [i].bot; op; op = op->above)
512 { 481 {
482#if 0
513 // count per-object, but cede only when modification-safe 483 // count per-object, but cede only when modification-safe
514 cede_count++; 484 cede_count++;
485#endif
515 486
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 488 unique = 1;
518 489
519 if (!op->can_map_save ()) 490 if (!op->can_map_save ())
520 continue; 491 continue;
521 492
522 if (unique || op->flag [FLAG_UNIQUE]) 493 if (unique || op->flag [FLAG_UNIQUE])
523 { 494 {
524 if (flags & IO_UNIQUES) 495 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 496 op->write (f);
526 } 497 }
527 else if (flags & IO_OBJECTS) 498 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 499 op->write (f);
529 } 500 }
530 } 501 }
502
503 coroapi::cede ();
531 504
532 return true; 505 return true;
533} 506}
534 507
535bool 508bool
536maptile::_load_objects (const char *path, bool skip_header) 509maptile::_load_objects (const char *path, bool skip_header)
537{ 510{
538 object_thawer thawer (path); 511 object_thawer f (path);
539 512
540 if (!thawer) 513 if (!f)
541 return false; 514 return false;
515
516 f.next ();
542 517
543 if (skip_header) 518 if (skip_header)
544 for (;;) 519 for (;;)
545 { 520 {
546 keyword kw = thawer.get_kv (); 521 keyword kw = f.kw;
547 522 f.skip ();
548 if (kw == KW_end) 523 if (kw == KW_end)
549 break; 524 break;
550
551 thawer.skip_kv (kw);
552 } 525 }
553 526
554 return _load_objects (thawer); 527 return _load_objects (f);
555} 528}
556 529
557bool 530bool
558maptile::_save_objects (const char *path, int flags) 531maptile::_save_objects (const char *path, int flags)
559{ 532{
568maptile::maptile () 541maptile::maptile ()
569{ 542{
570 in_memory = MAP_SWAPPED; 543 in_memory = MAP_SWAPPED;
571 544
572 /* The maps used to pick up default x and y values from the 545 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 546 * map archetype. Mimic that behaviour.
574 */ 547 */
575 width = 16; 548 width = 16;
576 height = 16; 549 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 550 timeout = 300;
579 enter_x = 0; 551 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 552 max_volume = 2000000; // 2m³
581} 553}
582 554
583maptile::maptile (int w, int h) 555maptile::maptile (int w, int h)
584{ 556{
585 in_memory = MAP_SWAPPED; 557 in_memory = MAP_SWAPPED;
739 { 711 {
740 keyword kw = thawer.get_kv (); 712 keyword kw = thawer.get_kv ();
741 713
742 switch (kw) 714 switch (kw)
743 { 715 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg: 716 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg); 717 thawer.get_ml (KW_endmsg, msg);
758 break; 718 break;
759 719
760 case KW_lore: // CF+ extension 720 case KW_lore: // CF+ extension
792 case KW_sky: thawer.get (sky); break; 752 case KW_sky: thawer.get (sky); break;
793 753
794 case KW_per_player: thawer.get (per_player); break; 754 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break; 755 case KW_per_party: thawer.get (per_party); break;
796 756
797 case KW_region: get_region_by_name (thawer.get_str ()); break; 757 case KW_region: default_region = region::find (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 758 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799 759
800 // old names new names 760 // old names new names
801 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 761 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
802 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 762 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
810 770
811 case KW_tile_path_1: thawer.get (tile_path [0]); break; 771 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break; 772 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break; 773 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break; 774 case KW_tile_path_4: thawer.get (tile_path [3]); break;
775
776 case KW_end:
777 return true;
778
779 default:
780 if (!thawer.parse_error ("map", 0))
781 return false;
782 break;
815 } 783 }
816 } 784 }
817 785
818 abort (); 786 abort ();
819} 787}
871 MAP_OUT (reset_time); 839 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout); 840 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime); 841 MAP_OUT (fixed_resettime);
874 MAP_OUT (difficulty); 842 MAP_OUT (difficulty);
875 843
876 if (region) MAP_OUT2 (region, region->name); 844 if (default_region) MAP_OUT2 (region, default_region->name);
877 845
878 if (shopitems) 846 if (shopitems)
879 { 847 {
880 char shop[MAX_BUF]; 848 char shop[MAX_BUF];
881 print_shop_string (this, shop); 849 print_shop_string (this, shop);
932 * Remove and free all objects in the given map. 900 * Remove and free all objects in the given map.
933 */ 901 */
934void 902void
935maptile::clear () 903maptile::clear ()
936{ 904{
905 sfree (regions, size ()), regions = 0;
906 free (regionmap), regionmap = 0;
907
937 if (!spaces) 908 if (spaces)
938 return; 909 {
939
940 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 910 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941 while (object *op = ms->bot) 911 while (object *op = ms->bot)
942 { 912 {
943 if (op->head) 913 if (op->head)
944 op = op->head; 914 op = op->head;
945 915
946 op->destroy_inv (false); 916 op->destroy_inv (false);
947 op->destroy (); 917 op->destroy ();
948 } 918 }
949 919
950 sfree (spaces, size ()), spaces = 0; 920 sfree (spaces, size ()), spaces = 0;
921 }
951 922
952 if (buttons) 923 if (buttons)
953 free_objectlinkpt (buttons), buttons = 0; 924 free_objectlinkpt (buttons), buttons = 0;
954} 925}
955 926
1110void 1081void
1111mapspace::update_ () 1082mapspace::update_ ()
1112{ 1083{
1113 object *tmp, *last = 0; 1084 object *tmp, *last = 0;
1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1085 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1115 facetile *top, *floor, *middle;
1116 object *top_obj, *floor_obj, *middle_obj;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1118 1087
1119 middle = blank_face; 1088 //object *middle = 0;
1120 top = blank_face; 1089 //object *top = 0;
1121 floor = blank_face; 1090 //object *floor = 0;
1122 1091 // this seems to generate better code than using locals, above
1123 middle_obj = 0; 1092 object *&top = faces_obj[0] = 0;
1124 top_obj = 0; 1093 object *&middle = faces_obj[1] = 0;
1125 floor_obj = 0; 1094 object *&floor = faces_obj[2] = 0;
1126 1095
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 { 1097 {
1129 /* This could be made additive I guess (two lights better than 1098 /* This could be made additive I guess (two lights better than
1130 * one). But if so, it shouldn't be a simple additive - 2 1099 * one). But if so, it shouldn't be a simple additive - 2
1143 * Always put the player down for drawing. 1112 * Always put the player down for drawing.
1144 */ 1113 */
1145 if (!tmp->invisible) 1114 if (!tmp->invisible)
1146 { 1115 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1148 {
1149 top = tmp->face;
1150 top_obj = tmp; 1117 top = tmp;
1151 }
1152 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1118 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1153 { 1119 {
1154 /* If we got a floor, that means middle and top were below it, 1120 /* If we got a floor, that means middle and top were below it,
1155 * so should not be visible, so we clear them. 1121 * so should not be visible, so we clear them.
1156 */ 1122 */
1157 middle = blank_face; 1123 middle = 0;
1158 top = blank_face; 1124 top = 0;
1159 floor = tmp->face;
1160 floor_obj = tmp; 1125 floor = tmp;
1161 } 1126 }
1162 /* Flag anywhere have high priority */ 1127 /* Flag anywhere have high priority */
1163 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1164 { 1129 {
1165 middle = tmp->face;
1166
1167 middle_obj = tmp; 1130 middle = tmp;
1168 anywhere = 1; 1131 anywhere = 1;
1169 } 1132 }
1170 /* Find the highest visible face around. If equal 1133 /* Find the highest visible face around. If equal
1171 * visibilities, we still want the one nearer to the 1134 * visibilities, we still want the one nearer to the
1172 * top 1135 * top
1173 */ 1136 */
1174 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1137 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1175 {
1176 middle = tmp->face;
1177 middle_obj = tmp; 1138 middle = tmp;
1178 }
1179 } 1139 }
1180 1140
1181 if (tmp == tmp->above) 1141 if (tmp == tmp->above)
1182 { 1142 {
1183 LOG (llevError, "Error in structure of map\n"); 1143 LOG (llevError, "Error in structure of map\n");
1218 * middle face. This should not happen, as we already have the 1178 * middle face. This should not happen, as we already have the
1219 * else statement above so middle should not get set. OTOH, it 1179 * else statement above so middle should not get set. OTOH, it
1220 * may be possible for the faces to match but be different objects. 1180 * may be possible for the faces to match but be different objects.
1221 */ 1181 */
1222 if (top == middle) 1182 if (top == middle)
1223 middle = blank_face; 1183 middle = 0;
1224 1184
1225 /* There are three posibilities at this point: 1185 /* There are three posibilities at this point:
1226 * 1) top face is set, need middle to be set. 1186 * 1) top face is set, need middle to be set.
1227 * 2) middle is set, need to set top. 1187 * 2) middle is set, need to set top.
1228 * 3) neither middle or top is set - need to set both. 1188 * 3) neither middle or top is set - need to set both.
1233 /* Once we get to a floor, stop, since we already have a floor object */ 1193 /* Once we get to a floor, stop, since we already have a floor object */
1234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1194 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1235 break; 1195 break;
1236 1196
1237 /* If two top faces are already set, quit processing */ 1197 /* If two top faces are already set, quit processing */
1238 if ((top != blank_face) && (middle != blank_face)) 1198 if (top && middle)
1239 break; 1199 break;
1240 1200
1241 /* Only show visible faces */ 1201 /* Only show visible faces */
1242 if (!tmp->invisible) 1202 if (!tmp->invisible)
1243 { 1203 {
1244 /* Fill in top if needed */ 1204 /* Fill in top if needed */
1245 if (top == blank_face) 1205 if (!top)
1246 { 1206 {
1247 top = tmp->face;
1248 top_obj = tmp; 1207 top = tmp;
1249 if (top == middle) 1208 if (top == middle)
1250 middle = blank_face; 1209 middle = 0;
1251 } 1210 }
1252 else 1211 else
1253 { 1212 {
1254 /* top is already set - we should only get here if 1213 /* top is already set - we should only get here if
1255 * middle is not set 1214 * middle is not set
1256 * 1215 *
1257 * Set the middle face and break out, since there is nothing 1216 * Set the middle face and break out, since there is nothing
1258 * more to fill in. We don't check visiblity here, since 1217 * more to fill in. We don't check visiblity here, since
1259 * 1218 *
1260 */ 1219 */
1261 if (tmp->face != top) 1220 if (tmp != top)
1262 { 1221 {
1263 middle = tmp->face;
1264 middle_obj = tmp; 1222 middle = tmp;
1265 break; 1223 break;
1266 } 1224 }
1267 } 1225 }
1268 } 1226 }
1269 } 1227 }
1270 1228
1271 if (middle == floor) 1229 if (middle == floor)
1272 middle = blank_face; 1230 middle = 0;
1273 1231
1274 if (top == middle) 1232 if (top == middle)
1275 middle = blank_face; 1233 middle = 0;
1276 1234
1277 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1235#if 0
1278 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1236 faces_obj [0] = top;
1279 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1237 faces_obj [1] = middle;
1238 faces_obj [2] = floor;
1239#endif
1240}
1241
1242uint64
1243mapspace::volume () const
1244{
1245 uint64 vol = 0;
1246
1247 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1248 vol += op->volume ();
1249
1250 return vol;
1280} 1251}
1281 1252
1282/* this updates the orig_map->tile_map[tile_num] value after finding 1253/* this updates the orig_map->tile_map[tile_num] value after finding
1283 * the map. It also takes care of linking back the freshly found 1254 * the map. It also takes care of linking back the freshly found
1284 * maps tile_map values if it tiles back to this one. It returns 1255 * maps tile_map values if it tiles back to this one. It returns
1449 1420
1450/** 1421/**
1451 * Return whether map2 is adjacent to map1. If so, store the distance from 1422 * Return whether map2 is adjacent to map1. If so, store the distance from
1452 * map1 to map2 in dx/dy. 1423 * map1 to map2 in dx/dy.
1453 */ 1424 */
1454static int 1425int
1455adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1426adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1456{ 1427{
1457 if (!map1 || !map2) 1428 if (!map1 || !map2)
1458 return 0; 1429 return 0;
1459 1430
1550/* From map.c 1521/* From map.c
1551 * This is used by get_player to determine where the other 1522 * This is used by get_player to determine where the other
1552 * creature is. get_rangevector takes into account map tiling, 1523 * creature is. get_rangevector takes into account map tiling,
1553 * so you just can not look the the map coordinates and get the 1524 * so you just can not look the the map coordinates and get the
1554 * righte value. distance_x/y are distance away, which 1525 * righte value. distance_x/y are distance away, which
1555 * can be negativbe. direction is the crossfire direction scheme 1526 * can be negative. direction is the crossfire direction scheme
1556 * that the creature should head. part is the part of the 1527 * that the creature should head. part is the part of the
1557 * monster that is closest. 1528 * monster that is closest.
1558 * 1529 *
1559 * get_rangevector looks at op1 and op2, and fills in the 1530 * get_rangevector looks at op1 and op2, and fills in the
1560 * structure for op1 to get to op2. 1531 * structure for op1 to get to op2.
1571get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1542get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1572{ 1543{
1573 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1544 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1574 { 1545 {
1575 /* be conservative and fill in _some_ data */ 1546 /* be conservative and fill in _some_ data */
1576 retval->distance = 100000; 1547 retval->distance = 10000;
1577 retval->distance_x = 32767; 1548 retval->distance_x = 10000;
1578 retval->distance_y = 32767; 1549 retval->distance_y = 10000;
1579 retval->direction = 0; 1550 retval->direction = 0;
1580 retval->part = 0; 1551 retval->part = 0;
1581 } 1552 }
1582 else 1553 else
1583 { 1554 {
1588 1559
1589 best = op1; 1560 best = op1;
1590 /* If this is multipart, find the closest part now */ 1561 /* If this is multipart, find the closest part now */
1591 if (!(flags & 0x1) && op1->more) 1562 if (!(flags & 0x1) && op1->more)
1592 { 1563 {
1593 object *tmp;
1594 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1564 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1595 1565
1596 /* we just take the offset of the piece to head to figure 1566 /* we just take the offset of the piece to head to figure
1597 * distance instead of doing all that work above again 1567 * distance instead of doing all that work above again
1598 * since the distance fields we set above are positive in the 1568 * since the distance fields we set above are positive in the
1599 * same axis as is used for multipart objects, the simply arithmetic 1569 * same axis as is used for multipart objects, the simply arithmetic
1600 * below works. 1570 * below works.
1601 */ 1571 */
1602 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1572 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1603 { 1573 {
1604 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1574 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1605 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1575 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1606 if (tmpi < best_distance) 1576 if (tmpi < best_distance)
1607 { 1577 {
1616 retval->distance_y += op1->y - best->y; 1586 retval->distance_y += op1->y - best->y;
1617 } 1587 }
1618 } 1588 }
1619 1589
1620 retval->part = best; 1590 retval->part = best;
1621 retval->distance = idistance (retval->distance_x, retval->distance_y); 1591 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1622 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1592 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1623 } 1593 }
1624} 1594}
1625 1595
1626/* this is basically the same as get_rangevector above, but instead of 1596/* this is basically the same as get_rangevector above, but instead of
1631 * flags has no meaning for this function at this time - I kept it in to 1601 * flags has no meaning for this function at this time - I kept it in to
1632 * be more consistant with the above function and also in case they are needed 1602 * be more consistant with the above function and also in case they are needed
1633 * for something in the future. Also, since no object is pasted, the best 1603 * for something in the future. Also, since no object is pasted, the best
1634 * field of the rv_vector is set to NULL. 1604 * field of the rv_vector is set to NULL.
1635 */ 1605 */
1636
1637void 1606void
1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1607get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1639{ 1608{
1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1609 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 { 1610 {
1642 /* be conservative and fill in _some_ data */ 1611 /* be conservative and fill in _some_ data */
1643 retval->distance = 100000; 1612 retval->distance = 100000;
1680 op->remove (); 1649 op->remove ();
1681 1650
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1651 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683} 1652}
1684 1653
1654region *
1655maptile::region (int x, int y) const
1656{
1657 if (regions
1658 && regionmap
1659 && !OUT_OF_REAL_MAP (this, x, y))
1660 if (struct region *reg = regionmap [regions [y * width + x]])
1661 return reg;
1662
1663 if (default_region)
1664 return default_region;
1665
1666 return ::region::default_region ();
1667}
1668
1669/* picks a random object from a style map.
1670 * Redone by MSW so it should be faster and not use static
1671 * variables to generate tables.
1672 */
1673object *
1674maptile::pick_random_object () const
1675{
1676 /* while returning a null object will result in a crash, that
1677 * is actually preferable to an infinite loop. That is because
1678 * most servers will automatically restart in case of crash.
1679 * Change the logic on getting the random space - shouldn't make
1680 * any difference, but this seems clearer to me.
1681 */
1682 for (int i = 1000; --i;)
1683 {
1684 object *pick = at (rndm (width), rndm (height)).bot;
1685
1686 // do not prefer big monsters just because they are big.
1687 if (pick && pick->head_ () == pick)
1688 return pick->head_ ();
1689 }
1690
1691 // instead of crashing in the unlikely(?) case, try to return *something*
1692 return get_archetype ("blocked");
1693}
1694

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