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Comparing deliantra/server/common/map.C (file contents):
Revision 1.76 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.99 by root, Mon Apr 16 06:23:39 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.
228 229
229 } 230 }
230 return 0; 231 return 0;
231} 232}
232 233
233
234/* 234/*
235 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
344} 344}
345 345
346/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 350 */
352void 351void
353maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
354{ 353{
355 if (!spaces) 354 if (!spaces)
356 return; 355 return;
357 356
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 { 359 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
367 * won't do anything. 364 * won't do anything.
389 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
390 */ 387 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 } 389 }
393 } 390 }
394
395 tmp = above;
396 } 391 }
397} 392}
398 393
399/* 394/*
400 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 396 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 397 */
404bool 398bool
405maptile::_load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
406{ 400{
407 int unique; 401 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 402 {
415 /* if the archetype for the object is null, means that we 403 coroapi::cede_every (1000); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 404
417 * or editor will not be able to do anything with it either. 405 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 406 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
422 continue; 408 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 409 {
427 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
429 415
430 if (op->inv) 416 continue;
431 sum_weight (op);
432 417
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 418 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
438 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
439 break; 424 break;
440 } 425 }
441 426
442 op = object::create (); 427 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 428 }
463#endif
464 429
465 return true; 430 return true;
466} 431}
467 432
468void 433void
486 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 452 op->deactivate_recursive ();
488} 453}
489 454
490bool 455bool
491maptile::_save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
492{ 457{
493 static int cede_count = 0; 458 coroapi::cede ();
494 459
495 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
496 _save_header (freezer); 461 _save_header (f);
497 462
498 if (!spaces) 463 if (!spaces)
499 return false; 464 return false;
500 465
501 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
502 { 467 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 468 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
513 { 470 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 472 unique = 1;
519 473
520 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
521 continue; 475 continue;
522 476
523 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
524 { 478 {
525 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 480 op->write (f);
527 } 481 }
528 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 483 op->write (f);
530 } 484 }
531 } 485 }
486
487 coroapi::cede ();
532 488
533 return true; 489 return true;
534} 490}
535 491
536bool 492bool
537maptile::_load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
538{ 494{
539 object_thawer thawer (path); 495 object_thawer f (path);
540 496
541 if (!thawer) 497 if (!f)
542 return false; 498 return false;
499
500 f.next ();
543 501
544 if (skip_header) 502 if (skip_header)
545 for (;;) 503 for (;;)
546 { 504 {
547 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
548 506 f.skip ();
549 if (kw == KW_end) 507 if (kw == KW_end)
550 break; 508 break;
551
552 thawer.skip_kv (kw);
553 } 509 }
554 510
555 return _load_objects (thawer); 511 return _load_objects (f);
556} 512}
557 513
558bool 514bool
559maptile::_save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
560{ 516{
569maptile::maptile () 525maptile::maptile ()
570{ 526{
571 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
572 528
573 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
575 */ 531 */
576 width = 16; 532 width = 16;
577 height = 16; 533 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 534 timeout = 300;
580 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 536 max_volume = 2000000; // 2m³
582} 537}
583 538
584maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
585{ 540{
586 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
740 { 695 {
741 keyword kw = thawer.get_kv (); 696 keyword kw = thawer.get_kv ();
742 697
743 switch (kw) 698 switch (kw)
744 { 699 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 700 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 701 thawer.get_ml (KW_endmsg, msg);
759 break; 702 break;
760 703
761 case KW_lore: // CF+ extension 704 case KW_lore: // CF+ extension
793 case KW_sky: thawer.get (sky); break; 736 case KW_sky: thawer.get (sky); break;
794 737
795 case KW_per_player: thawer.get (per_player); break; 738 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 739 case KW_per_party: thawer.get (per_party); break;
797 740
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 741 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 743
801 // old names new names 744 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 754
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
759
760 case KW_end:
761 return true;
762
763 default:
764 if (!thawer.parse_error ("map", 0))
765 return false;
766 break;
816 } 767 }
817 } 768 }
818 769
819 abort (); 770 abort ();
820} 771}
872 MAP_OUT (reset_time); 823 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 824 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 825 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 826 MAP_OUT (difficulty);
876 827
877 if (region) MAP_OUT2 (region, region->name); 828 if (default_region) MAP_OUT2 (region, default_region->name);
878 829
879 if (shopitems) 830 if (shopitems)
880 { 831 {
881 char shop[MAX_BUF]; 832 char shop[MAX_BUF];
882 print_shop_string (this, shop); 833 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 884 * Remove and free all objects in the given map.
934 */ 885 */
935void 886void
936maptile::clear () 887maptile::clear ()
937{ 888{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
938 if (!spaces) 892 if (spaces)
939 return; 893 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 895 while (object *op = ms->bot)
943 { 896 {
944 if (op->head) 897 if (op->head)
945 op = op->head; 898 op = op->head;
946 899
947 op->destroy_inv (false); 900 op->destroy_inv (false);
948 op->destroy (); 901 op->destroy ();
949 } 902 }
950 903
951 sfree (spaces, size ()), spaces = 0; 904 sfree (spaces, size ()), spaces = 0;
905 }
952 906
953 if (buttons) 907 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 908 free_objectlinkpt (buttons), buttons = 0;
955} 909}
956 910
1111void 1065void
1112mapspace::update_ () 1066mapspace::update_ ()
1113{ 1067{
1114 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1071
1120 middle = blank_face; 1072 //object *middle = 0;
1121 top = blank_face; 1073 //object *top = 0;
1122 floor = blank_face; 1074 //object *floor = 0;
1123 1075 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1127 1079
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1081 {
1130 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1145 */ 1097 */
1146 if (!tmp->invisible) 1098 if (!tmp->invisible)
1147 { 1099 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1101 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1103 {
1155 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1157 */ 1106 */
1158 middle = blank_face; 1107 middle = 0;
1159 top = blank_face; 1108 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1109 floor = tmp;
1162 } 1110 }
1163 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1113 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1114 middle = tmp;
1169 anywhere = 1; 1115 anywhere = 1;
1170 } 1116 }
1171 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1173 * top 1119 * top
1174 */ 1120 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1122 middle = tmp;
1179 }
1180 } 1123 }
1181 1124
1182 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1183 { 1126 {
1184 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1222 */ 1165 */
1223 if (top == middle) 1166 if (top == middle)
1224 middle = blank_face; 1167 middle = 0;
1225 1168
1226 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1179 break;
1237 1180
1238 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1240 break; 1183 break;
1241 1184
1242 /* Only show visible faces */ 1185 /* Only show visible faces */
1243 if (!tmp->invisible) 1186 if (!tmp->invisible)
1244 { 1187 {
1245 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1246 if (top == blank_face) 1189 if (!top)
1247 { 1190 {
1248 top = tmp->face;
1249 top_obj = tmp; 1191 top = tmp;
1250 if (top == middle) 1192 if (top == middle)
1251 middle = blank_face; 1193 middle = 0;
1252 } 1194 }
1253 else 1195 else
1254 { 1196 {
1255 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1256 * middle is not set 1198 * middle is not set
1257 * 1199 *
1258 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1260 * 1202 *
1261 */ 1203 */
1262 if (tmp->face != top) 1204 if (tmp != top)
1263 { 1205 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1206 middle = tmp;
1266 break; 1207 break;
1267 } 1208 }
1268 } 1209 }
1269 } 1210 }
1270 } 1211 }
1271 1212
1272 if (middle == floor) 1213 if (middle == floor)
1273 middle = blank_face; 1214 middle = 0;
1274 1215
1275 if (top == middle) 1216 if (top == middle)
1276 middle = blank_face; 1217 middle = 0;
1277 1218
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1224}
1225
1226uint64
1227mapspace::volume () const
1228{
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1281} 1235}
1282 1236
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found 1238 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1450 1404
1451/** 1405/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1407 * map1 to map2 in dx/dy.
1454 */ 1408 */
1455static int 1409int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1411{
1458 if (!map1 || !map2) 1412 if (!map1 || !map2)
1459 return 0; 1413 return 0;
1460 1414
1551/* From map.c 1505/* From map.c
1552 * This is used by get_player to determine where the other 1506 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1507 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1508 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1509 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1510 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1511 * that the creature should head. part is the part of the
1558 * monster that is closest. 1512 * monster that is closest.
1559 * 1513 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1514 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1515 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1527{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1529 {
1576 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1531 retval->distance = 10000;
1578 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1580 retval->direction = 0; 1534 retval->direction = 0;
1581 retval->part = 0; 1535 retval->part = 0;
1582 } 1536 }
1583 else 1537 else
1584 { 1538 {
1589 1543
1590 best = op1; 1544 best = op1;
1591 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1593 { 1547 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1549
1597 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1554 * below works.
1602 */ 1555 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1557 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1608 { 1561 {
1617 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1618 } 1571 }
1619 } 1572 }
1620 1573
1621 retval->part = best; 1574 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1577 }
1625} 1578}
1626 1579
1627/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1632 * flags has no meaning for this function at this time - I kept it in to 1585 * flags has no meaning for this function at this time - I kept it in to
1633 * be more consistant with the above function and also in case they are needed 1586 * be more consistant with the above function and also in case they are needed
1634 * for something in the future. Also, since no object is pasted, the best 1587 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1588 * field of the rv_vector is set to NULL.
1636 */ 1589 */
1637
1638void 1590void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1591get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1592{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1594 {
1643 /* be conservative and fill in _some_ data */ 1595 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1596 retval->distance = 100000;
1681 op->remove (); 1633 op->remove ();
1682 1634
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1636}
1685 1637
1638region *
1639maptile::region (int x, int y) const
1640{
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651}
1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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