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Comparing deliantra/server/common/map.C (file contents):
Revision 1.66 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.103 by root, Thu May 17 23:35:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
172 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
173 */ 175 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 177 return 0;
176 178
177 if (ob->head != NULL)
178 ob = ob->head; 179 ob = ob->head_ ();
179 180
180 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
213 else 214 else
214 { 215 {
215 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
217 * movement, can't move here. 218 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
219 * hidden dm 220 * hidden dm
220 */ 221 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 223 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 230 return 1;
226 } 231 }
227 232
228 } 233 }
229 return 0; 234 return 0;
230} 235}
231
232 236
233/* 237/*
234 * Returns true if the given object can't fit in the given spot. 238 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 239 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
343} 347}
344 348
345/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 353 */
351void 354void
352maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
353{ 356{
354 if (!spaces) 357 if (!spaces)
355 return; 358 return;
356 359
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
359 { 362 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
364 { 365 {
365 /* If there is nothing more to this object, this for loop 366 op->remove ();
366 * won't do anything. 367 op->expand_tail ();
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 369 }
393
394 tmp = above;
395 } 370 }
396} 371}
397 372
398/* 373/*
399 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 375 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 376 */
403bool 377bool
404maptile::load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
405{ 379{
406 int unique; 380 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 { 381 {
414 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 383
416 * or editor will not be able to do anything with it either. 384 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 385 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
421 continue; 387 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 388 {
426 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
428 394
429 if (op->inv) 395 continue;
430 sum_weight (op);
431 396
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 397 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
437 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
438 break; 403 break;
439 } 404 }
440 405
441 op = object::create (); 406 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 } 407 }
462#endif
463 408
464 return true; 409 return true;
465} 410}
466 411
467void 412void
468maptile::activate () 413maptile::activate ()
469{ 414{
415 active = true;
416
470 if (!spaces) 417 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 420 op->activate_recursive ();
476} 421}
477 422
478void 423void
479maptile::deactivate () 424maptile::deactivate ()
480{ 425{
426 active = false;
427
481 if (!spaces) 428 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 431 op->deactivate_recursive ();
487} 432}
488 433
489bool 434bool
490maptile::save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
491{ 436{
492 static int cede_count = 0; 437 coroapi::cede_to_tick ();
493 438
494 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
495 save_header (freezer); 440 _save_header (f);
496 441
497 if (!spaces) 442 if (!spaces)
498 return false; 443 return false;
499 444
500 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
501 { 446 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 447 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 448 for (object *op = spaces [i].bot; op; op = op->above)
510 { 449 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 451 unique = 1;
516 452
517 if (!op->can_map_save ()) 453 if (!op->can_map_save ())
518 continue; 454 continue;
519 455
520 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
521 { 457 {
522 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 459 op->write (f);
524 } 460 }
525 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 462 op->write (f);
527 } 463 }
528 } 464 }
529 465
466 coroapi::cede_to_tick ();
467
530 return true; 468 return true;
531} 469}
532 470
533bool 471bool
534maptile::load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
535{ 473{
536 object_thawer thawer (path); 474 object_thawer f (path);
537 475
538 if (!thawer) 476 if (!f)
539 return false; 477 return false;
478
479 f.next ();
540 480
541 if (skip_header) 481 if (skip_header)
542 for (;;) 482 for (;;)
543 { 483 {
544 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
545 485 f.skip ();
546 if (kw == KW_end) 486 if (kw == KW_end)
547 break; 487 break;
548
549 thawer.skip_kv (kw);
550 } 488 }
551 489
552 return load_objects (thawer); 490 return _load_objects (f);
553} 491}
554 492
555bool 493bool
556maptile::save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
557{ 495{
558 object_freezer freezer; 496 object_freezer freezer;
559 497
560 if (!save_objects (freezer, flags)) 498 if (!_save_objects (freezer, flags))
561 return false; 499 return false;
562 500
563 return freezer.save (path); 501 return freezer.save (path);
564} 502}
565 503
566maptile::maptile () 504maptile::maptile ()
567{ 505{
568 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
569 507
570 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
572 */ 510 */
573 width = 16; 511 width = 16;
574 height = 16; 512 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 513 timeout = 300;
577 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 515 max_volume = 2000000; // 2m³
579} 516}
580 517
581maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
582{ 519{
583 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 668 * MSW 2001-07-01
732 */ 669 */
733bool 670bool
734maptile::load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
735{ 672{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 673 for (;;)
741 { 674 {
742 keyword kw = thawer.get_kv (); 675 keyword kw = thawer.get_kv ();
743 676
744 switch (kw) 677 switch (kw)
745 { 678 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 679 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
755 break; 681 break;
756 682
757 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
789 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
790 716
791 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
793 719
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 722
797 // old names new names 723 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 724 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 725 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 738
739 case KW_end:
740 return true;
741
813 default: 742 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 743 if (!thawer.parse_error ("map", 0))
744 return false;
815 break; 745 break;
816 } 746 }
817 } 747 }
818 748
819 abort (); 749 abort ();
820} 750}
821 751
822bool 752bool
823maptile::load_header (const char *path) 753maptile::_load_header (const char *path)
824{ 754{
825 object_thawer thawer (path); 755 object_thawer thawer (path);
826 756
827 if (!thawer) 757 if (!thawer)
828 return false; 758 return false;
829 759
830 return load_header (thawer); 760 return _load_header (thawer);
831} 761}
832 762
833/****************************************************************************** 763/******************************************************************************
834 * This is the start of unique map handling code 764 * This is the start of unique map handling code
835 *****************************************************************************/ 765 *****************************************************************************/
846 object *above = op->above; 776 object *above = op->above;
847 777
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 779 unique = 1;
850 780
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 782 {
853 op->destroy_inv (false); 783 op->destroy_inv (false);
854 op->destroy (); 784 op->destroy ();
855 } 785 }
856 786
858 } 788 }
859 } 789 }
860} 790}
861 791
862bool 792bool
863maptile::save_header (object_freezer &freezer) 793maptile::_save_header (object_freezer &freezer)
864{ 794{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 795#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 797
868 MAP_OUT2 (arch, "map"); 798 MAP_OUT2 (arch, "map");
872 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 805 MAP_OUT (difficulty);
876 806
877 if (region) MAP_OUT2 (region, region->name); 807 if (default_region) MAP_OUT2 (region, default_region->name);
878 808
879 if (shopitems) 809 if (shopitems)
880 { 810 {
881 char shop[MAX_BUF]; 811 char shop[MAX_BUF];
882 print_shop_string (this, shop); 812 print_shop_string (this, shop);
917 847
918 return true; 848 return true;
919} 849}
920 850
921bool 851bool
922maptile::save_header (const char *path) 852maptile::_save_header (const char *path)
923{ 853{
924 object_freezer freezer; 854 object_freezer freezer;
925 855
926 if (!save_header (freezer)) 856 if (!_save_header (freezer))
927 return false; 857 return false;
928 858
929 return freezer.save (path); 859 return freezer.save (path);
930} 860}
931 861
933 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
934 */ 864 */
935void 865void
936maptile::clear () 866maptile::clear ()
937{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
938 if (!spaces) 871 if (spaces)
939 return; 872 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 874 while (object *op = ms->bot->head_ ())
943 { 875 {
944 if (op->head)
945 op = op->head;
946
947 op->destroy_inv (false); 876 op->destroy_inv (false);
948 op->destroy (); 877 op->destroy ();
949 } 878 }
950 879
951 sfree (spaces, size ()), spaces = 0; 880 sfree (spaces, size ()), spaces = 0;
881 }
952 882
953 if (buttons) 883 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 884 free_objectlinkpt (buttons), buttons = 0;
955} 885}
956 886
1110 */ 1040 */
1111void 1041void
1112mapspace::update_ () 1042mapspace::update_ ()
1113{ 1043{
1114 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1045 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; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1047
1120 middle = blank_face; 1048 //object *middle = 0;
1121 top = blank_face; 1049 //object *top = 0;
1122 floor = blank_face; 1050 //object *floor = 0;
1123 1051 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1127 1055
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1057 {
1130 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1145 */ 1073 */
1146 if (!tmp->invisible) 1074 if (!tmp->invisible)
1147 { 1075 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1077 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1079 {
1155 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1157 */ 1082 */
1158 middle = blank_face; 1083 middle = 0;
1159 top = blank_face; 1084 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1085 floor = tmp;
1162 } 1086 }
1163 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1089 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1090 middle = tmp;
1169 anywhere = 1; 1091 anywhere = 1;
1170 } 1092 }
1171 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1173 * top 1095 * top
1174 */ 1096 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1098 middle = tmp;
1179 }
1180 } 1099 }
1181 1100
1182 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1183 { 1102 {
1184 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1222 */ 1141 */
1223 if (top == middle) 1142 if (top == middle)
1224 middle = blank_face; 1143 middle = 0;
1225 1144
1226 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1148 * 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 */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1155 break;
1237 1156
1238 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1240 break; 1159 break;
1241 1160
1242 /* Only show visible faces, unless its the editor - show all */ 1161 /* Only show visible faces */
1243 if (!tmp->invisible || editor) 1162 if (!tmp->invisible)
1244 { 1163 {
1245 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1246 if (top == blank_face) 1165 if (!top)
1247 { 1166 {
1248 top = tmp->face;
1249 top_obj = tmp; 1167 top = tmp;
1250 if (top == middle) 1168 if (top == middle)
1251 middle = blank_face; 1169 middle = 0;
1252 } 1170 }
1253 else 1171 else
1254 { 1172 {
1255 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1256 * middle is not set 1174 * middle is not set
1257 * 1175 *
1258 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1260 * 1178 *
1261 */ 1179 */
1262 if (tmp->face != top) 1180 if (tmp != top)
1263 { 1181 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1182 middle = tmp;
1266 break; 1183 break;
1267 } 1184 }
1268 } 1185 }
1269 } 1186 }
1270 } 1187 }
1271 1188
1272 if (middle == floor) 1189 if (middle == floor)
1273 middle = blank_face; 1190 middle = 0;
1274 1191
1275 if (top == middle) 1192 if (top == middle)
1276 middle = blank_face; 1193 middle = 0;
1277 1194
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1281} 1200}
1282 1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1213/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly loaded 1214 * 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 1215 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. It really only does this 1216 * the value of orig_map->tile_map[tile_num].
1287 * so that it is easier for calling functions to verify success.
1288 */ 1217 */
1289static maptile * 1218static inline maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num) 1219find_and_link (maptile *orig_map, int tile_num)
1291{ 1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293 1226
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1227 if (!mp)
1295 { 1228 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path); 1231 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1); 1232 mp = new maptile (1, 1);
1300 mp->alloc (); 1233 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY; 1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1302 } 1236 }
1303 1237
1304 int dest_tile = (tile_num + 2) % 4; 1238 int dest_tile = (tile_num + 2) % 4;
1305 1239
1306 orig_map->tile_map[tile_num] = mp; 1240 orig_map->tile_map [tile_num] = mp;
1307 1241
1308 // optimisation: back-link map to origin map if euclidean 1242 // optimisation: back-link map to origin map if euclidean
1309 //TODO: non-euclidean maps MUST GO 1243 //TODO: non-euclidean maps MUST GO
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312 1246
1313 return mp; 1247 return mp;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1314} 1254}
1315 1255
1316/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1335 { 1275 {
1336 if (!m->tile_path[3]) 1276 if (!m->tile_path[3])
1337 return 1; 1277 return 1;
1338 1278
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3); 1280 find_and_link (m, 3);
1341 1281
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 } 1283 }
1344 1284
1345 if (x >= m->width) 1285 if (x >= m->width)
1346 { 1286 {
1347 if (!m->tile_path[1]) 1287 if (!m->tile_path[1])
1348 return 1; 1288 return 1;
1349 1289
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1); 1291 find_and_link (m, 1);
1352 1292
1353 return out_of_map (m->tile_map[1], x - m->width, y); 1293 return out_of_map (m->tile_map[1], x - m->width, y);
1354 } 1294 }
1355 1295
1356 if (y < 0) 1296 if (y < 0)
1357 { 1297 {
1358 if (!m->tile_path[0]) 1298 if (!m->tile_path[0])
1359 return 1; 1299 return 1;
1360 1300
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0); 1302 find_and_link (m, 0);
1363 1303
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 } 1305 }
1366 1306
1367 if (y >= m->height) 1307 if (y >= m->height)
1368 { 1308 {
1369 if (!m->tile_path[2]) 1309 if (!m->tile_path[2])
1370 return 1; 1310 return 1;
1371 1311
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2); 1313 find_and_link (m, 2);
1374 1314
1375 return out_of_map (m->tile_map[2], x, y - m->height); 1315 return out_of_map (m->tile_map[2], x, y - m->height);
1376 } 1316 }
1377 1317
1378 /* Simple case - coordinates are within this local 1318 /* Simple case - coordinates are within this local
1388 * updates x and y to be the localised coordinates. 1328 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1329 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1330 * and then figuring out what the real map is
1391 */ 1331 */
1392maptile * 1332maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1333maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1334{
1395 if (*x < 0) 1335 if (x < 0)
1396 { 1336 {
1397 if (!m->tile_path[3]) 1337 if (!tile_path[3])
1398 return 0; 1338 return 0;
1399 1339
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1340 find_and_link (this, 3);
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1341 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1342 return tile_map[3]->xy_find (x, y);
1405 } 1343 }
1406 1344
1407 if (*x >= m->width) 1345 if (x >= width)
1408 { 1346 {
1409 if (!m->tile_path[1]) 1347 if (!tile_path[1])
1410 return 0; 1348 return 0;
1411 1349
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1350 find_and_link (this, 1);
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1351 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1352 return tile_map[1]->xy_find (x, y);
1417 } 1353 }
1418 1354
1419 if (*y < 0) 1355 if (y < 0)
1420 { 1356 {
1421 if (!m->tile_path[0]) 1357 if (!tile_path[0])
1422 return 0; 1358 return 0;
1423 1359
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 0);
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1361 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1362 return tile_map[0]->xy_find (x, y);
1429 } 1363 }
1430 1364
1431 if (*y >= m->height) 1365 if (y >= height)
1432 { 1366 {
1433 if (!m->tile_path[2]) 1367 if (!tile_path[2])
1434 return 0; 1368 return 0;
1435 1369
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 2);
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1371 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1372 return tile_map[2]->xy_find (x, y);
1441 } 1373 }
1442 1374
1443 /* Simple case - coordinates are within this local 1375 /* Simple case - coordinates are within this local
1444 * map. 1376 * map.
1445 */ 1377 */
1446 return m; 1378 return this;
1447} 1379}
1448 1380
1449/** 1381/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1382 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
1452 */ 1384 */
1453static int 1385int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1387{
1456 if (!map1 || !map2) 1388 if (!map1 || !map2)
1457 return 0; 1389 return 0;
1458 1390
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1393 if (map1 == map2)
1460 { 1394 {
1461 *dx = 0; 1395 *dx = 0;
1462 *dy = 0; 1396 *dy = 0;
1463 } 1397 }
1523 } 1457 }
1524 else 1458 else
1525 return 0; 1459 return 0;
1526 1460
1527 return 1; 1461 return 1;
1462}
1463
1464maptile *
1465maptile::xy_load (sint16 &x, sint16 &y)
1466{
1467 maptile *map = xy_find (x, y);
1468
1469 if (map)
1470 map->load_sync ();
1471
1472 return map;
1473}
1474
1475maptile *
1476get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1477{
1478 return m->xy_load (*x, *y);
1528} 1479}
1529 1480
1530/* From map.c 1481/* From map.c
1531 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1484 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
1537 * monster that is closest. 1488 * monster that is closest.
1538 * 1489 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{ 1503{
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 { 1505 {
1555 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1507 retval->distance = 10000;
1557 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1559 retval->direction = 0; 1510 retval->direction = 0;
1560 retval->part = 0; 1511 retval->part = 0;
1561 } 1512 }
1562 else 1513 else
1563 { 1514 {
1568 1519
1569 best = op1; 1520 best = op1;
1570 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1572 { 1523 {
1573 object *tmp;
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1525
1576 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
1577 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1530 * below works.
1581 */ 1531 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1533 {
1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1587 { 1537 {
1588 best_distance = tmpi; 1538 best_distance = tmpi;
1589 best = tmp; 1539 best = tmp;
1590 } 1540 }
1591 } 1541 }
1542
1592 if (best != op1) 1543 if (best != op1)
1593 { 1544 {
1594 retval->distance_x += op1->x - best->x; 1545 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1596 } 1547 }
1597 } 1548 }
1549
1598 retval->part = best; 1550 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 } 1553 }
1602} 1554}
1603 1555
1604/* this is basically the same as get_rangevector above, but instead of 1556/* this is basically the same as get_rangevector above, but instead of
1609 * flags has no meaning for this function at this time - I kept it in to 1561 * flags has no meaning for this function at this time - I kept it in to
1610 * be more consistant with the above function and also in case they are needed 1562 * be more consistant with the above function and also in case they are needed
1611 * for something in the future. Also, since no object is pasted, the best 1563 * for something in the future. Also, since no object is pasted, the best
1612 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
1613 */ 1565 */
1614
1615void 1566void
1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617{ 1568{
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 { 1570 {
1620 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1572 retval->distance = 100000;
1628 { 1579 {
1629 retval->distance_x += op2->x - x; 1580 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1581 retval->distance_y += op2->y - y;
1631 1582
1632 retval->part = NULL; 1583 retval->part = NULL;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1584 retval->distance = idistance (retval->distance_x, retval->distance_y);
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 } 1586 }
1636} 1587}
1637 1588
1638/* Returns true of op1 and op2 are effectively on the same map 1589/* Returns true of op1 and op2 are effectively on the same map
1658 op->remove (); 1609 op->remove ();
1659 1610
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1611 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1612}
1662 1613
1614region *
1615maptile::region (int x, int y) const
1616{
1617 if (regions
1618 && regionmap
1619 && !OUT_OF_REAL_MAP (this, x, y))
1620 if (struct region *reg = regionmap [regions [y * width + x]])
1621 return reg;
1622
1623 if (default_region)
1624 return default_region;
1625
1626 return ::region::default_region ();
1627}
1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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