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Comparing deliantra/server/common/map.C (file contents):
Revision 1.57 by root, Sat Dec 30 15:07:58 2006 UTC vs.
Revision 1.94 by root, Mon Mar 12 01:13:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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.
36 * it really should be called create_mapname 38 * it really should be called create_mapname
37 */ 39 */
38const char * 40const char *
39create_pathname (const char *name) 41create_pathname (const char *name)
40{ 42{
41 static char buf[MAX_BUF]; 43 static char buf[8192];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf); 45 return buf;
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113} 46}
114 47
115/* 48/*
116 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
135 char *endbuf; 68 char *endbuf;
136 struct stat statbuf; 69 struct stat statbuf;
137 int mode = 0; 70 int mode = 0;
138 71
139 if (prepend_dir) 72 if (prepend_dir)
140 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
141 else 74 else
142 strcpy (buf, name); 75 assign (buf, name);
143 76
144 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
147 * all the names. 80 * all the names.
296 229
297 } 230 }
298 return 0; 231 return 0;
299} 232}
300 233
301
302/* 234/*
303 * 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.
304 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
331 archetype *tmp; 263 archetype *tmp;
332 int flag; 264 int flag;
333 maptile *m1; 265 maptile *m1;
334 sint16 sx, sy; 266 sint16 sx, sy;
335 267
336 if (ob == NULL) 268 if (!ob)
337 { 269 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP) 271 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP; 272 return P_OUT_OF_MAP;
341 273
398 * carrying. 330 * carrying.
399 */ 331 */
400 sum_weight (container); 332 sum_weight (container);
401} 333}
402 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
403/* 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
404 * 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
405 * 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
406 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
407 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
411{ 354{
412 if (!spaces) 355 if (!spaces)
413 return; 356 return;
414 357
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
417 { 360 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
422 { 363 {
423 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
424 * won't do anything. 365 * won't do anything.
446 * 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.
447 */ 388 */
448 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);
449 } 390 }
450 } 391 }
451
452 tmp = above;
453 } 392 }
454} 393}
455 394
456/* 395/*
457 * 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
458 * file pointer. 397 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 398 */
461bool 399bool
462maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
463{ 401{
464 int unique; 402 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 403 {
472 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 405
474 * or editor will not be able to do anything with it either. 406 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 407 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
479 continue; 409 if (object *op = object::read (f, this))
480 }
481
482 switch (i)
483 { 410 {
484 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
485 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 }
486 416
487 if (op->inv) 417 continue;
488 sum_weight (op);
489 418
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 419 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
495 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
496 break; 425 break;
497 } 426 }
498 427
499 op = object::create (); 428 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 429 }
520#endif
521 430
522 return true; 431 return true;
523} 432}
524 433
525void 434void
528 if (!spaces) 437 if (!spaces)
529 return; 438 return;
530 439
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 442 op->activate_recursive ();
534} 443}
535 444
536void 445void
537maptile::deactivate () 446maptile::deactivate ()
538{ 447{
539 if (!spaces) 448 if (!spaces)
540 return; 449 return;
541 450
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 451 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 453 op->deactivate_recursive ();
545} 454}
546 455
547bool 456bool
548maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
549{ 458{
459 static int cede_count = 0;
460
550 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
551 save_header (freezer); 462 _save_header (f);
552 463
553 if (!spaces) 464 if (!spaces)
554 return false; 465 return false;
555 466
556 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
557 { 468 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
558 int unique = 0; 477 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above) 478 for (object *op = spaces [i].bot; op; op = op->above)
560 { 479 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1; 484 unique = 1;
563 485
564 if (!op->can_map_save ()) 486 if (!op->can_map_save ())
565 continue; 487 continue;
566 488
567 if (unique || op->flag [FLAG_UNIQUE]) 489 if (unique || op->flag [FLAG_UNIQUE])
568 { 490 {
569 if (flags & IO_UNIQUES) 491 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 492 op->write (f);
571 } 493 }
572 else if (flags & IO_OBJECTS) 494 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1); 495 op->write (f);
574 } 496 }
575 } 497 }
576 498
577 return true; 499 return true;
578} 500}
579 501
580bool 502bool
581maptile::load_objects (const char *path, bool skip_header) 503maptile::_load_objects (const char *path, bool skip_header)
582{ 504{
583 object_thawer thawer (path); 505 object_thawer f (path);
584 506
585 if (!thawer) 507 if (!f)
586 return false; 508 return false;
509
510 f.next ();
587 511
588 if (skip_header) 512 if (skip_header)
589 for (;;) 513 for (;;)
590 { 514 {
591 keyword kw = thawer.get_kv (); 515 keyword kw = f.kw;
592 516 f.skip ();
593 if (kw == KW_end) 517 if (kw == KW_end)
594 break; 518 break;
595
596 thawer.skip_kv (kw);
597 } 519 }
598 520
599 return load_objects (thawer); 521 return _load_objects (f);
600} 522}
601 523
602bool 524bool
603maptile::save_objects (const char *path, int flags) 525maptile::_save_objects (const char *path, int flags)
604{ 526{
605 object_freezer freezer; 527 object_freezer freezer;
606 528
607 if (!save_objects (freezer, flags)) 529 if (!_save_objects (freezer, flags))
608 return false; 530 return false;
609 531
610 return freezer.save (path); 532 return freezer.save (path);
611} 533}
612 534
613maptile::maptile () 535maptile::maptile ()
614{ 536{
615 in_memory = MAP_SWAPPED; 537 in_memory = MAP_SWAPPED;
616 538
617 /* The maps used to pick up default x and y values from the 539 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 540 * map archetype. Mimic that behaviour.
619 */ 541 */
620 width = 16; 542 width = 16;
621 height = 16; 543 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 544 timeout = 300;
624 enter_x = 0; 545 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 546 max_volume = 2000000; // 2m³
626} 547}
627 548
628maptile::maptile (int w, int h) 549maptile::maptile (int w, int h)
629{ 550{
630 in_memory = MAP_SWAPPED; 551 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 697 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 698 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 699 * MSW 2001-07-01
779 */ 700 */
780bool 701bool
781maptile::load_header (object_thawer &thawer) 702maptile::_load_header (object_thawer &thawer)
782{ 703{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 704 for (;;)
788 { 705 {
789 keyword kw = thawer.get_kv (); 706 keyword kw = thawer.get_kv ();
790 707
791 switch (kw) 708 switch (kw)
792 { 709 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 710 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 711 thawer.get_ml (KW_endmsg, msg);
802 break; 712 break;
803 713
804 case KW_lore: // CF+ extension 714 case KW_lore: // CF+ extension
836 case KW_sky: thawer.get (sky); break; 746 case KW_sky: thawer.get (sky); break;
837 747
838 case KW_per_player: thawer.get (per_player); break; 748 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 749 case KW_per_party: thawer.get (per_party); break;
840 750
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 751 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 753
844 // old names new names 754 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 755 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 756 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 765 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 766 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 767 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 768 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 769
770 case KW_end:
771 return true;
772
860 default: 773 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 774 if (!thawer.parse_error ("map", 0))
775 return false;
862 break; 776 break;
863 } 777 }
864 } 778 }
865 779
866 abort (); 780 abort ();
867} 781}
868 782
869bool 783bool
870maptile::load_header (const char *path) 784maptile::_load_header (const char *path)
871{ 785{
872 object_thawer thawer (path); 786 object_thawer thawer (path);
873 787
874 if (!thawer) 788 if (!thawer)
875 return false; 789 return false;
876 790
877 return load_header (thawer); 791 return _load_header (thawer);
878} 792}
879 793
880/****************************************************************************** 794/******************************************************************************
881 * This is the start of unique map handling code 795 * This is the start of unique map handling code
882 *****************************************************************************/ 796 *****************************************************************************/
905 } 819 }
906 } 820 }
907} 821}
908 822
909bool 823bool
910maptile::save_header (object_freezer &freezer) 824maptile::_save_header (object_freezer &freezer)
911{ 825{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 826#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 827#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 828
915 MAP_OUT2 (arch, "map"); 829 MAP_OUT2 (arch, "map");
919 MAP_OUT (reset_time); 833 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 834 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 835 MAP_OUT (fixed_resettime);
922 MAP_OUT (difficulty); 836 MAP_OUT (difficulty);
923 837
924 if (region) MAP_OUT2 (region, region->name); 838 if (default_region) MAP_OUT2 (region, default_region->name);
925 839
926 if (shopitems) 840 if (shopitems)
927 { 841 {
928 char shop[MAX_BUF]; 842 char shop[MAX_BUF];
929 print_shop_string (this, shop); 843 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 871 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 872 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 873 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 874 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 875
962 MAP_OUT2 (end, 0); 876 freezer.put (this);
877 freezer.put (KW_end);
963 878
964 return true; 879 return true;
965} 880}
966 881
967bool 882bool
968maptile::save_header (const char *path) 883maptile::_save_header (const char *path)
969{ 884{
970 object_freezer freezer; 885 object_freezer freezer;
971 886
972 if (!save_header (freezer)) 887 if (!_save_header (freezer))
973 return false; 888 return false;
974 889
975 return freezer.save (path); 890 return freezer.save (path);
976} 891}
977 892
979 * Remove and free all objects in the given map. 894 * Remove and free all objects in the given map.
980 */ 895 */
981void 896void
982maptile::clear () 897maptile::clear ()
983{ 898{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
984 if (!spaces) 902 if (spaces)
985 return; 903 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 905 while (object *op = ms->bot)
989 { 906 {
990 if (op->head) 907 if (op->head)
991 op = op->head; 908 op = op->head;
992 909
993 op->destroy_inv (false); 910 op->destroy_inv (false);
994 op->destroy (); 911 op->destroy ();
995 } 912 }
996 913
997 sfree (spaces, size ()), spaces = 0; 914 sfree (spaces, size ()), spaces = 0;
915 }
998 916
999 if (buttons) 917 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 918 free_objectlinkpt (buttons), buttons = 0;
1001} 919}
1002 920
1156 */ 1074 */
1157void 1075void
1158mapspace::update_ () 1076mapspace::update_ ()
1159{ 1077{
1160 object *tmp, *last = 0; 1078 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1080 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1081
1166 middle = blank_face; 1082 //object *middle = 0;
1167 top = blank_face; 1083 //object *top = 0;
1168 floor = blank_face; 1084 //object *floor = 0;
1169 1085 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1086 object *&top = faces_obj[0];
1171 top_obj = 0; 1087 object *&middle = faces_obj[1];
1172 floor_obj = 0; 1088 object *&floor = faces_obj[2];
1173 1089
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1091 {
1176 /* This could be made additive I guess (two lights better than 1092 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1093 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1106 * Always put the player down for drawing.
1191 */ 1107 */
1192 if (!tmp->invisible) 1108 if (!tmp->invisible)
1193 { 1109 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1110 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1111 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1112 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1113 {
1201 /* If we got a floor, that means middle and top were below it, 1114 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1115 * so should not be visible, so we clear them.
1203 */ 1116 */
1204 middle = blank_face; 1117 middle = 0;
1205 top = blank_face; 1118 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1119 floor = tmp;
1208 } 1120 }
1209 /* Flag anywhere have high priority */ 1121 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1123 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1124 middle = tmp;
1215 anywhere = 1; 1125 anywhere = 1;
1216 } 1126 }
1217 /* Find the highest visible face around. If equal 1127 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1128 * visibilities, we still want the one nearer to the
1219 * top 1129 * top
1220 */ 1130 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1132 middle = tmp;
1225 }
1226 } 1133 }
1227 1134
1228 if (tmp == tmp->above) 1135 if (tmp == tmp->above)
1229 { 1136 {
1230 LOG (llevError, "Error in structure of map\n"); 1137 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1172 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1173 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1174 * may be possible for the faces to match but be different objects.
1268 */ 1175 */
1269 if (top == middle) 1176 if (top == middle)
1270 middle = blank_face; 1177 middle = 0;
1271 1178
1272 /* There are three posibilities at this point: 1179 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1180 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1181 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1182 * 3) neither middle or top is set - need to set both.
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1187 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1189 break;
1283 1190
1284 /* If two top faces are already set, quit processing */ 1191 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1192 if (top && middle)
1286 break; 1193 break;
1287 1194
1288 /* Only show visible faces, unless its the editor - show all */ 1195 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1196 if (!tmp->invisible)
1290 { 1197 {
1291 /* Fill in top if needed */ 1198 /* Fill in top if needed */
1292 if (top == blank_face) 1199 if (!top)
1293 { 1200 {
1294 top = tmp->face;
1295 top_obj = tmp; 1201 top = tmp;
1296 if (top == middle) 1202 if (top == middle)
1297 middle = blank_face; 1203 middle = 0;
1298 } 1204 }
1299 else 1205 else
1300 { 1206 {
1301 /* top is already set - we should only get here if 1207 /* top is already set - we should only get here if
1302 * middle is not set 1208 * middle is not set
1303 * 1209 *
1304 * Set the middle face and break out, since there is nothing 1210 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1211 * more to fill in. We don't check visiblity here, since
1306 * 1212 *
1307 */ 1213 */
1308 if (tmp->face != top) 1214 if (tmp != top)
1309 { 1215 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1216 middle = tmp;
1312 break; 1217 break;
1313 } 1218 }
1314 } 1219 }
1315 } 1220 }
1316 } 1221 }
1317 1222
1318 if (middle == floor) 1223 if (middle == floor)
1319 middle = blank_face; 1224 middle = 0;
1320 1225
1321 if (top == middle) 1226 if (top == middle)
1322 middle = blank_face; 1227 middle = 0;
1323 1228
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1229#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1230 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1231 faces_obj [1] = middle;
1232 faces_obj [2] = floor;
1233#endif
1327} 1234}
1328 1235
1236uint64
1237mapspace::volume () const
1238{
1239 uint64 vol = 0;
1240
1241 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1242 vol += op->volume ();
1243
1244 return vol;
1245}
1246
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1247/* this updates the orig_map->tile_map[tile_num] value after finding
1330 * the map. It also takes care of linking back the freshly loaded 1248 * the map. It also takes care of linking back the freshly found
1331 * maps tile_map values if it tiles back to this one. It returns 1249 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this 1250 * the value of orig_map->tile_map[tile_num].
1333 * so that it is easier for calling functions to verify success.
1334 */ 1251 */
1335static maptile * 1252static inline maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num) 1253find_and_link (maptile *orig_map, int tile_num)
1337{ 1254{
1255 maptile *mp = orig_map->tile_map [tile_num];
1256
1257 if (!mp)
1258 {
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1339 mp->load (); 1260
1261 if (!mp)
1262 {
1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265 &orig_map->tile_path[tile_num], &orig_map->path);
1266 mp = new maptile (1, 1);
1267 mp->alloc ();
1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1270 }
1340 1271
1341 int dest_tile = (tile_num + 2) % 4; 1272 int dest_tile = (tile_num + 2) % 4;
1342 1273
1343 orig_map->tile_map[tile_num] = mp; 1274 orig_map->tile_map [tile_num] = mp;
1344 1275
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1276 // optimisation: back-link map to origin map if euclidean
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1277 //TODO: non-euclidean maps MUST GO
1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1348 1280
1349 return mp; 1281 return mp;
1282}
1283
1284static inline void
1285load_and_link (maptile *orig_map, int tile_num)
1286{
1287 find_and_link (orig_map, tile_num)->load_sync ();
1350} 1288}
1351 1289
1352/* this returns TRUE if the coordinates (x,y) are out of 1290/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1291 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1292 * tiling considerations, loading adjacant maps as needed.
1371 { 1309 {
1372 if (!m->tile_path[3]) 1310 if (!m->tile_path[3])
1373 return 1; 1311 return 1;
1374 1312
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1313 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3); 1314 find_and_link (m, 3);
1377 1315
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 } 1317 }
1380 1318
1381 if (x >= m->width) 1319 if (x >= m->width)
1382 { 1320 {
1383 if (!m->tile_path[1]) 1321 if (!m->tile_path[1])
1384 return 1; 1322 return 1;
1385 1323
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1324 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1); 1325 find_and_link (m, 1);
1388 1326
1389 return out_of_map (m->tile_map[1], x - m->width, y); 1327 return out_of_map (m->tile_map[1], x - m->width, y);
1390 } 1328 }
1391 1329
1392 if (y < 0) 1330 if (y < 0)
1393 { 1331 {
1394 if (!m->tile_path[0]) 1332 if (!m->tile_path[0])
1395 return 1; 1333 return 1;
1396 1334
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1335 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0); 1336 find_and_link (m, 0);
1399 1337
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1338 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 } 1339 }
1402 1340
1403 if (y >= m->height) 1341 if (y >= m->height)
1404 { 1342 {
1405 if (!m->tile_path[2]) 1343 if (!m->tile_path[2])
1406 return 1; 1344 return 1;
1407 1345
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1346 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2); 1347 find_and_link (m, 2);
1410 1348
1411 return out_of_map (m->tile_map[2], x, y - m->height); 1349 return out_of_map (m->tile_map[2], x, y - m->height);
1412 } 1350 }
1413 1351
1414 /* Simple case - coordinates are within this local 1352 /* Simple case - coordinates are within this local
1419 1357
1420/* This is basically the same as out_of_map above, but 1358/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1359 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1360 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1361 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1362 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1363 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1364 * and then figuring out what the real map is
1427 */ 1365 */
1428maptile * 1366maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1367maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1368{
1431 if (*x < 0) 1369 if (x < 0)
1432 { 1370 {
1433 if (!m->tile_path[3]) 1371 if (!tile_path[3])
1434 return 0; 1372 return 0;
1435 1373
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1374 find_and_link (this, 3);
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1375 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1376 return tile_map[3]->xy_find (x, y);
1441 } 1377 }
1442 1378
1443 if (*x >= m->width) 1379 if (x >= width)
1444 { 1380 {
1445 if (!m->tile_path[1]) 1381 if (!tile_path[1])
1446 return 0; 1382 return 0;
1447 1383
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1384 find_and_link (this, 1);
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1385 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1386 return tile_map[1]->xy_find (x, y);
1453 } 1387 }
1454 1388
1455 if (*y < 0) 1389 if (y < 0)
1456 { 1390 {
1457 if (!m->tile_path[0]) 1391 if (!tile_path[0])
1458 return 0; 1392 return 0;
1459 1393
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1394 find_and_link (this, 0);
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1395 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1396 return tile_map[0]->xy_find (x, y);
1465 } 1397 }
1466 1398
1467 if (*y >= m->height) 1399 if (y >= height)
1468 { 1400 {
1469 if (!m->tile_path[2]) 1401 if (!tile_path[2])
1470 return 0; 1402 return 0;
1471 1403
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1404 find_and_link (this, 2);
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1405 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1406 return tile_map[2]->xy_find (x, y);
1477 } 1407 }
1478 1408
1479 /* Simple case - coordinates are within this local 1409 /* Simple case - coordinates are within this local
1480 * map. 1410 * map.
1481 */ 1411 */
1482
1483 m->last_access = runtime;
1484 return m; 1412 return this;
1485} 1413}
1486 1414
1487/** 1415/**
1488 * Return whether map2 is adjacent to map1. If so, store the distance from 1416 * Return whether map2 is adjacent to map1. If so, store the distance from
1489 * map1 to map2 in dx/dy. 1417 * map1 to map2 in dx/dy.
1490 */ 1418 */
1491static int 1419int
1492adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1493{ 1421{
1494 if (!map1 || !map2) 1422 if (!map1 || !map2)
1495 return 0; 1423 return 0;
1496 1424
1425 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1426 //fix: compare paths instead (this is likely faster, too!)
1497 if (map1 == map2) 1427 if (map1 == map2)
1498 { 1428 {
1499 *dx = 0; 1429 *dx = 0;
1500 *dy = 0; 1430 *dy = 0;
1501 } 1431 }
1561 } 1491 }
1562 else 1492 else
1563 return 0; 1493 return 0;
1564 1494
1565 return 1; 1495 return 1;
1496}
1497
1498maptile *
1499maptile::xy_load (sint16 &x, sint16 &y)
1500{
1501 maptile *map = xy_find (x, y);
1502
1503 if (map)
1504 map->load_sync ();
1505
1506 return map;
1507}
1508
1509maptile *
1510get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1511{
1512 return m->xy_load (*x, *y);
1566} 1513}
1567 1514
1568/* From map.c 1515/* From map.c
1569 * This is used by get_player to determine where the other 1516 * This is used by get_player to determine where the other
1570 * creature is. get_rangevector takes into account map tiling, 1517 * creature is. get_rangevector takes into account map tiling,
1571 * so you just can not look the the map coordinates and get the 1518 * so you just can not look the the map coordinates and get the
1572 * righte value. distance_x/y are distance away, which 1519 * righte value. distance_x/y are distance away, which
1573 * can be negativbe. direction is the crossfire direction scheme 1520 * can be negative. direction is the crossfire direction scheme
1574 * that the creature should head. part is the part of the 1521 * that the creature should head. part is the part of the
1575 * monster that is closest. 1522 * monster that is closest.
1576 * 1523 *
1577 * get_rangevector looks at op1 and op2, and fills in the 1524 * get_rangevector looks at op1 and op2, and fills in the
1578 * structure for op1 to get to op2. 1525 * structure for op1 to get to op2.
1589get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1536get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1590{ 1537{
1591 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1538 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1592 { 1539 {
1593 /* be conservative and fill in _some_ data */ 1540 /* be conservative and fill in _some_ data */
1594 retval->distance = 100000; 1541 retval->distance = 10000;
1595 retval->distance_x = 32767; 1542 retval->distance_x = 10000;
1596 retval->distance_y = 32767; 1543 retval->distance_y = 10000;
1597 retval->direction = 0; 1544 retval->direction = 0;
1598 retval->part = 0; 1545 retval->part = 0;
1599 } 1546 }
1600 else 1547 else
1601 { 1548 {
1606 1553
1607 best = op1; 1554 best = op1;
1608 /* If this is multipart, find the closest part now */ 1555 /* If this is multipart, find the closest part now */
1609 if (!(flags & 0x1) && op1->more) 1556 if (!(flags & 0x1) && op1->more)
1610 { 1557 {
1611 object *tmp;
1612 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1558 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1613 1559
1614 /* we just take the offset of the piece to head to figure 1560 /* we just take the offset of the piece to head to figure
1615 * distance instead of doing all that work above again 1561 * distance instead of doing all that work above again
1616 * since the distance fields we set above are positive in the 1562 * since the distance fields we set above are positive in the
1617 * same axis as is used for multipart objects, the simply arithmetic 1563 * same axis as is used for multipart objects, the simply arithmetic
1618 * below works. 1564 * below works.
1619 */ 1565 */
1620 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1566 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1621 { 1567 {
1622 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1568 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1623 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1569 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1624 if (tmpi < best_distance) 1570 if (tmpi < best_distance)
1625 { 1571 {
1626 best_distance = tmpi; 1572 best_distance = tmpi;
1627 best = tmp; 1573 best = tmp;
1628 } 1574 }
1629 } 1575 }
1576
1630 if (best != op1) 1577 if (best != op1)
1631 { 1578 {
1632 retval->distance_x += op1->x - best->x; 1579 retval->distance_x += op1->x - best->x;
1633 retval->distance_y += op1->y - best->y; 1580 retval->distance_y += op1->y - best->y;
1634 } 1581 }
1635 } 1582 }
1583
1636 retval->part = best; 1584 retval->part = best;
1637 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1639 } 1587 }
1640} 1588}
1641 1589
1642/* this is basically the same as get_rangevector above, but instead of 1590/* this is basically the same as get_rangevector above, but instead of
1647 * flags has no meaning for this function at this time - I kept it in to 1595 * flags has no meaning for this function at this time - I kept it in to
1648 * be more consistant with the above function and also in case they are needed 1596 * be more consistant with the above function and also in case they are needed
1649 * for something in the future. Also, since no object is pasted, the best 1597 * for something in the future. Also, since no object is pasted, the best
1650 * field of the rv_vector is set to NULL. 1598 * field of the rv_vector is set to NULL.
1651 */ 1599 */
1652
1653void 1600void
1654get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1601get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1655{ 1602{
1656 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1603 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1657 { 1604 {
1658 /* be conservative and fill in _some_ data */ 1605 /* be conservative and fill in _some_ data */
1659 retval->distance = 100000; 1606 retval->distance = 100000;
1666 { 1613 {
1667 retval->distance_x += op2->x - x; 1614 retval->distance_x += op2->x - x;
1668 retval->distance_y += op2->y - y; 1615 retval->distance_y += op2->y - y;
1669 1616
1670 retval->part = NULL; 1617 retval->part = NULL;
1671 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1618 retval->distance = idistance (retval->distance_x, retval->distance_y);
1672 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1673 } 1620 }
1674} 1621}
1675 1622
1676/* Returns true of op1 and op2 are effectively on the same map 1623/* Returns true of op1 and op2 are effectively on the same map
1696 op->remove (); 1643 op->remove ();
1697 1644
1698 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1645 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1699} 1646}
1700 1647
1648region *
1649maptile::region (int x, int y) const
1650{
1651 if (regions
1652 && regionmap
1653 && !OUT_OF_REAL_MAP (this, x, y))
1654 if (struct region *reg = regionmap [regions [y * width + x]])
1655 return reg;
1656
1657 if (default_region)
1658 return default_region;
1659
1660 return ::region::default_region ();
1661}
1662
1663/* picks a random object from a style map.
1664 * Redone by MSW so it should be faster and not use static
1665 * variables to generate tables.
1666 */
1667object *
1668maptile::pick_random_object () const
1669{
1670 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me.
1675 */
1676 for (int i = 1000; --i;)
1677 {
1678 object *pick = at (rndm (width), rndm (height)).bot;
1679
1680 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick)
1682 return pick->head_ ();
1683 }
1684
1685 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked");
1687}
1688

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