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Comparing deliantra/server/common/map.C (file contents):
Revision 1.118 by root, Fri Aug 24 00:40:31 2007 UTC vs.
Revision 1.143 by root, Sun May 18 19:53:07 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28 27
29#include "loader.h" 28#include "loader.h"
30 29
31#include "path.h" 30#include "path.h"
32 31
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
322bool 305bool
323maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
324{ 307{
325 for (;;) 308 for (;;)
326 { 309 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
328 311
329 switch (f.kw) 312 switch (f.kw)
330 { 313 {
331 case KW_arch: 314 case KW_arch:
332 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
333 { 316 {
317 // TODO: why?
334 if (op->inv) 318 if (op->inv)
335 sum_weight (op); 319 op->update_weight ();
336 320
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
338 } 347 }
339 348
340 continue; 349 continue;
341 350
342 case KW_EOF: 351 case KW_EOF:
383 if (!spaces) 392 if (!spaces)
384 return false; 393 return false;
385 394
386 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
387 { 396 {
388 int unique = 0; 397 bool unique = 0;
398
389 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
390 { 400 {
391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
392 unique = 1;
393 402
394 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
395 continue; 404 continue;
396 405
397 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
398 { 407 {
399 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
400 op->write (f); 409 op->write (f);
401 } 410 }
402 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f); 412 op->write (f);
404 } 413 }
405 } 414 }
406 415
407 coroapi::cede_to_tick (); 416 coroapi::cede_to_tick ();
408 417
409 return true; 418 return true;
410}
411
412bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432} 419}
433 420
434bool 421bool
435maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
436{ 423{
611bool 598bool
612maptile::_load_header (object_thawer &thawer) 599maptile::_load_header (object_thawer &thawer)
613{ 600{
614 for (;;) 601 for (;;)
615 { 602 {
616 thawer.next ();
617
618 switch (thawer.kw) 603 switch (thawer.kw)
619 { 604 {
620 case KW_msg: 605 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 606 thawer.get_ml (KW_endmsg, msg);
622 break; 607 break;
656 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
657 642
658 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 644 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 645 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break;
661 647
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 648 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 650
665 // old names new names 651 // old names new names
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 666
681 case KW_ERROR: 667 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 668 set_key_text (thawer.kw_str, thawer.value);
683 break; 669 break;
684 670
685 case KW_end: 671 case KW_end:
672 thawer.next ();
686 return true; 673 return true;
687 674
688 default: 675 default:
689 if (!thawer.parse_error ("map", 0)) 676 if (!thawer.parse_error ("map", 0))
690 return false; 677 return false;
691 break; 678 break;
692 } 679 }
680
681 thawer.next ();
693 } 682 }
694 683
695 abort (); 684 abort ();
696}
697
698bool
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707} 685}
708 686
709/****************************************************************************** 687/******************************************************************************
710 * This is the start of unique map handling code 688 * This is the start of unique map handling code
711 *****************************************************************************/ 689 *****************************************************************************/
747 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
753 732
754 if (default_region) MAP_OUT2 (region, default_region->name); 733 if (default_region) MAP_OUT2 (region, default_region->name);
755 734
756 if (shopitems) 735 if (shopitems)
810 * Remove and free all objects in the given map. 789 * Remove and free all objects in the given map.
811 */ 790 */
812void 791void
813maptile::clear () 792maptile::clear ()
814{ 793{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 794 if (spaces)
819 { 795 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 796 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 797 while (object *op = ms->bot)
822 { 798 {
799 // manually remove, as to not trigger anything
800 if (ms->bot = op->above)
801 ms->bot->below = 0;
802
803 op->flag [FLAG_REMOVED] = true;
804
823 op = op->head_ (); 805 object *head = op->head_ ();
806 if (op == head)
807 {
824 op->destroy_inv (false); 808 op->destroy_inv (false);
825 op->destroy (); 809 op->destroy ();
810 }
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
826 } 816 }
827 817
828 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
829 } 819 }
830 820
831 if (buttons) 821 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
833} 826}
834 827
835void 828void
836maptile::clear_header () 829maptile::clear_header ()
837{ 830{
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break; 883 break;
891 884
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 887 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID) 889 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 890 || op->is_alive ())
899 ; // do not decay 891 ; // do not decay
991 983
992 if (QUERY_FLAG (op, FLAG_GENERATOR)) 984 if (QUERY_FLAG (op, FLAG_GENERATOR))
993 { 985 {
994 total_exp += op->stats.exp; 986 total_exp += op->stats.exp;
995 987
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 988 if (archetype *at = op->other_arch)
989 {
997 total_exp += at->stats.exp * 8; 990 total_exp += at->stats.exp * 8;
998
999 monster_cnt++; 991 monster_cnt++;
992 }
993
994 for (object *inv = op->inv; inv; inv = inv->below)
995 {
996 total_exp += op->stats.exp * 8;
997 monster_cnt++;
998 }
1000 } 999 }
1001 } 1000 }
1002 1001
1003 avgexp = (double) total_exp / monster_cnt; 1002 avgexp = (double) total_exp / monster_cnt;
1004 1003
1043 else 1042 else
1044 darkness = new_level; 1043 darkness = new_level;
1045 1044
1046 /* All clients need to get re-updated for the change */ 1045 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this); 1046 update_all_map_los (this);
1047
1048 return 1; 1048 return 1;
1049} 1049}
1050 1050
1051/* 1051/*
1052 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1055 * through, etc) 1055 * through, etc)
1056 */ 1056 */
1057void 1057void
1058mapspace::update_ () 1058mapspace::update_ ()
1059{ 1059{
1060 object *tmp, *last = 0; 1060 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063 1063
1064 //object *middle = 0; 1064 //object *middle = 0;
1065 //object *top = 0; 1065 //object *top = 0;
1067 // this seems to generate better code than using locals, above 1067 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1068 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1070 object *&floor = faces_obj[2] = 0;
1071 1071
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1073 {
1074 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1075 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed. 1077 * it is a dissapation factor that is cubed.
1078 */ 1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius; 1079 light = max (light, tmp->glow_radius);
1081 1080
1082 /* This call is needed in order to update objects the player 1081 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc). 1082 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn 1083 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the 1084 * 3 times each time the player moves, because many of the
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 { 1104 {
1106 middle = tmp; 1105 middle = tmp;
1107 anywhere = 1; 1106 anywhere = 1;
1108 } 1107 }
1108
1109 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
1111 * top 1111 * top
1112 */ 1112 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1162 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both. 1164 * 3) neither middle or top is set - need to set both.
1165 */ 1165 */
1166 1166
1167 for (tmp = last; tmp; tmp = tmp->below) 1167 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1168 {
1169 /* Once we get to a floor, stop, since we already have a floor object */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171 break; 1171 break;
1172 1172
1230maptile::tile_available (int dir, bool load) 1230maptile::tile_available (int dir, bool load)
1231{ 1231{
1232 if (!tile_path[dir]) 1232 if (!tile_path[dir])
1233 return 0; 1233 return 0;
1234 1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1236 return 1; 1236 return 1;
1237 1237
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1; 1239 return 1;
1240 1240
1259 if (!m) 1259 if (!m)
1260 return 0; 1260 return 0;
1261 1261
1262 if (x < 0) 1262 if (x < 0)
1263 { 1263 {
1264 if (!m->tile_available (3, 0)) 1264 if (!m->tile_available (3))
1265 return 1; 1265 return 1;
1266 1266
1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1268 } 1268 }
1269 1269
1270 if (x >= m->width) 1270 if (x >= m->width)
1271 { 1271 {
1272 if (!m->tile_available (1, 0)) 1272 if (!m->tile_available (1))
1273 return 1; 1273 return 1;
1274 1274
1275 return out_of_map (m->tile_map[1], x - m->width, y); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
1276 } 1276 }
1277 1277
1278 if (y < 0) 1278 if (y < 0)
1279 { 1279 {
1280 if (!m->tile_available (0, 0)) 1280 if (!m->tile_available (0))
1281 return 1; 1281 return 1;
1282 1282
1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1284 } 1284 }
1285 1285
1286 if (y >= m->height) 1286 if (y >= m->height)
1287 { 1287 {
1288 if (!m->tile_available (2, 0)) 1288 if (!m->tile_available (2))
1289 return 1; 1289 return 1;
1290 1290
1291 return out_of_map (m->tile_map[2], x, y - m->height); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
1292 } 1292 }
1293 1293
1308maptile * 1308maptile *
1309maptile::xy_find (sint16 &x, sint16 &y) 1309maptile::xy_find (sint16 &x, sint16 &y)
1310{ 1310{
1311 if (x < 0) 1311 if (x < 0)
1312 { 1312 {
1313 if (!tile_available (3, 1)) 1313 if (!tile_available (3))
1314 return 0; 1314 return 0;
1315 1315
1316 x += tile_map[3]->width; 1316 x += tile_map[3]->width;
1317 return tile_map[3]->xy_find (x, y); 1317 return tile_map[3]->xy_find (x, y);
1318 } 1318 }
1319 1319
1320 if (x >= width) 1320 if (x >= width)
1321 { 1321 {
1322 if (!tile_available (1, 1)) 1322 if (!tile_available (1))
1323 return 0; 1323 return 0;
1324 1324
1325 x -= width; 1325 x -= width;
1326 return tile_map[1]->xy_find (x, y); 1326 return tile_map[1]->xy_find (x, y);
1327 } 1327 }
1328 1328
1329 if (y < 0) 1329 if (y < 0)
1330 { 1330 {
1331 if (!tile_available (0, 1)) 1331 if (!tile_available (0))
1332 return 0; 1332 return 0;
1333 1333
1334 y += tile_map[0]->height; 1334 y += tile_map[0]->height;
1335 return tile_map[0]->xy_find (x, y); 1335 return tile_map[0]->xy_find (x, y);
1336 } 1336 }
1337 1337
1338 if (y >= height) 1338 if (y >= height)
1339 { 1339 {
1340 if (!tile_available (2, 1)) 1340 if (!tile_available (2))
1341 return 0; 1341 return 0;
1342 1342
1343 y -= height; 1343 y -= height;
1344 return tile_map[2]->xy_find (x, y); 1344 return tile_map[2]->xy_find (x, y);
1345 } 1345 }
1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1359{ 1359{
1360 if (!map1 || !map2) 1360 if (!map1 || !map2)
1361 return 0; 1361 return 0;
1362 1362
1363 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1363 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1364 //fix: compare paths instead (this is likely faster, too!) 1364 //fix: compare paths instead (this is likely faster, too!)
1365 if (map1 == map2) 1365 if (map1 == map2)
1366 { 1366 {
1367 *dx = 0; 1367 *dx = 0;
1368 *dy = 0; 1368 *dy = 0;
1575} 1575}
1576 1576
1577object * 1577object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags) 1578maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{ 1579{
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1580 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584} 1581}
1585 1582
1586region * 1583region *
1587maptile::region (int x, int y) const 1584maptile::region (int x, int y) const
1597 1594
1598 return ::region::default_region (); 1595 return ::region::default_region ();
1599} 1596}
1600 1597
1601/* picks a random object from a style map. 1598/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */ 1599 */
1605object * 1600object *
1606maptile::pick_random_object () const 1601maptile::pick_random_object (rand_gen &gen) const
1607{ 1602{
1608 /* while returning a null object will result in a crash, that 1603 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because 1604 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash. 1605 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make 1606 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me. 1607 * any difference, but this seems clearer to me.
1613 */ 1608 */
1614 for (int i = 1000; --i;) 1609 for (int i = 1000; --i;)
1615 { 1610 {
1616 object *pick = at (rndm (width), rndm (height)).bot; 1611 object *pick = at (gen (width), gen (height)).bot;
1617 1612
1618 // do not prefer big monsters just because they are big. 1613 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick) 1614 if (pick && pick->is_head ())
1620 return pick->head_ (); 1615 return pick->head_ ();
1621 } 1616 }
1622 1617
1623 // instead of crashing in the unlikely(?) case, try to return *something* 1618 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked"); 1619 return archetype::find ("bug");
1625} 1620}
1626 1621
1627void 1622void
1628maptile::play_sound (faceidx sound, int x, int y) const 1623maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1624{

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