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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.105 by root, Mon May 28 05:35:51 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{
437 coroapi::cede_to_tick ();
438
492 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
493 save_header (freezer); 440 _save_header (f);
494 441
495 if (!spaces) 442 if (!spaces)
496 return false; 443 return false;
497 444
498 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
507 continue; 454 continue;
508 455
509 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
510 { 457 {
511 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 459 op->write (f);
513 } 460 }
514 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1); 462 op->write (f);
516 } 463 }
517 } 464 }
518 465
466 coroapi::cede_to_tick ();
467
519 return true; 468 return true;
520} 469}
521 470
522bool 471bool
523maptile::load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
524{ 473{
525 object_thawer thawer (path); 474 object_thawer f (path);
526 475
527 if (!thawer) 476 if (!f)
528 return false; 477 return false;
478
479 f.next ();
529 480
530 if (skip_header) 481 if (skip_header)
531 for (;;) 482 for (;;)
532 { 483 {
533 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
534 485 f.skip ();
535 if (kw == KW_end) 486 if (kw == KW_end)
536 break; 487 break;
537
538 thawer.skip_kv (kw);
539 } 488 }
540 489
541 return load_objects (thawer); 490 return _load_objects (f);
542} 491}
543 492
544bool 493bool
545maptile::save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
546{ 495{
547 object_freezer freezer; 496 object_freezer freezer;
548 497
549 if (!save_objects (freezer, flags)) 498 if (!_save_objects (freezer, flags))
550 return false; 499 return false;
551 500
552 return freezer.save (path); 501 return freezer.save (path);
553} 502}
554 503
555maptile::maptile () 504maptile::maptile ()
556{ 505{
557 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
558 507
559 /* 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
560 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
561 */ 510 */
562 width = 16; 511 width = 16;
563 height = 16; 512 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 513 timeout = 300;
566 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 515 max_volume = 2000000; // 2m³
568} 516}
569 517
570maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
571{ 519{
572 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
718 * 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
719 * 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.
720 * MSW 2001-07-01 668 * MSW 2001-07-01
721 */ 669 */
722bool 670bool
723maptile::load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
724{ 672{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 673 for (;;)
730 { 674 {
731 keyword kw = thawer.get_kv (); 675 thawer.next ();
732 676
733 switch (kw) 677 switch (thawer.kw)
734 { 678 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 679 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
744 break; 681 break;
745 682
746 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
778 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
779 716
780 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
782 719
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 722
786 // old names new names 723 // old names new names
787 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;
788 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;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 738
739 case KW_end:
740 return true;
741
802 default: 742 default:
803 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;
804 break; 745 break;
805 } 746 }
806 } 747 }
807 748
808 abort (); 749 abort ();
809} 750}
810 751
811bool 752bool
812maptile::load_header (const char *path) 753maptile::_load_header (const char *path)
813{ 754{
814 object_thawer thawer (path); 755 object_thawer thawer (path);
815 756
816 if (!thawer) 757 if (!thawer)
817 return false; 758 return false;
818 759
819 return load_header (thawer); 760 return _load_header (thawer);
820} 761}
821 762
822/****************************************************************************** 763/******************************************************************************
823 * This is the start of unique map handling code 764 * This is the start of unique map handling code
824 *****************************************************************************/ 765 *****************************************************************************/
835 object *above = op->above; 776 object *above = op->above;
836 777
837 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))
838 unique = 1; 779 unique = 1;
839 780
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 { 782 {
842 op->destroy_inv (false); 783 op->destroy_inv (false);
843 op->destroy (); 784 op->destroy ();
844 } 785 }
845 786
847 } 788 }
848 } 789 }
849} 790}
850 791
851bool 792bool
852maptile::save_header (object_freezer &freezer) 793maptile::_save_header (object_freezer &freezer)
853{ 794{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 795#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 797
857 MAP_OUT2 (arch, "map"); 798 MAP_OUT2 (arch, "map");
861 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
864 MAP_OUT (difficulty); 805 MAP_OUT (difficulty);
865 806
866 if (region) MAP_OUT2 (region, region->name); 807 if (default_region) MAP_OUT2 (region, default_region->name);
867 808
868 if (shopitems) 809 if (shopitems)
869 { 810 {
870 char shop[MAX_BUF]; 811 char shop[MAX_BUF];
871 print_shop_string (this, shop); 812 print_shop_string (this, shop);
906 847
907 return true; 848 return true;
908} 849}
909 850
910bool 851bool
911maptile::save_header (const char *path) 852maptile::_save_header (const char *path)
912{ 853{
913 object_freezer freezer; 854 object_freezer freezer;
914 855
915 if (!save_header (freezer)) 856 if (!_save_header (freezer))
916 return false; 857 return false;
917 858
918 return freezer.save (path); 859 return freezer.save (path);
919} 860}
920 861
922 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
923 */ 864 */
924void 865void
925maptile::clear () 866maptile::clear ()
926{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
927 if (!spaces) 871 if (spaces)
928 return; 872 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 874 while (object *op = ms->bot)
932 { 875 {
933 if (op->head)
934 op = op->head; 876 op = op->head_ ();
935
936 op->destroy_inv (false); 877 op->destroy_inv (false);
937 op->destroy (); 878 op->destroy ();
938 } 879 }
939 880
940 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
882 }
941 883
942 if (buttons) 884 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 885 free_objectlinkpt (buttons), buttons = 0;
944} 886}
945 887
1099 */ 1041 */
1100void 1042void
1101mapspace::update_ () 1043mapspace::update_ ()
1102{ 1044{
1103 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1105 New_Face *top, *floor, *middle;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1048
1109 middle = blank_face; 1049 //object *middle = 0;
1110 top = blank_face; 1050 //object *top = 0;
1111 floor = blank_face; 1051 //object *floor = 0;
1112 1052 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1116 1056
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1058 {
1119 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1120 * one). But if so, it shouldn't be a simple additive - 2 1060 * one). But if so, it shouldn't be a simple additive - 2
1133 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1134 */ 1074 */
1135 if (!tmp->invisible) 1075 if (!tmp->invisible)
1136 { 1076 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1078 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1080 {
1144 /* If we got a floor, that means middle and top were below it, 1081 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1146 */ 1083 */
1147 middle = blank_face; 1084 middle = 0;
1148 top = blank_face; 1085 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1086 floor = tmp;
1151 } 1087 }
1152 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1090 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1091 middle = tmp;
1158 anywhere = 1; 1092 anywhere = 1;
1159 } 1093 }
1160 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1162 * top 1096 * top
1163 */ 1097 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1099 middle = tmp;
1168 }
1169 } 1100 }
1170 1101
1171 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1172 { 1103 {
1173 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1141 * may be possible for the faces to match but be different objects.
1211 */ 1142 */
1212 if (top == middle) 1143 if (top == middle)
1213 middle = blank_face; 1144 middle = 0;
1214 1145
1215 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1149 * 3) neither middle or top is set - need to set both.
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1156 break;
1226 1157
1227 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1229 break; 1160 break;
1230 1161
1231 /* Only show visible faces, unless its the editor - show all */ 1162 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1163 if (!tmp->invisible)
1233 { 1164 {
1234 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1235 if (top == blank_face) 1166 if (!top)
1236 { 1167 {
1237 top = tmp->face;
1238 top_obj = tmp; 1168 top = tmp;
1239 if (top == middle) 1169 if (top == middle)
1240 middle = blank_face; 1170 middle = 0;
1241 } 1171 }
1242 else 1172 else
1243 { 1173 {
1244 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1245 * middle is not set 1175 * middle is not set
1246 * 1176 *
1247 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1249 * 1179 *
1250 */ 1180 */
1251 if (tmp->face != top) 1181 if (tmp != top)
1252 { 1182 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1183 middle = tmp;
1255 break; 1184 break;
1256 } 1185 }
1257 } 1186 }
1258 } 1187 }
1259 } 1188 }
1260 1189
1261 if (middle == floor) 1190 if (middle == floor)
1262 middle = blank_face; 1191 middle = 0;
1263 1192
1264 if (top == middle) 1193 if (top == middle)
1265 middle = blank_face; 1194 middle = 0;
1266 1195
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1270} 1201}
1271 1202
1203uint64
1204mapspace::volume () const
1205{
1206 uint64 vol = 0;
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1212}
1213
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1214/* this updates the orig_map->tile_map[tile_num] value after finding
1273 * the map. It also takes care of linking back the freshly loaded 1215 * the map. It also takes care of linking back the freshly found
1274 * maps tile_map values if it tiles back to this one. It returns 1216 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this 1217 * the value of orig_map->tile_map[tile_num].
1276 * so that it is easier for calling functions to verify success.
1277 */ 1218 */
1278static maptile * 1219static inline maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num) 1220find_and_link (maptile *orig_map, int tile_num)
1280{ 1221{
1222 maptile *mp = orig_map->tile_map [tile_num];
1223
1224 if (!mp)
1225 {
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1282 1227
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1228 if (!mp)
1284 { 1229 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path); 1232 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1); 1233 mp = new maptile (1, 1);
1289 mp->alloc (); 1234 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY; 1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1291 } 1237 }
1292 1238
1293 int dest_tile = (tile_num + 2) % 4; 1239 int dest_tile = (tile_num + 2) % 4;
1294 1240
1295 orig_map->tile_map[tile_num] = mp; 1241 orig_map->tile_map [tile_num] = mp;
1296 1242
1297 // optimisation: back-link map to origin map if euclidean 1243 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO 1244 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 1247
1302 return mp; 1248 return mp;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1255}
1304 1256
1305/* this returns TRUE if the coordinates (x,y) are out of 1257/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1258 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1259 * tiling considerations, loading adjacant maps as needed.
1324 { 1276 {
1325 if (!m->tile_path[3]) 1277 if (!m->tile_path[3])
1326 return 1; 1278 return 1;
1327 1279
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3); 1281 find_and_link (m, 3);
1330 1282
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1284 }
1333 1285
1334 if (x >= m->width) 1286 if (x >= m->width)
1335 { 1287 {
1336 if (!m->tile_path[1]) 1288 if (!m->tile_path[1])
1337 return 1; 1289 return 1;
1338 1290
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1); 1292 find_and_link (m, 1);
1341 1293
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1294 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1295 }
1344 1296
1345 if (y < 0) 1297 if (y < 0)
1346 { 1298 {
1347 if (!m->tile_path[0]) 1299 if (!m->tile_path[0])
1348 return 1; 1300 return 1;
1349 1301
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0); 1303 find_and_link (m, 0);
1352 1304
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1306 }
1355 1307
1356 if (y >= m->height) 1308 if (y >= m->height)
1357 { 1309 {
1358 if (!m->tile_path[2]) 1310 if (!m->tile_path[2])
1359 return 1; 1311 return 1;
1360 1312
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2); 1314 find_and_link (m, 2);
1363 1315
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1316 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1317 }
1366 1318
1367 /* Simple case - coordinates are within this local 1319 /* Simple case - coordinates are within this local
1372 1324
1373/* This is basically the same as out_of_map above, but 1325/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1326 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1327 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1328 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1329 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1330 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1331 * and then figuring out what the real map is
1380 */ 1332 */
1381maptile * 1333maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1334maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1335{
1384 if (*x < 0) 1336 if (x < 0)
1385 { 1337 {
1386 if (!m->tile_path[3]) 1338 if (!tile_path[3])
1387 return 0; 1339 return 0;
1388 1340
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1341 find_and_link (this, 3);
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1342 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1343 return tile_map[3]->xy_find (x, y);
1394 } 1344 }
1395 1345
1396 if (*x >= m->width) 1346 if (x >= width)
1397 { 1347 {
1398 if (!m->tile_path[1]) 1348 if (!tile_path[1])
1399 return 0; 1349 return 0;
1400 1350
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1351 find_and_link (this, 1);
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1352 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1353 return tile_map[1]->xy_find (x, y);
1406 } 1354 }
1407 1355
1408 if (*y < 0) 1356 if (y < 0)
1409 { 1357 {
1410 if (!m->tile_path[0]) 1358 if (!tile_path[0])
1411 return 0; 1359 return 0;
1412 1360
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1361 find_and_link (this, 0);
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1362 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1363 return tile_map[0]->xy_find (x, y);
1418 } 1364 }
1419 1365
1420 if (*y >= m->height) 1366 if (y >= height)
1421 { 1367 {
1422 if (!m->tile_path[2]) 1368 if (!tile_path[2])
1423 return 0; 1369 return 0;
1424 1370
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1371 find_and_link (this, 2);
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1372 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1373 return tile_map[2]->xy_find (x, y);
1430 } 1374 }
1431 1375
1432 /* Simple case - coordinates are within this local 1376 /* Simple case - coordinates are within this local
1433 * map. 1377 * map.
1434 */ 1378 */
1435 return m; 1379 return this;
1436} 1380}
1437 1381
1438/** 1382/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1383 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1384 * map1 to map2 in dx/dy.
1441 */ 1385 */
1442static int 1386int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1388{
1445 if (!map1 || !map2) 1389 if (!map1 || !map2)
1446 return 0; 1390 return 0;
1447 1391
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1394 if (map1 == map2)
1449 { 1395 {
1450 *dx = 0; 1396 *dx = 0;
1451 *dy = 0; 1397 *dy = 0;
1452 } 1398 }
1512 } 1458 }
1513 else 1459 else
1514 return 0; 1460 return 0;
1515 1461
1516 return 1; 1462 return 1;
1463}
1464
1465maptile *
1466maptile::xy_load (sint16 &x, sint16 &y)
1467{
1468 maptile *map = xy_find (x, y);
1469
1470 if (map)
1471 map->load_sync ();
1472
1473 return map;
1474}
1475
1476maptile *
1477get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1478{
1479 return m->xy_load (*x, *y);
1517} 1480}
1518 1481
1519/* From map.c 1482/* From map.c
1520 * This is used by get_player to determine where the other 1483 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1484 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1485 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1486 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1487 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1488 * that the creature should head. part is the part of the
1526 * monster that is closest. 1489 * monster that is closest.
1527 * 1490 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1491 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1492 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1504{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1506 {
1544 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1508 retval->distance = 10000;
1546 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1548 retval->direction = 0; 1511 retval->direction = 0;
1549 retval->part = 0; 1512 retval->part = 0;
1550 } 1513 }
1551 else 1514 else
1552 { 1515 {
1557 1520
1558 best = op1; 1521 best = op1;
1559 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1561 { 1524 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1525 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1526
1565 /* we just take the offset of the piece to head to figure 1527 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1531 * below works.
1570 */ 1532 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1534 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1535 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1576 { 1538 {
1577 best_distance = tmpi; 1539 best_distance = tmpi;
1578 best = tmp; 1540 best = tmp;
1579 } 1541 }
1580 } 1542 }
1543
1581 if (best != op1) 1544 if (best != op1)
1582 { 1545 {
1583 retval->distance_x += op1->x - best->x; 1546 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1585 } 1548 }
1586 } 1549 }
1550
1587 retval->part = best; 1551 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1554 }
1591} 1555}
1592 1556
1593/* this is basically the same as get_rangevector above, but instead of 1557/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1562 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1563 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1564 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1565 * field of the rv_vector is set to NULL.
1602 */ 1566 */
1603
1604void 1567void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1568get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1569{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1570 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1571 {
1609 /* be conservative and fill in _some_ data */ 1572 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1573 retval->distance = 100000;
1617 { 1580 {
1618 retval->distance_x += op2->x - x; 1581 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1582 retval->distance_y += op2->y - y;
1620 1583
1621 retval->part = NULL; 1584 retval->part = NULL;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1587 }
1625} 1588}
1626 1589
1627/* Returns true of op1 and op2 are effectively on the same map 1590/* Returns true of op1 and op2 are effectively on the same map
1647 op->remove (); 1610 op->remove ();
1648 1611
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1612 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1613}
1651 1614
1615region *
1616maptile::region (int x, int y) const
1617{
1618 if (regions
1619 && regionmap
1620 && !OUT_OF_REAL_MAP (this, x, y))
1621 if (struct region *reg = regionmap [regions [y * width + x]])
1622 return reg;
1623
1624 if (default_region)
1625 return default_region;
1626
1627 return ::region::default_region ();
1628}
1629
1630/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */
1634object *
1635maptile::pick_random_object () const
1636{
1637 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me.
1642 */
1643 for (int i = 1000; --i;)
1644 {
1645 object *pick = at (rndm (width), rndm (height)).bot;
1646
1647 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick)
1649 return pick->head_ ();
1650 }
1651
1652 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked");
1654}
1655

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