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Comparing deliantra/server/common/map.C (file contents):
Revision 1.121 by root, Sat Aug 25 22:19:26 2007 UTC vs.
Revision 1.152 by root, Tue Dec 23 01:51:27 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
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
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{
275 return; 258 return;
276 259
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
280} 276}
281 277
282/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
322bool 318bool
323maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
324{ 320{
325 for (;;) 321 for (;;)
326 { 322 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
328 324
329 switch (f.kw) 325 switch (f.kw)
330 { 326 {
331 case KW_arch: 327 case KW_arch:
332 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
333 { 329 {
330 // TODO: why?
334 if (op->inv) 331 if (op->inv)
335 sum_weight (op); 332 op->update_weight ();
336 333
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
338 } 360 }
339 361
340 continue; 362 continue;
341 363
342 case KW_EOF: 364 case KW_EOF:
405 } 427 }
406 428
407 coroapi::cede_to_tick (); 429 coroapi::cede_to_tick ();
408 430
409 return true; 431 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} 432}
433 433
434bool 434bool
435maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
436{ 436{
611bool 611bool
612maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
613{ 613{
614 for (;;) 614 for (;;)
615 { 615 {
616 thawer.next ();
617
618 switch (thawer.kw) 616 switch (thawer.kw)
619 { 617 {
620 case KW_msg: 618 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
622 break; 620 break;
656 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
657 655
658 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
661 660
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 663
665 // old names new names 664 // old names new names
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 679
681 case KW_ERROR: 680 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 681 set_key_text (thawer.kw_str, thawer.value);
683 break; 682 break;
684 683
685 case KW_end: 684 case KW_end:
685 thawer.next ();
686 return true; 686 return true;
687 687
688 default: 688 default:
689 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
690 return false; 690 return false;
691 break; 691 break;
692 } 692 }
693
694 thawer.next ();
693 } 695 }
694 696
695 abort (); 697 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} 698}
708 699
709/****************************************************************************** 700/******************************************************************************
710 * This is the start of unique map handling code 701 * This is the start of unique map handling code
711 *****************************************************************************/ 702 *****************************************************************************/
723 714
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1; 716 unique = 1;
726 717
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 719 op->destroy ();
731 }
732 720
733 op = above; 721 op = above;
734 } 722 }
735 } 723 }
736} 724}
747 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
753 742
754 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
755 744
756 if (shopitems) 745 if (shopitems)
810 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
811 */ 800 */
812void 801void
813maptile::clear () 802maptile::clear ()
814{ 803{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 804 if (spaces)
819 { 805 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 807 while (object *op = ms->bot)
822 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
823 op = op->head_ (); 815 object *head = op->head_ ();
824 op->destroy_inv (false); 816 if (op == head)
825 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
826 } 823 }
827 824
828 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
829 } 826 }
830 827
831 if (buttons) 828 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833} 833}
834 834
835void 835void
836maptile::clear_header () 836maptile::clear_header ()
837{ 837{
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break; 890 break;
891 891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 894 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID) 896 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 897 || op->is_alive ())
899 ; // do not decay 898 ; // do not decay
991 990
992 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
993 { 992 {
994 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
995 994
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
997 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
998
999 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1000 } 1006 }
1001 } 1007 }
1002 1008
1003 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1004 1010
1043 else 1049 else
1044 darkness = new_level; 1050 darkness = new_level;
1045 1051
1046 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1048 return 1; 1055 return 1;
1049} 1056}
1050 1057
1051/* 1058/*
1052 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1055 * through, etc) 1062 * through, etc)
1056 */ 1063 */
1057void 1064void
1058mapspace::update_ () 1065mapspace::update_ ()
1059{ 1066{
1060 object *tmp, *last = 0; 1067 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063 1071
1064 //object *middle = 0; 1072 //object *middle = 0;
1065 //object *top = 0; 1073 //object *top = 0;
1066 //object *floor = 0; 1074 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1075 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1076 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1071 1079
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1081 {
1074 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
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
1077 * it is a dissapation factor that is cubed.
1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1081 1084
1082 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 { 1108 {
1106 middle = tmp; 1109 middle = tmp;
1107 anywhere = 1; 1110 anywhere = 1;
1108 } 1111 }
1112
1109 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1111 * top 1115 * top
1112 */ 1116 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1139 }
1136 1140
1137 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1142 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1144 this->move_on = move_on;
1141 this->move_off = move_off; 1145 this->move_off = move_off;
1142 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1162 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1165 */ 1169 */
1166 1170
1167 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1172 {
1169 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1171 break; 1175 break;
1172 1176
1230maptile::tile_available (int dir, bool load) 1234maptile::tile_available (int dir, bool load)
1231{ 1235{
1232 if (!tile_path[dir]) 1236 if (!tile_path[dir])
1233 return 0; 1237 return 0;
1234 1238
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1236 return 1; 1240 return 1;
1237 1241
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1; 1243 return 1;
1240 1244
1575} 1579}
1576 1580
1577object * 1581object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{ 1583{
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584} 1585}
1585 1586
1586region * 1587region *
1587maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1597 1598
1598 return ::region::default_region (); 1599 return ::region::default_region ();
1599} 1600}
1600 1601
1601/* picks a random object from a style map. 1602/* 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 */ 1603 */
1605object * 1604object *
1606maptile::pick_random_object () const 1605maptile::pick_random_object (rand_gen &gen) const
1607{ 1606{
1608 /* while returning a null object will result in a crash, that 1607 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because 1608 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash. 1609 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make 1610 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me. 1611 * any difference, but this seems clearer to me.
1613 */ 1612 */
1614 for (int i = 1000; --i;) 1613 for (int i = 1000; --i;)
1615 { 1614 {
1616 object *pick = at (rndm (width), rndm (height)).bot; 1615 object *pick = at (gen (width), gen (height)).bot;
1617 1616
1618 // do not prefer big monsters just because they are big. 1617 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick) 1618 if (pick && pick->is_head ())
1620 return pick->head_ (); 1619 return pick->head_ ();
1621 } 1620 }
1622 1621
1623 // instead of crashing in the unlikely(?) case, try to return *something* 1622 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked"); 1623 return archetype::find ("bug");
1625} 1624}
1626 1625
1627void 1626void
1628maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1628{
1630 if (!sound) 1629 if (!sound)
1631 return; 1630 return;
1632 1631
1633 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1636 { 1634 {
1637 int dx = x - pl->ob->x; 1635 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1636 int dy = y - pl->ob->y;
1639 1637
1640 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1641 1639
1642 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1644 } 1642 }
1645} 1643}
1646 1644

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