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Comparing deliantra/server/common/map.C (file contents):
Revision 1.56 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.100 by root, Tue Apr 17 10:06:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
36 * it really should be called create_mapname 38 * it really should be called create_mapname
37 */ 39 */
38const char * 40const char *
39create_pathname (const char *name) 41create_pathname (const char *name)
40{ 42{
41 static char buf[MAX_BUF]; 43 static char buf[8192];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf); 45 return buf;
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113} 46}
114 47
115/* 48/*
116 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
135 char *endbuf; 68 char *endbuf;
136 struct stat statbuf; 69 struct stat statbuf;
137 int mode = 0; 70 int mode = 0;
138 71
139 if (prepend_dir) 72 if (prepend_dir)
140 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
141 else 74 else
142 strcpy (buf, name); 75 assign (buf, name);
143 76
144 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
147 * all the names. 80 * all the names.
296 229
297 } 230 }
298 return 0; 231 return 0;
299} 232}
300 233
301
302/* 234/*
303 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
304 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
331 archetype *tmp; 263 archetype *tmp;
332 int flag; 264 int flag;
333 maptile *m1; 265 maptile *m1;
334 sint16 sx, sy; 266 sint16 sx, sy;
335 267
336 if (ob == NULL) 268 if (!ob)
337 { 269 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP) 271 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP; 272 return P_OUT_OF_MAP;
341 273
398 * carrying. 330 * carrying.
399 */ 331 */
400 sum_weight (container); 332 sum_weight (container);
401} 333}
402 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
403/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 350 */
409void 351void
410maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
411{ 353{
412 if (!spaces) 354 if (!spaces)
413 return; 355 return;
414 356
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
417 { 359 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
422 { 362 {
423 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
424 * won't do anything. 364 * won't do anything.
446 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
447 */ 387 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
449 } 389 }
450 } 390 }
451
452 tmp = above;
453 } 391 }
454} 392}
455 393
456/* 394/*
457 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 396 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 397 */
461bool 398bool
462maptile::load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
463{ 400{
464 int unique; 401 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 402 {
472 /* if the archetype for the object is null, means that we 403 coroapi::cede_to_tick_every (100); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 404
474 * or editor will not be able to do anything with it either. 405 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 406 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
479 continue; 408 if (object *op = object::read (f, this))
480 }
481
482 switch (i)
483 { 409 {
484 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
486 415
487 if (op->inv) 416 continue;
488 sum_weight (op);
489 417
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 418 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
495 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
496 break; 424 break;
497 } 425 }
498 426
499 op = object::create (); 427 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 428 }
520#endif
521 429
522 return true; 430 return true;
523} 431}
524 432
525void 433void
528 if (!spaces) 436 if (!spaces)
529 return; 437 return;
530 438
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 439 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 440 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 441 op->activate_recursive ();
534} 442}
535 443
536void 444void
537maptile::deactivate () 445maptile::deactivate ()
538{ 446{
539 if (!spaces) 447 if (!spaces)
540 return; 448 return;
541 449
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 450 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 452 op->deactivate_recursive ();
545} 453}
546 454
547bool 455bool
548maptile::save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
549{ 457{
458 coroapi::cede_to_tick ();
459
550 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
551 save_header (freezer); 461 _save_header (f);
552 462
553 if (!spaces) 463 if (!spaces)
554 return false; 464 return false;
555 465
556 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
565 continue; 475 continue;
566 476
567 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
568 { 478 {
569 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 480 op->write (f);
571 } 481 }
572 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1); 483 op->write (f);
574 } 484 }
575 } 485 }
576 486
487 coroapi::cede_to_tick ();
488
577 return true; 489 return true;
578} 490}
579 491
580bool 492bool
581maptile::load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
582{ 494{
583 object_thawer thawer (path); 495 object_thawer f (path);
584 496
585 if (!thawer) 497 if (!f)
586 return false; 498 return false;
499
500 f.next ();
587 501
588 if (skip_header) 502 if (skip_header)
589 for (;;) 503 for (;;)
590 { 504 {
591 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
592 506 f.skip ();
593 if (kw == KW_end) 507 if (kw == KW_end)
594 break; 508 break;
595
596 thawer.skip_kv (kw);
597 } 509 }
598 510
599 return load_objects (thawer); 511 return _load_objects (f);
600} 512}
601 513
602bool 514bool
603maptile::save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
604{ 516{
605 object_freezer freezer; 517 object_freezer freezer;
606 518
607 if (!save_objects (freezer, flags)) 519 if (!_save_objects (freezer, flags))
608 return false; 520 return false;
609 521
610 return freezer.save (path); 522 return freezer.save (path);
611} 523}
612 524
613maptile::maptile () 525maptile::maptile ()
614{ 526{
615 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
616 528
617 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
619 */ 531 */
620 width = 16; 532 width = 16;
621 height = 16; 533 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 534 timeout = 300;
624 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 536 max_volume = 2000000; // 2m³
626} 537}
627 538
628maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
629{ 540{
630 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 687 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 688 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 689 * MSW 2001-07-01
779 */ 690 */
780bool 691bool
781maptile::load_header (object_thawer &thawer) 692maptile::_load_header (object_thawer &thawer)
782{ 693{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 694 for (;;)
788 { 695 {
789 keyword kw = thawer.get_kv (); 696 keyword kw = thawer.get_kv ();
790 697
791 switch (kw) 698 switch (kw)
792 { 699 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 700 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 701 thawer.get_ml (KW_endmsg, msg);
802 break; 702 break;
803 703
804 case KW_lore: // CF+ extension 704 case KW_lore: // CF+ extension
836 case KW_sky: thawer.get (sky); break; 736 case KW_sky: thawer.get (sky); break;
837 737
838 case KW_per_player: thawer.get (per_player); break; 738 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 739 case KW_per_party: thawer.get (per_party); break;
840 740
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 741 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 743
844 // old names new names 744 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 759
760 case KW_end:
761 return true;
762
860 default: 763 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 764 if (!thawer.parse_error ("map", 0))
765 return false;
862 break; 766 break;
863 } 767 }
864 } 768 }
865 769
866 abort (); 770 abort ();
867} 771}
868 772
869bool 773bool
870maptile::load_header (const char *path) 774maptile::_load_header (const char *path)
871{ 775{
872 object_thawer thawer (path); 776 object_thawer thawer (path);
873 777
874 if (!thawer) 778 if (!thawer)
875 return false; 779 return false;
876 780
877 return load_header (thawer); 781 return _load_header (thawer);
878} 782}
879 783
880/****************************************************************************** 784/******************************************************************************
881 * This is the start of unique map handling code 785 * This is the start of unique map handling code
882 *****************************************************************************/ 786 *****************************************************************************/
905 } 809 }
906 } 810 }
907} 811}
908 812
909bool 813bool
910maptile::save_header (object_freezer &freezer) 814maptile::_save_header (object_freezer &freezer)
911{ 815{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 816#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 817#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 818
915 MAP_OUT2 (arch, "map"); 819 MAP_OUT2 (arch, "map");
919 MAP_OUT (reset_time); 823 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 824 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 825 MAP_OUT (fixed_resettime);
922 MAP_OUT (difficulty); 826 MAP_OUT (difficulty);
923 827
924 if (region) MAP_OUT2 (region, region->name); 828 if (default_region) MAP_OUT2 (region, default_region->name);
925 829
926 if (shopitems) 830 if (shopitems)
927 { 831 {
928 char shop[MAX_BUF]; 832 char shop[MAX_BUF];
929 print_shop_string (this, shop); 833 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 861 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 862 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 863 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 864 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 865
962 MAP_OUT2 (end, 0); 866 freezer.put (this);
867 freezer.put (KW_end);
963 868
964 return true; 869 return true;
965} 870}
966 871
967bool 872bool
968maptile::save_header (const char *path) 873maptile::_save_header (const char *path)
969{ 874{
970 object_freezer freezer; 875 object_freezer freezer;
971 876
972 if (!save_header (freezer)) 877 if (!_save_header (freezer))
973 return false; 878 return false;
974 879
975 return freezer.save (path); 880 return freezer.save (path);
976} 881}
977 882
979 * Remove and free all objects in the given map. 884 * Remove and free all objects in the given map.
980 */ 885 */
981void 886void
982maptile::clear () 887maptile::clear ()
983{ 888{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
984 if (!spaces) 892 if (spaces)
985 return; 893 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 895 while (object *op = ms->bot)
989 { 896 {
990 if (op->head) 897 if (op->head)
991 op = op->head; 898 op = op->head;
992 899
993 op->destroy_inv (false); 900 op->destroy_inv (false);
994 op->destroy (); 901 op->destroy ();
995 } 902 }
996 903
997 sfree (spaces, size ()), spaces = 0; 904 sfree (spaces, size ()), spaces = 0;
905 }
998 906
999 if (buttons) 907 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 908 free_objectlinkpt (buttons), buttons = 0;
1001} 909}
1002 910
1156 */ 1064 */
1157void 1065void
1158mapspace::update_ () 1066mapspace::update_ ()
1159{ 1067{
1160 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1071
1166 middle = blank_face; 1072 //object *middle = 0;
1167 top = blank_face; 1073 //object *top = 0;
1168 floor = blank_face; 1074 //object *floor = 0;
1169 1075 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1171 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1172 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1173 1079
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1081 {
1176 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1191 */ 1097 */
1192 if (!tmp->invisible) 1098 if (!tmp->invisible)
1193 { 1099 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1101 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1103 {
1201 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1203 */ 1106 */
1204 middle = blank_face; 1107 middle = 0;
1205 top = blank_face; 1108 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1109 floor = tmp;
1208 } 1110 }
1209 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1113 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1114 middle = tmp;
1215 anywhere = 1; 1115 anywhere = 1;
1216 } 1116 }
1217 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1219 * top 1119 * top
1220 */ 1120 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1122 middle = tmp;
1225 }
1226 } 1123 }
1227 1124
1228 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1229 { 1126 {
1230 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1268 */ 1165 */
1269 if (top == middle) 1166 if (top == middle)
1270 middle = blank_face; 1167 middle = 0;
1271 1168
1272 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1179 break;
1283 1180
1284 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1286 break; 1183 break;
1287 1184
1288 /* Only show visible faces, unless its the editor - show all */ 1185 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1186 if (!tmp->invisible)
1290 { 1187 {
1291 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1292 if (top == blank_face) 1189 if (!top)
1293 { 1190 {
1294 top = tmp->face;
1295 top_obj = tmp; 1191 top = tmp;
1296 if (top == middle) 1192 if (top == middle)
1297 middle = blank_face; 1193 middle = 0;
1298 } 1194 }
1299 else 1195 else
1300 { 1196 {
1301 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1302 * middle is not set 1198 * middle is not set
1303 * 1199 *
1304 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1306 * 1202 *
1307 */ 1203 */
1308 if (tmp->face != top) 1204 if (tmp != top)
1309 { 1205 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1206 middle = tmp;
1312 break; 1207 break;
1313 } 1208 }
1314 } 1209 }
1315 } 1210 }
1316 } 1211 }
1317 1212
1318 if (middle == floor) 1213 if (middle == floor)
1319 middle = blank_face; 1214 middle = 0;
1320 1215
1321 if (top == middle) 1216 if (top == middle)
1322 middle = blank_face; 1217 middle = 0;
1323 1218
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1327} 1224}
1328 1225
1329void 1226uint64
1330set_map_reset_time (maptile *map) 1227mapspace::volume () const
1331{ 1228{
1332 int timeout = map->reset_timeout; 1229 uint64 vol = 0;
1333 1230
1334 if (timeout <= 0) 1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1335 timeout = MAP_DEFAULTRESET; 1232 vol += op->volume ();
1336 if (timeout >= MAP_MAXRESET)
1337 timeout = MAP_MAXRESET;
1338 1233
1339 map->reset_time = time (0) + timeout; 1234 return vol;
1340} 1235}
1341 1236
1342/* this updates the orig_map->tile_map[tile_num] value after loading 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1343 * the map. It also takes care of linking back the freshly loaded 1238 * the map. It also takes care of linking back the freshly found
1344 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1345 * the value of orig_map->tile_map[tile_num]. It really only does this 1240 * the value of orig_map->tile_map[tile_num].
1346 * so that it is easier for calling functions to verify success.
1347 */ 1241 */
1348static maptile * 1242static inline maptile *
1349load_and_link_tiled_map (maptile *orig_map, int tile_num) 1243find_and_link (maptile *orig_map, int tile_num)
1350{ 1244{
1245 maptile *mp = orig_map->tile_map [tile_num];
1246
1247 if (!mp)
1248 {
1351 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1249 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1352 mp->load (); 1250
1251 if (!mp)
1252 {
1253 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1254 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1255 &orig_map->tile_path[tile_num], &orig_map->path);
1256 mp = new maptile (1, 1);
1257 mp->alloc ();
1258 mp->in_memory = MAP_IN_MEMORY;
1259 }
1260 }
1353 1261
1354 int dest_tile = (tile_num + 2) % 4; 1262 int dest_tile = (tile_num + 2) % 4;
1355 1263
1356 orig_map->tile_map[tile_num] = mp; 1264 orig_map->tile_map [tile_num] = mp;
1357 1265
1358 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1266 // optimisation: back-link map to origin map if euclidean
1359 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1267 //TODO: non-euclidean maps MUST GO
1268 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1360 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1269 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1361 1270
1362 return mp; 1271 return mp;
1272}
1273
1274static inline void
1275load_and_link (maptile *orig_map, int tile_num)
1276{
1277 find_and_link (orig_map, tile_num)->load_sync ();
1363} 1278}
1364 1279
1365/* this returns TRUE if the coordinates (x,y) are out of 1280/* this returns TRUE if the coordinates (x,y) are out of
1366 * map m. This function also takes into account any 1281 * map m. This function also takes into account any
1367 * tiling considerations, loading adjacant maps as needed. 1282 * tiling considerations, loading adjacant maps as needed.
1384 { 1299 {
1385 if (!m->tile_path[3]) 1300 if (!m->tile_path[3])
1386 return 1; 1301 return 1;
1387 1302
1388 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1303 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1389 load_and_link_tiled_map (m, 3); 1304 find_and_link (m, 3);
1390 1305
1391 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1306 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1392 } 1307 }
1393 1308
1394 if (x >= m->width) 1309 if (x >= m->width)
1395 { 1310 {
1396 if (!m->tile_path[1]) 1311 if (!m->tile_path[1])
1397 return 1; 1312 return 1;
1398 1313
1399 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1314 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1400 load_and_link_tiled_map (m, 1); 1315 find_and_link (m, 1);
1401 1316
1402 return out_of_map (m->tile_map[1], x - m->width, y); 1317 return out_of_map (m->tile_map[1], x - m->width, y);
1403 } 1318 }
1404 1319
1405 if (y < 0) 1320 if (y < 0)
1406 { 1321 {
1407 if (!m->tile_path[0]) 1322 if (!m->tile_path[0])
1408 return 1; 1323 return 1;
1409 1324
1410 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1325 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1411 load_and_link_tiled_map (m, 0); 1326 find_and_link (m, 0);
1412 1327
1413 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1328 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1414 } 1329 }
1415 1330
1416 if (y >= m->height) 1331 if (y >= m->height)
1417 { 1332 {
1418 if (!m->tile_path[2]) 1333 if (!m->tile_path[2])
1419 return 1; 1334 return 1;
1420 1335
1421 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1336 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1422 load_and_link_tiled_map (m, 2); 1337 find_and_link (m, 2);
1423 1338
1424 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map[2], x, y - m->height);
1425 } 1340 }
1426 1341
1427 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1432 1347
1433/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1434 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1435 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1436 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1437 * updates x and y to be the localized coordinates. 1352 * updates x and y to be the localised coordinates.
1438 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1439 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1440 */ 1355 */
1441maptile * 1356maptile *
1442get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1443{ 1358{
1444 if (*x < 0) 1359 if (x < 0)
1445 { 1360 {
1446 if (!m->tile_path[3]) 1361 if (!tile_path[3])
1447 return 0; 1362 return 0;
1448 1363
1449 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1364 find_and_link (this, 3);
1450 load_and_link_tiled_map (m, 3);
1451
1452 *x += m->tile_map[3]->width; 1365 x += tile_map[3]->width;
1453 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map[3]->xy_find (x, y);
1454 } 1367 }
1455 1368
1456 if (*x >= m->width) 1369 if (x >= width)
1457 { 1370 {
1458 if (!m->tile_path[1]) 1371 if (!tile_path[1])
1459 return 0; 1372 return 0;
1460 1373
1461 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1374 find_and_link (this, 1);
1462 load_and_link_tiled_map (m, 1);
1463
1464 *x -= m->width; 1375 x -= width;
1465 return (get_map_from_coord (m->tile_map[1], x, y)); 1376 return tile_map[1]->xy_find (x, y);
1466 } 1377 }
1467 1378
1468 if (*y < 0) 1379 if (y < 0)
1469 { 1380 {
1470 if (!m->tile_path[0]) 1381 if (!tile_path[0])
1471 return 0; 1382 return 0;
1472 1383
1473 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1384 find_and_link (this, 0);
1474 load_and_link_tiled_map (m, 0);
1475
1476 *y += m->tile_map[0]->height; 1385 y += tile_map[0]->height;
1477 return (get_map_from_coord (m->tile_map[0], x, y)); 1386 return tile_map[0]->xy_find (x, y);
1478 } 1387 }
1479 1388
1480 if (*y >= m->height) 1389 if (y >= height)
1481 { 1390 {
1482 if (!m->tile_path[2]) 1391 if (!tile_path[2])
1483 return 0; 1392 return 0;
1484 1393
1485 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1394 find_and_link (this, 2);
1486 load_and_link_tiled_map (m, 2);
1487
1488 *y -= m->height; 1395 y -= height;
1489 return (get_map_from_coord (m->tile_map[2], x, y)); 1396 return tile_map[2]->xy_find (x, y);
1490 } 1397 }
1491 1398
1492 /* Simple case - coordinates are within this local 1399 /* Simple case - coordinates are within this local
1493 * map. 1400 * map.
1494 */ 1401 */
1495
1496 m->last_access = runtime;
1497 return m; 1402 return this;
1498} 1403}
1499 1404
1500/** 1405/**
1501 * Return whether map2 is adjacent to map1. If so, store the distance from 1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1502 * map1 to map2 in dx/dy. 1407 * map1 to map2 in dx/dy.
1503 */ 1408 */
1504static int 1409int
1505adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1506{ 1411{
1507 if (!map1 || !map2) 1412 if (!map1 || !map2)
1508 return 0; 1413 return 0;
1509 1414
1415 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1416 //fix: compare paths instead (this is likely faster, too!)
1510 if (map1 == map2) 1417 if (map1 == map2)
1511 { 1418 {
1512 *dx = 0; 1419 *dx = 0;
1513 *dy = 0; 1420 *dy = 0;
1514 } 1421 }
1574 } 1481 }
1575 else 1482 else
1576 return 0; 1483 return 0;
1577 1484
1578 return 1; 1485 return 1;
1486}
1487
1488maptile *
1489maptile::xy_load (sint16 &x, sint16 &y)
1490{
1491 maptile *map = xy_find (x, y);
1492
1493 if (map)
1494 map->load_sync ();
1495
1496 return map;
1497}
1498
1499maptile *
1500get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1501{
1502 return m->xy_load (*x, *y);
1579} 1503}
1580 1504
1581/* From map.c 1505/* From map.c
1582 * This is used by get_player to determine where the other 1506 * This is used by get_player to determine where the other
1583 * creature is. get_rangevector takes into account map tiling, 1507 * creature is. get_rangevector takes into account map tiling,
1584 * so you just can not look the the map coordinates and get the 1508 * so you just can not look the the map coordinates and get the
1585 * righte value. distance_x/y are distance away, which 1509 * righte value. distance_x/y are distance away, which
1586 * can be negativbe. direction is the crossfire direction scheme 1510 * can be negative. direction is the crossfire direction scheme
1587 * that the creature should head. part is the part of the 1511 * that the creature should head. part is the part of the
1588 * monster that is closest. 1512 * monster that is closest.
1589 * 1513 *
1590 * get_rangevector looks at op1 and op2, and fills in the 1514 * get_rangevector looks at op1 and op2, and fills in the
1591 * structure for op1 to get to op2. 1515 * structure for op1 to get to op2.
1602get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1603{ 1527{
1604 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1605 { 1529 {
1606 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1607 retval->distance = 100000; 1531 retval->distance = 10000;
1608 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1609 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1610 retval->direction = 0; 1534 retval->direction = 0;
1611 retval->part = 0; 1535 retval->part = 0;
1612 } 1536 }
1613 else 1537 else
1614 { 1538 {
1619 1543
1620 best = op1; 1544 best = op1;
1621 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1622 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1623 { 1547 {
1624 object *tmp;
1625 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1626 1549
1627 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1628 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1629 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1630 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1631 * below works. 1554 * below works.
1632 */ 1555 */
1633 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1634 { 1557 {
1635 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1636 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1637 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1638 { 1561 {
1639 best_distance = tmpi; 1562 best_distance = tmpi;
1640 best = tmp; 1563 best = tmp;
1641 } 1564 }
1642 } 1565 }
1566
1643 if (best != op1) 1567 if (best != op1)
1644 { 1568 {
1645 retval->distance_x += op1->x - best->x; 1569 retval->distance_x += op1->x - best->x;
1646 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1647 } 1571 }
1648 } 1572 }
1573
1649 retval->part = best; 1574 retval->part = best;
1650 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1651 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1652 } 1577 }
1653} 1578}
1654 1579
1655/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1660 * flags has no meaning for this function at this time - I kept it in to 1585 * flags has no meaning for this function at this time - I kept it in to
1661 * be more consistant with the above function and also in case they are needed 1586 * be more consistant with the above function and also in case they are needed
1662 * for something in the future. Also, since no object is pasted, the best 1587 * for something in the future. Also, since no object is pasted, the best
1663 * field of the rv_vector is set to NULL. 1588 * field of the rv_vector is set to NULL.
1664 */ 1589 */
1665
1666void 1590void
1667get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1591get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1668{ 1592{
1669 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1670 { 1594 {
1671 /* be conservative and fill in _some_ data */ 1595 /* be conservative and fill in _some_ data */
1672 retval->distance = 100000; 1596 retval->distance = 100000;
1679 { 1603 {
1680 retval->distance_x += op2->x - x; 1604 retval->distance_x += op2->x - x;
1681 retval->distance_y += op2->y - y; 1605 retval->distance_y += op2->y - y;
1682 1606
1683 retval->part = NULL; 1607 retval->part = NULL;
1684 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1608 retval->distance = idistance (retval->distance_x, retval->distance_y);
1685 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1686 } 1610 }
1687} 1611}
1688 1612
1689/* Returns true of op1 and op2 are effectively on the same map 1613/* Returns true of op1 and op2 are effectively on the same map
1709 op->remove (); 1633 op->remove ();
1710 1634
1711 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1712} 1636}
1713 1637
1638region *
1639maptile::region (int x, int y) const
1640{
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651}
1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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