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Comparing deliantra/server/common/map.C (file contents):
Revision 1.60 by root, Sun Dec 31 10:28:35 2006 UTC vs.
Revision 1.96 by root, Thu Mar 15 14:23:02 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
398 * carrying. 330 * carrying.
399 */ 331 */
400 sum_weight (container); 332 sum_weight (container);
401} 333}
402 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
403/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
407 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
411{ 354{
412 if (!spaces) 355 if (!spaces)
413 return; 356 return;
414 357
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
417 { 360 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
422 { 363 {
423 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
424 * won't do anything. 365 * won't do anything.
446 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
447 */ 388 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
449 } 390 }
450 } 391 }
451
452 tmp = above;
453 } 392 }
454} 393}
455 394
456/* 395/*
457 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 397 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 398 */
461bool 399bool
462maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
463{ 401{
464 int unique; 402 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 403 {
472 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 405
474 * or editor will not be able to do anything with it either. 406 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 407 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
479 continue; 409 if (object *op = object::read (f, this))
480 }
481
482 switch (i)
483 { 410 {
484 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
486 416
487 if (op->inv) 417 continue;
488 sum_weight (op);
489 418
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 419 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
495 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
496 break; 425 break;
497 } 426 }
498 427
499 op = object::create (); 428 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 429 }
520#endif
521 430
522 return true; 431 return true;
523} 432}
524 433
525void 434void
528 if (!spaces) 437 if (!spaces)
529 return; 438 return;
530 439
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 442 op->activate_recursive ();
534} 443}
535 444
536void 445void
537maptile::deactivate () 446maptile::deactivate ()
538{ 447{
539 if (!spaces) 448 if (!spaces)
540 return; 449 return;
541 450
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 451 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 453 op->deactivate_recursive ();
545} 454}
546 455
547bool 456bool
548maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
549{ 458{
459 static int cede_count = 0;
460
550 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
551 save_header (freezer); 462 _save_header (f);
552 463
553 if (!spaces) 464 if (!spaces)
554 return false; 465 return false;
555 466
556 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
557 { 468 {
469 if (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
558 int unique = 0; 475 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above) 476 for (object *op = spaces [i].bot; op; op = op->above)
560 { 477 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1; 482 unique = 1;
563 483
564 if (!op->can_map_save ()) 484 if (!op->can_map_save ())
565 continue; 485 continue;
566 486
567 if (unique || op->flag [FLAG_UNIQUE]) 487 if (unique || op->flag [FLAG_UNIQUE])
568 { 488 {
569 if (flags & IO_UNIQUES) 489 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 490 op->write (f);
571 } 491 }
572 else if (flags & IO_OBJECTS) 492 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1); 493 op->write (f);
574 } 494 }
575 } 495 }
576 496
577 return true; 497 return true;
578} 498}
579 499
580bool 500bool
581maptile::load_objects (const char *path, bool skip_header) 501maptile::_load_objects (const char *path, bool skip_header)
582{ 502{
583 object_thawer thawer (path); 503 object_thawer f (path);
584 504
585 if (!thawer) 505 if (!f)
586 return false; 506 return false;
507
508 f.next ();
587 509
588 if (skip_header) 510 if (skip_header)
589 for (;;) 511 for (;;)
590 { 512 {
591 keyword kw = thawer.get_kv (); 513 keyword kw = f.kw;
592 514 f.skip ();
593 if (kw == KW_end) 515 if (kw == KW_end)
594 break; 516 break;
595
596 thawer.skip_kv (kw);
597 } 517 }
598 518
599 return load_objects (thawer); 519 return _load_objects (f);
600} 520}
601 521
602bool 522bool
603maptile::save_objects (const char *path, int flags) 523maptile::_save_objects (const char *path, int flags)
604{ 524{
605 object_freezer freezer; 525 object_freezer freezer;
606 526
607 if (!save_objects (freezer, flags)) 527 if (!_save_objects (freezer, flags))
608 return false; 528 return false;
609 529
610 return freezer.save (path); 530 return freezer.save (path);
611} 531}
612 532
613maptile::maptile () 533maptile::maptile ()
614{ 534{
615 in_memory = MAP_SWAPPED; 535 in_memory = MAP_SWAPPED;
616 536
617 /* The maps used to pick up default x and y values from the 537 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 538 * map archetype. Mimic that behaviour.
619 */ 539 */
620 width = 16; 540 width = 16;
621 height = 16; 541 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 542 timeout = 300;
624 enter_x = 0; 543 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 544 max_volume = 2000000; // 2m³
626} 545}
627 546
628maptile::maptile (int w, int h) 547maptile::maptile (int w, int h)
629{ 548{
630 in_memory = MAP_SWAPPED; 549 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 695 * 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. 696 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 697 * MSW 2001-07-01
779 */ 698 */
780bool 699bool
781maptile::load_header (object_thawer &thawer) 700maptile::_load_header (object_thawer &thawer)
782{ 701{
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 (;;) 702 for (;;)
788 { 703 {
789 keyword kw = thawer.get_kv (); 704 keyword kw = thawer.get_kv ();
790 705
791 switch (kw) 706 switch (kw)
792 { 707 {
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: 708 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 709 thawer.get_ml (KW_endmsg, msg);
802 break; 710 break;
803 711
804 case KW_lore: // CF+ extension 712 case KW_lore: // CF+ extension
836 case KW_sky: thawer.get (sky); break; 744 case KW_sky: thawer.get (sky); break;
837 745
838 case KW_per_player: thawer.get (per_player); break; 746 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 747 case KW_per_party: thawer.get (per_party); break;
840 748
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 749 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 751
844 // old names new names 752 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 753 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; 754 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 763 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 764 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 765 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 766 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 767
768 case KW_end:
769 return true;
770
860 default: 771 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 772 if (!thawer.parse_error ("map", 0))
773 return false;
862 break; 774 break;
863 } 775 }
864 } 776 }
865 777
866 abort (); 778 abort ();
867} 779}
868 780
869bool 781bool
870maptile::load_header (const char *path) 782maptile::_load_header (const char *path)
871{ 783{
872 object_thawer thawer (path); 784 object_thawer thawer (path);
873 785
874 if (!thawer) 786 if (!thawer)
875 return false; 787 return false;
876 788
877 return load_header (thawer); 789 return _load_header (thawer);
878} 790}
879 791
880/****************************************************************************** 792/******************************************************************************
881 * This is the start of unique map handling code 793 * This is the start of unique map handling code
882 *****************************************************************************/ 794 *****************************************************************************/
905 } 817 }
906 } 818 }
907} 819}
908 820
909bool 821bool
910maptile::save_header (object_freezer &freezer) 822maptile::_save_header (object_freezer &freezer)
911{ 823{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 824#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 825#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 826
915 MAP_OUT2 (arch, "map"); 827 MAP_OUT2 (arch, "map");
919 MAP_OUT (reset_time); 831 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 832 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 833 MAP_OUT (fixed_resettime);
922 MAP_OUT (difficulty); 834 MAP_OUT (difficulty);
923 835
924 if (region) MAP_OUT2 (region, region->name); 836 if (default_region) MAP_OUT2 (region, default_region->name);
925 837
926 if (shopitems) 838 if (shopitems)
927 { 839 {
928 char shop[MAX_BUF]; 840 char shop[MAX_BUF];
929 print_shop_string (this, shop); 841 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 869 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]); 870 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]); 871 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]); 872 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 873
962 MAP_OUT2 (end, 0); 874 freezer.put (this);
875 freezer.put (KW_end);
963 876
964 return true; 877 return true;
965} 878}
966 879
967bool 880bool
968maptile::save_header (const char *path) 881maptile::_save_header (const char *path)
969{ 882{
970 object_freezer freezer; 883 object_freezer freezer;
971 884
972 if (!save_header (freezer)) 885 if (!_save_header (freezer))
973 return false; 886 return false;
974 887
975 return freezer.save (path); 888 return freezer.save (path);
976} 889}
977 890
979 * Remove and free all objects in the given map. 892 * Remove and free all objects in the given map.
980 */ 893 */
981void 894void
982maptile::clear () 895maptile::clear ()
983{ 896{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
984 if (!spaces) 900 if (spaces)
985 return; 901 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 903 while (object *op = ms->bot)
989 { 904 {
990 if (op->head) 905 if (op->head)
991 op = op->head; 906 op = op->head;
992 907
993 op->destroy_inv (false); 908 op->destroy_inv (false);
994 op->destroy (); 909 op->destroy ();
995 } 910 }
996 911
997 sfree (spaces, size ()), spaces = 0; 912 sfree (spaces, size ()), spaces = 0;
913 }
998 914
999 if (buttons) 915 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 916 free_objectlinkpt (buttons), buttons = 0;
1001} 917}
1002 918
1156 */ 1072 */
1157void 1073void
1158mapspace::update_ () 1074mapspace::update_ ()
1159{ 1075{
1160 object *tmp, *last = 0; 1076 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1077 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; 1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1079
1166 middle = blank_face; 1080 //object *middle = 0;
1167 top = blank_face; 1081 //object *top = 0;
1168 floor = blank_face; 1082 //object *floor = 0;
1169 1083 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1084 object *&top = faces_obj[0] = 0;
1171 top_obj = 0; 1085 object *&middle = faces_obj[1] = 0;
1172 floor_obj = 0; 1086 object *&floor = faces_obj[2] = 0;
1173 1087
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1089 {
1176 /* This could be made additive I guess (two lights better than 1090 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1091 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1104 * Always put the player down for drawing.
1191 */ 1105 */
1192 if (!tmp->invisible) 1106 if (!tmp->invisible)
1193 { 1107 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1109 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1111 {
1201 /* If we got a floor, that means middle and top were below it, 1112 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1113 * so should not be visible, so we clear them.
1203 */ 1114 */
1204 middle = blank_face; 1115 middle = 0;
1205 top = blank_face; 1116 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1117 floor = tmp;
1208 } 1118 }
1209 /* Flag anywhere have high priority */ 1119 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1121 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1122 middle = tmp;
1215 anywhere = 1; 1123 anywhere = 1;
1216 } 1124 }
1217 /* Find the highest visible face around. If equal 1125 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1126 * visibilities, we still want the one nearer to the
1219 * top 1127 * top
1220 */ 1128 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1130 middle = tmp;
1225 }
1226 } 1131 }
1227 1132
1228 if (tmp == tmp->above) 1133 if (tmp == tmp->above)
1229 { 1134 {
1230 LOG (llevError, "Error in structure of map\n"); 1135 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1170 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1171 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1172 * may be possible for the faces to match but be different objects.
1268 */ 1173 */
1269 if (top == middle) 1174 if (top == middle)
1270 middle = blank_face; 1175 middle = 0;
1271 1176
1272 /* There are three posibilities at this point: 1177 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1178 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1179 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1180 * 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 */ 1185 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1187 break;
1283 1188
1284 /* If two top faces are already set, quit processing */ 1189 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1190 if (top && middle)
1286 break; 1191 break;
1287 1192
1288 /* Only show visible faces, unless its the editor - show all */ 1193 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1194 if (!tmp->invisible)
1290 { 1195 {
1291 /* Fill in top if needed */ 1196 /* Fill in top if needed */
1292 if (top == blank_face) 1197 if (!top)
1293 { 1198 {
1294 top = tmp->face;
1295 top_obj = tmp; 1199 top = tmp;
1296 if (top == middle) 1200 if (top == middle)
1297 middle = blank_face; 1201 middle = 0;
1298 } 1202 }
1299 else 1203 else
1300 { 1204 {
1301 /* top is already set - we should only get here if 1205 /* top is already set - we should only get here if
1302 * middle is not set 1206 * middle is not set
1303 * 1207 *
1304 * Set the middle face and break out, since there is nothing 1208 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1209 * more to fill in. We don't check visiblity here, since
1306 * 1210 *
1307 */ 1211 */
1308 if (tmp->face != top) 1212 if (tmp != top)
1309 { 1213 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1214 middle = tmp;
1312 break; 1215 break;
1313 } 1216 }
1314 } 1217 }
1315 } 1218 }
1316 } 1219 }
1317 1220
1318 if (middle == floor) 1221 if (middle == floor)
1319 middle = blank_face; 1222 middle = 0;
1320 1223
1321 if (top == middle) 1224 if (top == middle)
1322 middle = blank_face; 1225 middle = 0;
1323 1226
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1227#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1228 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1229 faces_obj [1] = middle;
1230 faces_obj [2] = floor;
1231#endif
1327} 1232}
1328 1233
1234uint64
1235mapspace::volume () const
1236{
1237 uint64 vol = 0;
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1243}
1244
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1245/* this updates the orig_map->tile_map[tile_num] value after finding
1330 * the map. It also takes care of linking back the freshly loaded 1246 * the map. It also takes care of linking back the freshly found
1331 * maps tile_map values if it tiles back to this one. It returns 1247 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this 1248 * the value of orig_map->tile_map[tile_num].
1333 * so that it is easier for calling functions to verify success.
1334 */ 1249 */
1335static maptile * 1250static inline maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num) 1251find_and_link (maptile *orig_map, int tile_num)
1337{ 1252{
1253 maptile *mp = orig_map->tile_map [tile_num];
1254
1255 if (!mp)
1256 {
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1339 1258
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1259 if (!mp)
1341 { 1260 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path); 1263 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1); 1264 mp = new maptile (1, 1);
1346 mp->alloc (); 1265 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY; 1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1348 } 1268 }
1349 1269
1350 int dest_tile = (tile_num + 2) % 4; 1270 int dest_tile = (tile_num + 2) % 4;
1351 1271
1352 orig_map->tile_map[tile_num] = mp; 1272 orig_map->tile_map [tile_num] = mp;
1353 1273
1354 // optimisation: back-link map to origin map if euclidean 1274 // optimisation: back-link map to origin map if euclidean
1355 //TODO: non-euclidean maps MUST GO 1275 //TODO: non-euclidean maps MUST GO
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358 1278
1359 return mp; 1279 return mp;
1280}
1281
1282static inline void
1283load_and_link (maptile *orig_map, int tile_num)
1284{
1285 find_and_link (orig_map, tile_num)->load_sync ();
1360} 1286}
1361 1287
1362/* this returns TRUE if the coordinates (x,y) are out of 1288/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1289 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1290 * tiling considerations, loading adjacant maps as needed.
1381 { 1307 {
1382 if (!m->tile_path[3]) 1308 if (!m->tile_path[3])
1383 return 1; 1309 return 1;
1384 1310
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3); 1312 find_and_link (m, 3);
1387 1313
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 } 1315 }
1390 1316
1391 if (x >= m->width) 1317 if (x >= m->width)
1392 { 1318 {
1393 if (!m->tile_path[1]) 1319 if (!m->tile_path[1])
1394 return 1; 1320 return 1;
1395 1321
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1); 1323 find_and_link (m, 1);
1398 1324
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1325 return out_of_map (m->tile_map[1], x - m->width, y);
1400 } 1326 }
1401 1327
1402 if (y < 0) 1328 if (y < 0)
1403 { 1329 {
1404 if (!m->tile_path[0]) 1330 if (!m->tile_path[0])
1405 return 1; 1331 return 1;
1406 1332
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0); 1334 find_and_link (m, 0);
1409 1335
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 } 1337 }
1412 1338
1413 if (y >= m->height) 1339 if (y >= m->height)
1414 { 1340 {
1415 if (!m->tile_path[2]) 1341 if (!m->tile_path[2])
1416 return 1; 1342 return 1;
1417 1343
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2); 1345 find_and_link (m, 2);
1420 1346
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1347 return out_of_map (m->tile_map[2], x, y - m->height);
1422 } 1348 }
1423 1349
1424 /* Simple case - coordinates are within this local 1350 /* Simple case - coordinates are within this local
1429 1355
1430/* This is basically the same as out_of_map above, but 1356/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1357 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1358 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1359 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1360 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1361 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1362 * and then figuring out what the real map is
1437 */ 1363 */
1438maptile * 1364maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1365maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1366{
1441 if (*x < 0) 1367 if (x < 0)
1442 { 1368 {
1443 if (!m->tile_path[3]) 1369 if (!tile_path[3])
1444 return 0; 1370 return 0;
1445 1371
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1372 find_and_link (this, 3);
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1373 x += tile_map[3]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1374 return tile_map[3]->xy_find (x, y);
1451 } 1375 }
1452 1376
1453 if (*x >= m->width) 1377 if (x >= width)
1454 { 1378 {
1455 if (!m->tile_path[1]) 1379 if (!tile_path[1])
1456 return 0; 1380 return 0;
1457 1381
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1382 find_and_link (this, 1);
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1383 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1384 return tile_map[1]->xy_find (x, y);
1463 } 1385 }
1464 1386
1465 if (*y < 0) 1387 if (y < 0)
1466 { 1388 {
1467 if (!m->tile_path[0]) 1389 if (!tile_path[0])
1468 return 0; 1390 return 0;
1469 1391
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1392 find_and_link (this, 0);
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1393 y += tile_map[0]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1394 return tile_map[0]->xy_find (x, y);
1475 } 1395 }
1476 1396
1477 if (*y >= m->height) 1397 if (y >= height)
1478 { 1398 {
1479 if (!m->tile_path[2]) 1399 if (!tile_path[2])
1480 return 0; 1400 return 0;
1481 1401
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1402 find_and_link (this, 2);
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1403 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1404 return tile_map[2]->xy_find (x, y);
1487 } 1405 }
1488 1406
1489 /* Simple case - coordinates are within this local 1407 /* Simple case - coordinates are within this local
1490 * map. 1408 * map.
1491 */ 1409 */
1492 return m; 1410 return this;
1493} 1411}
1494 1412
1495/** 1413/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1414 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1415 * map1 to map2 in dx/dy.
1498 */ 1416 */
1499static int 1417int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{ 1419{
1502 if (!map1 || !map2) 1420 if (!map1 || !map2)
1503 return 0; 1421 return 0;
1504 1422
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1425 if (map1 == map2)
1506 { 1426 {
1507 *dx = 0; 1427 *dx = 0;
1508 *dy = 0; 1428 *dy = 0;
1509 } 1429 }
1569 } 1489 }
1570 else 1490 else
1571 return 0; 1491 return 0;
1572 1492
1573 return 1; 1493 return 1;
1494}
1495
1496maptile *
1497maptile::xy_load (sint16 &x, sint16 &y)
1498{
1499 maptile *map = xy_find (x, y);
1500
1501 if (map)
1502 map->load_sync ();
1503
1504 return map;
1505}
1506
1507maptile *
1508get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1509{
1510 return m->xy_load (*x, *y);
1574} 1511}
1575 1512
1576/* From map.c 1513/* From map.c
1577 * This is used by get_player to determine where the other 1514 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1515 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1516 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1517 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1518 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1519 * that the creature should head. part is the part of the
1583 * monster that is closest. 1520 * monster that is closest.
1584 * 1521 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1522 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1523 * structure for op1 to get to op2.
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1534get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{ 1535{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1537 {
1601 /* be conservative and fill in _some_ data */ 1538 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1539 retval->distance = 10000;
1603 retval->distance_x = 32767; 1540 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1541 retval->distance_y = 10000;
1605 retval->direction = 0; 1542 retval->direction = 0;
1606 retval->part = 0; 1543 retval->part = 0;
1607 } 1544 }
1608 else 1545 else
1609 { 1546 {
1614 1551
1615 best = op1; 1552 best = op1;
1616 /* If this is multipart, find the closest part now */ 1553 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1554 if (!(flags & 0x1) && op1->more)
1618 { 1555 {
1619 object *tmp;
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1557
1622 /* we just take the offset of the piece to head to figure 1558 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1559 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1560 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1561 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1562 * below works.
1627 */ 1563 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1564 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1565 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1566 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1632 if (tmpi < best_distance) 1568 if (tmpi < best_distance)
1633 { 1569 {
1634 best_distance = tmpi; 1570 best_distance = tmpi;
1635 best = tmp; 1571 best = tmp;
1636 } 1572 }
1637 } 1573 }
1574
1638 if (best != op1) 1575 if (best != op1)
1639 { 1576 {
1640 retval->distance_x += op1->x - best->x; 1577 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1578 retval->distance_y += op1->y - best->y;
1642 } 1579 }
1643 } 1580 }
1581
1644 retval->part = best; 1582 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1647 } 1585 }
1648} 1586}
1649 1587
1650/* this is basically the same as get_rangevector above, but instead of 1588/* this is basically the same as get_rangevector above, but instead of
1655 * flags has no meaning for this function at this time - I kept it in to 1593 * flags has no meaning for this function at this time - I kept it in to
1656 * be more consistant with the above function and also in case they are needed 1594 * be more consistant with the above function and also in case they are needed
1657 * for something in the future. Also, since no object is pasted, the best 1595 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1596 * field of the rv_vector is set to NULL.
1659 */ 1597 */
1660
1661void 1598void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1599get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1600{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1601 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1602 {
1666 /* be conservative and fill in _some_ data */ 1603 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1604 retval->distance = 100000;
1674 { 1611 {
1675 retval->distance_x += op2->x - x; 1612 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1613 retval->distance_y += op2->y - y;
1677 1614
1678 retval->part = NULL; 1615 retval->part = NULL;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1616 retval->distance = idistance (retval->distance_x, retval->distance_y);
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1681 } 1618 }
1682} 1619}
1683 1620
1684/* Returns true of op1 and op2 are effectively on the same map 1621/* Returns true of op1 and op2 are effectively on the same map
1704 op->remove (); 1641 op->remove ();
1705 1642
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1643 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1644}
1708 1645
1646region *
1647maptile::region (int x, int y) const
1648{
1649 if (regions
1650 && regionmap
1651 && !OUT_OF_REAL_MAP (this, x, y))
1652 if (struct region *reg = regionmap [regions [y * width + x]])
1653 return reg;
1654
1655 if (default_region)
1656 return default_region;
1657
1658 return ::region::default_region ();
1659}
1660
1661/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */
1665object *
1666maptile::pick_random_object () const
1667{
1668 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me.
1673 */
1674 for (int i = 1000; --i;)
1675 {
1676 object *pick = at (rndm (width), rndm (height)).bot;
1677
1678 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick)
1680 return pick->head_ ();
1681 }
1682
1683 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked");
1685}
1686

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