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Comparing deliantra/server/common/map.C (file contents):
Revision 1.61 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.103 by root, Thu May 17 23:35:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
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.
241 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
242 */ 175 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 177 return 0;
245 178
246 if (ob->head != NULL)
247 ob = ob->head; 179 ob = ob->head_ ();
248 180
249 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
282 else 214 else
283 { 215 {
284 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
286 * movement, can't move here. 218 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
288 * hidden dm 220 * hidden dm
289 */ 221 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 223 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 230 return 1;
295 } 231 }
296 232
297 } 233 }
298 return 0; 234 return 0;
299} 235}
300
301 236
302/* 237/*
303 * Returns true if the given object can't fit in the given spot. 238 * Returns true if the given object can't fit in the given spot.
304 * This is meant for multi space objects - for single space objecs, 239 * This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
398 * carrying. 333 * carrying.
399 */ 334 */
400 sum_weight (container); 335 sum_weight (container);
401} 336}
402 337
338void
339maptile::set_object_flag (int flag, int value)
340{
341 if (!spaces)
342 return;
343
344 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value;
347}
348
403/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 353 */
409void 354void
410maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
411{ 356{
412 if (!spaces) 357 if (!spaces)
413 return; 358 return;
414 359
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
417 { 362 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
422 { 365 {
423 /* If there is nothing more to this object, this for loop 366 op->remove ();
424 * won't do anything. 367 op->expand_tail ();
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 {
432 op = arch_to_object (at);
433
434 /* update x,y coordinates */
435 op->x += tmp->x;
436 op->y += tmp->y;
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
449 }
450 } 369 }
451
452 tmp = above;
453 } 370 }
454} 371}
455 372
456/* 373/*
457 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 375 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 376 */
461bool 377bool
462maptile::load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
463{ 379{
464 int unique; 380 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 { 381 {
472 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 383
474 * or editor will not be able to do anything with it either. 384 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 385 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
479 continue; 387 if (object *op = object::read (f, this))
480 }
481
482 switch (i)
483 { 388 {
484 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
486 394
487 if (op->inv) 395 continue;
488 sum_weight (op);
489 396
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 397 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
495 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
496 break; 403 break;
497 } 404 }
498 405
499 op = object::create (); 406 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 } 407 }
520#endif
521 408
522 return true; 409 return true;
523} 410}
524 411
525void 412void
526maptile::activate () 413maptile::activate ()
527{ 414{
415 active = true;
416
528 if (!spaces) 417 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
533 op->activate_recursive (); 420 op->activate_recursive ();
534} 421}
535 422
536void 423void
537maptile::deactivate () 424maptile::deactivate ()
538{ 425{
426 active = false;
427
539 if (!spaces) 428 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate_recursive (); 431 op->deactivate_recursive ();
545} 432}
546 433
547bool 434bool
548maptile::save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
549{ 436{
437 coroapi::cede_to_tick ();
438
550 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
551 save_header (freezer); 440 _save_header (f);
552 441
553 if (!spaces) 442 if (!spaces)
554 return false; 443 return false;
555 444
556 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
565 continue; 454 continue;
566 455
567 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
568 { 457 {
569 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 459 op->write (f);
571 } 460 }
572 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1); 462 op->write (f);
574 } 463 }
575 } 464 }
576 465
466 coroapi::cede_to_tick ();
467
577 return true; 468 return true;
578} 469}
579 470
580bool 471bool
581maptile::load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
582{ 473{
583 object_thawer thawer (path); 474 object_thawer f (path);
584 475
585 if (!thawer) 476 if (!f)
586 return false; 477 return false;
478
479 f.next ();
587 480
588 if (skip_header) 481 if (skip_header)
589 for (;;) 482 for (;;)
590 { 483 {
591 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
592 485 f.skip ();
593 if (kw == KW_end) 486 if (kw == KW_end)
594 break; 487 break;
595
596 thawer.skip_kv (kw);
597 } 488 }
598 489
599 return load_objects (thawer); 490 return _load_objects (f);
600} 491}
601 492
602bool 493bool
603maptile::save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
604{ 495{
605 object_freezer freezer; 496 object_freezer freezer;
606 497
607 if (!save_objects (freezer, flags)) 498 if (!_save_objects (freezer, flags))
608 return false; 499 return false;
609 500
610 return freezer.save (path); 501 return freezer.save (path);
611} 502}
612 503
613maptile::maptile () 504maptile::maptile ()
614{ 505{
615 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
616 507
617 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
619 */ 510 */
620 width = 16; 511 width = 16;
621 height = 16; 512 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 513 timeout = 300;
624 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 515 max_volume = 2000000; // 2m³
626} 516}
627 517
628maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
629{ 519{
630 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 668 * MSW 2001-07-01
779 */ 669 */
780bool 670bool
781maptile::load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
782{ 672{
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 (;;) 673 for (;;)
788 { 674 {
789 keyword kw = thawer.get_kv (); 675 keyword kw = thawer.get_kv ();
790 676
791 switch (kw) 677 switch (kw)
792 { 678 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 679 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
802 break; 681 break;
803 682
804 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
836 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
837 716
838 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
840 719
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 722
844 // old names new names 723 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 724 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 725 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 738
739 case KW_end:
740 return true;
741
860 default: 742 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 743 if (!thawer.parse_error ("map", 0))
744 return false;
862 break; 745 break;
863 } 746 }
864 } 747 }
865 748
866 abort (); 749 abort ();
867} 750}
868 751
869bool 752bool
870maptile::load_header (const char *path) 753maptile::_load_header (const char *path)
871{ 754{
872 object_thawer thawer (path); 755 object_thawer thawer (path);
873 756
874 if (!thawer) 757 if (!thawer)
875 return false; 758 return false;
876 759
877 return load_header (thawer); 760 return _load_header (thawer);
878} 761}
879 762
880/****************************************************************************** 763/******************************************************************************
881 * This is the start of unique map handling code 764 * This is the start of unique map handling code
882 *****************************************************************************/ 765 *****************************************************************************/
893 object *above = op->above; 776 object *above = op->above;
894 777
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 779 unique = 1;
897 780
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 { 782 {
900 op->destroy_inv (false); 783 op->destroy_inv (false);
901 op->destroy (); 784 op->destroy ();
902 } 785 }
903 786
905 } 788 }
906 } 789 }
907} 790}
908 791
909bool 792bool
910maptile::save_header (object_freezer &freezer) 793maptile::_save_header (object_freezer &freezer)
911{ 794{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 795#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 797
915 MAP_OUT2 (arch, "map"); 798 MAP_OUT2 (arch, "map");
919 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
922 MAP_OUT (difficulty); 805 MAP_OUT (difficulty);
923 806
924 if (region) MAP_OUT2 (region, region->name); 807 if (default_region) MAP_OUT2 (region, default_region->name);
925 808
926 if (shopitems) 809 if (shopitems)
927 { 810 {
928 char shop[MAX_BUF]; 811 char shop[MAX_BUF];
929 print_shop_string (this, shop); 812 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 840 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]); 841 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]); 842 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]); 843 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 844
845 freezer.put (this);
962 freezer.put (KW_end); 846 freezer.put (KW_end);
963 847
964 return true; 848 return true;
965} 849}
966 850
967bool 851bool
968maptile::save_header (const char *path) 852maptile::_save_header (const char *path)
969{ 853{
970 object_freezer freezer; 854 object_freezer freezer;
971 855
972 if (!save_header (freezer)) 856 if (!_save_header (freezer))
973 return false; 857 return false;
974 858
975 return freezer.save (path); 859 return freezer.save (path);
976} 860}
977 861
979 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
980 */ 864 */
981void 865void
982maptile::clear () 866maptile::clear ()
983{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
984 if (!spaces) 871 if (spaces)
985 return; 872 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 874 while (object *op = ms->bot->head_ ())
989 { 875 {
990 if (op->head)
991 op = op->head;
992
993 op->destroy_inv (false); 876 op->destroy_inv (false);
994 op->destroy (); 877 op->destroy ();
995 } 878 }
996 879
997 sfree (spaces, size ()), spaces = 0; 880 sfree (spaces, size ()), spaces = 0;
881 }
998 882
999 if (buttons) 883 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 884 free_objectlinkpt (buttons), buttons = 0;
1001} 885}
1002 886
1156 */ 1040 */
1157void 1041void
1158mapspace::update_ () 1042mapspace::update_ ()
1159{ 1043{
1160 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1045 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; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1047
1166 middle = blank_face; 1048 //object *middle = 0;
1167 top = blank_face; 1049 //object *top = 0;
1168 floor = blank_face; 1050 //object *floor = 0;
1169 1051 // this seems to generate better code than using locals, above
1170 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1171 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1172 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1173 1055
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1057 {
1176 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1190 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1191 */ 1073 */
1192 if (!tmp->invisible) 1074 if (!tmp->invisible)
1193 { 1075 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1077 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1079 {
1201 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1203 */ 1082 */
1204 middle = blank_face; 1083 middle = 0;
1205 top = blank_face; 1084 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1085 floor = tmp;
1208 } 1086 }
1209 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1089 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1090 middle = tmp;
1215 anywhere = 1; 1091 anywhere = 1;
1216 } 1092 }
1217 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1219 * top 1095 * top
1220 */ 1096 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1098 middle = tmp;
1225 }
1226 } 1099 }
1227 1100
1228 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1229 { 1102 {
1230 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1268 */ 1141 */
1269 if (top == middle) 1142 if (top == middle)
1270 middle = blank_face; 1143 middle = 0;
1271 1144
1272 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1148 * 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 */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1155 break;
1283 1156
1284 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1286 break; 1159 break;
1287 1160
1288 /* Only show visible faces, unless its the editor - show all */ 1161 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1162 if (!tmp->invisible)
1290 { 1163 {
1291 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1292 if (top == blank_face) 1165 if (!top)
1293 { 1166 {
1294 top = tmp->face;
1295 top_obj = tmp; 1167 top = tmp;
1296 if (top == middle) 1168 if (top == middle)
1297 middle = blank_face; 1169 middle = 0;
1298 } 1170 }
1299 else 1171 else
1300 { 1172 {
1301 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1302 * middle is not set 1174 * middle is not set
1303 * 1175 *
1304 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1306 * 1178 *
1307 */ 1179 */
1308 if (tmp->face != top) 1180 if (tmp != top)
1309 { 1181 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1182 middle = tmp;
1312 break; 1183 break;
1313 } 1184 }
1314 } 1185 }
1315 } 1186 }
1316 } 1187 }
1317 1188
1318 if (middle == floor) 1189 if (middle == floor)
1319 middle = blank_face; 1190 middle = 0;
1320 1191
1321 if (top == middle) 1192 if (top == middle)
1322 middle = blank_face; 1193 middle = 0;
1323 1194
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1327} 1200}
1328 1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1213/* 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 1214 * 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 1215 * 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 1216 * the value of orig_map->tile_map[tile_num].
1333 * so that it is easier for calling functions to verify success.
1334 */ 1217 */
1335static maptile * 1218static inline maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num) 1219find_and_link (maptile *orig_map, int tile_num)
1337{ 1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1339 1226
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1227 if (!mp)
1341 { 1228 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1229 // 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", 1230 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); 1231 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1); 1232 mp = new maptile (1, 1);
1346 mp->alloc (); 1233 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY; 1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1348 } 1236 }
1349 1237
1350 int dest_tile = (tile_num + 2) % 4; 1238 int dest_tile = (tile_num + 2) % 4;
1351 1239
1352 orig_map->tile_map[tile_num] = mp; 1240 orig_map->tile_map [tile_num] = mp;
1353 1241
1354 // optimisation: back-link map to origin map if euclidean 1242 // optimisation: back-link map to origin map if euclidean
1355 //TODO: non-euclidean maps MUST GO 1243 //TODO: non-euclidean maps MUST GO
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1244 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; 1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358 1246
1359 return mp; 1247 return mp;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1360} 1254}
1361 1255
1362/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1381 { 1275 {
1382 if (!m->tile_path[3]) 1276 if (!m->tile_path[3])
1383 return 1; 1277 return 1;
1384 1278
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3); 1280 find_and_link (m, 3);
1387 1281
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 } 1283 }
1390 1284
1391 if (x >= m->width) 1285 if (x >= m->width)
1392 { 1286 {
1393 if (!m->tile_path[1]) 1287 if (!m->tile_path[1])
1394 return 1; 1288 return 1;
1395 1289
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1); 1291 find_and_link (m, 1);
1398 1292
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1293 return out_of_map (m->tile_map[1], x - m->width, y);
1400 } 1294 }
1401 1295
1402 if (y < 0) 1296 if (y < 0)
1403 { 1297 {
1404 if (!m->tile_path[0]) 1298 if (!m->tile_path[0])
1405 return 1; 1299 return 1;
1406 1300
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0); 1302 find_and_link (m, 0);
1409 1303
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 } 1305 }
1412 1306
1413 if (y >= m->height) 1307 if (y >= m->height)
1414 { 1308 {
1415 if (!m->tile_path[2]) 1309 if (!m->tile_path[2])
1416 return 1; 1310 return 1;
1417 1311
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2); 1313 find_and_link (m, 2);
1420 1314
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1315 return out_of_map (m->tile_map[2], x, y - m->height);
1422 } 1316 }
1423 1317
1424 /* Simple case - coordinates are within this local 1318 /* Simple case - coordinates are within this local
1429 1323
1430/* This is basically the same as out_of_map above, but 1324/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1325 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1326 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1327 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1328 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1329 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1330 * and then figuring out what the real map is
1437 */ 1331 */
1438maptile * 1332maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1333maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1334{
1441 if (*x < 0) 1335 if (x < 0)
1442 { 1336 {
1443 if (!m->tile_path[3]) 1337 if (!tile_path[3])
1444 return 0; 1338 return 0;
1445 1339
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1340 find_and_link (this, 3);
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1341 x += tile_map[3]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1342 return tile_map[3]->xy_find (x, y);
1451 } 1343 }
1452 1344
1453 if (*x >= m->width) 1345 if (x >= width)
1454 { 1346 {
1455 if (!m->tile_path[1]) 1347 if (!tile_path[1])
1456 return 0; 1348 return 0;
1457 1349
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1350 find_and_link (this, 1);
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1351 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1352 return tile_map[1]->xy_find (x, y);
1463 } 1353 }
1464 1354
1465 if (*y < 0) 1355 if (y < 0)
1466 { 1356 {
1467 if (!m->tile_path[0]) 1357 if (!tile_path[0])
1468 return 0; 1358 return 0;
1469 1359
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 0);
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1361 y += tile_map[0]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1362 return tile_map[0]->xy_find (x, y);
1475 } 1363 }
1476 1364
1477 if (*y >= m->height) 1365 if (y >= height)
1478 { 1366 {
1479 if (!m->tile_path[2]) 1367 if (!tile_path[2])
1480 return 0; 1368 return 0;
1481 1369
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 2);
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1371 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1372 return tile_map[2]->xy_find (x, y);
1487 } 1373 }
1488 1374
1489 /* Simple case - coordinates are within this local 1375 /* Simple case - coordinates are within this local
1490 * map. 1376 * map.
1491 */ 1377 */
1492 return m; 1378 return this;
1493} 1379}
1494 1380
1495/** 1381/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1382 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
1498 */ 1384 */
1499static int 1385int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{ 1387{
1502 if (!map1 || !map2) 1388 if (!map1 || !map2)
1503 return 0; 1389 return 0;
1504 1390
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1393 if (map1 == map2)
1506 { 1394 {
1507 *dx = 0; 1395 *dx = 0;
1508 *dy = 0; 1396 *dy = 0;
1509 } 1397 }
1569 } 1457 }
1570 else 1458 else
1571 return 0; 1459 return 0;
1572 1460
1573 return 1; 1461 return 1;
1462}
1463
1464maptile *
1465maptile::xy_load (sint16 &x, sint16 &y)
1466{
1467 maptile *map = xy_find (x, y);
1468
1469 if (map)
1470 map->load_sync ();
1471
1472 return map;
1473}
1474
1475maptile *
1476get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1477{
1478 return m->xy_load (*x, *y);
1574} 1479}
1575 1480
1576/* From map.c 1481/* From map.c
1577 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1484 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
1583 * monster that is closest. 1488 * monster that is closest.
1584 * 1489 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{ 1503{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1505 {
1601 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1507 retval->distance = 10000;
1603 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1605 retval->direction = 0; 1510 retval->direction = 0;
1606 retval->part = 0; 1511 retval->part = 0;
1607 } 1512 }
1608 else 1513 else
1609 { 1514 {
1614 1519
1615 best = op1; 1520 best = op1;
1616 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1618 { 1523 {
1619 object *tmp;
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1525
1622 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1530 * below works.
1627 */ 1531 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1533 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1534 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); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1632 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1633 { 1537 {
1634 best_distance = tmpi; 1538 best_distance = tmpi;
1635 best = tmp; 1539 best = tmp;
1636 } 1540 }
1637 } 1541 }
1542
1638 if (best != op1) 1543 if (best != op1)
1639 { 1544 {
1640 retval->distance_x += op1->x - best->x; 1545 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1642 } 1547 }
1643 } 1548 }
1549
1644 retval->part = best; 1550 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1647 } 1553 }
1648} 1554}
1649 1555
1650/* this is basically the same as get_rangevector above, but instead of 1556/* 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 1561 * 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 1562 * 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 1563 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
1659 */ 1565 */
1660
1661void 1566void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1568{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1570 {
1666 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1572 retval->distance = 100000;
1674 { 1579 {
1675 retval->distance_x += op2->x - x; 1580 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1581 retval->distance_y += op2->y - y;
1677 1582
1678 retval->part = NULL; 1583 retval->part = NULL;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1584 retval->distance = idistance (retval->distance_x, retval->distance_y);
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1681 } 1586 }
1682} 1587}
1683 1588
1684/* Returns true of op1 and op2 are effectively on the same map 1589/* Returns true of op1 and op2 are effectively on the same map
1704 op->remove (); 1609 op->remove ();
1705 1610
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1611 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1612}
1708 1613
1614region *
1615maptile::region (int x, int y) const
1616{
1617 if (regions
1618 && regionmap
1619 && !OUT_OF_REAL_MAP (this, x, y))
1620 if (struct region *reg = regionmap [regions [y * width + x]])
1621 return reg;
1622
1623 if (default_region)
1624 return default_region;
1625
1626 return ::region::default_region ();
1627}
1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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