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@ -249,31 +249,21 @@ df::building *Buildings::findAtTile(df::coord pos)
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if (!occ || !occ->bits.building)
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if (!occ || !occ->bits.building)
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return NULL;
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return NULL;
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auto a = locationToBuilding.find(pos);
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// Try cache lookup in case it works:
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if ( a == locationToBuilding.end() ) {
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auto cached = locationToBuilding.find(pos);
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cerr << __FILE__ << ", " << __LINE__ << ": can't find building at " << pos.x << ", " << pos.y << ", " <<pos.z << "." << endl;
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if (cached != locationToBuilding.end())
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exit(1);
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{
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}
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auto building = df::building::find(cached->second);
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int32_t id = (*a).second;
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int32_t index = df::building::binsearch_index(df::global::world->buildings.all, id);
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if ( index == -1 ) {
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cerr << __FILE__ << ", " << __LINE__ << ": can't find building at " << pos.x << ", " << pos.y << ", " <<pos.z << "." << endl;
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exit(1);
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}
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df::building* building = df::global::world->buildings.all[index];
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if (!building->isSettingOccupancy())
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return NULL;
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if (building->room.extents && building->isExtentShaped())
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if (building && building->z == pos.z &&
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building->isSettingOccupancy() &&
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containsTile(building, pos, false))
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{
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{
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auto etile = getExtentTile(building->room, pos);
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if (!etile || !*etile)
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return NULL;
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}
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return building;
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return building;
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}
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}
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/*
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// The authentic method, i.e. how the game generally does this:
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//old method: brute-force
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auto &vec = df::building::get_vector();
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auto &vec = df::building::get_vector();
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for (size_t i = 0; i < vec.size(); i++)
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for (size_t i = 0; i < vec.size(); i++)
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{
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{
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@ -298,7 +288,6 @@ df::building *Buildings::findAtTile(df::coord pos)
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}
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}
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return NULL;
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return NULL;
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*/
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}
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}
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bool Buildings::findCivzonesAt(std::vector<df::building_civzonest*> *pvec, df::coord pos)
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bool Buildings::findCivzonesAt(std::vector<df::building_civzonest*> *pvec, df::coord pos)
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