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Comparing deliantra/server/common/map.C (file contents):
Revision 1.72 by root, Sat Jan 13 23:06:12 2007 UTC vs.
Revision 1.99 by root, Mon Apr 16 06:23:39 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
228 229
229 } 230 }
230 return 0; 231 return 0;
231} 232}
232 233
233
234/* 234/*
235 * 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.
236 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
344} 344}
345 345
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 350 */
352void 351void
353maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
354{ 353{
355 if (!spaces) 354 if (!spaces)
356 return; 355 return;
357 356
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 { 359 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
367 * won't do anything. 364 * won't do anything.
389 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
390 */ 387 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 } 389 }
393 } 390 }
394
395 tmp = above;
396 } 391 }
397} 392}
398 393
399/* 394/*
400 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 396 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 397 */
404bool 398bool
405maptile::_load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
406{ 400{
407 int unique; 401 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 402 {
415 /* if the archetype for the object is null, means that we 403 coroapi::cede_every (1000); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 404
417 * or editor will not be able to do anything with it either. 405 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 406 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
422 continue; 408 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 409 {
427 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
429 415
430 if (op->inv) 416 continue;
431 sum_weight (op);
432 417
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 418 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
438 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
439 break; 424 break;
440 } 425 }
441 426
442 op = object::create (); 427 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 428 }
463#endif
464 429
465 return true; 430 return true;
466} 431}
467 432
468void 433void
486 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 452 op->deactivate_recursive ();
488} 453}
489 454
490bool 455bool
491maptile::_save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
492{ 457{
493 static int cede_count = 0; 458 coroapi::cede ();
494 459
495 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
496 _save_header (freezer); 461 _save_header (f);
497 462
498 if (!spaces) 463 if (!spaces)
499 return false; 464 return false;
500 465
501 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
502 { 467 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 468 int unique = 0;
510 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
511 { 470 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
516 unique = 1; 472 unique = 1;
517 473
518 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
519 continue; 475 continue;
520 476
521 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
522 { 478 {
523 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 480 op->write (f);
525 } 481 }
526 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
527 save_object (freezer, op, 1); 483 op->write (f);
528 } 484 }
529 } 485 }
486
487 coroapi::cede ();
530 488
531 return true; 489 return true;
532} 490}
533 491
534bool 492bool
535maptile::_load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
536{ 494{
537 object_thawer thawer (path); 495 object_thawer f (path);
538 496
539 if (!thawer) 497 if (!f)
540 return false; 498 return false;
499
500 f.next ();
541 501
542 if (skip_header) 502 if (skip_header)
543 for (;;) 503 for (;;)
544 { 504 {
545 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
546 506 f.skip ();
547 if (kw == KW_end) 507 if (kw == KW_end)
548 break; 508 break;
549
550 thawer.skip_kv (kw);
551 } 509 }
552 510
553 return _load_objects (thawer); 511 return _load_objects (f);
554} 512}
555 513
556bool 514bool
557maptile::_save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
558{ 516{
567maptile::maptile () 525maptile::maptile ()
568{ 526{
569 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
570 528
571 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
573 */ 531 */
574 width = 16; 532 width = 16;
575 height = 16; 533 height = 16;
576 reset_timeout = 0;
577 timeout = 300; 534 timeout = 300;
578 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
579 enter_y = 0; 536 max_volume = 2000000; // 2m³
580} 537}
581 538
582maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
583{ 540{
584 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
738 { 695 {
739 keyword kw = thawer.get_kv (); 696 keyword kw = thawer.get_kv ();
740 697
741 switch (kw) 698 switch (kw)
742 { 699 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 700 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 701 thawer.get_ml (KW_endmsg, msg);
757 break; 702 break;
758 703
759 case KW_lore: // CF+ extension 704 case KW_lore: // CF+ extension
791 case KW_sky: thawer.get (sky); break; 736 case KW_sky: thawer.get (sky); break;
792 737
793 case KW_per_player: thawer.get (per_player); break; 738 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break; 739 case KW_per_party: thawer.get (per_party); break;
795 740
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 741 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 743
799 // old names new names 744 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
809 754
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
759
760 case KW_end:
761 return true;
762
763 default:
764 if (!thawer.parse_error ("map", 0))
765 return false;
766 break;
814 } 767 }
815 } 768 }
816 769
817 abort (); 770 abort ();
818} 771}
870 MAP_OUT (reset_time); 823 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 824 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 825 MAP_OUT (fixed_resettime);
873 MAP_OUT (difficulty); 826 MAP_OUT (difficulty);
874 827
875 if (region) MAP_OUT2 (region, region->name); 828 if (default_region) MAP_OUT2 (region, default_region->name);
876 829
877 if (shopitems) 830 if (shopitems)
878 { 831 {
879 char shop[MAX_BUF]; 832 char shop[MAX_BUF];
880 print_shop_string (this, shop); 833 print_shop_string (this, shop);
931 * Remove and free all objects in the given map. 884 * Remove and free all objects in the given map.
932 */ 885 */
933void 886void
934maptile::clear () 887maptile::clear ()
935{ 888{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
936 if (!spaces) 892 if (spaces)
937 return; 893 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 895 while (object *op = ms->bot)
941 { 896 {
942 if (op->head) 897 if (op->head)
943 op = op->head; 898 op = op->head;
944 899
945 op->destroy_inv (false); 900 op->destroy_inv (false);
946 op->destroy (); 901 op->destroy ();
947 } 902 }
948 903
949 sfree (spaces, size ()), spaces = 0; 904 sfree (spaces, size ()), spaces = 0;
905 }
950 906
951 if (buttons) 907 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 908 free_objectlinkpt (buttons), buttons = 0;
953} 909}
954 910
1108 */ 1064 */
1109void 1065void
1110mapspace::update_ () 1066mapspace::update_ ()
1111{ 1067{
1112 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 New_Face *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1071
1118 middle = blank_face; 1072 //object *middle = 0;
1119 top = blank_face; 1073 //object *top = 0;
1120 floor = blank_face; 1074 //object *floor = 0;
1121 1075 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1125 1079
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1081 {
1128 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1143 */ 1097 */
1144 if (!tmp->invisible) 1098 if (!tmp->invisible)
1145 { 1099 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1101 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1103 {
1153 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1155 */ 1106 */
1156 middle = blank_face; 1107 middle = 0;
1157 top = blank_face; 1108 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1109 floor = tmp;
1160 } 1110 }
1161 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1113 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1114 middle = tmp;
1167 anywhere = 1; 1115 anywhere = 1;
1168 } 1116 }
1169 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1171 * top 1119 * top
1172 */ 1120 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1122 middle = tmp;
1177 }
1178 } 1123 }
1179 1124
1180 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1181 { 1126 {
1182 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1220 */ 1165 */
1221 if (top == middle) 1166 if (top == middle)
1222 middle = blank_face; 1167 middle = 0;
1223 1168
1224 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1179 break;
1235 1180
1236 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1238 break; 1183 break;
1239 1184
1240 /* Only show visible faces */ 1185 /* Only show visible faces */
1241 if (!tmp->invisible) 1186 if (!tmp->invisible)
1242 { 1187 {
1243 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1244 if (top == blank_face) 1189 if (!top)
1245 { 1190 {
1246 top = tmp->face;
1247 top_obj = tmp; 1191 top = tmp;
1248 if (top == middle) 1192 if (top == middle)
1249 middle = blank_face; 1193 middle = 0;
1250 } 1194 }
1251 else 1195 else
1252 { 1196 {
1253 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1254 * middle is not set 1198 * middle is not set
1255 * 1199 *
1256 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1258 * 1202 *
1259 */ 1203 */
1260 if (tmp->face != top) 1204 if (tmp != top)
1261 { 1205 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1206 middle = tmp;
1264 break; 1207 break;
1265 } 1208 }
1266 } 1209 }
1267 } 1210 }
1268 } 1211 }
1269 1212
1270 if (middle == floor) 1213 if (middle == floor)
1271 middle = blank_face; 1214 middle = 0;
1272 1215
1273 if (top == middle) 1216 if (top == middle)
1274 middle = blank_face; 1217 middle = 0;
1275 1218
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1224}
1225
1226uint64
1227mapspace::volume () const
1228{
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1279} 1235}
1280 1236
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1282 * the map. It also takes care of linking back the freshly found 1238 * the map. It also takes care of linking back the freshly found
1283 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1448 1404
1449/** 1405/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1407 * map1 to map2 in dx/dy.
1452 */ 1408 */
1453static int 1409int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1411{
1456 if (!map1 || !map2) 1412 if (!map1 || !map2)
1457 return 0; 1413 return 0;
1458 1414
1549/* From map.c 1505/* From map.c
1550 * This is used by get_player to determine where the other 1506 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1507 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the 1508 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which 1509 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1510 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1511 * that the creature should head. part is the part of the
1556 * monster that is closest. 1512 * monster that is closest.
1557 * 1513 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1514 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1515 * structure for op1 to get to op2.
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1527{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1529 {
1574 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1531 retval->distance = 10000;
1576 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1578 retval->direction = 0; 1534 retval->direction = 0;
1579 retval->part = 0; 1535 retval->part = 0;
1580 } 1536 }
1581 else 1537 else
1582 { 1538 {
1587 1543
1588 best = op1; 1544 best = op1;
1589 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1591 { 1547 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1549
1595 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1554 * below works.
1600 */ 1555 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1557 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1606 { 1561 {
1607 best_distance = tmpi; 1562 best_distance = tmpi;
1608 best = tmp; 1563 best = tmp;
1609 } 1564 }
1610 } 1565 }
1566
1611 if (best != op1) 1567 if (best != op1)
1612 { 1568 {
1613 retval->distance_x += op1->x - best->x; 1569 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1615 } 1571 }
1616 } 1572 }
1573
1617 retval->part = best; 1574 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1577 }
1621} 1578}
1622 1579
1623/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1628 * flags has no meaning for this function at this time - I kept it in to 1585 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed 1586 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best 1587 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL. 1588 * field of the rv_vector is set to NULL.
1632 */ 1589 */
1633
1634void 1590void
1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1591get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1636{ 1592{
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 { 1594 {
1639 /* be conservative and fill in _some_ data */ 1595 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1596 retval->distance = 100000;
1647 { 1603 {
1648 retval->distance_x += op2->x - x; 1604 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1605 retval->distance_y += op2->y - y;
1650 1606
1651 retval->part = NULL; 1607 retval->part = NULL;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1608 retval->distance = idistance (retval->distance_x, retval->distance_y);
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 } 1610 }
1655} 1611}
1656 1612
1657/* Returns true of op1 and op2 are effectively on the same map 1613/* Returns true of op1 and op2 are effectively on the same map
1677 op->remove (); 1633 op->remove ();
1678 1634
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680} 1636}
1681 1637
1638region *
1639maptile::region (int x, int y) const
1640{
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651}
1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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