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Comparing deliantra/server/common/map.C (file contents):
Revision 1.68 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.101 by root, Sat Apr 21 16:56:28 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.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * 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.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
343} 344}
344 345
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 350 */
351void 351void
352maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
353{ 353{
354 if (!spaces) 354 if (!spaces)
355 return; 355 return;
356 356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 358 for (object *op = ms->bot; op; op = op->above)
359 { 359 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 361 if (!op->head && !op->more && op->arch->more)
364 { 362 {
365 /* If there is nothing more to this object, this for loop 363 op->remove ();
366 * won't do anything. 364 op->expand_tail ();
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 366 }
393
394 tmp = above;
395 } 367 }
396} 368}
397 369
398/* 370/*
399 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 372 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 373 */
403bool 374bool
404maptile::load_objects (object_thawer &thawer) 375maptile::_load_objects (object_thawer &f)
405{ 376{
406 int unique; 377 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 378 {
414 /* if the archetype for the object is null, means that we 379 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 380
416 * or editor will not be able to do anything with it either. 381 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 382 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 383 case KW_arch:
421 continue; 384 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 385 {
426 case LL_NORMAL: 386 if (op->inv)
387 sum_weight (op);
388
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390 }
428 391
429 if (op->inv) 392 continue;
430 sum_weight (op);
431 393
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 394 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 395 return true;
437 op->head = prev, last_more->more = op, last_more = op; 396
397 default:
398 if (!f.parse_error ("map file"))
399 return false;
438 break; 400 break;
439 } 401 }
440 402
441 op = object::create (); 403 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 404 }
462#endif
463 405
464 return true; 406 return true;
465} 407}
466 408
467void 409void
468maptile::activate () 410maptile::activate ()
469{ 411{
412 active = true;
413
470 if (!spaces) 414 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 416 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 417 op->activate_recursive ();
476} 418}
477 419
478void 420void
479maptile::deactivate () 421maptile::deactivate ()
480{ 422{
423 active = false;
424
481 if (!spaces) 425 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 427 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 428 op->deactivate_recursive ();
487} 429}
488 430
489bool 431bool
490maptile::save_objects (object_freezer &freezer, int flags) 432maptile::_save_objects (object_freezer &f, int flags)
491{ 433{
492 static int cede_count = 0; 434 coroapi::cede_to_tick ();
493 435
494 if (flags & IO_HEADER) 436 if (flags & IO_HEADER)
495 save_header (freezer); 437 _save_header (f);
496 438
497 if (!spaces) 439 if (!spaces)
498 return false; 440 return false;
499 441
500 for (int i = 0; i < size (); ++i) 442 for (int i = 0; i < size (); ++i)
501 { 443 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 444 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 445 for (object *op = spaces [i].bot; op; op = op->above)
510 { 446 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 448 unique = 1;
516 449
517 if (!op->can_map_save ()) 450 if (!op->can_map_save ())
518 continue; 451 continue;
519 452
520 if (unique || op->flag [FLAG_UNIQUE]) 453 if (unique || op->flag [FLAG_UNIQUE])
521 { 454 {
522 if (flags & IO_UNIQUES) 455 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 456 op->write (f);
524 } 457 }
525 else if (flags & IO_OBJECTS) 458 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 459 op->write (f);
527 } 460 }
528 } 461 }
529 462
463 coroapi::cede_to_tick ();
464
530 return true; 465 return true;
531} 466}
532 467
533bool 468bool
534maptile::load_objects (const char *path, bool skip_header) 469maptile::_load_objects (const char *path, bool skip_header)
535{ 470{
536 object_thawer thawer (path); 471 object_thawer f (path);
537 472
538 if (!thawer) 473 if (!f)
539 return false; 474 return false;
475
476 f.next ();
540 477
541 if (skip_header) 478 if (skip_header)
542 for (;;) 479 for (;;)
543 { 480 {
544 keyword kw = thawer.get_kv (); 481 keyword kw = f.kw;
545 482 f.skip ();
546 if (kw == KW_end) 483 if (kw == KW_end)
547 break; 484 break;
548
549 thawer.skip_kv (kw);
550 } 485 }
551 486
552 return load_objects (thawer); 487 return _load_objects (f);
553} 488}
554 489
555bool 490bool
556maptile::save_objects (const char *path, int flags) 491maptile::_save_objects (const char *path, int flags)
557{ 492{
558 object_freezer freezer; 493 object_freezer freezer;
559 494
560 if (!save_objects (freezer, flags)) 495 if (!_save_objects (freezer, flags))
561 return false; 496 return false;
562 497
563 return freezer.save (path); 498 return freezer.save (path);
564} 499}
565 500
566maptile::maptile () 501maptile::maptile ()
567{ 502{
568 in_memory = MAP_SWAPPED; 503 in_memory = MAP_SWAPPED;
569 504
570 /* The maps used to pick up default x and y values from the 505 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 506 * map archetype. Mimic that behaviour.
572 */ 507 */
573 width = 16; 508 width = 16;
574 height = 16; 509 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 510 timeout = 300;
577 enter_x = 0; 511 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 512 max_volume = 2000000; // 2m³
579} 513}
580 514
581maptile::maptile (int w, int h) 515maptile::maptile (int w, int h)
582{ 516{
583 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 663 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 664 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 665 * MSW 2001-07-01
732 */ 666 */
733bool 667bool
734maptile::load_header (object_thawer &thawer) 668maptile::_load_header (object_thawer &thawer)
735{ 669{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 670 for (;;)
741 { 671 {
742 keyword kw = thawer.get_kv (); 672 keyword kw = thawer.get_kv ();
743 673
744 switch (kw) 674 switch (kw)
745 { 675 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 676 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 677 thawer.get_ml (KW_endmsg, msg);
755 break; 678 break;
756 679
757 case KW_lore: // CF+ extension 680 case KW_lore: // CF+ extension
789 case KW_sky: thawer.get (sky); break; 712 case KW_sky: thawer.get (sky); break;
790 713
791 case KW_per_player: thawer.get (per_player); break; 714 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 715 case KW_per_party: thawer.get (per_party); break;
793 716
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 717 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 719
797 // old names new names 720 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 721 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 722 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 731 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 732 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 733 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 734 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 735
736 case KW_end:
737 return true;
738
813 default: 739 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 740 if (!thawer.parse_error ("map", 0))
741 return false;
815 break; 742 break;
816 } 743 }
817 } 744 }
818 745
819 abort (); 746 abort ();
820} 747}
821 748
822bool 749bool
823maptile::load_header (const char *path) 750maptile::_load_header (const char *path)
824{ 751{
825 object_thawer thawer (path); 752 object_thawer thawer (path);
826 753
827 if (!thawer) 754 if (!thawer)
828 return false; 755 return false;
829 756
830 return load_header (thawer); 757 return _load_header (thawer);
831} 758}
832 759
833/****************************************************************************** 760/******************************************************************************
834 * This is the start of unique map handling code 761 * This is the start of unique map handling code
835 *****************************************************************************/ 762 *****************************************************************************/
858 } 785 }
859 } 786 }
860} 787}
861 788
862bool 789bool
863maptile::save_header (object_freezer &freezer) 790maptile::_save_header (object_freezer &freezer)
864{ 791{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 792#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 793#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 794
868 MAP_OUT2 (arch, "map"); 795 MAP_OUT2 (arch, "map");
872 MAP_OUT (reset_time); 799 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 800 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 801 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 802 MAP_OUT (difficulty);
876 803
877 if (region) MAP_OUT2 (region, region->name); 804 if (default_region) MAP_OUT2 (region, default_region->name);
878 805
879 if (shopitems) 806 if (shopitems)
880 { 807 {
881 char shop[MAX_BUF]; 808 char shop[MAX_BUF];
882 print_shop_string (this, shop); 809 print_shop_string (this, shop);
917 844
918 return true; 845 return true;
919} 846}
920 847
921bool 848bool
922maptile::save_header (const char *path) 849maptile::_save_header (const char *path)
923{ 850{
924 object_freezer freezer; 851 object_freezer freezer;
925 852
926 if (!save_header (freezer)) 853 if (!_save_header (freezer))
927 return false; 854 return false;
928 855
929 return freezer.save (path); 856 return freezer.save (path);
930} 857}
931 858
933 * Remove and free all objects in the given map. 860 * Remove and free all objects in the given map.
934 */ 861 */
935void 862void
936maptile::clear () 863maptile::clear ()
937{ 864{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
867
938 if (!spaces) 868 if (spaces)
939 return; 869 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 871 while (object *op = ms->bot)
943 { 872 {
944 if (op->head) 873 if (op->head)
945 op = op->head; 874 op = op->head;
946 875
947 op->destroy_inv (false); 876 op->destroy_inv (false);
948 op->destroy (); 877 op->destroy ();
949 } 878 }
950 879
951 sfree (spaces, size ()), spaces = 0; 880 sfree (spaces, size ()), spaces = 0;
881 }
952 882
953 if (buttons) 883 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 884 free_objectlinkpt (buttons), buttons = 0;
955} 885}
956 886
1110 */ 1040 */
1111void 1041void
1112mapspace::update_ () 1042mapspace::update_ ()
1113{ 1043{
1114 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 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;
1119 1047
1120 middle = blank_face; 1048 //object *middle = 0;
1121 top = blank_face; 1049 //object *top = 0;
1122 floor = blank_face; 1050 //object *floor = 0;
1123 1051 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1127 1055
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1057 {
1130 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1131 * 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
1144 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1145 */ 1073 */
1146 if (!tmp->invisible) 1074 if (!tmp->invisible)
1147 { 1075 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1077 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1079 {
1155 /* 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,
1156 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1157 */ 1082 */
1158 middle = blank_face; 1083 middle = 0;
1159 top = blank_face; 1084 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1085 floor = tmp;
1162 } 1086 }
1163 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1089 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1090 middle = tmp;
1169 anywhere = 1; 1091 anywhere = 1;
1170 } 1092 }
1171 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1173 * top 1095 * top
1174 */ 1096 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1098 middle = tmp;
1179 }
1180 } 1099 }
1181 1100
1182 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1183 { 1102 {
1184 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1221 * 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.
1222 */ 1141 */
1223 if (top == middle) 1142 if (top == middle)
1224 middle = blank_face; 1143 middle = 0;
1225 1144
1226 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1148 * 3) neither middle or top is set - need to set both.
1234 /* 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 */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1155 break;
1237 1156
1238 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1240 break; 1159 break;
1241 1160
1242 /* Only show visible faces */ 1161 /* Only show visible faces */
1243 if (!tmp->invisible) 1162 if (!tmp->invisible)
1244 { 1163 {
1245 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1246 if (top == blank_face) 1165 if (!top)
1247 { 1166 {
1248 top = tmp->face;
1249 top_obj = tmp; 1167 top = tmp;
1250 if (top == middle) 1168 if (top == middle)
1251 middle = blank_face; 1169 middle = 0;
1252 } 1170 }
1253 else 1171 else
1254 { 1172 {
1255 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1256 * middle is not set 1174 * middle is not set
1257 * 1175 *
1258 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1260 * 1178 *
1261 */ 1179 */
1262 if (tmp->face != top) 1180 if (tmp != top)
1263 { 1181 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1182 middle = tmp;
1266 break; 1183 break;
1267 } 1184 }
1268 } 1185 }
1269 } 1186 }
1270 } 1187 }
1271 1188
1272 if (middle == floor) 1189 if (middle == floor)
1273 middle = blank_face; 1190 middle = 0;
1274 1191
1275 if (top == middle) 1192 if (top == middle)
1276 middle = blank_face; 1193 middle = 0;
1277 1194
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1200}
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;
1281} 1211}
1282 1212
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1213/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found 1214 * the map. It also takes care of linking back the freshly found
1285 * 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
1286 * the value of orig_map->tile_map[tile_num]. 1216 * the value of orig_map->tile_map[tile_num].
1287 */ 1217 */
1288static inline maptile * 1218static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num) 1219find_and_link (maptile *orig_map, int tile_num)
1290{ 1220{
1291 maptile *mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1221 maptile *mp = orig_map->tile_map [tile_num];
1292 1222
1293 if (!mp) 1223 if (!mp)
1294 { 1224 {
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226
1227 if (!mp)
1228 {
1295 // 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
1296 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",
1297 &orig_map->tile_path[tile_num], &orig_map->path); 1231 &orig_map->tile_path[tile_num], &orig_map->path);
1298 mp = new maptile (1, 1); 1232 mp = new maptile (1, 1);
1299 mp->alloc (); 1233 mp->alloc ();
1300 mp->in_memory = MAP_IN_MEMORY; 1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1301 } 1236 }
1302 1237
1303 int dest_tile = (tile_num + 2) % 4; 1238 int dest_tile = (tile_num + 2) % 4;
1304 1239
1305 orig_map->tile_map[tile_num] = mp; 1240 orig_map->tile_map [tile_num] = mp;
1306 1241
1307 // optimisation: back-link map to origin map if euclidean 1242 // optimisation: back-link map to origin map if euclidean
1308 //TODO: non-euclidean maps MUST GO 1243 //TODO: non-euclidean maps MUST GO
1309 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)
1310 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;
1445 1380
1446/** 1381/**
1447 * 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
1448 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
1449 */ 1384 */
1450static int 1385int
1451adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1452{ 1387{
1453 if (!map1 || !map2) 1388 if (!map1 || !map2)
1454 return 0; 1389 return 0;
1455 1390
1546/* From map.c 1481/* From map.c
1547 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
1548 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
1549 * 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
1550 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
1551 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
1552 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
1553 * monster that is closest. 1488 * monster that is closest.
1554 * 1489 *
1555 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
1556 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
1567get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1568{ 1503{
1569 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))
1570 { 1505 {
1571 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1507 retval->distance = 10000;
1573 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1574 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1575 retval->direction = 0; 1510 retval->direction = 0;
1576 retval->part = 0; 1511 retval->part = 0;
1577 } 1512 }
1578 else 1513 else
1579 { 1514 {
1584 1519
1585 best = op1; 1520 best = op1;
1586 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1587 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1588 { 1523 {
1589 object *tmp;
1590 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;
1591 1525
1592 /* 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
1593 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1594 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1595 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1596 * below works. 1530 * below works.
1597 */ 1531 */
1598 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1599 { 1533 {
1600 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) +
1601 (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);
1602 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1603 { 1537 {
1604 best_distance = tmpi; 1538 best_distance = tmpi;
1605 best = tmp; 1539 best = tmp;
1606 } 1540 }
1607 } 1541 }
1542
1608 if (best != op1) 1543 if (best != op1)
1609 { 1544 {
1610 retval->distance_x += op1->x - best->x; 1545 retval->distance_x += op1->x - best->x;
1611 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1612 } 1547 }
1613 } 1548 }
1549
1614 retval->part = best; 1550 retval->part = best;
1615 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));
1616 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1617 } 1553 }
1618} 1554}
1619 1555
1620/* 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
1625 * 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
1626 * 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
1627 * 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
1628 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
1629 */ 1565 */
1630
1631void 1566void
1632get_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)
1633{ 1568{
1634 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))
1635 { 1570 {
1636 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
1637 retval->distance = 100000; 1572 retval->distance = 100000;
1644 { 1579 {
1645 retval->distance_x += op2->x - x; 1580 retval->distance_x += op2->x - x;
1646 retval->distance_y += op2->y - y; 1581 retval->distance_y += op2->y - y;
1647 1582
1648 retval->part = NULL; 1583 retval->part = NULL;
1649 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);
1650 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1651 } 1586 }
1652} 1587}
1653 1588
1654/* 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
1674 op->remove (); 1609 op->remove ();
1675 1610
1676 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);
1677} 1612}
1678 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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