… | |
… | |
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 | */ |
352 | void |
351 | void |
353 | maptile::link_multipart_objects () |
352 | maptile::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; tmp = tmp->above) |
358 | for (object *op = ms->bot; op; op = op->above) |
360 | { |
359 | { |
361 | /* already multipart - don't do anything more */ |
360 | /* already multipart - don't do anything more */ |
362 | if (!tmp->head && !tmp->more) |
361 | if (!op->head && !op->more && op->arch->more) |
363 | { |
362 | { |
364 | /* If there is nothing more to this object, this for loop |
363 | op->remove (); |
365 | * won't do anything. |
364 | op->expand_tail (); |
366 | */ |
|
|
367 | archetype *at; |
|
|
368 | object *last, *op; |
|
|
369 | for (at = tmp->arch->more, last = tmp; |
|
|
370 | at; |
|
|
371 | at = at->more, last = op) |
|
|
372 | { |
|
|
373 | op = arch_to_object (at); |
|
|
374 | |
|
|
375 | /* update x,y coordinates */ |
|
|
376 | op->x += tmp->x; |
|
|
377 | op->y += tmp->y; |
|
|
378 | op->head = tmp; |
|
|
379 | op->map = this; |
|
|
380 | last->more = op; |
|
|
381 | op->name = tmp->name; |
|
|
382 | op->title = tmp->title; |
|
|
383 | |
|
|
384 | /* we could link all the parts onto tmp, and then just |
|
|
385 | * call insert_ob_in_map once, but the effect is the same, |
|
|
386 | * as insert_ob_in_map will call itself with each part, and |
|
|
387 | * the coding is simpler to just to it here with each part. |
|
|
388 | */ |
|
|
389 | 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); |
390 | } |
|
|
391 | } |
366 | } |
392 | } |
367 | } |
393 | } |
368 | } |
394 | |
369 | |
395 | /* |
370 | /* |
… | |
… | |
399 | bool |
374 | bool |
400 | maptile::_load_objects (object_thawer &f) |
375 | maptile::_load_objects (object_thawer &f) |
401 | { |
376 | { |
402 | for (;;) |
377 | for (;;) |
403 | { |
378 | { |
404 | coroapi::cede_every (1000); // cede once in a while |
379 | coroapi::cede_to_tick_every (100); // cede once in a while |
405 | |
380 | |
406 | switch (f.kw) |
381 | switch (f.kw) |
407 | { |
382 | { |
408 | case KW_arch: |
383 | case KW_arch: |
409 | if (object *op = object::read (f)) |
384 | if (object *op = object::read (f, this)) |
410 | { |
385 | { |
411 | if (op->inv) |
386 | if (op->inv) |
412 | sum_weight (op); |
387 | sum_weight (op); |
413 | |
388 | |
414 | 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); |
… | |
… | |
432 | } |
407 | } |
433 | |
408 | |
434 | void |
409 | void |
435 | maptile::activate () |
410 | maptile::activate () |
436 | { |
411 | { |
|
|
412 | active = true; |
|
|
413 | |
437 | if (!spaces) |
414 | if (spaces) |
438 | return; |
|
|
439 | |
|
|
440 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
415 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
441 | for (object *op = ms->bot; op; op = op->above) |
416 | for (object *op = ms->bot; op; op = op->above) |
442 | op->activate_recursive (); |
417 | op->activate_recursive (); |
443 | } |
418 | } |
444 | |
419 | |
445 | void |
420 | void |
446 | maptile::deactivate () |
421 | maptile::deactivate () |
447 | { |
422 | { |
|
|
423 | active = false; |
|
|
424 | |
448 | if (!spaces) |
425 | if (spaces) |
449 | return; |
|
|
450 | |
|
|
451 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
426 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
452 | for (object *op = ms->bot; op; op = op->above) |
427 | for (object *op = ms->bot; op; op = op->above) |
453 | op->deactivate_recursive (); |
428 | op->deactivate_recursive (); |
454 | } |
429 | } |
455 | |
430 | |
456 | bool |
431 | bool |
457 | maptile::_save_objects (object_freezer &f, int flags) |
432 | maptile::_save_objects (object_freezer &f, int flags) |
458 | { |
433 | { |
459 | static int cede_count = 0; |
434 | coroapi::cede_to_tick (); |
460 | |
435 | |
461 | if (flags & IO_HEADER) |
436 | if (flags & IO_HEADER) |
462 | _save_header (f); |
437 | _save_header (f); |
463 | |
438 | |
464 | if (!spaces) |
439 | if (!spaces) |
465 | return false; |
440 | return false; |
466 | |
441 | |
467 | for (int i = 0; i < size (); ++i) |
442 | for (int i = 0; i < size (); ++i) |
468 | { |
443 | { |
469 | #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D |
|
|
470 | if (cede_count >= 500) |
|
|
471 | { |
|
|
472 | cede_count = 0; |
|
|
473 | coroapi::cede (); |
|
|
474 | } |
|
|
475 | #endif |
|
|
476 | |
|
|
477 | int unique = 0; |
444 | int unique = 0; |
478 | for (object *op = spaces [i].bot; op; op = op->above) |
445 | for (object *op = spaces [i].bot; op; op = op->above) |
479 | { |
446 | { |
480 | // count per-object, but cede only when modification-safe |
|
|
481 | cede_count++; |
|
|
482 | |
|
|
483 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
447 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
484 | unique = 1; |
448 | unique = 1; |
485 | |
449 | |
486 | if (!op->can_map_save ()) |
450 | if (!op->can_map_save ()) |
487 | continue; |
451 | continue; |
… | |
… | |
493 | } |
457 | } |
494 | else if (flags & IO_OBJECTS) |
458 | else if (flags & IO_OBJECTS) |
495 | op->write (f); |
459 | op->write (f); |
496 | } |
460 | } |
497 | } |
461 | } |
|
|
462 | |
|
|
463 | coroapi::cede_to_tick (); |
498 | |
464 | |
499 | return true; |
465 | return true; |
500 | } |
466 | } |
501 | |
467 | |
502 | bool |
468 | bool |
… | |
… | |
1075 | void |
1041 | void |
1076 | mapspace::update_ () |
1042 | mapspace::update_ () |
1077 | { |
1043 | { |
1078 | object *tmp, *last = 0; |
1044 | object *tmp, *last = 0; |
1079 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1045 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1080 | facetile *top, *floor, *middle; |
|
|
1081 | object *top_obj, *floor_obj, *middle_obj; |
|
|
1082 | 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; |
1083 | |
1047 | |
1084 | middle = blank_face; |
1048 | //object *middle = 0; |
1085 | top = blank_face; |
1049 | //object *top = 0; |
1086 | floor = blank_face; |
1050 | //object *floor = 0; |
1087 | |
1051 | // this seems to generate better code than using locals, above |
1088 | middle_obj = 0; |
1052 | object *&top = faces_obj[0] = 0; |
1089 | top_obj = 0; |
1053 | object *&middle = faces_obj[1] = 0; |
1090 | floor_obj = 0; |
1054 | object *&floor = faces_obj[2] = 0; |
1091 | |
1055 | |
1092 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1056 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1093 | { |
1057 | { |
1094 | /* This could be made additive I guess (two lights better than |
1058 | /* This could be made additive I guess (two lights better than |
1095 | * 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 |
… | |
… | |
1108 | * Always put the player down for drawing. |
1072 | * Always put the player down for drawing. |
1109 | */ |
1073 | */ |
1110 | if (!tmp->invisible) |
1074 | if (!tmp->invisible) |
1111 | { |
1075 | { |
1112 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1076 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1113 | { |
|
|
1114 | top = tmp->face; |
|
|
1115 | top_obj = tmp; |
1077 | top = tmp; |
1116 | } |
|
|
1117 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1078 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1118 | { |
1079 | { |
1119 | /* 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, |
1120 | * so should not be visible, so we clear them. |
1081 | * so should not be visible, so we clear them. |
1121 | */ |
1082 | */ |
1122 | middle = blank_face; |
1083 | middle = 0; |
1123 | top = blank_face; |
1084 | top = 0; |
1124 | floor = tmp->face; |
|
|
1125 | floor_obj = tmp; |
1085 | floor = tmp; |
1126 | } |
1086 | } |
1127 | /* Flag anywhere have high priority */ |
1087 | /* Flag anywhere have high priority */ |
1128 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1088 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1129 | { |
1089 | { |
1130 | middle = tmp->face; |
|
|
1131 | |
|
|
1132 | middle_obj = tmp; |
1090 | middle = tmp; |
1133 | anywhere = 1; |
1091 | anywhere = 1; |
1134 | } |
1092 | } |
1135 | /* Find the highest visible face around. If equal |
1093 | /* Find the highest visible face around. If equal |
1136 | * visibilities, we still want the one nearer to the |
1094 | * visibilities, we still want the one nearer to the |
1137 | * top |
1095 | * top |
1138 | */ |
1096 | */ |
1139 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1097 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1140 | { |
|
|
1141 | middle = tmp->face; |
|
|
1142 | middle_obj = tmp; |
1098 | middle = tmp; |
1143 | } |
|
|
1144 | } |
1099 | } |
1145 | |
1100 | |
1146 | if (tmp == tmp->above) |
1101 | if (tmp == tmp->above) |
1147 | { |
1102 | { |
1148 | LOG (llevError, "Error in structure of map\n"); |
1103 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1183 | * middle face. This should not happen, as we already have the |
1138 | * middle face. This should not happen, as we already have the |
1184 | * else statement above so middle should not get set. OTOH, it |
1139 | * else statement above so middle should not get set. OTOH, it |
1185 | * 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. |
1186 | */ |
1141 | */ |
1187 | if (top == middle) |
1142 | if (top == middle) |
1188 | middle = blank_face; |
1143 | middle = 0; |
1189 | |
1144 | |
1190 | /* There are three posibilities at this point: |
1145 | /* There are three posibilities at this point: |
1191 | * 1) top face is set, need middle to be set. |
1146 | * 1) top face is set, need middle to be set. |
1192 | * 2) middle is set, need to set top. |
1147 | * 2) middle is set, need to set top. |
1193 | * 3) neither middle or top is set - need to set both. |
1148 | * 3) neither middle or top is set - need to set both. |
… | |
… | |
1198 | /* 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 */ |
1199 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1154 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1200 | break; |
1155 | break; |
1201 | |
1156 | |
1202 | /* If two top faces are already set, quit processing */ |
1157 | /* If two top faces are already set, quit processing */ |
1203 | if ((top != blank_face) && (middle != blank_face)) |
1158 | if (top && middle) |
1204 | break; |
1159 | break; |
1205 | |
1160 | |
1206 | /* Only show visible faces */ |
1161 | /* Only show visible faces */ |
1207 | if (!tmp->invisible) |
1162 | if (!tmp->invisible) |
1208 | { |
1163 | { |
1209 | /* Fill in top if needed */ |
1164 | /* Fill in top if needed */ |
1210 | if (top == blank_face) |
1165 | if (!top) |
1211 | { |
1166 | { |
1212 | top = tmp->face; |
|
|
1213 | top_obj = tmp; |
1167 | top = tmp; |
1214 | if (top == middle) |
1168 | if (top == middle) |
1215 | middle = blank_face; |
1169 | middle = 0; |
1216 | } |
1170 | } |
1217 | else |
1171 | else |
1218 | { |
1172 | { |
1219 | /* top is already set - we should only get here if |
1173 | /* top is already set - we should only get here if |
1220 | * middle is not set |
1174 | * middle is not set |
1221 | * |
1175 | * |
1222 | * Set the middle face and break out, since there is nothing |
1176 | * Set the middle face and break out, since there is nothing |
1223 | * more to fill in. We don't check visiblity here, since |
1177 | * more to fill in. We don't check visiblity here, since |
1224 | * |
1178 | * |
1225 | */ |
1179 | */ |
1226 | if (tmp->face != top) |
1180 | if (tmp != top) |
1227 | { |
1181 | { |
1228 | middle = tmp->face; |
|
|
1229 | middle_obj = tmp; |
1182 | middle = tmp; |
1230 | break; |
1183 | break; |
1231 | } |
1184 | } |
1232 | } |
1185 | } |
1233 | } |
1186 | } |
1234 | } |
1187 | } |
1235 | |
1188 | |
1236 | if (middle == floor) |
1189 | if (middle == floor) |
1237 | middle = blank_face; |
1190 | middle = 0; |
1238 | |
1191 | |
1239 | if (top == middle) |
1192 | if (top == middle) |
1240 | middle = blank_face; |
1193 | middle = 0; |
1241 | |
1194 | |
1242 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1195 | #if 0 |
1243 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1196 | faces_obj [0] = top; |
1244 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1197 | faces_obj [1] = middle; |
|
|
1198 | faces_obj [2] = floor; |
|
|
1199 | #endif |
1245 | } |
1200 | } |
1246 | |
1201 | |
1247 | uint64 |
1202 | uint64 |
1248 | mapspace::volume () const |
1203 | mapspace::volume () const |
1249 | { |
1204 | { |
… | |
… | |
1669 | return default_region; |
1624 | return default_region; |
1670 | |
1625 | |
1671 | return ::region::default_region (); |
1626 | return ::region::default_region (); |
1672 | } |
1627 | } |
1673 | |
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 | */ |
|
|
1633 | object * |
|
|
1634 | maptile::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; |
1674 | |
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 | |