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) 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 | * |
… | |
… | |
174 | * let the player through (inventory checkers for example) |
174 | * let the player through (inventory checkers for example) |
175 | */ |
175 | */ |
176 | if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) |
176 | if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) |
177 | return 0; |
177 | return 0; |
178 | |
178 | |
179 | if (ob->head != NULL) |
|
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180 | ob = ob->head; |
179 | ob = ob->head_ (); |
181 | |
180 | |
182 | /* 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 |
183 | * 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 |
184 | * true. If we get through the entire stack, that must mean |
183 | * true. If we get through the entire stack, that must mean |
185 | * ob is blocking it, so return 0. |
184 | * ob is blocking it, so return 0. |
… | |
… | |
215 | else |
214 | else |
216 | { |
215 | { |
217 | /* Broke apart a big nasty if into several here to make |
216 | /* Broke apart a big nasty if into several here to make |
218 | * this more readable. first check - if the space blocks |
217 | * this more readable. first check - if the space blocks |
219 | * movement, can't move here. |
218 | * movement, can't move here. |
220 | * 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 |
221 | * hidden dm |
220 | * hidden dm |
222 | */ |
221 | */ |
223 | if (OB_MOVE_BLOCK (ob, tmp)) |
222 | if (OB_MOVE_BLOCK (ob, tmp)) |
224 | return 1; |
223 | return 1; |
225 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && |
224 | |
226 | tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) |
225 | if (QUERY_FLAG (tmp, FLAG_ALIVE) |
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226 | && tmp->head_ () != ob |
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227 | && tmp != ob |
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228 | && tmp->type != DOOR |
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229 | && !tmp->flag [FLAG_WIZ] |
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230 | && tmp->contr->hidden) |
227 | return 1; |
231 | return 1; |
228 | } |
232 | } |
229 | |
233 | |
230 | } |
234 | } |
231 | return 0; |
235 | return 0; |
… | |
… | |
344 | } |
348 | } |
345 | |
349 | |
346 | /* link_multipart_objects go through all the objects on the map looking |
350 | /* 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 |
351 | * 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 |
352 | * 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 |
353 | * they are saved). |
350 | * the more sections and not re-add sections for them. |
|
|
351 | */ |
354 | */ |
352 | void |
355 | void |
353 | maptile::link_multipart_objects () |
356 | maptile::link_multipart_objects () |
354 | { |
357 | { |
355 | if (!spaces) |
358 | if (!spaces) |
356 | return; |
359 | return; |
357 | |
360 | |
358 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
361 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
359 | for (object *tmp = ms->bot; tmp; ) |
362 | for (object *op = ms->bot; op; op = op->above) |
360 | { |
363 | { |
361 | object *above = tmp->above; |
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|
362 | |
|
|
363 | /* already multipart - don't do anything more */ |
364 | /* already multipart - don't do anything more */ |
364 | if (!tmp->head && !tmp->more) |
365 | if (op->head_ () == op && !op->more && op->arch->more) |
365 | { |
366 | { |
366 | /* If there is nothing more to this object, this for loop |
367 | op->remove (); |
367 | * won't do anything. |
368 | op->expand_tail (); |
368 | */ |
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|
369 | archetype *at; |
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|
370 | object *last, *op; |
|
|
371 | for (at = tmp->arch->more, last = tmp; |
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|
372 | at; |
|
|
373 | at = at->more, last = op) |
|
|
374 | { |
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375 | op = arch_to_object (at); |
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|
376 | |
|
|
377 | /* update x,y coordinates */ |
|
|
378 | op->x += tmp->x; |
|
|
379 | op->y += tmp->y; |
|
|
380 | op->head = tmp; |
|
|
381 | op->map = this; |
|
|
382 | last->more = op; |
|
|
383 | op->name = tmp->name; |
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|
384 | op->title = tmp->title; |
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385 | |
|
|
386 | /* we could link all the parts onto tmp, and then just |
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|
387 | * call insert_ob_in_map once, but the effect is the same, |
|
|
388 | * as insert_ob_in_map will call itself with each part, and |
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|
389 | * the coding is simpler to just to it here with each part. |
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|
390 | */ |
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|
391 | insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); |
369 | insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); |
392 | } |
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|
393 | } |
370 | } |
394 | |
|
|
395 | tmp = above; |
|
|
396 | } |
371 | } |
397 | } |
372 | } |
398 | |
373 | |
399 | /* |
374 | /* |
400 | * Loads (ands parses) the objects into a given map from the specified |
375 | * Loads (ands parses) the objects into a given map from the specified |
… | |
… | |
403 | bool |
378 | bool |
404 | maptile::_load_objects (object_thawer &f) |
379 | maptile::_load_objects (object_thawer &f) |
405 | { |
380 | { |
406 | for (;;) |
381 | for (;;) |
407 | { |
382 | { |
408 | coroapi::cede_every (1000); // cede once in a while |
383 | coroapi::cede_to_tick_every (100); // cede once in a while |
409 | |
384 | |
410 | switch (f.kw) |
385 | switch (f.kw) |
411 | { |
386 | { |
412 | case KW_arch: |
387 | case KW_arch: |
413 | if (object *op = object::read (f)) |
388 | if (object *op = object::read (f, this)) |
414 | { |
389 | { |
415 | if (op->inv) |
390 | if (op->inv) |
416 | sum_weight (op); |
391 | sum_weight (op); |
417 | |
392 | |
418 | insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
393 | insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
… | |
… | |
436 | } |
411 | } |
437 | |
412 | |
438 | void |
413 | void |
439 | maptile::activate () |
414 | maptile::activate () |
440 | { |
415 | { |
|
|
416 | active = true; |
|
|
417 | |
441 | if (!spaces) |
418 | if (spaces) |
442 | return; |
|
|
443 | |
|
|
444 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
419 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
445 | for (object *op = ms->bot; op; op = op->above) |
420 | for (object *op = ms->bot; op; op = op->above) |
446 | op->activate_recursive (); |
421 | op->activate_recursive (); |
447 | } |
422 | } |
448 | |
423 | |
449 | void |
424 | void |
450 | maptile::deactivate () |
425 | maptile::deactivate () |
451 | { |
426 | { |
|
|
427 | active = false; |
|
|
428 | |
452 | if (!spaces) |
429 | if (spaces) |
453 | return; |
|
|
454 | |
|
|
455 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
430 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
456 | for (object *op = ms->bot; op; op = op->above) |
431 | for (object *op = ms->bot; op; op = op->above) |
457 | op->deactivate_recursive (); |
432 | op->deactivate_recursive (); |
458 | } |
433 | } |
459 | |
434 | |
460 | bool |
435 | bool |
461 | maptile::_save_objects (object_freezer &f, int flags) |
436 | maptile::_save_objects (object_freezer &f, int flags) |
462 | { |
437 | { |
463 | static int cede_count = 0; |
438 | coroapi::cede_to_tick (); |
464 | |
439 | |
465 | if (flags & IO_HEADER) |
440 | if (flags & IO_HEADER) |
466 | _save_header (f); |
441 | _save_header (f); |
467 | |
442 | |
468 | if (!spaces) |
443 | if (!spaces) |
469 | return false; |
444 | return false; |
470 | |
445 | |
471 | for (int i = 0; i < size (); ++i) |
446 | for (int i = 0; i < size (); ++i) |
472 | { |
447 | { |
473 | #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D |
|
|
474 | if (cede_count >= 500) |
|
|
475 | { |
|
|
476 | cede_count = 0; |
|
|
477 | coroapi::cede (); |
|
|
478 | } |
|
|
479 | #endif |
|
|
480 | |
|
|
481 | int unique = 0; |
448 | int unique = 0; |
482 | for (object *op = spaces [i].bot; op; op = op->above) |
449 | for (object *op = spaces [i].bot; op; op = op->above) |
483 | { |
450 | { |
484 | // count per-object, but cede only when modification-safe |
|
|
485 | cede_count++; |
|
|
486 | |
|
|
487 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
451 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
488 | unique = 1; |
452 | unique = 1; |
489 | |
453 | |
490 | if (!op->can_map_save ()) |
454 | if (!op->can_map_save ()) |
491 | continue; |
455 | continue; |
… | |
… | |
497 | } |
461 | } |
498 | else if (flags & IO_OBJECTS) |
462 | else if (flags & IO_OBJECTS) |
499 | op->write (f); |
463 | op->write (f); |
500 | } |
464 | } |
501 | } |
465 | } |
|
|
466 | |
|
|
467 | coroapi::cede_to_tick (); |
502 | |
468 | |
503 | return true; |
469 | return true; |
504 | } |
470 | } |
505 | |
471 | |
506 | bool |
472 | bool |
… | |
… | |
811 | object *above = op->above; |
777 | object *above = op->above; |
812 | |
778 | |
813 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
779 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
814 | unique = 1; |
780 | unique = 1; |
815 | |
781 | |
816 | if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
782 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
817 | { |
783 | { |
818 | op->destroy_inv (false); |
784 | op->destroy_inv (false); |
819 | op->destroy (); |
785 | op->destroy (); |
820 | } |
786 | } |
821 | |
787 | |
… | |
… | |
904 | free (regionmap), regionmap = 0; |
870 | free (regionmap), regionmap = 0; |
905 | |
871 | |
906 | if (spaces) |
872 | if (spaces) |
907 | { |
873 | { |
908 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
874 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
909 | while (object *op = ms->bot) |
875 | while (object *op = ms->bot->head_ ()) |
910 | { |
876 | { |
911 | if (op->head) |
|
|
912 | op = op->head; |
|
|
913 | |
|
|
914 | op->destroy_inv (false); |
877 | op->destroy_inv (false); |
915 | op->destroy (); |
878 | op->destroy (); |
916 | } |
879 | } |
917 | |
880 | |
918 | sfree (spaces, size ()), spaces = 0; |
881 | sfree (spaces, size ()), spaces = 0; |
… | |
… | |
1079 | void |
1042 | void |
1080 | mapspace::update_ () |
1043 | mapspace::update_ () |
1081 | { |
1044 | { |
1082 | object *tmp, *last = 0; |
1045 | object *tmp, *last = 0; |
1083 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1046 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1084 | facetile *top, *floor, *middle; |
|
|
1085 | object *top_obj, *floor_obj, *middle_obj; |
|
|
1086 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1047 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1087 | |
1048 | |
1088 | middle = blank_face; |
1049 | //object *middle = 0; |
1089 | top = blank_face; |
1050 | //object *top = 0; |
1090 | floor = blank_face; |
1051 | //object *floor = 0; |
1091 | |
1052 | // this seems to generate better code than using locals, above |
1092 | middle_obj = 0; |
1053 | object *&top = faces_obj[0] = 0; |
1093 | top_obj = 0; |
1054 | object *&middle = faces_obj[1] = 0; |
1094 | floor_obj = 0; |
1055 | object *&floor = faces_obj[2] = 0; |
1095 | |
1056 | |
1096 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1057 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1097 | { |
1058 | { |
1098 | /* This could be made additive I guess (two lights better than |
1059 | /* This could be made additive I guess (two lights better than |
1099 | * one). But if so, it shouldn't be a simple additive - 2 |
1060 | * one). But if so, it shouldn't be a simple additive - 2 |
… | |
… | |
1112 | * Always put the player down for drawing. |
1073 | * Always put the player down for drawing. |
1113 | */ |
1074 | */ |
1114 | if (!tmp->invisible) |
1075 | if (!tmp->invisible) |
1115 | { |
1076 | { |
1116 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1077 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1117 | { |
|
|
1118 | top = tmp->face; |
|
|
1119 | top_obj = tmp; |
1078 | top = tmp; |
1120 | } |
|
|
1121 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1079 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1122 | { |
1080 | { |
1123 | /* If we got a floor, that means middle and top were below it, |
1081 | /* If we got a floor, that means middle and top were below it, |
1124 | * so should not be visible, so we clear them. |
1082 | * so should not be visible, so we clear them. |
1125 | */ |
1083 | */ |
1126 | middle = blank_face; |
1084 | middle = 0; |
1127 | top = blank_face; |
1085 | top = 0; |
1128 | floor = tmp->face; |
|
|
1129 | floor_obj = tmp; |
1086 | floor = tmp; |
1130 | } |
1087 | } |
1131 | /* Flag anywhere have high priority */ |
1088 | /* Flag anywhere have high priority */ |
1132 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1089 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1133 | { |
1090 | { |
1134 | middle = tmp->face; |
|
|
1135 | |
|
|
1136 | middle_obj = tmp; |
1091 | middle = tmp; |
1137 | anywhere = 1; |
1092 | anywhere = 1; |
1138 | } |
1093 | } |
1139 | /* Find the highest visible face around. If equal |
1094 | /* Find the highest visible face around. If equal |
1140 | * visibilities, we still want the one nearer to the |
1095 | * visibilities, we still want the one nearer to the |
1141 | * top |
1096 | * top |
1142 | */ |
1097 | */ |
1143 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1098 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1144 | { |
|
|
1145 | middle = tmp->face; |
|
|
1146 | middle_obj = tmp; |
1099 | middle = tmp; |
1147 | } |
|
|
1148 | } |
1100 | } |
1149 | |
1101 | |
1150 | if (tmp == tmp->above) |
1102 | if (tmp == tmp->above) |
1151 | { |
1103 | { |
1152 | LOG (llevError, "Error in structure of map\n"); |
1104 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1187 | * middle face. This should not happen, as we already have the |
1139 | * middle face. This should not happen, as we already have the |
1188 | * else statement above so middle should not get set. OTOH, it |
1140 | * else statement above so middle should not get set. OTOH, it |
1189 | * may be possible for the faces to match but be different objects. |
1141 | * may be possible for the faces to match but be different objects. |
1190 | */ |
1142 | */ |
1191 | if (top == middle) |
1143 | if (top == middle) |
1192 | middle = blank_face; |
1144 | middle = 0; |
1193 | |
1145 | |
1194 | /* There are three posibilities at this point: |
1146 | /* There are three posibilities at this point: |
1195 | * 1) top face is set, need middle to be set. |
1147 | * 1) top face is set, need middle to be set. |
1196 | * 2) middle is set, need to set top. |
1148 | * 2) middle is set, need to set top. |
1197 | * 3) neither middle or top is set - need to set both. |
1149 | * 3) neither middle or top is set - need to set both. |
… | |
… | |
1202 | /* Once we get to a floor, stop, since we already have a floor object */ |
1154 | /* Once we get to a floor, stop, since we already have a floor object */ |
1203 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1155 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1204 | break; |
1156 | break; |
1205 | |
1157 | |
1206 | /* If two top faces are already set, quit processing */ |
1158 | /* If two top faces are already set, quit processing */ |
1207 | if ((top != blank_face) && (middle != blank_face)) |
1159 | if (top && middle) |
1208 | break; |
1160 | break; |
1209 | |
1161 | |
1210 | /* Only show visible faces */ |
1162 | /* Only show visible faces */ |
1211 | if (!tmp->invisible) |
1163 | if (!tmp->invisible) |
1212 | { |
1164 | { |
1213 | /* Fill in top if needed */ |
1165 | /* Fill in top if needed */ |
1214 | if (top == blank_face) |
1166 | if (!top) |
1215 | { |
1167 | { |
1216 | top = tmp->face; |
|
|
1217 | top_obj = tmp; |
1168 | top = tmp; |
1218 | if (top == middle) |
1169 | if (top == middle) |
1219 | middle = blank_face; |
1170 | middle = 0; |
1220 | } |
1171 | } |
1221 | else |
1172 | else |
1222 | { |
1173 | { |
1223 | /* top is already set - we should only get here if |
1174 | /* top is already set - we should only get here if |
1224 | * middle is not set |
1175 | * middle is not set |
1225 | * |
1176 | * |
1226 | * Set the middle face and break out, since there is nothing |
1177 | * Set the middle face and break out, since there is nothing |
1227 | * more to fill in. We don't check visiblity here, since |
1178 | * more to fill in. We don't check visiblity here, since |
1228 | * |
1179 | * |
1229 | */ |
1180 | */ |
1230 | if (tmp->face != top) |
1181 | if (tmp != top) |
1231 | { |
1182 | { |
1232 | middle = tmp->face; |
|
|
1233 | middle_obj = tmp; |
1183 | middle = tmp; |
1234 | break; |
1184 | break; |
1235 | } |
1185 | } |
1236 | } |
1186 | } |
1237 | } |
1187 | } |
1238 | } |
1188 | } |
1239 | |
1189 | |
1240 | if (middle == floor) |
1190 | if (middle == floor) |
1241 | middle = blank_face; |
1191 | middle = 0; |
1242 | |
1192 | |
1243 | if (top == middle) |
1193 | if (top == middle) |
1244 | middle = blank_face; |
1194 | middle = 0; |
1245 | |
1195 | |
1246 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1196 | #if 0 |
1247 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1197 | faces_obj [0] = top; |
1248 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1198 | faces_obj [1] = middle; |
|
|
1199 | faces_obj [2] = floor; |
|
|
1200 | #endif |
1249 | } |
1201 | } |
1250 | |
1202 | |
1251 | uint64 |
1203 | uint64 |
1252 | mapspace::volume () const |
1204 | mapspace::volume () const |
1253 | { |
1205 | { |
… | |
… | |
1673 | return default_region; |
1625 | return default_region; |
1674 | |
1626 | |
1675 | return ::region::default_region (); |
1627 | return ::region::default_region (); |
1676 | } |
1628 | } |
1677 | |
1629 | |
|
|
1630 | /* picks a random object from a style map. |
|
|
1631 | * Redone by MSW so it should be faster and not use static |
|
|
1632 | * variables to generate tables. |
|
|
1633 | */ |
|
|
1634 | object * |
|
|
1635 | maptile::pick_random_object () const |
|
|
1636 | { |
|
|
1637 | /* while returning a null object will result in a crash, that |
|
|
1638 | * is actually preferable to an infinite loop. That is because |
|
|
1639 | * most servers will automatically restart in case of crash. |
|
|
1640 | * Change the logic on getting the random space - shouldn't make |
|
|
1641 | * any difference, but this seems clearer to me. |
|
|
1642 | */ |
|
|
1643 | for (int i = 1000; --i;) |
|
|
1644 | { |
|
|
1645 | object *pick = at (rndm (width), rndm (height)).bot; |
1678 | |
1646 | |
|
|
1647 | // do not prefer big monsters just because they are big. |
|
|
1648 | if (pick && pick->head_ () == pick) |
|
|
1649 | return pick->head_ (); |
|
|
1650 | } |
|
|
1651 | |
|
|
1652 | // instead of crashing in the unlikely(?) case, try to return *something* |
|
|
1653 | return get_archetype ("blocked"); |
|
|
1654 | } |
|
|
1655 | |