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Comparing deliantra/server/common/map.C (file contents):
Revision 1.83 by root, Thu Feb 1 19:15:38 2007 UTC vs.
Revision 1.102 by root, Thu May 17 21:32:08 2007 UTC

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 *
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.
173 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
174 */ 175 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 177 return 0;
177 178
178 if (ob->head != NULL)
179 ob = ob->head; 179 ob = ob->head_ ();
180 180
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
214 else 214 else
215 { 215 {
216 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
218 * movement, can't move here. 218 * movement, can't move here.
219 * 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
220 * hidden dm 220 * hidden dm
221 */ 221 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (QUERY_FLAG (tmp, FLAG_ALIVE)
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !tmp->flag [FLAG_WIZ]
230 && tmp->contr->hidden)
226 return 1; 231 return 1;
227 } 232 }
228 233
229 } 234 }
230 return 0; 235 return 0;
343} 348}
344 349
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 353 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 354 */
351void 355void
352maptile::link_multipart_objects () 356maptile::link_multipart_objects ()
353{ 357{
354 if (!spaces) 358 if (!spaces)
355 return; 359 return;
356 360
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 362 for (object *op = ms->bot; op; op = op->above)
359 { 363 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
364 { 366 {
365 /* If there is nothing more to this object, this for loop 367 op->remove ();
366 * won't do anything. 368 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); 369 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 370 }
393
394 tmp = above;
395 } 371 }
396} 372}
397 373
398/* 374/*
399 * 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
400 * file pointer. 376 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 377 */
403bool 378bool
404maptile::_load_objects (object_thawer &thawer) 379maptile::_load_objects (object_thawer &f)
405{ 380{
406 int unique; 381 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 { 382 {
414 /* if the archetype for the object is null, means that we 383 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 384
416 * or editor will not be able to do anything with it either. 385 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 386 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 387 case KW_arch:
421 continue; 388 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 389 {
426 case LL_NORMAL: 390 if (op->inv)
391 sum_weight (op);
392
427 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);
394 }
428 395
429 if (op->inv) 396 continue;
430 sum_weight (op);
431 397
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 398 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 399 return true;
437 op->head = prev, last_more->more = op, last_more = op; 400
401 default:
402 if (!f.parse_error ("map file"))
403 return false;
438 break; 404 break;
439 } 405 }
440 406
441 op = object::create (); 407 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 } 408 }
462#endif
463 409
464 return true; 410 return true;
465} 411}
466 412
467void 413void
468maptile::activate () 414maptile::activate ()
469{ 415{
416 active = true;
417
470 if (!spaces) 418 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 419 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 420 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 421 op->activate_recursive ();
476} 422}
477 423
478void 424void
479maptile::deactivate () 425maptile::deactivate ()
480{ 426{
427 active = false;
428
481 if (!spaces) 429 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 430 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 431 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 432 op->deactivate_recursive ();
487} 433}
488 434
489bool 435bool
490maptile::_save_objects (object_freezer &freezer, int flags) 436maptile::_save_objects (object_freezer &f, int flags)
491{ 437{
492 static int cede_count = 0; 438 coroapi::cede_to_tick ();
493 439
494 if (flags & IO_HEADER) 440 if (flags & IO_HEADER)
495 _save_header (freezer); 441 _save_header (f);
496 442
497 if (!spaces) 443 if (!spaces)
498 return false; 444 return false;
499 445
500 for (int i = 0; i < size (); ++i) 446 for (int i = 0; i < size (); ++i)
501 { 447 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 448 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 449 for (object *op = spaces [i].bot; op; op = op->above)
512 { 450 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 451 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 452 unique = 1;
518 453
519 if (!op->can_map_save ()) 454 if (!op->can_map_save ())
520 continue; 455 continue;
521 456
522 if (unique || op->flag [FLAG_UNIQUE]) 457 if (unique || op->flag [FLAG_UNIQUE])
523 { 458 {
524 if (flags & IO_UNIQUES) 459 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 460 op->write (f);
526 } 461 }
527 else if (flags & IO_OBJECTS) 462 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 463 op->write (f);
529 } 464 }
530 } 465 }
466
467 coroapi::cede_to_tick ();
531 468
532 return true; 469 return true;
533} 470}
534 471
535bool 472bool
536maptile::_load_objects (const char *path, bool skip_header) 473maptile::_load_objects (const char *path, bool skip_header)
537{ 474{
538 object_thawer thawer (path); 475 object_thawer f (path);
539 476
540 if (!thawer) 477 if (!f)
541 return false; 478 return false;
479
480 f.next ();
542 481
543 if (skip_header) 482 if (skip_header)
544 for (;;) 483 for (;;)
545 { 484 {
546 keyword kw = thawer.get_kv (); 485 keyword kw = f.kw;
547 486 f.skip ();
548 if (kw == KW_end) 487 if (kw == KW_end)
549 break; 488 break;
550
551 thawer.skip_kv (kw);
552 } 489 }
553 490
554 return _load_objects (thawer); 491 return _load_objects (f);
555} 492}
556 493
557bool 494bool
558maptile::_save_objects (const char *path, int flags) 495maptile::_save_objects (const char *path, int flags)
559{ 496{
568maptile::maptile () 505maptile::maptile ()
569{ 506{
570 in_memory = MAP_SWAPPED; 507 in_memory = MAP_SWAPPED;
571 508
572 /* The maps used to pick up default x and y values from the 509 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 510 * map archetype. Mimic that behaviour.
574 */ 511 */
575 width = 16; 512 width = 16;
576 height = 16; 513 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 514 timeout = 300;
579 enter_x = 0; 515 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 516 max_volume = 2000000; // 2m³
581} 517}
582 518
583maptile::maptile (int w, int h) 519maptile::maptile (int w, int h)
584{ 520{
585 in_memory = MAP_SWAPPED; 521 in_memory = MAP_SWAPPED;
803 739
804 case KW_end: 740 case KW_end:
805 return true; 741 return true;
806 742
807 default: 743 default:
808 if (!thawer.parse_error (kw, "map", 0)) 744 if (!thawer.parse_error ("map", 0))
809 return false; 745 return false;
810 break; 746 break;
811 } 747 }
812 } 748 }
813 749
841 object *above = op->above; 777 object *above = op->above;
842 778
843 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))
844 unique = 1; 780 unique = 1;
845 781
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 783 {
848 op->destroy_inv (false); 784 op->destroy_inv (false);
849 op->destroy (); 785 op->destroy ();
850 } 786 }
851 787
934 free (regionmap), regionmap = 0; 870 free (regionmap), regionmap = 0;
935 871
936 if (spaces) 872 if (spaces)
937 { 873 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 875 while (object *op = ms->bot->head_ ())
940 { 876 {
941 if (op->head)
942 op = op->head;
943
944 op->destroy_inv (false); 877 op->destroy_inv (false);
945 op->destroy (); 878 op->destroy ();
946 } 879 }
947 880
948 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
1109void 1042void
1110mapspace::update_ () 1043mapspace::update_ ()
1111{ 1044{
1112 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 facetile *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; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1048
1118 middle = blank_face; 1049 //object *middle = 0;
1119 top = blank_face; 1050 //object *top = 0;
1120 floor = blank_face; 1051 //object *floor = 0;
1121 1052 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1125 1056
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1058 {
1128 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1129 * 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
1142 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1143 */ 1074 */
1144 if (!tmp->invisible) 1075 if (!tmp->invisible)
1145 { 1076 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1078 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1080 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1155 */ 1083 */
1156 middle = blank_face; 1084 middle = 0;
1157 top = blank_face; 1085 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1086 floor = tmp;
1160 } 1087 }
1161 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1090 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1091 middle = tmp;
1167 anywhere = 1; 1092 anywhere = 1;
1168 } 1093 }
1169 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1171 * top 1096 * top
1172 */ 1097 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1099 middle = tmp;
1177 }
1178 } 1100 }
1179 1101
1180 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1181 { 1103 {
1182 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1142 */
1221 if (top == middle) 1143 if (top == middle)
1222 middle = blank_face; 1144 middle = 0;
1223 1145
1224 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1149 * 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 */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1156 break;
1235 1157
1236 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1238 break; 1160 break;
1239 1161
1240 /* Only show visible faces */ 1162 /* Only show visible faces */
1241 if (!tmp->invisible) 1163 if (!tmp->invisible)
1242 { 1164 {
1243 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1244 if (top == blank_face) 1166 if (!top)
1245 { 1167 {
1246 top = tmp->face;
1247 top_obj = tmp; 1168 top = tmp;
1248 if (top == middle) 1169 if (top == middle)
1249 middle = blank_face; 1170 middle = 0;
1250 } 1171 }
1251 else 1172 else
1252 { 1173 {
1253 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1254 * middle is not set 1175 * middle is not set
1255 * 1176 *
1256 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1258 * 1179 *
1259 */ 1180 */
1260 if (tmp->face != top) 1181 if (tmp != top)
1261 { 1182 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1183 middle = tmp;
1264 break; 1184 break;
1265 } 1185 }
1266 } 1186 }
1267 } 1187 }
1268 } 1188 }
1269 1189
1270 if (middle == floor) 1190 if (middle == floor)
1271 middle = blank_face; 1191 middle = 0;
1272 1192
1273 if (top == middle) 1193 if (top == middle)
1274 middle = blank_face; 1194 middle = 0;
1275 1195
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1201}
1202
1203uint64
1204mapspace::volume () const
1205{
1206 uint64 vol = 0;
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1279} 1212}
1280 1213
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1214/* 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 1215 * 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 1216 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1504{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1506 {
1574 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1508 retval->distance = 10000;
1576 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1578 retval->direction = 0; 1511 retval->direction = 0;
1579 retval->part = 0; 1512 retval->part = 0;
1580 } 1513 }
1581 else 1514 else
1582 { 1515 {
1587 1520
1588 best = op1; 1521 best = op1;
1589 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1591 { 1524 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1525 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1526
1595 /* we just take the offset of the piece to head to figure 1527 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1531 * below works.
1600 */ 1532 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1534 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1535 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); 1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1606 { 1538 {
1615 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1616 } 1548 }
1617 } 1549 }
1618 1550
1619 retval->part = best; 1551 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1554 }
1623} 1555}
1624 1556
1625/* this is basically the same as get_rangevector above, but instead of 1557/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1625 return default_region;
1694 1626
1695 return ::region::default_region (); 1627 return ::region::default_region ();
1696} 1628}
1697 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 */
1634object *
1635maptile::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;
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

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