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Comparing deliantra/server/common/map.C (file contents):
Revision 1.84 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.111 by elmex, Thu Jul 12 18:28:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30 30
31#include "path.h" 31#include "path.h"
32 32
33/* 33/*
34 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
173 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
174 */ 174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 176 return 0;
177 177
178 if (ob->head != NULL)
179 ob = ob->head; 178 ob = ob->head_ ();
180 179
181 /* We basically go through the stack of objects, and if there is 180 /* 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 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
214 else 213 else
215 { 214 {
216 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
218 * movement, can't move here. 217 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
220 * hidden dm 219 * hidden dm
221 */ 220 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 222 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 229 return 1;
227 } 230 }
228 231
229 } 232 }
230 return 0; 233 return 0;
272 275
273 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
275 } 278 }
276 279
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 281 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 283
281 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 287 return P_IS_ALIVE;
343} 346}
344 347
345/* link_multipart_objects go through all the objects on the map looking 348/* 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 349 * 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 350 * 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 351 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 352 */
351void 353void
352maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
353{ 355{
354 if (!spaces) 356 if (!spaces)
355 return; 357 return;
356 358
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
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 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
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 { 366 {
374 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
375 369
376 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
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); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
391 } 377 }
378 else
379 op = op->above;
392 } 380 }
393
394 tmp = above;
395 } 381 }
396} 382}
397 383
398/* 384/*
399 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 386 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 387 */
403bool 388bool
404maptile::_load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
405{ 390{
406 int unique; 391 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 { 392 {
414 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 394
416 * or editor will not be able to do anything with it either. 395 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 396 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
421 continue; 398 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 399 {
426 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
428 405
429 if (op->inv) 406 continue;
430 sum_weight (op);
431 407
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 408 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
437 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
438 break; 414 break;
439 } 415 }
440 416
441 op = object::create (); 417 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 } 418 }
462#endif
463 419
464 return true; 420 return true;
465} 421}
466 422
467void 423void
468maptile::activate () 424maptile::activate ()
469{ 425{
426 active = true;
427
470 if (!spaces) 428 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 431 op->activate_recursive ();
476} 432}
477 433
478void 434void
479maptile::deactivate () 435maptile::deactivate ()
480{ 436{
437 active = false;
438
481 if (!spaces) 439 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 442 op->deactivate_recursive ();
487} 443}
488 444
489bool 445bool
490maptile::_save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
491{ 447{
492 static int cede_count = 0; 448 coroapi::cede_to_tick ();
493 449
494 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
495 _save_header (freezer); 451 _save_header (f);
496 452
497 if (!spaces) 453 if (!spaces)
498 return false; 454 return false;
499 455
500 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
501 { 457 {
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; 458 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
512 { 460 {
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]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 462 unique = 1;
518 463
519 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
520 continue; 465 continue;
521 466
522 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
523 { 468 {
524 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 470 op->write (f);
526 } 471 }
527 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 473 op->write (f);
529 } 474 }
530 } 475 }
476
477 coroapi::cede_to_tick ();
531 478
532 return true; 479 return true;
533} 480}
534 481
535bool 482bool
536maptile::_load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
537{ 484{
538 object_thawer thawer (path); 485 object_thawer f (path);
539 486
540 if (!thawer) 487 if (!f)
541 return false; 488 return false;
489
490 f.next ();
542 491
543 if (skip_header) 492 if (skip_header)
544 for (;;) 493 for (;;)
545 { 494 {
546 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
547 496 f.skip ();
548 if (kw == KW_end) 497 if (kw == KW_end)
549 break; 498 break;
550
551 thawer.skip_kv (kw);
552 } 499 }
553 500
554 return _load_objects (thawer); 501 return _load_objects (f);
555} 502}
556 503
557bool 504bool
558maptile::_save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
559{ 506{
568maptile::maptile () 515maptile::maptile ()
569{ 516{
570 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
571 518
572 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
574 */ 521 */
575 width = 16; 522 width = 16;
576 height = 16; 523 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 524 timeout = 300;
579 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 526 max_volume = 2000000; // 2m³
581} 527}
582 528
583maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
584{ 530{
585 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
735bool 681bool
736maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
737{ 683{
738 for (;;) 684 for (;;)
739 { 685 {
740 keyword kw = thawer.get_kv (); 686 thawer.next ();
741 687
742 switch (kw) 688 switch (thawer.kw)
743 { 689 {
744 case KW_msg: 690 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
746 break; 692 break;
747 693
779 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
781 727
782 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
784 731
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 734
788 // old names new names 735 // old names new names
803 750
804 case KW_end: 751 case KW_end:
805 return true; 752 return true;
806 753
807 default: 754 default:
808 if (!thawer.parse_error (kw, "map", 0)) 755 if (!thawer.parse_error ("map", 0))
809 return false; 756 return false;
810 break; 757 break;
811 } 758 }
812 } 759 }
813 760
841 object *above = op->above; 788 object *above = op->above;
842 789
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 791 unique = 1;
845 792
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 794 {
848 op->destroy_inv (false); 795 op->destroy_inv (false);
849 op->destroy (); 796 op->destroy ();
850 } 797 }
851 798
865 if (name) MAP_OUT (name); 812 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 813 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 814 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 815 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
870 MAP_OUT (difficulty); 818 MAP_OUT (difficulty);
871 819
872 if (default_region) MAP_OUT2 (region, default_region->name); 820 if (default_region) MAP_OUT2 (region, default_region->name);
873 821
874 if (shopitems) 822 if (shopitems)
936 if (spaces) 884 if (spaces)
937 { 885 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 887 while (object *op = ms->bot)
940 { 888 {
941 if (op->head)
942 op = op->head; 889 op = op->head_ ();
943
944 op->destroy_inv (false); 890 op->destroy_inv (false);
945 op->destroy (); 891 op->destroy ();
946 } 892 }
947 893
948 sfree (spaces, size ()), spaces = 0; 894 sfree (spaces, size ()), spaces = 0;
987maptile::do_destroy () 933maptile::do_destroy ()
988{ 934{
989 attachable::do_destroy (); 935 attachable::do_destroy ();
990 936
991 clear (); 937 clear ();
938}
939
940/* decay and destroy perishable items in a map */
941void
942maptile::do_decay_objects ()
943{
944 if (!spaces)
945 return;
946
947 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above)
949 {
950 above = op->above;
951
952 bool destroy = 0;
953
954 // do not decay anything above unique floor tiles (yet :)
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956 break;
957
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ())
965 ; // do not decay
966 else if (op->is_weapon ())
967 {
968 op->stats.dam--;
969 if (op->stats.dam < 0)
970 destroy = 1;
971 }
972 else if (op->is_armor ())
973 {
974 op->stats.ac--;
975 if (op->stats.ac < 0)
976 destroy = 1;
977 }
978 else if (op->type == FOOD)
979 {
980 op->stats.food -= rndm (5, 20);
981 if (op->stats.food < 0)
982 destroy = 1;
983 }
984 else
985 {
986 int mat = op->materials;
987
988 if (mat & M_PAPER
989 || mat & M_LEATHER
990 || mat & M_WOOD
991 || mat & M_ORGANIC
992 || mat & M_CLOTH
993 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32))
999 destroy = 1;
1000 }
1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1004 op->destroy ();
1005 }
992} 1006}
993 1007
994/* 1008/*
995 * Updates every button on the map (by calling update_button() for them). 1009 * Updates every button on the map (by calling update_button() for them).
996 */ 1010 */
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 1059 {
1046 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1047 1061
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1050 1064
1051 monster_cnt++; 1065 monster_cnt++;
1052 } 1066 }
1053 } 1067 }
1054 1068
1109void 1123void
1110mapspace::update_ () 1124mapspace::update_ ()
1111{ 1125{
1112 object *tmp, *last = 0; 1126 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1127 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; 1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1129
1118 middle = blank_face; 1130 //object *middle = 0;
1119 top = blank_face; 1131 //object *top = 0;
1120 floor = blank_face; 1132 //object *floor = 0;
1121 1133 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1134 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1135 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1136 object *&floor = faces_obj[2] = 0;
1125 1137
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1139 {
1128 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1141 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1143 */ 1155 */
1144 if (!tmp->invisible) 1156 if (!tmp->invisible)
1145 { 1157 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1159 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1161 {
1153 /* If we got a floor, that means middle and top were below it, 1162 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1155 */ 1164 */
1156 middle = blank_face; 1165 middle = 0;
1157 top = blank_face; 1166 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1167 floor = tmp;
1160 } 1168 }
1161 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1171 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1172 middle = tmp;
1167 anywhere = 1; 1173 anywhere = 1;
1168 } 1174 }
1169 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
1171 * top 1177 * top
1172 */ 1178 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1180 middle = tmp;
1177 }
1178 } 1181 }
1179 1182
1180 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
1181 { 1184 {
1182 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1222 * may be possible for the faces to match but be different objects.
1220 */ 1223 */
1221 if (top == middle) 1224 if (top == middle)
1222 middle = blank_face; 1225 middle = 0;
1223 1226
1224 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1230 * 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 */ 1235 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1237 break;
1235 1238
1236 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
1238 break; 1241 break;
1239 1242
1240 /* Only show visible faces */ 1243 /* Only show visible faces */
1241 if (!tmp->invisible) 1244 if (!tmp->invisible)
1242 { 1245 {
1243 /* Fill in top if needed */ 1246 /* Fill in top if needed */
1244 if (top == blank_face) 1247 if (!top)
1245 { 1248 {
1246 top = tmp->face;
1247 top_obj = tmp; 1249 top = tmp;
1248 if (top == middle) 1250 if (top == middle)
1249 middle = blank_face; 1251 middle = 0;
1250 } 1252 }
1251 else 1253 else
1252 { 1254 {
1253 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1254 * middle is not set 1256 * middle is not set
1255 * 1257 *
1256 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1258 * 1260 *
1259 */ 1261 */
1260 if (tmp->face != top) 1262 if (tmp != top)
1261 { 1263 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1264 middle = tmp;
1264 break; 1265 break;
1265 } 1266 }
1266 } 1267 }
1267 } 1268 }
1268 } 1269 }
1269 1270
1270 if (middle == floor) 1271 if (middle == floor)
1271 middle = blank_face; 1272 middle = 0;
1272 1273
1273 if (top == middle) 1274 if (top == middle)
1274 middle = blank_face; 1275 middle = 0;
1275 1276
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1277#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1278 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281#endif
1282}
1283
1284uint64
1285mapspace::volume () const
1286{
1287 uint64 vol = 0;
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1279} 1293}
1280 1294
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1295/* 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 1296 * 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 1297 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1585{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1587 {
1574 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1589 retval->distance = 10000;
1576 retval->distance_x = 32767; 1590 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1591 retval->distance_y = 10000;
1578 retval->direction = 0; 1592 retval->direction = 0;
1579 retval->part = 0; 1593 retval->part = 0;
1580 } 1594 }
1581 else 1595 else
1582 { 1596 {
1587 1601
1588 best = op1; 1602 best = op1;
1589 /* If this is multipart, find the closest part now */ 1603 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1604 if (!(flags & 0x1) && op1->more)
1591 { 1605 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1607
1595 /* we just take the offset of the piece to head to figure 1608 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1609 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1610 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1611 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1612 * below works.
1600 */ 1613 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1615 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1616 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); 1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1618 if (tmpi < best_distance)
1606 { 1619 {
1615 retval->distance_y += op1->y - best->y; 1628 retval->distance_y += op1->y - best->y;
1616 } 1629 }
1617 } 1630 }
1618 1631
1619 retval->part = best; 1632 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1635 }
1623} 1636}
1624 1637
1625/* this is basically the same as get_rangevector above, but instead of 1638/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1706 return default_region;
1694 1707
1695 return ::region::default_region (); 1708 return ::region::default_region ();
1696} 1709}
1697 1710
1711/* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */
1715object *
1716maptile::pick_random_object () const
1717{
1718 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me.
1723 */
1724 for (int i = 1000; --i;)
1725 {
1726 object *pick = at (rndm (width), rndm (height)).bot;
1727
1728 // do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick)
1730 return pick->head_ ();
1731 }
1732
1733 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked");
1735}
1736

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