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Comparing deliantra/server/common/map.C (file contents):
Revision 1.68 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.98 by root, Sat Mar 17 22:11:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
353{ 354{
354 if (!spaces) 355 if (!spaces)
355 return; 356 return;
356 357
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 360 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
364 { 363 {
365 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
366 * won't do anything. 365 * won't do anything.
388 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
389 */ 388 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 390 }
392 } 391 }
393
394 tmp = above;
395 } 392 }
396} 393}
397 394
398/* 395/*
399 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 397 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 398 */
403bool 399bool
404maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
405{ 401{
406 int unique; 402 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 { 403 {
414 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 405
416 * or editor will not be able to do anything with it either. 406 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 407 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
421 continue; 409 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 410 {
426 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
428 416
429 if (op->inv) 417 continue;
430 sum_weight (op);
431 418
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 419 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
437 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
438 break; 425 break;
439 } 426 }
440 427
441 op = object::create (); 428 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 } 429 }
462#endif
463 430
464 return true; 431 return true;
465} 432}
466 433
467void 434void
485 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 453 op->deactivate_recursive ();
487} 454}
488 455
489bool 456bool
490maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
491{ 458{
492 static int cede_count = 0; 459 coroapi::cede ();
493 460
494 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
495 save_header (freezer); 462 _save_header (f);
496 463
497 if (!spaces) 464 if (!spaces)
498 return false; 465 return false;
499 466
500 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
501 { 468 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
502 if (cede_count >= 500) 472 if (cede_count >= 500)
503 { 473 {
504 cede_count = 0; 474 cede_count = 0;
505 coroapi::cede (); 475 coroapi::cede ();
506 } 476 }
477#endif
507 478
508 int unique = 0; 479 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 480 for (object *op = spaces [i].bot; op; op = op->above)
510 { 481 {
482#if 0
511 // count per-object, but cede only when modification-safe 483 // count per-object, but cede only when modification-safe
512 cede_count++; 484 cede_count++;
485#endif
513 486
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 488 unique = 1;
516 489
517 if (!op->can_map_save ()) 490 if (!op->can_map_save ())
518 continue; 491 continue;
519 492
520 if (unique || op->flag [FLAG_UNIQUE]) 493 if (unique || op->flag [FLAG_UNIQUE])
521 { 494 {
522 if (flags & IO_UNIQUES) 495 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 496 op->write (f);
524 } 497 }
525 else if (flags & IO_OBJECTS) 498 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 499 op->write (f);
527 } 500 }
528 } 501 }
529 502
503 coroapi::cede ();
504
530 return true; 505 return true;
531} 506}
532 507
533bool 508bool
534maptile::load_objects (const char *path, bool skip_header) 509maptile::_load_objects (const char *path, bool skip_header)
535{ 510{
536 object_thawer thawer (path); 511 object_thawer f (path);
537 512
538 if (!thawer) 513 if (!f)
539 return false; 514 return false;
515
516 f.next ();
540 517
541 if (skip_header) 518 if (skip_header)
542 for (;;) 519 for (;;)
543 { 520 {
544 keyword kw = thawer.get_kv (); 521 keyword kw = f.kw;
545 522 f.skip ();
546 if (kw == KW_end) 523 if (kw == KW_end)
547 break; 524 break;
548
549 thawer.skip_kv (kw);
550 } 525 }
551 526
552 return load_objects (thawer); 527 return _load_objects (f);
553} 528}
554 529
555bool 530bool
556maptile::save_objects (const char *path, int flags) 531maptile::_save_objects (const char *path, int flags)
557{ 532{
558 object_freezer freezer; 533 object_freezer freezer;
559 534
560 if (!save_objects (freezer, flags)) 535 if (!_save_objects (freezer, flags))
561 return false; 536 return false;
562 537
563 return freezer.save (path); 538 return freezer.save (path);
564} 539}
565 540
566maptile::maptile () 541maptile::maptile ()
567{ 542{
568 in_memory = MAP_SWAPPED; 543 in_memory = MAP_SWAPPED;
569 544
570 /* The maps used to pick up default x and y values from the 545 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 546 * map archetype. Mimic that behaviour.
572 */ 547 */
573 width = 16; 548 width = 16;
574 height = 16; 549 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 550 timeout = 300;
577 enter_x = 0; 551 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 552 max_volume = 2000000; // 2m³
579} 553}
580 554
581maptile::maptile (int w, int h) 555maptile::maptile (int w, int h)
582{ 556{
583 in_memory = MAP_SWAPPED; 557 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 703 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 704 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 705 * MSW 2001-07-01
732 */ 706 */
733bool 707bool
734maptile::load_header (object_thawer &thawer) 708maptile::_load_header (object_thawer &thawer)
735{ 709{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 710 for (;;)
741 { 711 {
742 keyword kw = thawer.get_kv (); 712 keyword kw = thawer.get_kv ();
743 713
744 switch (kw) 714 switch (kw)
745 { 715 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 716 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 717 thawer.get_ml (KW_endmsg, msg);
755 break; 718 break;
756 719
757 case KW_lore: // CF+ extension 720 case KW_lore: // CF+ extension
789 case KW_sky: thawer.get (sky); break; 752 case KW_sky: thawer.get (sky); break;
790 753
791 case KW_per_player: thawer.get (per_player); break; 754 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 755 case KW_per_party: thawer.get (per_party); break;
793 756
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 757 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 758 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 759
797 // old names new names 760 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 761 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 762 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 771 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 772 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 773 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 774 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 775
776 case KW_end:
777 return true;
778
813 default: 779 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 780 if (!thawer.parse_error ("map", 0))
781 return false;
815 break; 782 break;
816 } 783 }
817 } 784 }
818 785
819 abort (); 786 abort ();
820} 787}
821 788
822bool 789bool
823maptile::load_header (const char *path) 790maptile::_load_header (const char *path)
824{ 791{
825 object_thawer thawer (path); 792 object_thawer thawer (path);
826 793
827 if (!thawer) 794 if (!thawer)
828 return false; 795 return false;
829 796
830 return load_header (thawer); 797 return _load_header (thawer);
831} 798}
832 799
833/****************************************************************************** 800/******************************************************************************
834 * This is the start of unique map handling code 801 * This is the start of unique map handling code
835 *****************************************************************************/ 802 *****************************************************************************/
858 } 825 }
859 } 826 }
860} 827}
861 828
862bool 829bool
863maptile::save_header (object_freezer &freezer) 830maptile::_save_header (object_freezer &freezer)
864{ 831{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 832#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 833#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 834
868 MAP_OUT2 (arch, "map"); 835 MAP_OUT2 (arch, "map");
872 MAP_OUT (reset_time); 839 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 840 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 841 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 842 MAP_OUT (difficulty);
876 843
877 if (region) MAP_OUT2 (region, region->name); 844 if (default_region) MAP_OUT2 (region, default_region->name);
878 845
879 if (shopitems) 846 if (shopitems)
880 { 847 {
881 char shop[MAX_BUF]; 848 char shop[MAX_BUF];
882 print_shop_string (this, shop); 849 print_shop_string (this, shop);
917 884
918 return true; 885 return true;
919} 886}
920 887
921bool 888bool
922maptile::save_header (const char *path) 889maptile::_save_header (const char *path)
923{ 890{
924 object_freezer freezer; 891 object_freezer freezer;
925 892
926 if (!save_header (freezer)) 893 if (!_save_header (freezer))
927 return false; 894 return false;
928 895
929 return freezer.save (path); 896 return freezer.save (path);
930} 897}
931 898
933 * Remove and free all objects in the given map. 900 * Remove and free all objects in the given map.
934 */ 901 */
935void 902void
936maptile::clear () 903maptile::clear ()
937{ 904{
905 sfree (regions, size ()), regions = 0;
906 free (regionmap), regionmap = 0;
907
938 if (!spaces) 908 if (spaces)
939 return; 909 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 910 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 911 while (object *op = ms->bot)
943 { 912 {
944 if (op->head) 913 if (op->head)
945 op = op->head; 914 op = op->head;
946 915
947 op->destroy_inv (false); 916 op->destroy_inv (false);
948 op->destroy (); 917 op->destroy ();
949 } 918 }
950 919
951 sfree (spaces, size ()), spaces = 0; 920 sfree (spaces, size ()), spaces = 0;
921 }
952 922
953 if (buttons) 923 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 924 free_objectlinkpt (buttons), buttons = 0;
955} 925}
956 926
1110 */ 1080 */
1111void 1081void
1112mapspace::update_ () 1082mapspace::update_ ()
1113{ 1083{
1114 object *tmp, *last = 0; 1084 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1085 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1116 New_Face *top, *floor, *middle;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1087
1120 middle = blank_face; 1088 //object *middle = 0;
1121 top = blank_face; 1089 //object *top = 0;
1122 floor = blank_face; 1090 //object *floor = 0;
1123 1091 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1092 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1093 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1094 object *&floor = faces_obj[2] = 0;
1127 1095
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1097 {
1130 /* This could be made additive I guess (two lights better than 1098 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1099 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1112 * Always put the player down for drawing.
1145 */ 1113 */
1146 if (!tmp->invisible) 1114 if (!tmp->invisible)
1147 { 1115 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1117 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1118 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1119 {
1155 /* If we got a floor, that means middle and top were below it, 1120 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1121 * so should not be visible, so we clear them.
1157 */ 1122 */
1158 middle = blank_face; 1123 middle = 0;
1159 top = blank_face; 1124 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1125 floor = tmp;
1162 } 1126 }
1163 /* Flag anywhere have high priority */ 1127 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1129 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1130 middle = tmp;
1169 anywhere = 1; 1131 anywhere = 1;
1170 } 1132 }
1171 /* Find the highest visible face around. If equal 1133 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1134 * visibilities, we still want the one nearer to the
1173 * top 1135 * top
1174 */ 1136 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1137 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1138 middle = tmp;
1179 }
1180 } 1139 }
1181 1140
1182 if (tmp == tmp->above) 1141 if (tmp == tmp->above)
1183 { 1142 {
1184 LOG (llevError, "Error in structure of map\n"); 1143 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1178 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1179 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1180 * may be possible for the faces to match but be different objects.
1222 */ 1181 */
1223 if (top == middle) 1182 if (top == middle)
1224 middle = blank_face; 1183 middle = 0;
1225 1184
1226 /* There are three posibilities at this point: 1185 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1186 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1187 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1188 * 3) neither middle or top is set - need to set both.
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1193 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1194 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1195 break;
1237 1196
1238 /* If two top faces are already set, quit processing */ 1197 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1198 if (top && middle)
1240 break; 1199 break;
1241 1200
1242 /* Only show visible faces */ 1201 /* Only show visible faces */
1243 if (!tmp->invisible) 1202 if (!tmp->invisible)
1244 { 1203 {
1245 /* Fill in top if needed */ 1204 /* Fill in top if needed */
1246 if (top == blank_face) 1205 if (!top)
1247 { 1206 {
1248 top = tmp->face;
1249 top_obj = tmp; 1207 top = tmp;
1250 if (top == middle) 1208 if (top == middle)
1251 middle = blank_face; 1209 middle = 0;
1252 } 1210 }
1253 else 1211 else
1254 { 1212 {
1255 /* top is already set - we should only get here if 1213 /* top is already set - we should only get here if
1256 * middle is not set 1214 * middle is not set
1257 * 1215 *
1258 * Set the middle face and break out, since there is nothing 1216 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1217 * more to fill in. We don't check visiblity here, since
1260 * 1218 *
1261 */ 1219 */
1262 if (tmp->face != top) 1220 if (tmp != top)
1263 { 1221 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1222 middle = tmp;
1266 break; 1223 break;
1267 } 1224 }
1268 } 1225 }
1269 } 1226 }
1270 } 1227 }
1271 1228
1272 if (middle == floor) 1229 if (middle == floor)
1273 middle = blank_face; 1230 middle = 0;
1274 1231
1275 if (top == middle) 1232 if (top == middle)
1276 middle = blank_face; 1233 middle = 0;
1277 1234
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1235#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1236 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1237 faces_obj [1] = middle;
1238 faces_obj [2] = floor;
1239#endif
1240}
1241
1242uint64
1243mapspace::volume () const
1244{
1245 uint64 vol = 0;
1246
1247 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1248 vol += op->volume ();
1249
1250 return vol;
1281} 1251}
1282 1252
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1253/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found 1254 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns 1255 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. 1256 * the value of orig_map->tile_map[tile_num].
1287 */ 1257 */
1288static inline maptile * 1258static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num) 1259find_and_link (maptile *orig_map, int tile_num)
1290{ 1260{
1291 maptile *mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1261 maptile *mp = orig_map->tile_map [tile_num];
1292 1262
1293 if (!mp) 1263 if (!mp)
1294 { 1264 {
1265 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1266
1267 if (!mp)
1268 {
1295 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1269 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1296 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1270 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1297 &orig_map->tile_path[tile_num], &orig_map->path); 1271 &orig_map->tile_path[tile_num], &orig_map->path);
1298 mp = new maptile (1, 1); 1272 mp = new maptile (1, 1);
1299 mp->alloc (); 1273 mp->alloc ();
1300 mp->in_memory = MAP_IN_MEMORY; 1274 mp->in_memory = MAP_IN_MEMORY;
1275 }
1301 } 1276 }
1302 1277
1303 int dest_tile = (tile_num + 2) % 4; 1278 int dest_tile = (tile_num + 2) % 4;
1304 1279
1305 orig_map->tile_map[tile_num] = mp; 1280 orig_map->tile_map [tile_num] = mp;
1306 1281
1307 // optimisation: back-link map to origin map if euclidean 1282 // optimisation: back-link map to origin map if euclidean
1308 //TODO: non-euclidean maps MUST GO 1283 //TODO: non-euclidean maps MUST GO
1309 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1284 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1310 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1285 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1445 1420
1446/** 1421/**
1447 * Return whether map2 is adjacent to map1. If so, store the distance from 1422 * Return whether map2 is adjacent to map1. If so, store the distance from
1448 * map1 to map2 in dx/dy. 1423 * map1 to map2 in dx/dy.
1449 */ 1424 */
1450static int 1425int
1451adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1426adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1452{ 1427{
1453 if (!map1 || !map2) 1428 if (!map1 || !map2)
1454 return 0; 1429 return 0;
1455 1430
1546/* From map.c 1521/* From map.c
1547 * This is used by get_player to determine where the other 1522 * This is used by get_player to determine where the other
1548 * creature is. get_rangevector takes into account map tiling, 1523 * creature is. get_rangevector takes into account map tiling,
1549 * so you just can not look the the map coordinates and get the 1524 * so you just can not look the the map coordinates and get the
1550 * righte value. distance_x/y are distance away, which 1525 * righte value. distance_x/y are distance away, which
1551 * can be negativbe. direction is the crossfire direction scheme 1526 * can be negative. direction is the crossfire direction scheme
1552 * that the creature should head. part is the part of the 1527 * that the creature should head. part is the part of the
1553 * monster that is closest. 1528 * monster that is closest.
1554 * 1529 *
1555 * get_rangevector looks at op1 and op2, and fills in the 1530 * get_rangevector looks at op1 and op2, and fills in the
1556 * structure for op1 to get to op2. 1531 * structure for op1 to get to op2.
1567get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1542get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1568{ 1543{
1569 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1544 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1570 { 1545 {
1571 /* be conservative and fill in _some_ data */ 1546 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1547 retval->distance = 10000;
1573 retval->distance_x = 32767; 1548 retval->distance_x = 10000;
1574 retval->distance_y = 32767; 1549 retval->distance_y = 10000;
1575 retval->direction = 0; 1550 retval->direction = 0;
1576 retval->part = 0; 1551 retval->part = 0;
1577 } 1552 }
1578 else 1553 else
1579 { 1554 {
1584 1559
1585 best = op1; 1560 best = op1;
1586 /* If this is multipart, find the closest part now */ 1561 /* If this is multipart, find the closest part now */
1587 if (!(flags & 0x1) && op1->more) 1562 if (!(flags & 0x1) && op1->more)
1588 { 1563 {
1589 object *tmp;
1590 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1564 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1591 1565
1592 /* we just take the offset of the piece to head to figure 1566 /* we just take the offset of the piece to head to figure
1593 * distance instead of doing all that work above again 1567 * distance instead of doing all that work above again
1594 * since the distance fields we set above are positive in the 1568 * since the distance fields we set above are positive in the
1595 * same axis as is used for multipart objects, the simply arithmetic 1569 * same axis as is used for multipart objects, the simply arithmetic
1596 * below works. 1570 * below works.
1597 */ 1571 */
1598 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1572 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1599 { 1573 {
1600 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1574 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1601 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1575 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1602 if (tmpi < best_distance) 1576 if (tmpi < best_distance)
1603 { 1577 {
1604 best_distance = tmpi; 1578 best_distance = tmpi;
1605 best = tmp; 1579 best = tmp;
1606 } 1580 }
1607 } 1581 }
1582
1608 if (best != op1) 1583 if (best != op1)
1609 { 1584 {
1610 retval->distance_x += op1->x - best->x; 1585 retval->distance_x += op1->x - best->x;
1611 retval->distance_y += op1->y - best->y; 1586 retval->distance_y += op1->y - best->y;
1612 } 1587 }
1613 } 1588 }
1589
1614 retval->part = best; 1590 retval->part = best;
1615 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1591 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1616 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1592 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1617 } 1593 }
1618} 1594}
1619 1595
1620/* this is basically the same as get_rangevector above, but instead of 1596/* this is basically the same as get_rangevector above, but instead of
1625 * flags has no meaning for this function at this time - I kept it in to 1601 * flags has no meaning for this function at this time - I kept it in to
1626 * be more consistant with the above function and also in case they are needed 1602 * be more consistant with the above function and also in case they are needed
1627 * for something in the future. Also, since no object is pasted, the best 1603 * for something in the future. Also, since no object is pasted, the best
1628 * field of the rv_vector is set to NULL. 1604 * field of the rv_vector is set to NULL.
1629 */ 1605 */
1630
1631void 1606void
1632get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1607get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1633{ 1608{
1634 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1609 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1635 { 1610 {
1636 /* be conservative and fill in _some_ data */ 1611 /* be conservative and fill in _some_ data */
1637 retval->distance = 100000; 1612 retval->distance = 100000;
1644 { 1619 {
1645 retval->distance_x += op2->x - x; 1620 retval->distance_x += op2->x - x;
1646 retval->distance_y += op2->y - y; 1621 retval->distance_y += op2->y - y;
1647 1622
1648 retval->part = NULL; 1623 retval->part = NULL;
1649 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1624 retval->distance = idistance (retval->distance_x, retval->distance_y);
1650 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1651 } 1626 }
1652} 1627}
1653 1628
1654/* Returns true of op1 and op2 are effectively on the same map 1629/* Returns true of op1 and op2 are effectively on the same map
1674 op->remove (); 1649 op->remove ();
1675 1650
1676 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1651 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1677} 1652}
1678 1653
1654region *
1655maptile::region (int x, int y) const
1656{
1657 if (regions
1658 && regionmap
1659 && !OUT_OF_REAL_MAP (this, x, y))
1660 if (struct region *reg = regionmap [regions [y * width + x]])
1661 return reg;
1662
1663 if (default_region)
1664 return default_region;
1665
1666 return ::region::default_region ();
1667}
1668
1669/* picks a random object from a style map.
1670 * Redone by MSW so it should be faster and not use static
1671 * variables to generate tables.
1672 */
1673object *
1674maptile::pick_random_object () const
1675{
1676 /* while returning a null object will result in a crash, that
1677 * is actually preferable to an infinite loop. That is because
1678 * most servers will automatically restart in case of crash.
1679 * Change the logic on getting the random space - shouldn't make
1680 * any difference, but this seems clearer to me.
1681 */
1682 for (int i = 1000; --i;)
1683 {
1684 object *pick = at (rndm (width), rndm (height)).bot;
1685
1686 // do not prefer big monsters just because they are big.
1687 if (pick && pick->head_ () == pick)
1688 return pick->head_ ();
1689 }
1690
1691 // instead of crashing in the unlikely(?) case, try to return *something*
1692 return get_archetype ("blocked");
1693}
1694

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