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Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
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)
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 (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 230 return 1;
228 } 231 }
229 232
230 } 233 }
231 return 0; 234 return 0;
273 276
274 /* don't have object, so don't know what types would block */ 277 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 278 return m1->at (sx, sy).move_block;
276 } 279 }
277 280
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 282 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 284
282 if (flag & P_OUT_OF_MAP) 285 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 286 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 287 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 288 return P_IS_ALIVE;
344} 347}
345 348
346/* link_multipart_objects go through all the objects on the map looking 349/* 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 350 * 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 351 * 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 352 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 353 */
352void 354void
353maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
354{ 356{
355 if (!spaces) 357 if (!spaces)
356 return; 358 return;
357 359
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
360 { 362 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
365 { 365 {
366 /* If there is nothing more to this object, this for loop 366 op->remove ();
367 * won't do anything. 367 op->expand_tail ();
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
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;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
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
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 369 }
394
395 tmp = above;
396 } 370 }
397} 371}
398 372
399/* 373/*
400 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 375 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 376 */
404bool 377bool
405maptile::_load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
406{ 379{
407 int unique; 380 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 381 {
415 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 383
417 * or editor will not be able to do anything with it either. 384 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 385 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
422 continue; 387 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 388 {
427 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
429 394
430 if (op->inv) 395 continue;
431 sum_weight (op);
432 396
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 397 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
438 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
439 break; 403 break;
440 } 404 }
441 405
442 op = object::create (); 406 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 407 }
463#endif
464 408
465 return true; 409 return true;
466} 410}
467 411
468void 412void
469maptile::activate () 413maptile::activate ()
470{ 414{
415 active = true;
416
471 if (!spaces) 417 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 420 op->activate_recursive ();
477} 421}
478 422
479void 423void
480maptile::deactivate () 424maptile::deactivate ()
481{ 425{
426 active = false;
427
482 if (!spaces) 428 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 431 op->deactivate_recursive ();
488} 432}
489 433
490bool 434bool
491maptile::_save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
492{ 436{
493 static int cede_count = 0; 437 coroapi::cede_to_tick ();
494 438
495 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
496 _save_header (freezer); 440 _save_header (f);
497 441
498 if (!spaces) 442 if (!spaces)
499 return false; 443 return false;
500 444
501 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
502 { 446 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 447 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 448 for (object *op = spaces [i].bot; op; op = op->above)
513 { 449 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 451 unique = 1;
519 452
520 if (!op->can_map_save ()) 453 if (!op->can_map_save ())
521 continue; 454 continue;
522 455
523 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
524 { 457 {
525 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 459 op->write (f);
527 } 460 }
528 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 462 op->write (f);
530 } 463 }
531 } 464 }
465
466 coroapi::cede_to_tick ();
532 467
533 return true; 468 return true;
534} 469}
535 470
536bool 471bool
537maptile::_load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
538{ 473{
539 object_thawer thawer (path); 474 object_thawer f (path);
540 475
541 if (!thawer) 476 if (!f)
542 return false; 477 return false;
478
479 f.next ();
543 480
544 if (skip_header) 481 if (skip_header)
545 for (;;) 482 for (;;)
546 { 483 {
484 keyword kw = f.kw;
485 f.skip ();
547 if (thawer.kw == KW_end) 486 if (kw == KW_end)
548 break; 487 break;
549
550 thawer.skip_kv ();
551 } 488 }
552 489
553 return _load_objects (thawer); 490 return _load_objects (f);
554} 491}
555 492
556bool 493bool
557maptile::_save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
558{ 495{
733bool 670bool
734maptile::_load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
735{ 672{
736 for (;;) 673 for (;;)
737 { 674 {
738 keyword kw = thawer.get_kv (); 675 thawer.next ();
739 676
740 switch (kw) 677 switch (thawer.kw)
741 { 678 {
742 case KW_msg: 679 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
744 break; 681 break;
745 682
777 case KW_winddir: thawer.get (winddir); break; 714 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
779 716
780 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break;
782 720
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 721 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 723
786 // old names new names 724 // old names new names
839 object *above = op->above; 777 object *above = op->above;
840 778
841 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))
842 unique = 1; 780 unique = 1;
843 781
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845 { 783 {
846 op->destroy_inv (false); 784 op->destroy_inv (false);
847 op->destroy (); 785 op->destroy ();
848 } 786 }
849 787
863 if (name) MAP_OUT (name); 801 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 802 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 803 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 804 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 805 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset);
868 MAP_OUT (difficulty); 807 MAP_OUT (difficulty);
869 808
870 if (default_region) MAP_OUT2 (region, default_region->name); 809 if (default_region) MAP_OUT2 (region, default_region->name);
871 810
872 if (shopitems) 811 if (shopitems)
934 if (spaces) 873 if (spaces)
935 { 874 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 875 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 876 while (object *op = ms->bot)
938 { 877 {
939 if (op->head)
940 op = op->head; 878 op = op->head_ ();
941
942 op->destroy_inv (false); 879 op->destroy_inv (false);
943 op->destroy (); 880 op->destroy ();
944 } 881 }
945 882
946 sfree (spaces, size ()), spaces = 0; 883 sfree (spaces, size ()), spaces = 0;
985maptile::do_destroy () 922maptile::do_destroy ()
986{ 923{
987 attachable::do_destroy (); 924 attachable::do_destroy ();
988 925
989 clear (); 926 clear ();
927}
928
929/* decay and destroy perishable items in a map */
930void
931maptile::do_decay_objects ()
932{
933 if (!spaces)
934 return;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above)
938 {
939 above = op->above;
940
941 bool destroy = 0;
942
943 // do not decay anything above unique floor tiles (yet :)
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break;
946
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ())
954 ; // do not decay
955 else if (op->is_weapon ())
956 {
957 op->stats.dam--;
958 if (op->stats.dam < 0)
959 destroy = 1;
960 }
961 else if (op->is_armor ())
962 {
963 op->stats.ac--;
964 if (op->stats.ac < 0)
965 destroy = 1;
966 }
967 else if (op->type == FOOD)
968 {
969 op->stats.food -= rndm (5, 20);
970 if (op->stats.food < 0)
971 destroy = 1;
972 }
973 else
974 {
975 int mat = op->materials;
976
977 if (mat & M_PAPER
978 || mat & M_LEATHER
979 || mat & M_WOOD
980 || mat & M_ORGANIC
981 || mat & M_CLOTH
982 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32))
988 destroy = 1;
989 }
990
991 /* adjust overall chance below */
992 if (destroy && rndm (0, 1))
993 op->destroy ();
994 }
990} 995}
991 996
992/* 997/*
993 * Updates every button on the map (by calling update_button() for them). 998 * Updates every button on the map (by calling update_button() for them).
994 */ 999 */
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1047 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043 { 1048 {
1044 total_exp += op->stats.exp; 1049 total_exp += op->stats.exp;
1045 1050
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1047 total_exp += at->clone.stats.exp * 8; 1052 total_exp += at->stats.exp * 8;
1048 1053
1049 monster_cnt++; 1054 monster_cnt++;
1050 } 1055 }
1051 } 1056 }
1052 1057
1107void 1112void
1108mapspace::update_ () 1113mapspace::update_ ()
1109{ 1114{
1110 object *tmp, *last = 0; 1115 object *tmp, *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1112 facetile *top, *floor, *middle;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1118
1116 middle = blank_face; 1119 //object *middle = 0;
1117 top = blank_face; 1120 //object *top = 0;
1118 floor = blank_face; 1121 //object *floor = 0;
1119 1122 // this seems to generate better code than using locals, above
1120 middle_obj = 0; 1123 object *&top = faces_obj[0] = 0;
1121 top_obj = 0; 1124 object *&middle = faces_obj[1] = 0;
1122 floor_obj = 0; 1125 object *&floor = faces_obj[2] = 0;
1123 1126
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1128 {
1126 /* This could be made additive I guess (two lights better than 1129 /* This could be made additive I guess (two lights better than
1127 * one). But if so, it shouldn't be a simple additive - 2 1130 * one). But if so, it shouldn't be a simple additive - 2
1140 * Always put the player down for drawing. 1143 * Always put the player down for drawing.
1141 */ 1144 */
1142 if (!tmp->invisible) 1145 if (!tmp->invisible)
1143 { 1146 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1148 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1150 {
1151 /* If we got a floor, that means middle and top were below it, 1151 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1152 * so should not be visible, so we clear them.
1153 */ 1153 */
1154 middle = blank_face; 1154 middle = 0;
1155 top = blank_face; 1155 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1156 floor = tmp;
1158 } 1157 }
1159 /* Flag anywhere have high priority */ 1158 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1160 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1161 middle = tmp;
1165 anywhere = 1; 1162 anywhere = 1;
1166 } 1163 }
1167 /* Find the highest visible face around. If equal 1164 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1165 * visibilities, we still want the one nearer to the
1169 * top 1166 * top
1170 */ 1167 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1169 middle = tmp;
1175 }
1176 } 1170 }
1177 1171
1178 if (tmp == tmp->above) 1172 if (tmp == tmp->above)
1179 { 1173 {
1180 LOG (llevError, "Error in structure of map\n"); 1174 LOG (llevError, "Error in structure of map\n");
1215 * middle face. This should not happen, as we already have the 1209 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1210 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1211 * may be possible for the faces to match but be different objects.
1218 */ 1212 */
1219 if (top == middle) 1213 if (top == middle)
1220 middle = blank_face; 1214 middle = 0;
1221 1215
1222 /* There are three posibilities at this point: 1216 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1217 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1218 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1219 * 3) neither middle or top is set - need to set both.
1230 /* Once we get to a floor, stop, since we already have a floor object */ 1224 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1226 break;
1233 1227
1234 /* If two top faces are already set, quit processing */ 1228 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1229 if (top && middle)
1236 break; 1230 break;
1237 1231
1238 /* Only show visible faces */ 1232 /* Only show visible faces */
1239 if (!tmp->invisible) 1233 if (!tmp->invisible)
1240 { 1234 {
1241 /* Fill in top if needed */ 1235 /* Fill in top if needed */
1242 if (top == blank_face) 1236 if (!top)
1243 { 1237 {
1244 top = tmp->face;
1245 top_obj = tmp; 1238 top = tmp;
1246 if (top == middle) 1239 if (top == middle)
1247 middle = blank_face; 1240 middle = 0;
1248 } 1241 }
1249 else 1242 else
1250 { 1243 {
1251 /* top is already set - we should only get here if 1244 /* top is already set - we should only get here if
1252 * middle is not set 1245 * middle is not set
1253 * 1246 *
1254 * Set the middle face and break out, since there is nothing 1247 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1248 * more to fill in. We don't check visiblity here, since
1256 * 1249 *
1257 */ 1250 */
1258 if (tmp->face != top) 1251 if (tmp != top)
1259 { 1252 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1253 middle = tmp;
1262 break; 1254 break;
1263 } 1255 }
1264 } 1256 }
1265 } 1257 }
1266 } 1258 }
1267 1259
1268 if (middle == floor) 1260 if (middle == floor)
1269 middle = blank_face; 1261 middle = 0;
1270 1262
1271 if (top == middle) 1263 if (top == middle)
1272 middle = blank_face; 1264 middle = 0;
1273 1265
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1266#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1267 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1268 faces_obj [1] = middle;
1269 faces_obj [2] = floor;
1270#endif
1277} 1271}
1278 1272
1279uint64 1273uint64
1280mapspace::volume () const 1274mapspace::volume () const
1281{ 1275{
1701 return default_region; 1695 return default_region;
1702 1696
1703 return ::region::default_region (); 1697 return ::region::default_region ();
1704} 1698}
1705 1699
1700/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */
1704object *
1705maptile::pick_random_object () const
1706{
1707 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me.
1712 */
1713 for (int i = 1000; --i;)
1714 {
1715 object *pick = at (rndm (width), rndm (height)).bot;
1706 1716
1717 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick)
1719 return pick->head_ ();
1720 }
1721
1722 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked");
1724}
1725

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