… | |
… | |
354 | { |
354 | { |
355 | if (!spaces) |
355 | if (!spaces) |
356 | return; |
356 | return; |
357 | |
357 | |
358 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
358 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
359 | for (object *tmp = ms->bot; tmp; ) |
359 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
360 | { |
360 | { |
361 | object *above = tmp->above; |
|
|
362 | |
|
|
363 | /* already multipart - don't do anything more */ |
361 | /* already multipart - don't do anything more */ |
364 | if (!tmp->head && !tmp->more) |
362 | if (!tmp->head && !tmp->more) |
365 | { |
363 | { |
366 | /* If there is nothing more to this object, this for loop |
364 | /* If there is nothing more to this object, this for loop |
367 | * won't do anything. |
365 | * won't do anything. |
… | |
… | |
389 | * 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. |
390 | */ |
388 | */ |
391 | 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); |
392 | } |
390 | } |
393 | } |
391 | } |
394 | |
|
|
395 | tmp = above; |
|
|
396 | } |
392 | } |
397 | } |
393 | } |
398 | |
394 | |
399 | /* |
395 | /* |
400 | * 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 |
401 | * file pointer. |
397 | * file pointer. |
402 | * mapflags is the same as we get with load_original_map |
|
|
403 | */ |
398 | */ |
404 | bool |
399 | bool |
405 | maptile::_load_objects (object_thawer &thawer) |
400 | maptile::_load_objects (object_thawer &f) |
406 | { |
401 | { |
407 | int unique; |
402 | 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 | { |
403 | { |
415 | /* if the archetype for the object is null, means that we |
404 | coroapi::cede_every (1000); // cede once in a while |
416 | * got an invalid object. Don't do anything with it - the game |
405 | |
417 | * or editor will not be able to do anything with it either. |
406 | switch (f.kw) |
418 | */ |
|
|
419 | if (op->arch == NULL) |
|
|
420 | { |
407 | { |
421 | LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); |
408 | case KW_arch: |
422 | continue; |
409 | if (object *op = object::read (f, this)) |
423 | } |
|
|
424 | |
|
|
425 | switch (i) |
|
|
426 | { |
410 | { |
427 | case LL_NORMAL: |
411 | if (op->inv) |
|
|
412 | sum_weight (op); |
|
|
413 | |
428 | 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 | } |
429 | |
416 | |
430 | if (op->inv) |
417 | continue; |
431 | sum_weight (op); |
|
|
432 | |
418 | |
433 | prev = op, last_more = op; |
|
|
434 | break; |
|
|
435 | |
|
|
436 | case LL_MORE: |
419 | case KW_EOF: |
437 | insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); |
420 | return true; |
438 | op->head = prev, last_more->more = op, last_more = op; |
421 | |
|
|
422 | default: |
|
|
423 | if (!f.parse_error ("map file")) |
|
|
424 | return false; |
439 | break; |
425 | break; |
440 | } |
426 | } |
441 | |
427 | |
442 | op = object::create (); |
428 | 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 | } |
429 | } |
463 | #endif |
|
|
464 | |
430 | |
465 | return true; |
431 | return true; |
466 | } |
432 | } |
467 | |
433 | |
468 | void |
434 | void |
… | |
… | |
486 | for (object *op = ms->bot; op; op = op->above) |
452 | for (object *op = ms->bot; op; op = op->above) |
487 | op->deactivate_recursive (); |
453 | op->deactivate_recursive (); |
488 | } |
454 | } |
489 | |
455 | |
490 | bool |
456 | bool |
491 | maptile::_save_objects (object_freezer &freezer, int flags) |
457 | maptile::_save_objects (object_freezer &f, int flags) |
492 | { |
458 | { |
493 | static int cede_count = 0; |
459 | static int cede_count = 0; |
494 | |
460 | |
495 | if (flags & IO_HEADER) |
461 | if (flags & IO_HEADER) |
496 | _save_header (freezer); |
462 | _save_header (f); |
497 | |
463 | |
498 | if (!spaces) |
464 | if (!spaces) |
499 | return false; |
465 | return false; |
500 | |
466 | |
501 | for (int i = 0; i < size (); ++i) |
467 | for (int i = 0; i < size (); ++i) |
… | |
… | |
521 | continue; |
487 | continue; |
522 | |
488 | |
523 | if (unique || op->flag [FLAG_UNIQUE]) |
489 | if (unique || op->flag [FLAG_UNIQUE]) |
524 | { |
490 | { |
525 | if (flags & IO_UNIQUES) |
491 | if (flags & IO_UNIQUES) |
526 | save_object (freezer, op, 1); |
492 | op->write (f); |
527 | } |
493 | } |
528 | else if (flags & IO_OBJECTS) |
494 | else if (flags & IO_OBJECTS) |
529 | save_object (freezer, op, 1); |
495 | op->write (f); |
530 | } |
496 | } |
531 | } |
497 | } |
532 | |
498 | |
533 | return true; |
499 | return true; |
534 | } |
500 | } |
535 | |
501 | |
536 | bool |
502 | bool |
537 | maptile::_load_objects (const char *path, bool skip_header) |
503 | maptile::_load_objects (const char *path, bool skip_header) |
538 | { |
504 | { |
539 | object_thawer thawer (path); |
505 | object_thawer f (path); |
540 | |
506 | |
541 | if (!thawer) |
507 | if (!f) |
542 | return false; |
508 | return false; |
|
|
509 | |
|
|
510 | f.next (); |
543 | |
511 | |
544 | if (skip_header) |
512 | if (skip_header) |
545 | for (;;) |
513 | for (;;) |
546 | { |
514 | { |
547 | keyword kw = thawer.get_kv (); |
515 | keyword kw = f.kw; |
548 | |
516 | f.skip (); |
549 | if (kw == KW_end) |
517 | if (kw == KW_end) |
550 | break; |
518 | break; |
551 | |
|
|
552 | thawer.skip_kv (kw); |
|
|
553 | } |
519 | } |
554 | |
520 | |
555 | return _load_objects (thawer); |
521 | return _load_objects (f); |
556 | } |
522 | } |
557 | |
523 | |
558 | bool |
524 | bool |
559 | maptile::_save_objects (const char *path, int flags) |
525 | maptile::_save_objects (const char *path, int flags) |
560 | { |
526 | { |
… | |
… | |
803 | |
769 | |
804 | case KW_end: |
770 | case KW_end: |
805 | return true; |
771 | return true; |
806 | |
772 | |
807 | default: |
773 | default: |
808 | if (!thawer.parse_error (kw, "map", 0)) |
774 | if (!thawer.parse_error ("map", 0)) |
809 | return false; |
775 | return false; |
810 | break; |
776 | break; |
811 | } |
777 | } |
812 | } |
778 | } |
813 | |
779 | |
… | |
… | |
1109 | void |
1075 | void |
1110 | mapspace::update_ () |
1076 | mapspace::update_ () |
1111 | { |
1077 | { |
1112 | object *tmp, *last = 0; |
1078 | object *tmp, *last = 0; |
1113 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1079 | 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; |
1080 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1117 | |
1081 | |
1118 | middle = blank_face; |
1082 | //object *middle = 0; |
1119 | top = blank_face; |
1083 | //object *top = 0; |
1120 | floor = blank_face; |
1084 | //object *floor = 0; |
1121 | |
1085 | // this seems to generate better code than using locals, above |
1122 | middle_obj = 0; |
1086 | object *&top = faces_obj[0]; |
1123 | top_obj = 0; |
1087 | object *&middle = faces_obj[1]; |
1124 | floor_obj = 0; |
1088 | object *&floor = faces_obj[2]; |
1125 | |
1089 | |
1126 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1090 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1127 | { |
1091 | { |
1128 | /* This could be made additive I guess (two lights better than |
1092 | /* This could be made additive I guess (two lights better than |
1129 | * one). But if so, it shouldn't be a simple additive - 2 |
1093 | * one). But if so, it shouldn't be a simple additive - 2 |
… | |
… | |
1142 | * Always put the player down for drawing. |
1106 | * Always put the player down for drawing. |
1143 | */ |
1107 | */ |
1144 | if (!tmp->invisible) |
1108 | if (!tmp->invisible) |
1145 | { |
1109 | { |
1146 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1110 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1147 | { |
|
|
1148 | top = tmp->face; |
|
|
1149 | top_obj = tmp; |
1111 | top = tmp; |
1150 | } |
|
|
1151 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1112 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1152 | { |
1113 | { |
1153 | /* If we got a floor, that means middle and top were below it, |
1114 | /* If we got a floor, that means middle and top were below it, |
1154 | * so should not be visible, so we clear them. |
1115 | * so should not be visible, so we clear them. |
1155 | */ |
1116 | */ |
1156 | middle = blank_face; |
1117 | middle = 0; |
1157 | top = blank_face; |
1118 | top = 0; |
1158 | floor = tmp->face; |
|
|
1159 | floor_obj = tmp; |
1119 | floor = tmp; |
1160 | } |
1120 | } |
1161 | /* Flag anywhere have high priority */ |
1121 | /* Flag anywhere have high priority */ |
1162 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1122 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1163 | { |
1123 | { |
1164 | middle = tmp->face; |
|
|
1165 | |
|
|
1166 | middle_obj = tmp; |
1124 | middle = tmp; |
1167 | anywhere = 1; |
1125 | anywhere = 1; |
1168 | } |
1126 | } |
1169 | /* Find the highest visible face around. If equal |
1127 | /* Find the highest visible face around. If equal |
1170 | * visibilities, we still want the one nearer to the |
1128 | * visibilities, we still want the one nearer to the |
1171 | * top |
1129 | * top |
1172 | */ |
1130 | */ |
1173 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1131 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1174 | { |
|
|
1175 | middle = tmp->face; |
|
|
1176 | middle_obj = tmp; |
1132 | middle = tmp; |
1177 | } |
|
|
1178 | } |
1133 | } |
1179 | |
1134 | |
1180 | if (tmp == tmp->above) |
1135 | if (tmp == tmp->above) |
1181 | { |
1136 | { |
1182 | LOG (llevError, "Error in structure of map\n"); |
1137 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1217 | * middle face. This should not happen, as we already have the |
1172 | * middle face. This should not happen, as we already have the |
1218 | * else statement above so middle should not get set. OTOH, it |
1173 | * else statement above so middle should not get set. OTOH, it |
1219 | * may be possible for the faces to match but be different objects. |
1174 | * may be possible for the faces to match but be different objects. |
1220 | */ |
1175 | */ |
1221 | if (top == middle) |
1176 | if (top == middle) |
1222 | middle = blank_face; |
1177 | middle = 0; |
1223 | |
1178 | |
1224 | /* There are three posibilities at this point: |
1179 | /* There are three posibilities at this point: |
1225 | * 1) top face is set, need middle to be set. |
1180 | * 1) top face is set, need middle to be set. |
1226 | * 2) middle is set, need to set top. |
1181 | * 2) middle is set, need to set top. |
1227 | * 3) neither middle or top is set - need to set both. |
1182 | * 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 */ |
1187 | /* Once we get to a floor, stop, since we already have a floor object */ |
1233 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1188 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1234 | break; |
1189 | break; |
1235 | |
1190 | |
1236 | /* If two top faces are already set, quit processing */ |
1191 | /* If two top faces are already set, quit processing */ |
1237 | if ((top != blank_face) && (middle != blank_face)) |
1192 | if (top && middle) |
1238 | break; |
1193 | break; |
1239 | |
1194 | |
1240 | /* Only show visible faces */ |
1195 | /* Only show visible faces */ |
1241 | if (!tmp->invisible) |
1196 | if (!tmp->invisible) |
1242 | { |
1197 | { |
1243 | /* Fill in top if needed */ |
1198 | /* Fill in top if needed */ |
1244 | if (top == blank_face) |
1199 | if (!top) |
1245 | { |
1200 | { |
1246 | top = tmp->face; |
|
|
1247 | top_obj = tmp; |
1201 | top = tmp; |
1248 | if (top == middle) |
1202 | if (top == middle) |
1249 | middle = blank_face; |
1203 | middle = 0; |
1250 | } |
1204 | } |
1251 | else |
1205 | else |
1252 | { |
1206 | { |
1253 | /* top is already set - we should only get here if |
1207 | /* top is already set - we should only get here if |
1254 | * middle is not set |
1208 | * middle is not set |
1255 | * |
1209 | * |
1256 | * Set the middle face and break out, since there is nothing |
1210 | * Set the middle face and break out, since there is nothing |
1257 | * more to fill in. We don't check visiblity here, since |
1211 | * more to fill in. We don't check visiblity here, since |
1258 | * |
1212 | * |
1259 | */ |
1213 | */ |
1260 | if (tmp->face != top) |
1214 | if (tmp != top) |
1261 | { |
1215 | { |
1262 | middle = tmp->face; |
|
|
1263 | middle_obj = tmp; |
1216 | middle = tmp; |
1264 | break; |
1217 | break; |
1265 | } |
1218 | } |
1266 | } |
1219 | } |
1267 | } |
1220 | } |
1268 | } |
1221 | } |
1269 | |
1222 | |
1270 | if (middle == floor) |
1223 | if (middle == floor) |
1271 | middle = blank_face; |
1224 | middle = 0; |
1272 | |
1225 | |
1273 | if (top == middle) |
1226 | if (top == middle) |
1274 | middle = blank_face; |
1227 | middle = 0; |
1275 | |
1228 | |
1276 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1229 | #if 0 |
1277 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1230 | faces_obj [0] = top; |
1278 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1231 | faces_obj [1] = middle; |
|
|
1232 | faces_obj [2] = floor; |
|
|
1233 | #endif |
1279 | } |
1234 | } |
1280 | |
1235 | |
1281 | uint64 |
1236 | uint64 |
1282 | mapspace::volume () const |
1237 | mapspace::volume () const |
1283 | { |
1238 | { |
… | |
… | |
1581 | get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) |
1536 | get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) |
1582 | { |
1537 | { |
1583 | if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
1538 | if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
1584 | { |
1539 | { |
1585 | /* be conservative and fill in _some_ data */ |
1540 | /* be conservative and fill in _some_ data */ |
1586 | retval->distance = 100000; |
1541 | retval->distance = 10000; |
1587 | retval->distance_x = 32767; |
1542 | retval->distance_x = 10000; |
1588 | retval->distance_y = 32767; |
1543 | retval->distance_y = 10000; |
1589 | retval->direction = 0; |
1544 | retval->direction = 0; |
1590 | retval->part = 0; |
1545 | retval->part = 0; |
1591 | } |
1546 | } |
1592 | else |
1547 | else |
1593 | { |
1548 | { |
… | |
… | |
1598 | |
1553 | |
1599 | best = op1; |
1554 | best = op1; |
1600 | /* If this is multipart, find the closest part now */ |
1555 | /* If this is multipart, find the closest part now */ |
1601 | if (!(flags & 0x1) && op1->more) |
1556 | if (!(flags & 0x1) && op1->more) |
1602 | { |
1557 | { |
1603 | object *tmp; |
|
|
1604 | int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; |
1558 | int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; |
1605 | |
1559 | |
1606 | /* we just take the offset of the piece to head to figure |
1560 | /* we just take the offset of the piece to head to figure |
1607 | * distance instead of doing all that work above again |
1561 | * distance instead of doing all that work above again |
1608 | * since the distance fields we set above are positive in the |
1562 | * since the distance fields we set above are positive in the |
1609 | * same axis as is used for multipart objects, the simply arithmetic |
1563 | * same axis as is used for multipart objects, the simply arithmetic |
1610 | * below works. |
1564 | * below works. |
1611 | */ |
1565 | */ |
1612 | for (tmp = op1->more; tmp != NULL; tmp = tmp->more) |
1566 | for (object *tmp = op1->more; tmp; tmp = tmp->more) |
1613 | { |
1567 | { |
1614 | tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + |
1568 | tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + |
1615 | (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); |
1569 | (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); |
1616 | if (tmpi < best_distance) |
1570 | if (tmpi < best_distance) |
1617 | { |
1571 | { |
… | |
… | |
1626 | retval->distance_y += op1->y - best->y; |
1580 | retval->distance_y += op1->y - best->y; |
1627 | } |
1581 | } |
1628 | } |
1582 | } |
1629 | |
1583 | |
1630 | retval->part = best; |
1584 | retval->part = best; |
1631 | retval->distance = idistance (retval->distance_x, retval->distance_y); |
1585 | retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1632 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1586 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1633 | } |
1587 | } |
1634 | } |
1588 | } |
1635 | |
1589 | |
1636 | /* this is basically the same as get_rangevector above, but instead of |
1590 | /* this is basically the same as get_rangevector above, but instead of |
… | |
… | |
1704 | return default_region; |
1658 | return default_region; |
1705 | |
1659 | |
1706 | return ::region::default_region (); |
1660 | return ::region::default_region (); |
1707 | } |
1661 | } |
1708 | |
1662 | |
|
|
1663 | /* picks a random object from a style map. |
|
|
1664 | * Redone by MSW so it should be faster and not use static |
|
|
1665 | * variables to generate tables. |
|
|
1666 | */ |
|
|
1667 | object * |
|
|
1668 | maptile::pick_random_object () const |
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1669 | { |
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1670 | /* while returning a null object will result in a crash, that |
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1671 | * is actually preferable to an infinite loop. That is because |
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1672 | * most servers will automatically restart in case of crash. |
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1673 | * Change the logic on getting the random space - shouldn't make |
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1674 | * any difference, but this seems clearer to me. |
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1675 | */ |
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1676 | for (int i = 1000; --i;) |
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1677 | { |
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1678 | object *pick = at (rndm (width), rndm (height)).bot; |
1709 | |
1679 | |
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1680 | // do not prefer big monsters just because they are big. |
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1681 | if (pick && pick->head_ () == pick) |
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1682 | return pick->head_ (); |
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1683 | } |
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1684 | |
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1685 | // instead of crashing in the unlikely(?) case, try to return *something* |
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1686 | return get_archetype ("blocked"); |
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1687 | } |
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1688 | |