ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC vs.
Revision 1.99 by root, Mon Apr 16 06:23:39 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
343} 344}
344 345
345/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 350 */
351void 351void
352maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
353{ 353{
354 if (!spaces) 354 if (!spaces)
355 return; 355 return;
356 356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 359 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
364 { 362 {
365 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
366 * won't do anything. 364 * won't do anything.
388 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
389 */ 387 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 389 }
392 } 390 }
393
394 tmp = above;
395 } 391 }
396} 392}
397 393
398/* 394/*
399 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 396 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 397 */
403bool 398bool
404maptile::load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
405{ 400{
406 int unique; 401 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 { 402 {
414 /* if the archetype for the object is null, means that we 403 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 404
416 * or editor will not be able to do anything with it either. 405 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 406 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
421 continue; 408 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 409 {
426 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
428 415
429 if (op->inv) 416 continue;
430 sum_weight (op);
431 417
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 418 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
437 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
438 break; 424 break;
439 } 425 }
440 426
441 op = object::create (); 427 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 } 428 }
462#endif
463 429
464 return true; 430 return true;
465} 431}
466 432
467void 433void
485 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 452 op->deactivate_recursive ();
487} 453}
488 454
489bool 455bool
490maptile::save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
491{ 457{
492 static int cede_count = 0; 458 coroapi::cede ();
493 459
494 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
495 save_header (freezer); 461 _save_header (f);
496 462
497 if (!spaces) 463 if (!spaces)
498 return false; 464 return false;
499 465
500 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
501 { 467 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 468 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
510 { 470 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 472 unique = 1;
516 473
517 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
518 continue; 475 continue;
519 476
520 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
521 { 478 {
522 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 480 op->write (f);
524 } 481 }
525 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 483 op->write (f);
527 } 484 }
528 } 485 }
529 486
487 coroapi::cede ();
488
530 return true; 489 return true;
531} 490}
532 491
533bool 492bool
534maptile::load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
535{ 494{
536 object_thawer thawer (path); 495 object_thawer f (path);
537 496
538 if (!thawer) 497 if (!f)
539 return false; 498 return false;
499
500 f.next ();
540 501
541 if (skip_header) 502 if (skip_header)
542 for (;;) 503 for (;;)
543 { 504 {
544 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
545 506 f.skip ();
546 if (kw == KW_end) 507 if (kw == KW_end)
547 break; 508 break;
548
549 thawer.skip_kv (kw);
550 } 509 }
551 510
552 return load_objects (thawer); 511 return _load_objects (f);
553} 512}
554 513
555bool 514bool
556maptile::save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
557{ 516{
558 object_freezer freezer; 517 object_freezer freezer;
559 518
560 if (!save_objects (freezer, flags)) 519 if (!_save_objects (freezer, flags))
561 return false; 520 return false;
562 521
563 return freezer.save (path); 522 return freezer.save (path);
564} 523}
565 524
566maptile::maptile () 525maptile::maptile ()
567{ 526{
568 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
569 528
570 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
572 */ 531 */
573 width = 16; 532 width = 16;
574 height = 16; 533 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 534 timeout = 300;
577 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 536 max_volume = 2000000; // 2m³
579} 537}
580 538
581maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
582{ 540{
583 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 687 * 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. 688 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 689 * MSW 2001-07-01
732 */ 690 */
733bool 691bool
734maptile::load_header (object_thawer &thawer) 692maptile::_load_header (object_thawer &thawer)
735{ 693{
736 for (;;) 694 for (;;)
737 { 695 {
738 keyword kw = thawer.get_kv (); 696 keyword kw = thawer.get_kv ();
739 697
740 switch (kw) 698 switch (kw)
741 { 699 {
742 case KW_EOF:
743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
744 return false;
745
746 case KW_end:
747 return true;
748
749 default:
750 case KW_ERROR:
751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
752 break;
753
754 case KW_msg: 700 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg); 701 thawer.get_ml (KW_endmsg, msg);
756 break; 702 break;
757 703
758 case KW_lore: // CF+ extension 704 case KW_lore: // CF+ extension
790 case KW_sky: thawer.get (sky); break; 736 case KW_sky: thawer.get (sky); break;
791 737
792 case KW_per_player: thawer.get (per_player); break; 738 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break; 739 case KW_per_party: thawer.get (per_party); break;
794 740
795 case KW_region: get_region_by_name (thawer.get_str ()); break; 741 case KW_region: default_region = region::find (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797 743
798 // old names new names 744 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 754
809 case KW_tile_path_1: thawer.get (tile_path [0]); break; 755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break; 756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break; 757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break; 758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
759
760 case KW_end:
761 return true;
762
763 default:
764 if (!thawer.parse_error ("map", 0))
765 return false;
766 break;
813 } 767 }
814 } 768 }
815 769
816 abort (); 770 abort ();
817} 771}
818 772
819bool 773bool
820maptile::load_header (const char *path) 774maptile::_load_header (const char *path)
821{ 775{
822 object_thawer thawer (path); 776 object_thawer thawer (path);
823 777
824 if (!thawer) 778 if (!thawer)
825 return false; 779 return false;
826 780
827 return load_header (thawer); 781 return _load_header (thawer);
828} 782}
829 783
830/****************************************************************************** 784/******************************************************************************
831 * This is the start of unique map handling code 785 * This is the start of unique map handling code
832 *****************************************************************************/ 786 *****************************************************************************/
855 } 809 }
856 } 810 }
857} 811}
858 812
859bool 813bool
860maptile::save_header (object_freezer &freezer) 814maptile::_save_header (object_freezer &freezer)
861{ 815{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k) 816#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 817#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864 818
865 MAP_OUT2 (arch, "map"); 819 MAP_OUT2 (arch, "map");
869 MAP_OUT (reset_time); 823 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout); 824 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime); 825 MAP_OUT (fixed_resettime);
872 MAP_OUT (difficulty); 826 MAP_OUT (difficulty);
873 827
874 if (region) MAP_OUT2 (region, region->name); 828 if (default_region) MAP_OUT2 (region, default_region->name);
875 829
876 if (shopitems) 830 if (shopitems)
877 { 831 {
878 char shop[MAX_BUF]; 832 char shop[MAX_BUF];
879 print_shop_string (this, shop); 833 print_shop_string (this, shop);
914 868
915 return true; 869 return true;
916} 870}
917 871
918bool 872bool
919maptile::save_header (const char *path) 873maptile::_save_header (const char *path)
920{ 874{
921 object_freezer freezer; 875 object_freezer freezer;
922 876
923 if (!save_header (freezer)) 877 if (!_save_header (freezer))
924 return false; 878 return false;
925 879
926 return freezer.save (path); 880 return freezer.save (path);
927} 881}
928 882
930 * Remove and free all objects in the given map. 884 * Remove and free all objects in the given map.
931 */ 885 */
932void 886void
933maptile::clear () 887maptile::clear ()
934{ 888{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
935 if (!spaces) 892 if (spaces)
936 return; 893 {
937
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 895 while (object *op = ms->bot)
940 { 896 {
941 if (op->head) 897 if (op->head)
942 op = op->head; 898 op = op->head;
943 899
944 op->destroy_inv (false); 900 op->destroy_inv (false);
945 op->destroy (); 901 op->destroy ();
946 } 902 }
947 903
948 sfree (spaces, size ()), spaces = 0; 904 sfree (spaces, size ()), spaces = 0;
905 }
949 906
950 if (buttons) 907 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0; 908 free_objectlinkpt (buttons), buttons = 0;
952} 909}
953 910
1107 */ 1064 */
1108void 1065void
1109mapspace::update_ () 1066mapspace::update_ ()
1110{ 1067{
1111 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1112 uint8 flags = 0, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1113 New_Face *top, *floor, *middle;
1114 object *top_obj, *floor_obj, *middle_obj;
1115 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1116 1071
1117 middle = blank_face; 1072 //object *middle = 0;
1118 top = blank_face; 1073 //object *top = 0;
1119 floor = blank_face; 1074 //object *floor = 0;
1120 1075 // this seems to generate better code than using locals, above
1121 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1122 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1123 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1124 1079
1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1126 { 1081 {
1127 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1128 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1141 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1142 */ 1097 */
1143 if (!tmp->invisible) 1098 if (!tmp->invisible)
1144 { 1099 {
1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1147 top = tmp->face;
1148 top_obj = tmp; 1101 top = tmp;
1149 }
1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 { 1103 {
1152 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1153 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1154 */ 1106 */
1155 middle = blank_face; 1107 middle = 0;
1156 top = blank_face; 1108 top = 0;
1157 floor = tmp->face;
1158 floor_obj = tmp; 1109 floor = tmp;
1159 } 1110 }
1160 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 { 1113 {
1163 middle = tmp->face;
1164
1165 middle_obj = tmp; 1114 middle = tmp;
1166 anywhere = 1; 1115 anywhere = 1;
1167 } 1116 }
1168 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1169 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1170 * top 1119 * top
1171 */ 1120 */
1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1173 {
1174 middle = tmp->face;
1175 middle_obj = tmp; 1122 middle = tmp;
1176 }
1177 } 1123 }
1178 1124
1179 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1180 { 1126 {
1181 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1216 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1217 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1218 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1219 */ 1165 */
1220 if (top == middle) 1166 if (top == middle)
1221 middle = blank_face; 1167 middle = 0;
1222 1168
1223 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1224 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1225 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1226 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1231 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break; 1179 break;
1234 1180
1235 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1236 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1237 break; 1183 break;
1238 1184
1239 /* Only show visible faces */ 1185 /* Only show visible faces */
1240 if (!tmp->invisible) 1186 if (!tmp->invisible)
1241 { 1187 {
1242 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1243 if (top == blank_face) 1189 if (!top)
1244 { 1190 {
1245 top = tmp->face;
1246 top_obj = tmp; 1191 top = tmp;
1247 if (top == middle) 1192 if (top == middle)
1248 middle = blank_face; 1193 middle = 0;
1249 } 1194 }
1250 else 1195 else
1251 { 1196 {
1252 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1253 * middle is not set 1198 * middle is not set
1254 * 1199 *
1255 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1256 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1257 * 1202 *
1258 */ 1203 */
1259 if (tmp->face != top) 1204 if (tmp != top)
1260 { 1205 {
1261 middle = tmp->face;
1262 middle_obj = tmp; 1206 middle = tmp;
1263 break; 1207 break;
1264 } 1208 }
1265 } 1209 }
1266 } 1210 }
1267 } 1211 }
1268 1212
1269 if (middle == floor) 1213 if (middle == floor)
1270 middle = blank_face; 1214 middle = 0;
1271 1215
1272 if (top == middle) 1216 if (top == middle)
1273 middle = blank_face; 1217 middle = 0;
1274 1218
1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1224}
1225
1226uint64
1227mapspace::volume () const
1228{
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1278} 1235}
1279 1236
1280/* this updates the orig_map->tile_map[tile_num] value after finding 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1281 * the map. It also takes care of linking back the freshly found 1238 * the map. It also takes care of linking back the freshly found
1282 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1447 1404
1448/** 1405/**
1449 * Return whether map2 is adjacent to map1. If so, store the distance from 1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1450 * map1 to map2 in dx/dy. 1407 * map1 to map2 in dx/dy.
1451 */ 1408 */
1452static int 1409int
1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{ 1411{
1455 if (!map1 || !map2) 1412 if (!map1 || !map2)
1456 return 0; 1413 return 0;
1457 1414
1548/* From map.c 1505/* From map.c
1549 * This is used by get_player to determine where the other 1506 * This is used by get_player to determine where the other
1550 * creature is. get_rangevector takes into account map tiling, 1507 * creature is. get_rangevector takes into account map tiling,
1551 * so you just can not look the the map coordinates and get the 1508 * so you just can not look the the map coordinates and get the
1552 * righte value. distance_x/y are distance away, which 1509 * righte value. distance_x/y are distance away, which
1553 * can be negativbe. direction is the crossfire direction scheme 1510 * can be negative. direction is the crossfire direction scheme
1554 * that the creature should head. part is the part of the 1511 * that the creature should head. part is the part of the
1555 * monster that is closest. 1512 * monster that is closest.
1556 * 1513 *
1557 * get_rangevector looks at op1 and op2, and fills in the 1514 * get_rangevector looks at op1 and op2, and fills in the
1558 * structure for op1 to get to op2. 1515 * structure for op1 to get to op2.
1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{ 1527{
1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 { 1529 {
1573 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1574 retval->distance = 100000; 1531 retval->distance = 10000;
1575 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1576 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1577 retval->direction = 0; 1534 retval->direction = 0;
1578 retval->part = 0; 1535 retval->part = 0;
1579 } 1536 }
1580 else 1537 else
1581 { 1538 {
1586 1543
1587 best = op1; 1544 best = op1;
1588 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1589 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1590 { 1547 {
1591 object *tmp;
1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1593 1549
1594 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1595 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1596 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1597 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1598 * below works. 1554 * below works.
1599 */ 1555 */
1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1601 { 1557 {
1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1603 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1604 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1605 { 1561 {
1606 best_distance = tmpi; 1562 best_distance = tmpi;
1607 best = tmp; 1563 best = tmp;
1608 } 1564 }
1609 } 1565 }
1566
1610 if (best != op1) 1567 if (best != op1)
1611 { 1568 {
1612 retval->distance_x += op1->x - best->x; 1569 retval->distance_x += op1->x - best->x;
1613 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1614 } 1571 }
1615 } 1572 }
1573
1616 retval->part = best; 1574 retval->part = best;
1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1619 } 1577 }
1620} 1578}
1621 1579
1622/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1627 * flags has no meaning for this function at this time - I kept it in to 1585 * flags has no meaning for this function at this time - I kept it in to
1628 * be more consistant with the above function and also in case they are needed 1586 * be more consistant with the above function and also in case they are needed
1629 * for something in the future. Also, since no object is pasted, the best 1587 * for something in the future. Also, since no object is pasted, the best
1630 * field of the rv_vector is set to NULL. 1588 * field of the rv_vector is set to NULL.
1631 */ 1589 */
1632
1633void 1590void
1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1591get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1635{ 1592{
1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 { 1594 {
1638 /* be conservative and fill in _some_ data */ 1595 /* be conservative and fill in _some_ data */
1639 retval->distance = 100000; 1596 retval->distance = 100000;
1646 { 1603 {
1647 retval->distance_x += op2->x - x; 1604 retval->distance_x += op2->x - x;
1648 retval->distance_y += op2->y - y; 1605 retval->distance_y += op2->y - y;
1649 1606
1650 retval->part = NULL; 1607 retval->part = NULL;
1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1608 retval->distance = idistance (retval->distance_x, retval->distance_y);
1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1653 } 1610 }
1654} 1611}
1655 1612
1656/* Returns true of op1 and op2 are effectively on the same map 1613/* Returns true of op1 and op2 are effectively on the same map
1676 op->remove (); 1633 op->remove ();
1677 1634
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679} 1636}
1680 1637
1638region *
1639maptile::region (int x, int y) const
1640{
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651}
1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines