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Comparing deliantra/server/common/map.C (file contents):
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC vs.
Revision 1.101 by root, Sat Apr 21 16:56:28 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
228 229
229 } 230 }
230 return 0; 231 return 0;
231} 232}
232 233
233
234/* 234/*
235 * 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.
236 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
344} 344}
345 345
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 350 */
352void 351void
353maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
354{ 353{
355 if (!spaces) 354 if (!spaces)
356 return; 355 return;
357 356
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 358 for (object *op = ms->bot; op; op = op->above)
360 { 359 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 361 if (!op->head && !op->more && op->arch->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 op->remove ();
367 * won't do anything. 364 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); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 366 }
394
395 tmp = above;
396 } 367 }
397} 368}
398 369
399/* 370/*
400 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 372 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 373 */
404bool 374bool
405maptile::_load_objects (object_thawer &thawer) 375maptile::_load_objects (object_thawer &f)
406{ 376{
407 int unique; 377 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 { 378 {
415 /* if the archetype for the object is null, means that we 379 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 380
417 * or editor will not be able to do anything with it either. 381 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 382 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 383 case KW_arch:
422 continue; 384 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 385 {
427 case LL_NORMAL: 386 if (op->inv)
387 sum_weight (op);
388
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390 }
429 391
430 if (op->inv) 392 continue;
431 sum_weight (op);
432 393
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 394 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 395 return true;
438 op->head = prev, last_more->more = op, last_more = op; 396
397 default:
398 if (!f.parse_error ("map file"))
399 return false;
439 break; 400 break;
440 } 401 }
441 402
442 op = object::create (); 403 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 } 404 }
463#endif
464 405
465 return true; 406 return true;
466} 407}
467 408
468void 409void
469maptile::activate () 410maptile::activate ()
470{ 411{
412 active = true;
413
471 if (!spaces) 414 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 416 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 417 op->activate_recursive ();
477} 418}
478 419
479void 420void
480maptile::deactivate () 421maptile::deactivate ()
481{ 422{
423 active = false;
424
482 if (!spaces) 425 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 427 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 428 op->deactivate_recursive ();
488} 429}
489 430
490bool 431bool
491maptile::_save_objects (object_freezer &freezer, int flags) 432maptile::_save_objects (object_freezer &f, int flags)
492{ 433{
493 static int cede_count = 0; 434 coroapi::cede_to_tick ();
494 435
495 if (flags & IO_HEADER) 436 if (flags & IO_HEADER)
496 _save_header (freezer); 437 _save_header (f);
497 438
498 if (!spaces) 439 if (!spaces)
499 return false; 440 return false;
500 441
501 for (int i = 0; i < size (); ++i) 442 for (int i = 0; i < size (); ++i)
502 { 443 {
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; 444 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 445 for (object *op = spaces [i].bot; op; op = op->above)
513 { 446 {
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]) 447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 448 unique = 1;
519 449
520 if (!op->can_map_save ()) 450 if (!op->can_map_save ())
521 continue; 451 continue;
522 452
523 if (unique || op->flag [FLAG_UNIQUE]) 453 if (unique || op->flag [FLAG_UNIQUE])
524 { 454 {
525 if (flags & IO_UNIQUES) 455 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 456 op->write (f);
527 } 457 }
528 else if (flags & IO_OBJECTS) 458 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 459 op->write (f);
530 } 460 }
531 } 461 }
462
463 coroapi::cede_to_tick ();
532 464
533 return true; 465 return true;
534} 466}
535 467
536bool 468bool
537maptile::_load_objects (const char *path, bool skip_header) 469maptile::_load_objects (const char *path, bool skip_header)
538{ 470{
539 object_thawer thawer (path); 471 object_thawer f (path);
540 472
541 if (!thawer) 473 if (!f)
542 return false; 474 return false;
475
476 f.next ();
543 477
544 if (skip_header) 478 if (skip_header)
545 for (;;) 479 for (;;)
546 { 480 {
547 keyword kw = thawer.get_kv (); 481 keyword kw = f.kw;
548 482 f.skip ();
549 if (kw == KW_end) 483 if (kw == KW_end)
550 break; 484 break;
551
552 thawer.skip_kv (kw);
553 } 485 }
554 486
555 return _load_objects (thawer); 487 return _load_objects (f);
556} 488}
557 489
558bool 490bool
559maptile::_save_objects (const char *path, int flags) 491maptile::_save_objects (const char *path, int flags)
560{ 492{
569maptile::maptile () 501maptile::maptile ()
570{ 502{
571 in_memory = MAP_SWAPPED; 503 in_memory = MAP_SWAPPED;
572 504
573 /* The maps used to pick up default x and y values from the 505 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 506 * map archetype. Mimic that behaviour.
575 */ 507 */
576 width = 16; 508 width = 16;
577 height = 16; 509 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 510 timeout = 300;
580 enter_x = 0; 511 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 512 max_volume = 2000000; // 2m³
582} 513}
583 514
584maptile::maptile (int w, int h) 515maptile::maptile (int w, int h)
585{ 516{
586 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
740 { 671 {
741 keyword kw = thawer.get_kv (); 672 keyword kw = thawer.get_kv ();
742 673
743 switch (kw) 674 switch (kw)
744 { 675 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 676 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 677 thawer.get_ml (KW_endmsg, msg);
759 break; 678 break;
760 679
761 case KW_lore: // CF+ extension 680 case KW_lore: // CF+ extension
793 case KW_sky: thawer.get (sky); break; 712 case KW_sky: thawer.get (sky); break;
794 713
795 case KW_per_player: thawer.get (per_player); break; 714 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 715 case KW_per_party: thawer.get (per_party); break;
797 716
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 717 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 719
801 // old names new names 720 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 721 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 722 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 730
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 731 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 732 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 733 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 734 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735
736 case KW_end:
737 return true;
738
739 default:
740 if (!thawer.parse_error ("map", 0))
741 return false;
742 break;
816 } 743 }
817 } 744 }
818 745
819 abort (); 746 abort ();
820} 747}
872 MAP_OUT (reset_time); 799 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 800 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 801 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 802 MAP_OUT (difficulty);
876 803
877 if (region) MAP_OUT2 (region, region->name); 804 if (default_region) MAP_OUT2 (region, default_region->name);
878 805
879 if (shopitems) 806 if (shopitems)
880 { 807 {
881 char shop[MAX_BUF]; 808 char shop[MAX_BUF];
882 print_shop_string (this, shop); 809 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 860 * Remove and free all objects in the given map.
934 */ 861 */
935void 862void
936maptile::clear () 863maptile::clear ()
937{ 864{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
867
938 if (!spaces) 868 if (spaces)
939 return; 869 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 871 while (object *op = ms->bot)
943 { 872 {
944 if (op->head) 873 if (op->head)
945 op = op->head; 874 op = op->head;
946 875
947 op->destroy_inv (false); 876 op->destroy_inv (false);
948 op->destroy (); 877 op->destroy ();
949 } 878 }
950 879
951 sfree (spaces, size ()), spaces = 0; 880 sfree (spaces, size ()), spaces = 0;
881 }
952 882
953 if (buttons) 883 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 884 free_objectlinkpt (buttons), buttons = 0;
955} 885}
956 886
1111void 1041void
1112mapspace::update_ () 1042mapspace::update_ ()
1113{ 1043{
1114 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1045 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; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1047
1120 middle = blank_face; 1048 //object *middle = 0;
1121 top = blank_face; 1049 //object *top = 0;
1122 floor = blank_face; 1050 //object *floor = 0;
1123 1051 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1127 1055
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1057 {
1130 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1145 */ 1073 */
1146 if (!tmp->invisible) 1074 if (!tmp->invisible)
1147 { 1075 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1077 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1079 {
1155 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1157 */ 1082 */
1158 middle = blank_face; 1083 middle = 0;
1159 top = blank_face; 1084 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1085 floor = tmp;
1162 } 1086 }
1163 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1089 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1090 middle = tmp;
1169 anywhere = 1; 1091 anywhere = 1;
1170 } 1092 }
1171 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1173 * top 1095 * top
1174 */ 1096 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1098 middle = tmp;
1179 }
1180 } 1099 }
1181 1100
1182 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1183 { 1102 {
1184 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1222 */ 1141 */
1223 if (top == middle) 1142 if (top == middle)
1224 middle = blank_face; 1143 middle = 0;
1225 1144
1226 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1148 * 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 */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1155 break;
1237 1156
1238 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1240 break; 1159 break;
1241 1160
1242 /* Only show visible faces */ 1161 /* Only show visible faces */
1243 if (!tmp->invisible) 1162 if (!tmp->invisible)
1244 { 1163 {
1245 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1246 if (top == blank_face) 1165 if (!top)
1247 { 1166 {
1248 top = tmp->face;
1249 top_obj = tmp; 1167 top = tmp;
1250 if (top == middle) 1168 if (top == middle)
1251 middle = blank_face; 1169 middle = 0;
1252 } 1170 }
1253 else 1171 else
1254 { 1172 {
1255 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1256 * middle is not set 1174 * middle is not set
1257 * 1175 *
1258 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1260 * 1178 *
1261 */ 1179 */
1262 if (tmp->face != top) 1180 if (tmp != top)
1263 { 1181 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1182 middle = tmp;
1266 break; 1183 break;
1267 } 1184 }
1268 } 1185 }
1269 } 1186 }
1270 } 1187 }
1271 1188
1272 if (middle == floor) 1189 if (middle == floor)
1273 middle = blank_face; 1190 middle = 0;
1274 1191
1275 if (top == middle) 1192 if (top == middle)
1276 middle = blank_face; 1193 middle = 0;
1277 1194
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1200}
1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1281} 1211}
1282 1212
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1213/* 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 1214 * 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 1215 * maps tile_map values if it tiles back to this one. It returns
1450 1380
1451/** 1381/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1382 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
1454 */ 1384 */
1455static int 1385int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1387{
1458 if (!map1 || !map2) 1388 if (!map1 || !map2)
1459 return 0; 1389 return 0;
1460 1390
1551/* From map.c 1481/* From map.c
1552 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1484 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
1558 * monster that is closest. 1488 * monster that is closest.
1559 * 1489 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1503{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1505 {
1576 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1507 retval->distance = 10000;
1578 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1580 retval->direction = 0; 1510 retval->direction = 0;
1581 retval->part = 0; 1511 retval->part = 0;
1582 } 1512 }
1583 else 1513 else
1584 { 1514 {
1589 1519
1590 best = op1; 1520 best = op1;
1591 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1593 { 1523 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1525
1597 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1530 * below works.
1602 */ 1531 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1533 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1608 { 1537 {
1609 best_distance = tmpi; 1538 best_distance = tmpi;
1610 best = tmp; 1539 best = tmp;
1611 } 1540 }
1612 } 1541 }
1542
1613 if (best != op1) 1543 if (best != op1)
1614 { 1544 {
1615 retval->distance_x += op1->x - best->x; 1545 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1617 } 1547 }
1618 } 1548 }
1549
1619 retval->part = best; 1550 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1553 }
1623} 1554}
1624 1555
1625/* this is basically the same as get_rangevector above, but instead of 1556/* this is basically the same as get_rangevector above, but instead of
1630 * flags has no meaning for this function at this time - I kept it in to 1561 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed 1562 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best 1563 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
1634 */ 1565 */
1635
1636void 1566void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1568{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1570 {
1641 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1572 retval->distance = 100000;
1649 { 1579 {
1650 retval->distance_x += op2->x - x; 1580 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1581 retval->distance_y += op2->y - y;
1652 1582
1653 retval->part = NULL; 1583 retval->part = NULL;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1584 retval->distance = idistance (retval->distance_x, retval->distance_y);
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1586 }
1657} 1587}
1658 1588
1659/* Returns true of op1 and op2 are effectively on the same map 1589/* Returns true of op1 and op2 are effectively on the same map
1679 op->remove (); 1609 op->remove ();
1680 1610
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1611 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1612}
1683 1613
1614region *
1615maptile::region (int x, int y) const
1616{
1617 if (regions
1618 && regionmap
1619 && !OUT_OF_REAL_MAP (this, x, y))
1620 if (struct region *reg = regionmap [regions [y * width + x]])
1621 return reg;
1622
1623 if (default_region)
1624 return default_region;
1625
1626 return ::region::default_region ();
1627}
1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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