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Comparing deliantra/server/common/map.C (file contents):
Revision 1.68 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.95 by root, Thu Mar 15 13:19:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
353{ 354{
354 if (!spaces) 355 if (!spaces)
355 return; 356 return;
356 357
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 360 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
364 { 363 {
365 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
366 * won't do anything. 365 * won't do anything.
388 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
389 */ 388 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 390 }
392 } 391 }
393
394 tmp = above;
395 } 392 }
396} 393}
397 394
398/* 395/*
399 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 397 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 398 */
403bool 399bool
404maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
405{ 401{
406 int unique; 402 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 403 {
414 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 405
416 * or editor will not be able to do anything with it either. 406 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 407 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
421 continue; 409 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 410 {
426 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
428 416
429 if (op->inv) 417 continue;
430 sum_weight (op);
431 418
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 419 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
437 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
438 break; 425 break;
439 } 426 }
440 427
441 op = object::create (); 428 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 429 }
462#endif
463 430
464 return true; 431 return true;
465} 432}
466 433
467void 434void
485 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 453 op->deactivate_recursive ();
487} 454}
488 455
489bool 456bool
490maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
491{ 458{
492 static int cede_count = 0; 459 static int cede_count = 0;
493 460
494 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
495 save_header (freezer); 462 _save_header (f);
496 463
497 if (!spaces) 464 if (!spaces)
498 return false; 465 return false;
499 466
500 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
501 { 468 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
502 if (cede_count >= 500) 470 if (cede_count >= 500)
503 { 471 {
504 cede_count = 0; 472 cede_count = 0;
505 coroapi::cede (); 473 coroapi::cede ();
506 } 474 }
475#endif
507 476
508 int unique = 0; 477 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 478 for (object *op = spaces [i].bot; op; op = op->above)
510 { 479 {
511 // count per-object, but cede only when modification-safe 480 // count per-object, but cede only when modification-safe
518 continue; 487 continue;
519 488
520 if (unique || op->flag [FLAG_UNIQUE]) 489 if (unique || op->flag [FLAG_UNIQUE])
521 { 490 {
522 if (flags & IO_UNIQUES) 491 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 492 op->write (f);
524 } 493 }
525 else if (flags & IO_OBJECTS) 494 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 495 op->write (f);
527 } 496 }
528 } 497 }
529 498
530 return true; 499 return true;
531} 500}
532 501
533bool 502bool
534maptile::load_objects (const char *path, bool skip_header) 503maptile::_load_objects (const char *path, bool skip_header)
535{ 504{
536 object_thawer thawer (path); 505 object_thawer f (path);
537 506
538 if (!thawer) 507 if (!f)
539 return false; 508 return false;
509
510 f.next ();
540 511
541 if (skip_header) 512 if (skip_header)
542 for (;;) 513 for (;;)
543 { 514 {
544 keyword kw = thawer.get_kv (); 515 keyword kw = f.kw;
545 516 f.skip ();
546 if (kw == KW_end) 517 if (kw == KW_end)
547 break; 518 break;
548
549 thawer.skip_kv (kw);
550 } 519 }
551 520
552 return load_objects (thawer); 521 return _load_objects (f);
553} 522}
554 523
555bool 524bool
556maptile::save_objects (const char *path, int flags) 525maptile::_save_objects (const char *path, int flags)
557{ 526{
558 object_freezer freezer; 527 object_freezer freezer;
559 528
560 if (!save_objects (freezer, flags)) 529 if (!_save_objects (freezer, flags))
561 return false; 530 return false;
562 531
563 return freezer.save (path); 532 return freezer.save (path);
564} 533}
565 534
566maptile::maptile () 535maptile::maptile ()
567{ 536{
568 in_memory = MAP_SWAPPED; 537 in_memory = MAP_SWAPPED;
569 538
570 /* The maps used to pick up default x and y values from the 539 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 540 * map archetype. Mimic that behaviour.
572 */ 541 */
573 width = 16; 542 width = 16;
574 height = 16; 543 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 544 timeout = 300;
577 enter_x = 0; 545 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 546 max_volume = 2000000; // 2m³
579} 547}
580 548
581maptile::maptile (int w, int h) 549maptile::maptile (int w, int h)
582{ 550{
583 in_memory = MAP_SWAPPED; 551 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 697 * 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. 698 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 699 * MSW 2001-07-01
732 */ 700 */
733bool 701bool
734maptile::load_header (object_thawer &thawer) 702maptile::_load_header (object_thawer &thawer)
735{ 703{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 704 for (;;)
741 { 705 {
742 keyword kw = thawer.get_kv (); 706 keyword kw = thawer.get_kv ();
743 707
744 switch (kw) 708 switch (kw)
745 { 709 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 710 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 711 thawer.get_ml (KW_endmsg, msg);
755 break; 712 break;
756 713
757 case KW_lore: // CF+ extension 714 case KW_lore: // CF+ extension
789 case KW_sky: thawer.get (sky); break; 746 case KW_sky: thawer.get (sky); break;
790 747
791 case KW_per_player: thawer.get (per_player); break; 748 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 749 case KW_per_party: thawer.get (per_party); break;
793 750
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 751 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 753
797 // old names new names 754 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 755 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 756 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 765 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 766 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 767 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 768 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 769
770 case KW_end:
771 return true;
772
813 default: 773 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 774 if (!thawer.parse_error ("map", 0))
775 return false;
815 break; 776 break;
816 } 777 }
817 } 778 }
818 779
819 abort (); 780 abort ();
820} 781}
821 782
822bool 783bool
823maptile::load_header (const char *path) 784maptile::_load_header (const char *path)
824{ 785{
825 object_thawer thawer (path); 786 object_thawer thawer (path);
826 787
827 if (!thawer) 788 if (!thawer)
828 return false; 789 return false;
829 790
830 return load_header (thawer); 791 return _load_header (thawer);
831} 792}
832 793
833/****************************************************************************** 794/******************************************************************************
834 * This is the start of unique map handling code 795 * This is the start of unique map handling code
835 *****************************************************************************/ 796 *****************************************************************************/
858 } 819 }
859 } 820 }
860} 821}
861 822
862bool 823bool
863maptile::save_header (object_freezer &freezer) 824maptile::_save_header (object_freezer &freezer)
864{ 825{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 826#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 827#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 828
868 MAP_OUT2 (arch, "map"); 829 MAP_OUT2 (arch, "map");
872 MAP_OUT (reset_time); 833 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 834 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 835 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 836 MAP_OUT (difficulty);
876 837
877 if (region) MAP_OUT2 (region, region->name); 838 if (default_region) MAP_OUT2 (region, default_region->name);
878 839
879 if (shopitems) 840 if (shopitems)
880 { 841 {
881 char shop[MAX_BUF]; 842 char shop[MAX_BUF];
882 print_shop_string (this, shop); 843 print_shop_string (this, shop);
917 878
918 return true; 879 return true;
919} 880}
920 881
921bool 882bool
922maptile::save_header (const char *path) 883maptile::_save_header (const char *path)
923{ 884{
924 object_freezer freezer; 885 object_freezer freezer;
925 886
926 if (!save_header (freezer)) 887 if (!_save_header (freezer))
927 return false; 888 return false;
928 889
929 return freezer.save (path); 890 return freezer.save (path);
930} 891}
931 892
933 * Remove and free all objects in the given map. 894 * Remove and free all objects in the given map.
934 */ 895 */
935void 896void
936maptile::clear () 897maptile::clear ()
937{ 898{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
938 if (!spaces) 902 if (spaces)
939 return; 903 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 905 while (object *op = ms->bot)
943 { 906 {
944 if (op->head) 907 if (op->head)
945 op = op->head; 908 op = op->head;
946 909
947 op->destroy_inv (false); 910 op->destroy_inv (false);
948 op->destroy (); 911 op->destroy ();
949 } 912 }
950 913
951 sfree (spaces, size ()), spaces = 0; 914 sfree (spaces, size ()), spaces = 0;
915 }
952 916
953 if (buttons) 917 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 918 free_objectlinkpt (buttons), buttons = 0;
955} 919}
956 920
1110 */ 1074 */
1111void 1075void
1112mapspace::update_ () 1076mapspace::update_ ()
1113{ 1077{
1114 object *tmp, *last = 0; 1078 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1079 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; 1080 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1081
1120 middle = blank_face; 1082 //object *middle = 0;
1121 top = blank_face; 1083 //object *top = 0;
1122 floor = blank_face; 1084 //object *floor = 0;
1123 1085 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1086 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1087 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1088 object *&floor = faces_obj[2] = 0;
1127 1089
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1091 {
1130 /* This could be made additive I guess (two lights better than 1092 /* This could be made additive I guess (two lights better than
1131 * 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
1144 * Always put the player down for drawing. 1106 * Always put the player down for drawing.
1145 */ 1107 */
1146 if (!tmp->invisible) 1108 if (!tmp->invisible)
1147 { 1109 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1110 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1111 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1112 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1113 {
1155 /* 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,
1156 * so should not be visible, so we clear them. 1115 * so should not be visible, so we clear them.
1157 */ 1116 */
1158 middle = blank_face; 1117 middle = 0;
1159 top = blank_face; 1118 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1119 floor = tmp;
1162 } 1120 }
1163 /* Flag anywhere have high priority */ 1121 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1123 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1124 middle = tmp;
1169 anywhere = 1; 1125 anywhere = 1;
1170 } 1126 }
1171 /* Find the highest visible face around. If equal 1127 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1128 * visibilities, we still want the one nearer to the
1173 * top 1129 * top
1174 */ 1130 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1132 middle = tmp;
1179 }
1180 } 1133 }
1181 1134
1182 if (tmp == tmp->above) 1135 if (tmp == tmp->above)
1183 { 1136 {
1184 LOG (llevError, "Error in structure of map\n"); 1137 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1172 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1173 * else statement above so middle should not get set. OTOH, it
1221 * 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.
1222 */ 1175 */
1223 if (top == middle) 1176 if (top == middle)
1224 middle = blank_face; 1177 middle = 0;
1225 1178
1226 /* There are three posibilities at this point: 1179 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1180 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1181 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1182 * 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 */ 1187 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1189 break;
1237 1190
1238 /* If two top faces are already set, quit processing */ 1191 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1192 if (top && middle)
1240 break; 1193 break;
1241 1194
1242 /* Only show visible faces */ 1195 /* Only show visible faces */
1243 if (!tmp->invisible) 1196 if (!tmp->invisible)
1244 { 1197 {
1245 /* Fill in top if needed */ 1198 /* Fill in top if needed */
1246 if (top == blank_face) 1199 if (!top)
1247 { 1200 {
1248 top = tmp->face;
1249 top_obj = tmp; 1201 top = tmp;
1250 if (top == middle) 1202 if (top == middle)
1251 middle = blank_face; 1203 middle = 0;
1252 } 1204 }
1253 else 1205 else
1254 { 1206 {
1255 /* top is already set - we should only get here if 1207 /* top is already set - we should only get here if
1256 * middle is not set 1208 * middle is not set
1257 * 1209 *
1258 * Set the middle face and break out, since there is nothing 1210 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1211 * more to fill in. We don't check visiblity here, since
1260 * 1212 *
1261 */ 1213 */
1262 if (tmp->face != top) 1214 if (tmp != top)
1263 { 1215 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1216 middle = tmp;
1266 break; 1217 break;
1267 } 1218 }
1268 } 1219 }
1269 } 1220 }
1270 } 1221 }
1271 1222
1272 if (middle == floor) 1223 if (middle == floor)
1273 middle = blank_face; 1224 middle = 0;
1274 1225
1275 if (top == middle) 1226 if (top == middle)
1276 middle = blank_face; 1227 middle = 0;
1277 1228
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1229#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1230 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1231 faces_obj [1] = middle;
1232 faces_obj [2] = floor;
1233#endif
1234}
1235
1236uint64
1237mapspace::volume () const
1238{
1239 uint64 vol = 0;
1240
1241 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1242 vol += op->volume ();
1243
1244 return vol;
1281} 1245}
1282 1246
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1247/* 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 1248 * 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 1249 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. 1250 * the value of orig_map->tile_map[tile_num].
1287 */ 1251 */
1288static inline maptile * 1252static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num) 1253find_and_link (maptile *orig_map, int tile_num)
1290{ 1254{
1291 maptile *mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1255 maptile *mp = orig_map->tile_map [tile_num];
1292 1256
1293 if (!mp) 1257 if (!mp)
1294 { 1258 {
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260
1261 if (!mp)
1262 {
1295 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1296 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1297 &orig_map->tile_path[tile_num], &orig_map->path); 1265 &orig_map->tile_path[tile_num], &orig_map->path);
1298 mp = new maptile (1, 1); 1266 mp = new maptile (1, 1);
1299 mp->alloc (); 1267 mp->alloc ();
1300 mp->in_memory = MAP_IN_MEMORY; 1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1301 } 1270 }
1302 1271
1303 int dest_tile = (tile_num + 2) % 4; 1272 int dest_tile = (tile_num + 2) % 4;
1304 1273
1305 orig_map->tile_map[tile_num] = mp; 1274 orig_map->tile_map [tile_num] = mp;
1306 1275
1307 // optimisation: back-link map to origin map if euclidean 1276 // optimisation: back-link map to origin map if euclidean
1308 //TODO: non-euclidean maps MUST GO 1277 //TODO: non-euclidean maps MUST GO
1309 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1310 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1445 1414
1446/** 1415/**
1447 * Return whether map2 is adjacent to map1. If so, store the distance from 1416 * Return whether map2 is adjacent to map1. If so, store the distance from
1448 * map1 to map2 in dx/dy. 1417 * map1 to map2 in dx/dy.
1449 */ 1418 */
1450static int 1419int
1451adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1452{ 1421{
1453 if (!map1 || !map2) 1422 if (!map1 || !map2)
1454 return 0; 1423 return 0;
1455 1424
1546/* From map.c 1515/* From map.c
1547 * This is used by get_player to determine where the other 1516 * This is used by get_player to determine where the other
1548 * creature is. get_rangevector takes into account map tiling, 1517 * creature is. get_rangevector takes into account map tiling,
1549 * so you just can not look the the map coordinates and get the 1518 * so you just can not look the the map coordinates and get the
1550 * righte value. distance_x/y are distance away, which 1519 * righte value. distance_x/y are distance away, which
1551 * can be negativbe. direction is the crossfire direction scheme 1520 * can be negative. direction is the crossfire direction scheme
1552 * that the creature should head. part is the part of the 1521 * that the creature should head. part is the part of the
1553 * monster that is closest. 1522 * monster that is closest.
1554 * 1523 *
1555 * get_rangevector looks at op1 and op2, and fills in the 1524 * get_rangevector looks at op1 and op2, and fills in the
1556 * structure for op1 to get to op2. 1525 * structure for op1 to get to op2.
1567get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1536get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1568{ 1537{
1569 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))
1570 { 1539 {
1571 /* be conservative and fill in _some_ data */ 1540 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1541 retval->distance = 10000;
1573 retval->distance_x = 32767; 1542 retval->distance_x = 10000;
1574 retval->distance_y = 32767; 1543 retval->distance_y = 10000;
1575 retval->direction = 0; 1544 retval->direction = 0;
1576 retval->part = 0; 1545 retval->part = 0;
1577 } 1546 }
1578 else 1547 else
1579 { 1548 {
1584 1553
1585 best = op1; 1554 best = op1;
1586 /* If this is multipart, find the closest part now */ 1555 /* If this is multipart, find the closest part now */
1587 if (!(flags & 0x1) && op1->more) 1556 if (!(flags & 0x1) && op1->more)
1588 { 1557 {
1589 object *tmp;
1590 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;
1591 1559
1592 /* 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
1593 * distance instead of doing all that work above again 1561 * distance instead of doing all that work above again
1594 * since the distance fields we set above are positive in the 1562 * since the distance fields we set above are positive in the
1595 * same axis as is used for multipart objects, the simply arithmetic 1563 * same axis as is used for multipart objects, the simply arithmetic
1596 * below works. 1564 * below works.
1597 */ 1565 */
1598 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1566 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1599 { 1567 {
1600 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) +
1601 (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);
1602 if (tmpi < best_distance) 1570 if (tmpi < best_distance)
1603 { 1571 {
1604 best_distance = tmpi; 1572 best_distance = tmpi;
1605 best = tmp; 1573 best = tmp;
1606 } 1574 }
1607 } 1575 }
1576
1608 if (best != op1) 1577 if (best != op1)
1609 { 1578 {
1610 retval->distance_x += op1->x - best->x; 1579 retval->distance_x += op1->x - best->x;
1611 retval->distance_y += op1->y - best->y; 1580 retval->distance_y += op1->y - best->y;
1612 } 1581 }
1613 } 1582 }
1583
1614 retval->part = best; 1584 retval->part = best;
1615 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1616 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1617 } 1587 }
1618} 1588}
1619 1589
1620/* 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
1625 * flags has no meaning for this function at this time - I kept it in to 1595 * flags has no meaning for this function at this time - I kept it in to
1626 * be more consistant with the above function and also in case they are needed 1596 * be more consistant with the above function and also in case they are needed
1627 * for something in the future. Also, since no object is pasted, the best 1597 * for something in the future. Also, since no object is pasted, the best
1628 * field of the rv_vector is set to NULL. 1598 * field of the rv_vector is set to NULL.
1629 */ 1599 */
1630
1631void 1600void
1632get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1601get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1633{ 1602{
1634 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1603 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1635 { 1604 {
1636 /* be conservative and fill in _some_ data */ 1605 /* be conservative and fill in _some_ data */
1637 retval->distance = 100000; 1606 retval->distance = 100000;
1644 { 1613 {
1645 retval->distance_x += op2->x - x; 1614 retval->distance_x += op2->x - x;
1646 retval->distance_y += op2->y - y; 1615 retval->distance_y += op2->y - y;
1647 1616
1648 retval->part = NULL; 1617 retval->part = NULL;
1649 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1618 retval->distance = idistance (retval->distance_x, retval->distance_y);
1650 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1651 } 1620 }
1652} 1621}
1653 1622
1654/* Returns true of op1 and op2 are effectively on the same map 1623/* Returns true of op1 and op2 are effectively on the same map
1674 op->remove (); 1643 op->remove ();
1675 1644
1676 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1645 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1677} 1646}
1678 1647
1648region *
1649maptile::region (int x, int y) const
1650{
1651 if (regions
1652 && regionmap
1653 && !OUT_OF_REAL_MAP (this, x, y))
1654 if (struct region *reg = regionmap [regions [y * width + x]])
1655 return reg;
1656
1657 if (default_region)
1658 return default_region;
1659
1660 return ::region::default_region ();
1661}
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 */
1667object *
1668maptile::pick_random_object () const
1669{
1670 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me.
1675 */
1676 for (int i = 1000; --i;)
1677 {
1678 object *pick = at (rndm (width), rndm (height)).bot;
1679
1680 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick)
1682 return pick->head_ ();
1683 }
1684
1685 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked");
1687}
1688

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