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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 1.102 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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.
172 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
173 */ 175 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 177 return 0;
176 178
177 if (ob->head != NULL)
178 ob = ob->head; 179 ob = ob->head_ ();
179 180
180 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
213 else 214 else
214 { 215 {
215 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
217 * movement, can't move here. 218 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
219 * hidden dm 220 * hidden dm
220 */ 221 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 223 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (QUERY_FLAG (tmp, FLAG_ALIVE)
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !tmp->flag [FLAG_WIZ]
230 && tmp->contr->hidden)
225 return 1; 231 return 1;
226 } 232 }
227 233
228 } 234 }
229 return 0; 235 return 0;
230} 236}
231
232 237
233/* 238/*
234 * Returns true if the given object can't fit in the given spot. 239 * 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, 240 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 241 * just calling get_map_blocked and checking that against movement type
343} 348}
344 349
345/* link_multipart_objects go through all the objects on the map looking 350/* 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 351 * 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 352 * 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 353 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 354 */
351void 355void
352maptile::link_multipart_objects () 356maptile::link_multipart_objects ()
353{ 357{
354 if (!spaces) 358 if (!spaces)
355 return; 359 return;
356 360
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 362 for (object *op = ms->bot; op; op = op->above)
359 { 363 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
364 { 366 {
365 /* If there is nothing more to this object, this for loop 367 op->remove ();
366 * won't do anything. 368 op->expand_tail ();
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 369 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 370 }
393
394 tmp = above;
395 } 371 }
396} 372}
397 373
398/* 374/*
399 * Loads (ands parses) the objects into a given map from the specified 375 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 376 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 377 */
403bool 378bool
404maptile::load_objects (object_thawer &thawer) 379maptile::_load_objects (object_thawer &f)
405{ 380{
406 int unique; 381 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 { 382 {
414 /* if the archetype for the object is null, means that we 383 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 384
416 * or editor will not be able to do anything with it either. 385 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 386 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 387 case KW_arch:
421 continue; 388 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 389 {
426 case LL_NORMAL: 390 if (op->inv)
391 sum_weight (op);
392
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 393 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
394 }
428 395
429 if (op->inv) 396 continue;
430 sum_weight (op);
431 397
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 398 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 399 return true;
437 op->head = prev, last_more->more = op, last_more = op; 400
401 default:
402 if (!f.parse_error ("map file"))
403 return false;
438 break; 404 break;
439 } 405 }
440 406
441 op = object::create (); 407 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 } 408 }
462#endif
463 409
464 return true; 410 return true;
465} 411}
466 412
467void 413void
468maptile::activate () 414maptile::activate ()
469{ 415{
416 active = true;
417
470 if (!spaces) 418 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 419 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 420 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 421 op->activate_recursive ();
476} 422}
477 423
478void 424void
479maptile::deactivate () 425maptile::deactivate ()
480{ 426{
427 active = false;
428
481 if (!spaces) 429 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 430 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 431 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 432 op->deactivate_recursive ();
487} 433}
488 434
489bool 435bool
490maptile::save_objects (object_freezer &freezer, int flags) 436maptile::_save_objects (object_freezer &f, int flags)
491{ 437{
492 static int cede_count = 0; 438 coroapi::cede_to_tick ();
493 439
494 if (flags & IO_HEADER) 440 if (flags & IO_HEADER)
495 save_header (freezer); 441 _save_header (f);
496 442
497 if (!spaces) 443 if (!spaces)
498 return false; 444 return false;
499 445
500 for (int i = 0; i < size (); ++i) 446 for (int i = 0; i < size (); ++i)
501 { 447 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 448 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 449 for (object *op = spaces [i].bot; op; op = op->above)
510 { 450 {
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]) 451 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 452 unique = 1;
516 453
517 if (!op->can_map_save ()) 454 if (!op->can_map_save ())
518 continue; 455 continue;
519 456
520 if (unique || op->flag [FLAG_UNIQUE]) 457 if (unique || op->flag [FLAG_UNIQUE])
521 { 458 {
522 if (flags & IO_UNIQUES) 459 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 460 op->write (f);
524 } 461 }
525 else if (flags & IO_OBJECTS) 462 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 463 op->write (f);
527 } 464 }
528 } 465 }
529 466
467 coroapi::cede_to_tick ();
468
530 return true; 469 return true;
531} 470}
532 471
533bool 472bool
534maptile::load_objects (const char *path, bool skip_header) 473maptile::_load_objects (const char *path, bool skip_header)
535{ 474{
536 object_thawer thawer (path); 475 object_thawer f (path);
537 476
538 if (!thawer) 477 if (!f)
539 return false; 478 return false;
479
480 f.next ();
540 481
541 if (skip_header) 482 if (skip_header)
542 for (;;) 483 for (;;)
543 { 484 {
544 keyword kw = thawer.get_kv (); 485 keyword kw = f.kw;
545 486 f.skip ();
546 if (kw == KW_end) 487 if (kw == KW_end)
547 break; 488 break;
548
549 thawer.skip_kv (kw);
550 } 489 }
551 490
552 return load_objects (thawer); 491 return _load_objects (f);
553} 492}
554 493
555bool 494bool
556maptile::save_objects (const char *path, int flags) 495maptile::_save_objects (const char *path, int flags)
557{ 496{
558 object_freezer freezer; 497 object_freezer freezer;
559 498
560 if (!save_objects (freezer, flags)) 499 if (!_save_objects (freezer, flags))
561 return false; 500 return false;
562 501
563 return freezer.save (path); 502 return freezer.save (path);
564} 503}
565 504
566maptile::maptile () 505maptile::maptile ()
567{ 506{
568 in_memory = MAP_SWAPPED; 507 in_memory = MAP_SWAPPED;
569 508
570 /* The maps used to pick up default x and y values from the 509 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 510 * map archetype. Mimic that behaviour.
572 */ 511 */
573 width = 16; 512 width = 16;
574 height = 16; 513 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 514 timeout = 300;
577 enter_x = 0; 515 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 516 max_volume = 2000000; // 2m³
579} 517}
580 518
581maptile::maptile (int w, int h) 519maptile::maptile (int w, int h)
582{ 520{
583 in_memory = MAP_SWAPPED; 521 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 667 * 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. 668 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 669 * MSW 2001-07-01
732 */ 670 */
733bool 671bool
734maptile::load_header (object_thawer &thawer) 672maptile::_load_header (object_thawer &thawer)
735{ 673{
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 (;;) 674 for (;;)
741 { 675 {
742 keyword kw = thawer.get_kv (); 676 keyword kw = thawer.get_kv ();
743 677
744 switch (kw) 678 switch (kw)
745 { 679 {
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: 680 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 681 thawer.get_ml (KW_endmsg, msg);
755 break; 682 break;
756 683
757 case KW_lore: // CF+ extension 684 case KW_lore: // CF+ extension
789 case KW_sky: thawer.get (sky); break; 716 case KW_sky: thawer.get (sky); break;
790 717
791 case KW_per_player: thawer.get (per_player); break; 718 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 719 case KW_per_party: thawer.get (per_party); break;
793 720
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 721 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 723
797 // old names new names 724 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 725 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; 726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 735 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 736 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 737 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 738 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 739
740 case KW_end:
741 return true;
742
813 default: 743 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 744 if (!thawer.parse_error ("map", 0))
745 return false;
815 break; 746 break;
816 } 747 }
817 } 748 }
818 749
819 abort (); 750 abort ();
820} 751}
821 752
822bool 753bool
823maptile::load_header (const char *path) 754maptile::_load_header (const char *path)
824{ 755{
825 object_thawer thawer (path); 756 object_thawer thawer (path);
826 757
827 if (!thawer) 758 if (!thawer)
828 return false; 759 return false;
829 760
830 return load_header (thawer); 761 return _load_header (thawer);
831} 762}
832 763
833/****************************************************************************** 764/******************************************************************************
834 * This is the start of unique map handling code 765 * This is the start of unique map handling code
835 *****************************************************************************/ 766 *****************************************************************************/
846 object *above = op->above; 777 object *above = op->above;
847 778
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 780 unique = 1;
850 781
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 783 {
853 op->destroy_inv (false); 784 op->destroy_inv (false);
854 op->destroy (); 785 op->destroy ();
855 } 786 }
856 787
858 } 789 }
859 } 790 }
860} 791}
861 792
862bool 793bool
863maptile::save_header (object_freezer &freezer) 794maptile::_save_header (object_freezer &freezer)
864{ 795{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 796#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 798
868 MAP_OUT2 (arch, "map"); 799 MAP_OUT2 (arch, "map");
872 MAP_OUT (reset_time); 803 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 804 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 805 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 806 MAP_OUT (difficulty);
876 807
877 if (region) MAP_OUT2 (region, region->name); 808 if (default_region) MAP_OUT2 (region, default_region->name);
878 809
879 if (shopitems) 810 if (shopitems)
880 { 811 {
881 char shop[MAX_BUF]; 812 char shop[MAX_BUF];
882 print_shop_string (this, shop); 813 print_shop_string (this, shop);
917 848
918 return true; 849 return true;
919} 850}
920 851
921bool 852bool
922maptile::save_header (const char *path) 853maptile::_save_header (const char *path)
923{ 854{
924 object_freezer freezer; 855 object_freezer freezer;
925 856
926 if (!save_header (freezer)) 857 if (!_save_header (freezer))
927 return false; 858 return false;
928 859
929 return freezer.save (path); 860 return freezer.save (path);
930} 861}
931 862
933 * Remove and free all objects in the given map. 864 * Remove and free all objects in the given map.
934 */ 865 */
935void 866void
936maptile::clear () 867maptile::clear ()
937{ 868{
869 sfree (regions, size ()), regions = 0;
870 free (regionmap), regionmap = 0;
871
938 if (!spaces) 872 if (spaces)
939 return; 873 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 875 while (object *op = ms->bot->head_ ())
943 { 876 {
944 if (op->head)
945 op = op->head;
946
947 op->destroy_inv (false); 877 op->destroy_inv (false);
948 op->destroy (); 878 op->destroy ();
949 } 879 }
950 880
951 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
882 }
952 883
953 if (buttons) 884 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 885 free_objectlinkpt (buttons), buttons = 0;
955} 886}
956 887
1110 */ 1041 */
1111void 1042void
1112mapspace::update_ () 1043mapspace::update_ ()
1113{ 1044{
1114 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1046 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; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1048
1120 middle = blank_face; 1049 //object *middle = 0;
1121 top = blank_face; 1050 //object *top = 0;
1122 floor = blank_face; 1051 //object *floor = 0;
1123 1052 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1127 1056
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1058 {
1130 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1060 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1145 */ 1074 */
1146 if (!tmp->invisible) 1075 if (!tmp->invisible)
1147 { 1076 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1078 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1080 {
1155 /* If we got a floor, that means middle and top were below it, 1081 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1157 */ 1083 */
1158 middle = blank_face; 1084 middle = 0;
1159 top = blank_face; 1085 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1086 floor = tmp;
1162 } 1087 }
1163 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1090 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1091 middle = tmp;
1169 anywhere = 1; 1092 anywhere = 1;
1170 } 1093 }
1171 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1173 * top 1096 * top
1174 */ 1097 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1099 middle = tmp;
1179 }
1180 } 1100 }
1181 1101
1182 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1183 { 1103 {
1184 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1141 * may be possible for the faces to match but be different objects.
1222 */ 1142 */
1223 if (top == middle) 1143 if (top == middle)
1224 middle = blank_face; 1144 middle = 0;
1225 1145
1226 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1149 * 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 */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1156 break;
1237 1157
1238 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1240 break; 1160 break;
1241 1161
1242 /* Only show visible faces */ 1162 /* Only show visible faces */
1243 if (!tmp->invisible) 1163 if (!tmp->invisible)
1244 { 1164 {
1245 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1246 if (top == blank_face) 1166 if (!top)
1247 { 1167 {
1248 top = tmp->face;
1249 top_obj = tmp; 1168 top = tmp;
1250 if (top == middle) 1169 if (top == middle)
1251 middle = blank_face; 1170 middle = 0;
1252 } 1171 }
1253 else 1172 else
1254 { 1173 {
1255 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1256 * middle is not set 1175 * middle is not set
1257 * 1176 *
1258 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1260 * 1179 *
1261 */ 1180 */
1262 if (tmp->face != top) 1181 if (tmp != top)
1263 { 1182 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1183 middle = tmp;
1266 break; 1184 break;
1267 } 1185 }
1268 } 1186 }
1269 } 1187 }
1270 } 1188 }
1271 1189
1272 if (middle == floor) 1190 if (middle == floor)
1273 middle = blank_face; 1191 middle = 0;
1274 1192
1275 if (top == middle) 1193 if (top == middle)
1276 middle = blank_face; 1194 middle = 0;
1277 1195
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1201}
1202
1203uint64
1204mapspace::volume () const
1205{
1206 uint64 vol = 0;
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1281} 1212}
1282 1213
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1214/* 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 1215 * 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 1216 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. 1217 * the value of orig_map->tile_map[tile_num].
1287 */ 1218 */
1288static inline maptile * 1219static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num) 1220find_and_link (maptile *orig_map, int tile_num)
1290{ 1221{
1291 maptile *mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1222 maptile *mp = orig_map->tile_map [tile_num];
1292 1223
1293 if (!mp) 1224 if (!mp)
1294 { 1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1295 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1230 // 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", 1231 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); 1232 &orig_map->tile_path[tile_num], &orig_map->path);
1298 mp = new maptile (1, 1); 1233 mp = new maptile (1, 1);
1299 mp->alloc (); 1234 mp->alloc ();
1300 mp->in_memory = MAP_IN_MEMORY; 1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1301 } 1237 }
1302 1238
1303 int dest_tile = (tile_num + 2) % 4; 1239 int dest_tile = (tile_num + 2) % 4;
1304 1240
1305 orig_map->tile_map[tile_num] = mp; 1241 orig_map->tile_map [tile_num] = mp;
1306 1242
1307 // optimisation: back-link map to origin map if euclidean 1243 // optimisation: back-link map to origin map if euclidean
1308 //TODO: non-euclidean maps MUST GO 1244 //TODO: non-euclidean maps MUST GO
1309 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1245 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; 1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1445 1381
1446/** 1382/**
1447 * Return whether map2 is adjacent to map1. If so, store the distance from 1383 * Return whether map2 is adjacent to map1. If so, store the distance from
1448 * map1 to map2 in dx/dy. 1384 * map1 to map2 in dx/dy.
1449 */ 1385 */
1450static int 1386int
1451adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1452{ 1388{
1453 if (!map1 || !map2) 1389 if (!map1 || !map2)
1454 return 0; 1390 return 0;
1455 1391
1546/* From map.c 1482/* From map.c
1547 * This is used by get_player to determine where the other 1483 * This is used by get_player to determine where the other
1548 * creature is. get_rangevector takes into account map tiling, 1484 * creature is. get_rangevector takes into account map tiling,
1549 * so you just can not look the the map coordinates and get the 1485 * so you just can not look the the map coordinates and get the
1550 * righte value. distance_x/y are distance away, which 1486 * righte value. distance_x/y are distance away, which
1551 * can be negativbe. direction is the crossfire direction scheme 1487 * can be negative. direction is the crossfire direction scheme
1552 * that the creature should head. part is the part of the 1488 * that the creature should head. part is the part of the
1553 * monster that is closest. 1489 * monster that is closest.
1554 * 1490 *
1555 * get_rangevector looks at op1 and op2, and fills in the 1491 * get_rangevector looks at op1 and op2, and fills in the
1556 * structure for op1 to get to op2. 1492 * structure for op1 to get to op2.
1567get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1568{ 1504{
1569 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1570 { 1506 {
1571 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1508 retval->distance = 10000;
1573 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1574 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1575 retval->direction = 0; 1511 retval->direction = 0;
1576 retval->part = 0; 1512 retval->part = 0;
1577 } 1513 }
1578 else 1514 else
1579 { 1515 {
1584 1520
1585 best = op1; 1521 best = op1;
1586 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1587 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1588 { 1524 {
1589 object *tmp;
1590 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1525 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1591 1526
1592 /* we just take the offset of the piece to head to figure 1527 /* we just take the offset of the piece to head to figure
1593 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1594 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1595 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1596 * below works. 1531 * below works.
1597 */ 1532 */
1598 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1599 { 1534 {
1600 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1535 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); 1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1602 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1603 { 1538 {
1604 best_distance = tmpi; 1539 best_distance = tmpi;
1605 best = tmp; 1540 best = tmp;
1606 } 1541 }
1607 } 1542 }
1543
1608 if (best != op1) 1544 if (best != op1)
1609 { 1545 {
1610 retval->distance_x += op1->x - best->x; 1546 retval->distance_x += op1->x - best->x;
1611 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1612 } 1548 }
1613 } 1549 }
1550
1614 retval->part = best; 1551 retval->part = best;
1615 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1616 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1617 } 1554 }
1618} 1555}
1619 1556
1620/* this is basically the same as get_rangevector above, but instead of 1557/* 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 1562 * 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 1563 * 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 1564 * for something in the future. Also, since no object is pasted, the best
1628 * field of the rv_vector is set to NULL. 1565 * field of the rv_vector is set to NULL.
1629 */ 1566 */
1630
1631void 1567void
1632get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1568get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1633{ 1569{
1634 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1570 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1635 { 1571 {
1636 /* be conservative and fill in _some_ data */ 1572 /* be conservative and fill in _some_ data */
1637 retval->distance = 100000; 1573 retval->distance = 100000;
1644 { 1580 {
1645 retval->distance_x += op2->x - x; 1581 retval->distance_x += op2->x - x;
1646 retval->distance_y += op2->y - y; 1582 retval->distance_y += op2->y - y;
1647 1583
1648 retval->part = NULL; 1584 retval->part = NULL;
1649 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = idistance (retval->distance_x, retval->distance_y);
1650 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1651 } 1587 }
1652} 1588}
1653 1589
1654/* Returns true of op1 and op2 are effectively on the same map 1590/* Returns true of op1 and op2 are effectively on the same map
1674 op->remove (); 1610 op->remove ();
1675 1611
1676 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1612 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1677} 1613}
1678 1614
1615region *
1616maptile::region (int x, int y) const
1617{
1618 if (regions
1619 && regionmap
1620 && !OUT_OF_REAL_MAP (this, x, y))
1621 if (struct region *reg = regionmap [regions [y * width + x]])
1622 return reg;
1623
1624 if (default_region)
1625 return default_region;
1626
1627 return ::region::default_region ();
1628}
1629
1630/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */
1634object *
1635maptile::pick_random_object () const
1636{
1637 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me.
1642 */
1643 for (int i = 1000; --i;)
1644 {
1645 object *pick = at (rndm (width), rndm (height)).bot;
1646
1647 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick)
1649 return pick->head_ ();
1650 }
1651
1652 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked");
1654}
1655

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