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Comparing deliantra/server/common/map.C (file contents):
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.113 by root, Fri Jul 13 15:54:40 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
174 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
175 */ 174 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 176 return 0;
178 177
179 if (ob->head != NULL)
180 ob = ob->head; 178 ob = ob->head_ ();
181 179
182 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
215 else 213 else
216 { 214 {
217 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
219 * movement, can't move here. 217 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
221 * hidden dm 219 * hidden dm
222 */ 220 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 222 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 229 return 1;
228 } 230 }
229 231
230 } 232 }
231 return 0; 233 return 0;
273 275
274 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
276 } 278 }
277 279
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 281 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 283
282 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 287 return P_IS_ALIVE;
344} 346}
345 347
346/* link_multipart_objects go through all the objects on the map looking 348/* 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 349 * 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 350 * 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 351 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 352 */
352void 353void
353maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
354{ 355{
355 if (!spaces) 356 if (!spaces)
356 return; 357 return;
357 358
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
360 { 363 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
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 { 366 {
375 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
376 369
377 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
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); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
392 } 377 }
378 else
379 op = op->above;
393 } 380 }
394
395 tmp = above;
396 } 381 }
397} 382}
398 383
399/* 384/*
400 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 386 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 387 */
404bool 388bool
405maptile::_load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
406{ 390{
407 int unique; 391 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 { 392 {
415 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 394
417 * or editor will not be able to do anything with it either. 395 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 396 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
422 continue; 398 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 399 {
427 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
429 405
430 if (op->inv) 406 continue;
431 sum_weight (op);
432 407
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 408 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
438 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
439 break; 414 break;
440 } 415 }
441 416
442 op = object::create (); 417 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 } 418 }
463#endif
464 419
465 return true; 420 return true;
466} 421}
467 422
468void 423void
469maptile::activate () 424maptile::activate ()
470{ 425{
426 active = true;
427
471 if (!spaces) 428 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 431 op->activate_recursive ();
477} 432}
478 433
479void 434void
480maptile::deactivate () 435maptile::deactivate ()
481{ 436{
437 active = false;
438
482 if (!spaces) 439 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 442 op->deactivate_recursive ();
488} 443}
489 444
490bool 445bool
491maptile::_save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
492{ 447{
493 static int cede_count = 0; 448 coroapi::cede_to_tick ();
494 449
495 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
496 _save_header (freezer); 451 _save_header (f);
497 452
498 if (!spaces) 453 if (!spaces)
499 return false; 454 return false;
500 455
501 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
502 { 457 {
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; 458 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
513 { 460 {
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]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 462 unique = 1;
519 463
520 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
521 continue; 465 continue;
522 466
523 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
524 { 468 {
525 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 470 op->write (f);
527 } 471 }
528 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 473 op->write (f);
530 } 474 }
531 } 475 }
476
477 coroapi::cede_to_tick ();
532 478
533 return true; 479 return true;
534} 480}
535 481
536bool 482bool
537maptile::_load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
538{ 484{
539 object_thawer thawer (path); 485 object_thawer f (path);
540 486
541 if (!thawer) 487 if (!f)
542 return false; 488 return false;
489
490 f.next ();
543 491
544 if (skip_header) 492 if (skip_header)
545 for (;;) 493 for (;;)
546 { 494 {
547 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
548 496 f.skip ();
549 if (kw == KW_end) 497 if (kw == KW_end)
550 break; 498 break;
551
552 thawer.skip_kv (kw);
553 } 499 }
554 500
555 return _load_objects (thawer); 501 return _load_objects (f);
556} 502}
557 503
558bool 504bool
559maptile::_save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
560{ 506{
735bool 681bool
736maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
737{ 683{
738 for (;;) 684 for (;;)
739 { 685 {
740 keyword kw = thawer.get_kv (); 686 thawer.next ();
741 687
742 switch (kw) 688 switch (thawer.kw)
743 { 689 {
744 case KW_msg: 690 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
746 break; 692 break;
747 693
779 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
781 727
782 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
784 731
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 734
788 // old names new names 735 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 750
751 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
804 case KW_end: 755 case KW_end:
805 return true; 756 return true;
806 757
807 default: 758 default:
808 if (!thawer.parse_error (kw, "map", 0)) 759 if (!thawer.parse_error ("map", 0))
809 return false; 760 return false;
810 break; 761 break;
811 } 762 }
812 } 763 }
813 764
841 object *above = op->above; 792 object *above = op->above;
842 793
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 795 unique = 1;
845 796
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 798 {
848 op->destroy_inv (false); 799 op->destroy_inv (false);
849 op->destroy (); 800 op->destroy ();
850 } 801 }
851 802
865 if (name) MAP_OUT (name); 816 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 817 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 818 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 819 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
870 MAP_OUT (difficulty); 822 MAP_OUT (difficulty);
871 823
872 if (default_region) MAP_OUT2 (region, default_region->name); 824 if (default_region) MAP_OUT2 (region, default_region->name);
873 825
874 if (shopitems) 826 if (shopitems)
928 * Remove and free all objects in the given map. 880 * Remove and free all objects in the given map.
929 */ 881 */
930void 882void
931maptile::clear () 883maptile::clear ()
932{ 884{
933 sfree (regions, size ()), regions = 0; 885 sfree (regions, size ()); regions = 0;
934 free (regionmap), regionmap = 0; 886 delete [] regionmap; regionmap = 0;
935 887
936 if (spaces) 888 if (spaces)
937 { 889 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 891 while (object *op = ms->bot)
940 { 892 {
941 if (op->head)
942 op = op->head; 893 op = op->head_ ();
943
944 op->destroy_inv (false); 894 op->destroy_inv (false);
945 op->destroy (); 895 op->destroy ();
946 } 896 }
947 897
948 sfree (spaces, size ()), spaces = 0; 898 sfree (spaces, size ()), spaces = 0;
987maptile::do_destroy () 937maptile::do_destroy ()
988{ 938{
989 attachable::do_destroy (); 939 attachable::do_destroy ();
990 940
991 clear (); 941 clear ();
942}
943
944/* decay and destroy perishable items in a map */
945void
946maptile::do_decay_objects ()
947{
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
992} 1010}
993 1011
994/* 1012/*
995 * Updates every button on the map (by calling update_button() for them). 1013 * Updates every button on the map (by calling update_button() for them).
996 */ 1014 */
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 1063 {
1046 total_exp += op->stats.exp; 1064 total_exp += op->stats.exp;
1047 1065
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8; 1067 total_exp += at->stats.exp * 8;
1050 1068
1051 monster_cnt++; 1069 monster_cnt++;
1052 } 1070 }
1053 } 1071 }
1054 1072
1109void 1127void
1110mapspace::update_ () 1128mapspace::update_ ()
1111{ 1129{
1112 object *tmp, *last = 0; 1130 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 facetile *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1133
1118 middle = blank_face; 1134 //object *middle = 0;
1119 top = blank_face; 1135 //object *top = 0;
1120 floor = blank_face; 1136 //object *floor = 0;
1121 1137 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1138 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1139 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1140 object *&floor = faces_obj[2] = 0;
1125 1141
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1143 {
1128 /* This could be made additive I guess (two lights better than 1144 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1145 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1158 * Always put the player down for drawing.
1143 */ 1159 */
1144 if (!tmp->invisible) 1160 if (!tmp->invisible)
1145 { 1161 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1163 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1165 {
1153 /* If we got a floor, that means middle and top were below it, 1166 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1167 * so should not be visible, so we clear them.
1155 */ 1168 */
1156 middle = blank_face; 1169 middle = 0;
1157 top = blank_face; 1170 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1171 floor = tmp;
1160 } 1172 }
1161 /* Flag anywhere have high priority */ 1173 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1175 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1176 middle = tmp;
1167 anywhere = 1; 1177 anywhere = 1;
1168 } 1178 }
1169 /* Find the highest visible face around. If equal 1179 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1180 * visibilities, we still want the one nearer to the
1171 * top 1181 * top
1172 */ 1182 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1184 middle = tmp;
1177 }
1178 } 1185 }
1179 1186
1180 if (tmp == tmp->above) 1187 if (tmp == tmp->above)
1181 { 1188 {
1182 LOG (llevError, "Error in structure of map\n"); 1189 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1224 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1225 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1226 * may be possible for the faces to match but be different objects.
1220 */ 1227 */
1221 if (top == middle) 1228 if (top == middle)
1222 middle = blank_face; 1229 middle = 0;
1223 1230
1224 /* There are three posibilities at this point: 1231 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1232 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1233 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1234 * 3) neither middle or top is set - need to set both.
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1239 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1241 break;
1235 1242
1236 /* If two top faces are already set, quit processing */ 1243 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1244 if (top && middle)
1238 break; 1245 break;
1239 1246
1240 /* Only show visible faces */ 1247 /* Only show visible faces */
1241 if (!tmp->invisible) 1248 if (!tmp->invisible)
1242 { 1249 {
1243 /* Fill in top if needed */ 1250 /* Fill in top if needed */
1244 if (top == blank_face) 1251 if (!top)
1245 { 1252 {
1246 top = tmp->face;
1247 top_obj = tmp; 1253 top = tmp;
1248 if (top == middle) 1254 if (top == middle)
1249 middle = blank_face; 1255 middle = 0;
1250 } 1256 }
1251 else 1257 else
1252 { 1258 {
1253 /* top is already set - we should only get here if 1259 /* top is already set - we should only get here if
1254 * middle is not set 1260 * middle is not set
1255 * 1261 *
1256 * Set the middle face and break out, since there is nothing 1262 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1263 * more to fill in. We don't check visiblity here, since
1258 * 1264 *
1259 */ 1265 */
1260 if (tmp->face != top) 1266 if (tmp != top)
1261 { 1267 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1268 middle = tmp;
1264 break; 1269 break;
1265 } 1270 }
1266 } 1271 }
1267 } 1272 }
1268 } 1273 }
1269 1274
1270 if (middle == floor) 1275 if (middle == floor)
1271 middle = blank_face; 1276 middle = 0;
1272 1277
1273 if (top == middle) 1278 if (top == middle)
1274 middle = blank_face; 1279 middle = 0;
1275 1280
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1281#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1282 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1283 faces_obj [1] = middle;
1284 faces_obj [2] = floor;
1285#endif
1279} 1286}
1280 1287
1281uint64 1288uint64
1282mapspace::volume () const 1289mapspace::volume () const
1283{ 1290{
1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1582{ 1589{
1583 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1584 { 1591 {
1585 /* be conservative and fill in _some_ data */ 1592 /* be conservative and fill in _some_ data */
1586 retval->distance = 100000; 1593 retval->distance = 10000;
1587 retval->distance_x = 32767; 1594 retval->distance_x = 10000;
1588 retval->distance_y = 32767; 1595 retval->distance_y = 10000;
1589 retval->direction = 0; 1596 retval->direction = 0;
1590 retval->part = 0; 1597 retval->part = 0;
1591 } 1598 }
1592 else 1599 else
1593 { 1600 {
1598 1605
1599 best = op1; 1606 best = op1;
1600 /* If this is multipart, find the closest part now */ 1607 /* If this is multipart, find the closest part now */
1601 if (!(flags & 0x1) && op1->more) 1608 if (!(flags & 0x1) && op1->more)
1602 { 1609 {
1603 object *tmp;
1604 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1605 1611
1606 /* we just take the offset of the piece to head to figure 1612 /* we just take the offset of the piece to head to figure
1607 * distance instead of doing all that work above again 1613 * distance instead of doing all that work above again
1608 * since the distance fields we set above are positive in the 1614 * since the distance fields we set above are positive in the
1609 * same axis as is used for multipart objects, the simply arithmetic 1615 * same axis as is used for multipart objects, the simply arithmetic
1610 * below works. 1616 * below works.
1611 */ 1617 */
1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1618 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1613 { 1619 {
1614 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1615 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1616 if (tmpi < best_distance) 1622 if (tmpi < best_distance)
1617 { 1623 {
1626 retval->distance_y += op1->y - best->y; 1632 retval->distance_y += op1->y - best->y;
1627 } 1633 }
1628 } 1634 }
1629 1635
1630 retval->part = best; 1636 retval->part = best;
1631 retval->distance = idistance (retval->distance_x, retval->distance_y); 1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1633 } 1639 }
1634} 1640}
1635 1641
1636/* this is basically the same as get_rangevector above, but instead of 1642/* this is basically the same as get_rangevector above, but instead of
1704 return default_region; 1710 return default_region;
1705 1711
1706 return ::region::default_region (); 1712 return ::region::default_region ();
1707} 1713}
1708 1714
1715/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */
1719object *
1720maptile::pick_random_object () const
1721{
1722 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me.
1727 */
1728 for (int i = 1000; --i;)
1729 {
1730 object *pick = at (rndm (width), rndm (height)).bot;
1709 1731
1732 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick)
1734 return pick->head_ ();
1735 }
1736
1737 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked");
1739}
1740

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