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Comparing deliantra/server/common/map.C (file contents):
Revision 1.75 by root, Mon Jan 15 01:25:41 2007 UTC vs.
Revision 1.96 by root, Thu Mar 15 14:23:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
228 229
229 } 230 }
230 return 0; 231 return 0;
231} 232}
232 233
233
234/* 234/*
235 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
354{ 354{
355 if (!spaces) 355 if (!spaces)
356 return; 356 return;
357 357
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 { 360 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
365 { 363 {
366 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
367 * won't do anything. 365 * won't do anything.
389 * 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.
390 */ 388 */
391 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);
392 } 390 }
393 } 391 }
394
395 tmp = above;
396 } 392 }
397} 393}
398 394
399/* 395/*
400 * 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
401 * file pointer. 397 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 398 */
404bool 399bool
405maptile::_load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
406{ 401{
407 int unique; 402 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 { 403 {
415 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 405
417 * or editor will not be able to do anything with it either. 406 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 407 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
422 continue; 409 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 410 {
427 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
428 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 }
429 416
430 if (op->inv) 417 continue;
431 sum_weight (op);
432 418
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 419 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
438 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
439 break; 425 break;
440 } 426 }
441 427
442 op = object::create (); 428 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 } 429 }
463#endif
464 430
465 return true; 431 return true;
466} 432}
467 433
468void 434void
486 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 453 op->deactivate_recursive ();
488} 454}
489 455
490bool 456bool
491maptile::_save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
492{ 458{
493 static int cede_count = 0; 459 static int cede_count = 0;
494 460
495 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
496 _save_header (freezer); 462 _save_header (f);
497 463
498 if (!spaces) 464 if (!spaces)
499 return false; 465 return false;
500 466
501 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
502 { 468 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500) 469 if (cede_count >= 500)
505 { 470 {
506 cede_count = 0; 471 cede_count = 0;
507 coroapi::cede (); 472 coroapi::cede ();
508 } 473 }
509#endif
510 474
511 int unique = 0; 475 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 476 for (object *op = spaces [i].bot; op; op = op->above)
513 { 477 {
514 // count per-object, but cede only when modification-safe 478 // count per-object, but cede only when modification-safe
521 continue; 485 continue;
522 486
523 if (unique || op->flag [FLAG_UNIQUE]) 487 if (unique || op->flag [FLAG_UNIQUE])
524 { 488 {
525 if (flags & IO_UNIQUES) 489 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 490 op->write (f);
527 } 491 }
528 else if (flags & IO_OBJECTS) 492 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 493 op->write (f);
530 } 494 }
531 } 495 }
532 496
533 return true; 497 return true;
534} 498}
535 499
536bool 500bool
537maptile::_load_objects (const char *path, bool skip_header) 501maptile::_load_objects (const char *path, bool skip_header)
538{ 502{
539 object_thawer thawer (path); 503 object_thawer f (path);
540 504
541 if (!thawer) 505 if (!f)
542 return false; 506 return false;
507
508 f.next ();
543 509
544 if (skip_header) 510 if (skip_header)
545 for (;;) 511 for (;;)
546 { 512 {
547 keyword kw = thawer.get_kv (); 513 keyword kw = f.kw;
548 514 f.skip ();
549 if (kw == KW_end) 515 if (kw == KW_end)
550 break; 516 break;
551
552 thawer.skip_kv (kw);
553 } 517 }
554 518
555 return _load_objects (thawer); 519 return _load_objects (f);
556} 520}
557 521
558bool 522bool
559maptile::_save_objects (const char *path, int flags) 523maptile::_save_objects (const char *path, int flags)
560{ 524{
569maptile::maptile () 533maptile::maptile ()
570{ 534{
571 in_memory = MAP_SWAPPED; 535 in_memory = MAP_SWAPPED;
572 536
573 /* The maps used to pick up default x and y values from the 537 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 538 * map archetype. Mimic that behaviour.
575 */ 539 */
576 width = 16; 540 width = 16;
577 height = 16; 541 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 542 timeout = 300;
580 enter_x = 0; 543 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 544 max_volume = 2000000; // 2m³
582} 545}
583 546
584maptile::maptile (int w, int h) 547maptile::maptile (int w, int h)
585{ 548{
586 in_memory = MAP_SWAPPED; 549 in_memory = MAP_SWAPPED;
740 { 703 {
741 keyword kw = thawer.get_kv (); 704 keyword kw = thawer.get_kv ();
742 705
743 switch (kw) 706 switch (kw)
744 { 707 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 708 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 709 thawer.get_ml (KW_endmsg, msg);
759 break; 710 break;
760 711
761 case KW_lore: // CF+ extension 712 case KW_lore: // CF+ extension
793 case KW_sky: thawer.get (sky); break; 744 case KW_sky: thawer.get (sky); break;
794 745
795 case KW_per_player: thawer.get (per_player); break; 746 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 747 case KW_per_party: thawer.get (per_party); break;
797 748
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 749 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 751
801 // old names new names 752 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 753 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 754 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 762
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 763 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 764 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 765 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 766 case KW_tile_path_4: thawer.get (tile_path [3]); break;
767
768 case KW_end:
769 return true;
770
771 default:
772 if (!thawer.parse_error ("map", 0))
773 return false;
774 break;
816 } 775 }
817 } 776 }
818 777
819 abort (); 778 abort ();
820} 779}
872 MAP_OUT (reset_time); 831 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 832 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 833 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 834 MAP_OUT (difficulty);
876 835
877 if (region) MAP_OUT2 (region, region->name); 836 if (default_region) MAP_OUT2 (region, default_region->name);
878 837
879 if (shopitems) 838 if (shopitems)
880 { 839 {
881 char shop[MAX_BUF]; 840 char shop[MAX_BUF];
882 print_shop_string (this, shop); 841 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 892 * Remove and free all objects in the given map.
934 */ 893 */
935void 894void
936maptile::clear () 895maptile::clear ()
937{ 896{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
938 if (!spaces) 900 if (spaces)
939 return; 901 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 903 while (object *op = ms->bot)
943 { 904 {
944 if (op->head) 905 if (op->head)
945 op = op->head; 906 op = op->head;
946 907
947 op->destroy_inv (false); 908 op->destroy_inv (false);
948 op->destroy (); 909 op->destroy ();
949 } 910 }
950 911
951 sfree (spaces, size ()), spaces = 0; 912 sfree (spaces, size ()), spaces = 0;
913 }
952 914
953 if (buttons) 915 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 916 free_objectlinkpt (buttons), buttons = 0;
955} 917}
956 918
1111void 1073void
1112mapspace::update_ () 1074mapspace::update_ ()
1113{ 1075{
1114 object *tmp, *last = 0; 1076 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1077 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; 1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1079
1120 middle = blank_face; 1080 //object *middle = 0;
1121 top = blank_face; 1081 //object *top = 0;
1122 floor = blank_face; 1082 //object *floor = 0;
1123 1083 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1084 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1085 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1086 object *&floor = faces_obj[2] = 0;
1127 1087
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1089 {
1130 /* This could be made additive I guess (two lights better than 1090 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1091 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1104 * Always put the player down for drawing.
1145 */ 1105 */
1146 if (!tmp->invisible) 1106 if (!tmp->invisible)
1147 { 1107 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1109 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1111 {
1155 /* If we got a floor, that means middle and top were below it, 1112 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1113 * so should not be visible, so we clear them.
1157 */ 1114 */
1158 middle = blank_face; 1115 middle = 0;
1159 top = blank_face; 1116 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1117 floor = tmp;
1162 } 1118 }
1163 /* Flag anywhere have high priority */ 1119 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1121 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1122 middle = tmp;
1169 anywhere = 1; 1123 anywhere = 1;
1170 } 1124 }
1171 /* Find the highest visible face around. If equal 1125 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1126 * visibilities, we still want the one nearer to the
1173 * top 1127 * top
1174 */ 1128 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1130 middle = tmp;
1179 }
1180 } 1131 }
1181 1132
1182 if (tmp == tmp->above) 1133 if (tmp == tmp->above)
1183 { 1134 {
1184 LOG (llevError, "Error in structure of map\n"); 1135 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1170 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1171 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1172 * may be possible for the faces to match but be different objects.
1222 */ 1173 */
1223 if (top == middle) 1174 if (top == middle)
1224 middle = blank_face; 1175 middle = 0;
1225 1176
1226 /* There are three posibilities at this point: 1177 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1178 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1179 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1180 * 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 */ 1185 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1187 break;
1237 1188
1238 /* If two top faces are already set, quit processing */ 1189 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1190 if (top && middle)
1240 break; 1191 break;
1241 1192
1242 /* Only show visible faces */ 1193 /* Only show visible faces */
1243 if (!tmp->invisible) 1194 if (!tmp->invisible)
1244 { 1195 {
1245 /* Fill in top if needed */ 1196 /* Fill in top if needed */
1246 if (top == blank_face) 1197 if (!top)
1247 { 1198 {
1248 top = tmp->face;
1249 top_obj = tmp; 1199 top = tmp;
1250 if (top == middle) 1200 if (top == middle)
1251 middle = blank_face; 1201 middle = 0;
1252 } 1202 }
1253 else 1203 else
1254 { 1204 {
1255 /* top is already set - we should only get here if 1205 /* top is already set - we should only get here if
1256 * middle is not set 1206 * middle is not set
1257 * 1207 *
1258 * Set the middle face and break out, since there is nothing 1208 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1209 * more to fill in. We don't check visiblity here, since
1260 * 1210 *
1261 */ 1211 */
1262 if (tmp->face != top) 1212 if (tmp != top)
1263 { 1213 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1214 middle = tmp;
1266 break; 1215 break;
1267 } 1216 }
1268 } 1217 }
1269 } 1218 }
1270 } 1219 }
1271 1220
1272 if (middle == floor) 1221 if (middle == floor)
1273 middle = blank_face; 1222 middle = 0;
1274 1223
1275 if (top == middle) 1224 if (top == middle)
1276 middle = blank_face; 1225 middle = 0;
1277 1226
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1227#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1228 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1229 faces_obj [1] = middle;
1230 faces_obj [2] = floor;
1231#endif
1232}
1233
1234uint64
1235mapspace::volume () const
1236{
1237 uint64 vol = 0;
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1281} 1243}
1282 1244
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1245/* 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 1246 * 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 1247 * maps tile_map values if it tiles back to this one. It returns
1450 1412
1451/** 1413/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1414 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1415 * map1 to map2 in dx/dy.
1454 */ 1416 */
1455static int 1417int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1419{
1458 if (!map1 || !map2) 1420 if (!map1 || !map2)
1459 return 0; 1421 return 0;
1460 1422
1551/* From map.c 1513/* From map.c
1552 * This is used by get_player to determine where the other 1514 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1515 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1516 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1517 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1518 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1519 * that the creature should head. part is the part of the
1558 * monster that is closest. 1520 * monster that is closest.
1559 * 1521 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1522 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1523 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1534get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1535{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1537 {
1576 /* be conservative and fill in _some_ data */ 1538 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1539 retval->distance = 10000;
1578 retval->distance_x = 32767; 1540 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1541 retval->distance_y = 10000;
1580 retval->direction = 0; 1542 retval->direction = 0;
1581 retval->part = 0; 1543 retval->part = 0;
1582 } 1544 }
1583 else 1545 else
1584 { 1546 {
1589 1551
1590 best = op1; 1552 best = op1;
1591 /* If this is multipart, find the closest part now */ 1553 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1554 if (!(flags & 0x1) && op1->more)
1593 { 1555 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1557
1597 /* we just take the offset of the piece to head to figure 1558 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1559 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1560 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1561 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1562 * below works.
1602 */ 1563 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1564 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1565 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1566 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1568 if (tmpi < best_distance)
1608 { 1569 {
1617 retval->distance_y += op1->y - best->y; 1578 retval->distance_y += op1->y - best->y;
1618 } 1579 }
1619 } 1580 }
1620 1581
1621 retval->part = best; 1582 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1585 }
1625} 1586}
1626 1587
1627/* this is basically the same as get_rangevector above, but instead of 1588/* this is basically the same as get_rangevector above, but instead of
1632 * flags has no meaning for this function at this time - I kept it in to 1593 * flags has no meaning for this function at this time - I kept it in to
1633 * be more consistant with the above function and also in case they are needed 1594 * be more consistant with the above function and also in case they are needed
1634 * for something in the future. Also, since no object is pasted, the best 1595 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1596 * field of the rv_vector is set to NULL.
1636 */ 1597 */
1637
1638void 1598void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1599get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1600{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1601 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1602 {
1643 /* be conservative and fill in _some_ data */ 1603 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1604 retval->distance = 100000;
1681 op->remove (); 1641 op->remove ();
1682 1642
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1643 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1644}
1685 1645
1646region *
1647maptile::region (int x, int y) const
1648{
1649 if (regions
1650 && regionmap
1651 && !OUT_OF_REAL_MAP (this, x, y))
1652 if (struct region *reg = regionmap [regions [y * width + x]])
1653 return reg;
1654
1655 if (default_region)
1656 return default_region;
1657
1658 return ::region::default_region ();
1659}
1660
1661/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */
1665object *
1666maptile::pick_random_object () const
1667{
1668 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me.
1673 */
1674 for (int i = 1000; --i;)
1675 {
1676 object *pick = at (rndm (width), rndm (height)).bot;
1677
1678 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick)
1680 return pick->head_ ();
1681 }
1682
1683 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked");
1685}
1686

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