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Comparing deliantra/server/common/map.C (file contents):
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC vs.
Revision 1.105 by root, Mon May 28 05:35:51 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 (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 230 return 1;
226 } 231 }
227 232
228 } 233 }
229 return 0; 234 return 0;
230} 235}
231
232 236
233/* 237/*
234 * Returns true if the given object can't fit in the given spot. 238 * 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, 239 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
343} 347}
344 348
345/* link_multipart_objects go through all the objects on the map looking 349/* 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 350 * 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 351 * 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 352 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 353 */
351void 354void
352maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
353{ 356{
354 if (!spaces) 357 if (!spaces)
355 return; 358 return;
356 359
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
359 { 362 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
364 { 365 {
365 /* If there is nothing more to this object, this for loop 366 op->remove ();
366 * won't do anything. 367 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); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 369 }
393
394 tmp = above;
395 } 370 }
396} 371}
397 372
398/* 373/*
399 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 375 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 376 */
403bool 377bool
404maptile::load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
405{ 379{
406 int unique; 380 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 { 381 {
414 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 383
416 * or editor will not be able to do anything with it either. 384 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 385 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
421 continue; 387 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 388 {
426 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
428 394
429 if (op->inv) 395 continue;
430 sum_weight (op);
431 396
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 397 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
437 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
438 break; 403 break;
439 } 404 }
440 405
441 op = object::create (); 406 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 } 407 }
462#endif
463 408
464 return true; 409 return true;
465} 410}
466 411
467void 412void
468maptile::activate () 413maptile::activate ()
469{ 414{
415 active = true;
416
470 if (!spaces) 417 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 420 op->activate_recursive ();
476} 421}
477 422
478void 423void
479maptile::deactivate () 424maptile::deactivate ()
480{ 425{
426 active = false;
427
481 if (!spaces) 428 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 431 op->deactivate_recursive ();
487} 432}
488 433
489bool 434bool
490maptile::save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
491{ 436{
492 static int cede_count = 0; 437 coroapi::cede_to_tick ();
493 438
494 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
495 save_header (freezer); 440 _save_header (f);
496 441
497 if (!spaces) 442 if (!spaces)
498 return false; 443 return false;
499 444
500 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
501 { 446 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 447 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above) 448 for (object *op = spaces [i].bot; op; op = op->above)
510 { 449 {
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]) 450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1; 451 unique = 1;
516 452
517 if (!op->can_map_save ()) 453 if (!op->can_map_save ())
518 continue; 454 continue;
519 455
520 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
521 { 457 {
522 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 459 op->write (f);
524 } 460 }
525 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1); 462 op->write (f);
527 } 463 }
528 } 464 }
529 465
466 coroapi::cede_to_tick ();
467
530 return true; 468 return true;
531} 469}
532 470
533bool 471bool
534maptile::load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
535{ 473{
536 object_thawer thawer (path); 474 object_thawer f (path);
537 475
538 if (!thawer) 476 if (!f)
539 return false; 477 return false;
478
479 f.next ();
540 480
541 if (skip_header) 481 if (skip_header)
542 for (;;) 482 for (;;)
543 { 483 {
544 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
545 485 f.skip ();
546 if (kw == KW_end) 486 if (kw == KW_end)
547 break; 487 break;
548
549 thawer.skip_kv (kw);
550 } 488 }
551 489
552 return load_objects (thawer); 490 return _load_objects (f);
553} 491}
554 492
555bool 493bool
556maptile::save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
557{ 495{
558 object_freezer freezer; 496 object_freezer freezer;
559 497
560 if (!save_objects (freezer, flags)) 498 if (!_save_objects (freezer, flags))
561 return false; 499 return false;
562 500
563 return freezer.save (path); 501 return freezer.save (path);
564} 502}
565 503
566maptile::maptile () 504maptile::maptile ()
567{ 505{
568 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
569 507
570 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
572 */ 510 */
573 width = 16; 511 width = 16;
574 height = 16; 512 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 513 timeout = 300;
577 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 515 max_volume = 2000000; // 2m³
579} 516}
580 517
581maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
582{ 519{
583 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 666 * 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. 667 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 668 * MSW 2001-07-01
732 */ 669 */
733bool 670bool
734maptile::load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
735{ 672{
736 for (;;) 673 for (;;)
737 { 674 {
738 keyword kw = thawer.get_kv (); 675 thawer.next ();
739 676
740 switch (kw) 677 switch (thawer.kw)
741 { 678 {
742 case KW_EOF:
743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
744 return false;
745
746 case KW_end:
747 return true;
748
749 default:
750 case KW_ERROR:
751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
752 break;
753
754 case KW_msg: 679 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
756 break; 681 break;
757 682
758 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
790 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
791 716
792 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
794 719
795 case KW_region: get_region_by_name (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797 722
798 // old names new names 723 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 724 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 725 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 733
809 case KW_tile_path_1: thawer.get (tile_path [0]); break; 734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break; 735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break; 736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break; 737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738
739 case KW_end:
740 return true;
741
742 default:
743 if (!thawer.parse_error ("map", 0))
744 return false;
745 break;
813 } 746 }
814 } 747 }
815 748
816 abort (); 749 abort ();
817} 750}
818 751
819bool 752bool
820maptile::load_header (const char *path) 753maptile::_load_header (const char *path)
821{ 754{
822 object_thawer thawer (path); 755 object_thawer thawer (path);
823 756
824 if (!thawer) 757 if (!thawer)
825 return false; 758 return false;
826 759
827 return load_header (thawer); 760 return _load_header (thawer);
828} 761}
829 762
830/****************************************************************************** 763/******************************************************************************
831 * This is the start of unique map handling code 764 * This is the start of unique map handling code
832 *****************************************************************************/ 765 *****************************************************************************/
843 object *above = op->above; 776 object *above = op->above;
844 777
845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
846 unique = 1; 779 unique = 1;
847 780
848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
849 { 782 {
850 op->destroy_inv (false); 783 op->destroy_inv (false);
851 op->destroy (); 784 op->destroy ();
852 } 785 }
853 786
855 } 788 }
856 } 789 }
857} 790}
858 791
859bool 792bool
860maptile::save_header (object_freezer &freezer) 793maptile::_save_header (object_freezer &freezer)
861{ 794{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k) 795#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864 797
865 MAP_OUT2 (arch, "map"); 798 MAP_OUT2 (arch, "map");
869 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
872 MAP_OUT (difficulty); 805 MAP_OUT (difficulty);
873 806
874 if (region) MAP_OUT2 (region, region->name); 807 if (default_region) MAP_OUT2 (region, default_region->name);
875 808
876 if (shopitems) 809 if (shopitems)
877 { 810 {
878 char shop[MAX_BUF]; 811 char shop[MAX_BUF];
879 print_shop_string (this, shop); 812 print_shop_string (this, shop);
914 847
915 return true; 848 return true;
916} 849}
917 850
918bool 851bool
919maptile::save_header (const char *path) 852maptile::_save_header (const char *path)
920{ 853{
921 object_freezer freezer; 854 object_freezer freezer;
922 855
923 if (!save_header (freezer)) 856 if (!_save_header (freezer))
924 return false; 857 return false;
925 858
926 return freezer.save (path); 859 return freezer.save (path);
927} 860}
928 861
930 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
931 */ 864 */
932void 865void
933maptile::clear () 866maptile::clear ()
934{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
935 if (!spaces) 871 if (spaces)
936 return; 872 {
937
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 874 while (object *op = ms->bot)
940 { 875 {
941 if (op->head)
942 op = op->head; 876 op = op->head_ ();
943
944 op->destroy_inv (false); 877 op->destroy_inv (false);
945 op->destroy (); 878 op->destroy ();
946 } 879 }
947 880
948 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
882 }
949 883
950 if (buttons) 884 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0; 885 free_objectlinkpt (buttons), buttons = 0;
952} 886}
953 887
1107 */ 1041 */
1108void 1042void
1109mapspace::update_ () 1043mapspace::update_ ()
1110{ 1044{
1111 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1112 uint8 flags = 0, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1113 New_Face *top, *floor, *middle;
1114 object *top_obj, *floor_obj, *middle_obj;
1115 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;
1116 1048
1117 middle = blank_face; 1049 //object *middle = 0;
1118 top = blank_face; 1050 //object *top = 0;
1119 floor = blank_face; 1051 //object *floor = 0;
1120 1052 // this seems to generate better code than using locals, above
1121 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1122 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1123 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1124 1056
1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1126 { 1058 {
1127 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1128 * 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
1141 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1142 */ 1074 */
1143 if (!tmp->invisible) 1075 if (!tmp->invisible)
1144 { 1076 {
1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1147 top = tmp->face;
1148 top_obj = tmp; 1078 top = tmp;
1149 }
1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 { 1080 {
1152 /* 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,
1153 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1154 */ 1083 */
1155 middle = blank_face; 1084 middle = 0;
1156 top = blank_face; 1085 top = 0;
1157 floor = tmp->face;
1158 floor_obj = tmp; 1086 floor = tmp;
1159 } 1087 }
1160 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 { 1090 {
1163 middle = tmp->face;
1164
1165 middle_obj = tmp; 1091 middle = tmp;
1166 anywhere = 1; 1092 anywhere = 1;
1167 } 1093 }
1168 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1169 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1170 * top 1096 * top
1171 */ 1097 */
1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1173 {
1174 middle = tmp->face;
1175 middle_obj = tmp; 1099 middle = tmp;
1176 }
1177 } 1100 }
1178 1101
1179 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1180 { 1103 {
1181 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1216 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1217 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1218 * 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.
1219 */ 1142 */
1220 if (top == middle) 1143 if (top == middle)
1221 middle = blank_face; 1144 middle = 0;
1222 1145
1223 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1224 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1225 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1226 * 3) neither middle or top is set - need to set both. 1149 * 3) neither middle or top is set - need to set both.
1231 /* 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 */
1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break; 1156 break;
1234 1157
1235 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1236 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1237 break; 1160 break;
1238 1161
1239 /* Only show visible faces */ 1162 /* Only show visible faces */
1240 if (!tmp->invisible) 1163 if (!tmp->invisible)
1241 { 1164 {
1242 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1243 if (top == blank_face) 1166 if (!top)
1244 { 1167 {
1245 top = tmp->face;
1246 top_obj = tmp; 1168 top = tmp;
1247 if (top == middle) 1169 if (top == middle)
1248 middle = blank_face; 1170 middle = 0;
1249 } 1171 }
1250 else 1172 else
1251 { 1173 {
1252 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1253 * middle is not set 1175 * middle is not set
1254 * 1176 *
1255 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1256 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1257 * 1179 *
1258 */ 1180 */
1259 if (tmp->face != top) 1181 if (tmp != top)
1260 { 1182 {
1261 middle = tmp->face;
1262 middle_obj = tmp; 1183 middle = tmp;
1263 break; 1184 break;
1264 } 1185 }
1265 } 1186 }
1266 } 1187 }
1267 } 1188 }
1268 1189
1269 if (middle == floor) 1190 if (middle == floor)
1270 middle = blank_face; 1191 middle = 0;
1271 1192
1272 if (top == middle) 1193 if (top == middle)
1273 middle = blank_face; 1194 middle = 0;
1274 1195
1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1277 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;
1278} 1212}
1279 1213
1280/* 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
1281 * 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
1282 * 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
1447 1381
1448/** 1382/**
1449 * 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
1450 * map1 to map2 in dx/dy. 1384 * map1 to map2 in dx/dy.
1451 */ 1385 */
1452static int 1386int
1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{ 1388{
1455 if (!map1 || !map2) 1389 if (!map1 || !map2)
1456 return 0; 1390 return 0;
1457 1391
1548/* From map.c 1482/* From map.c
1549 * This is used by get_player to determine where the other 1483 * This is used by get_player to determine where the other
1550 * creature is. get_rangevector takes into account map tiling, 1484 * creature is. get_rangevector takes into account map tiling,
1551 * 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
1552 * righte value. distance_x/y are distance away, which 1486 * righte value. distance_x/y are distance away, which
1553 * can be negativbe. direction is the crossfire direction scheme 1487 * can be negative. direction is the crossfire direction scheme
1554 * that the creature should head. part is the part of the 1488 * that the creature should head. part is the part of the
1555 * monster that is closest. 1489 * monster that is closest.
1556 * 1490 *
1557 * get_rangevector looks at op1 and op2, and fills in the 1491 * get_rangevector looks at op1 and op2, and fills in the
1558 * structure for op1 to get to op2. 1492 * structure for op1 to get to op2.
1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{ 1504{
1571 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))
1572 { 1506 {
1573 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1574 retval->distance = 100000; 1508 retval->distance = 10000;
1575 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1576 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1577 retval->direction = 0; 1511 retval->direction = 0;
1578 retval->part = 0; 1512 retval->part = 0;
1579 } 1513 }
1580 else 1514 else
1581 { 1515 {
1586 1520
1587 best = op1; 1521 best = op1;
1588 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1589 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1590 { 1524 {
1591 object *tmp;
1592 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;
1593 1526
1594 /* 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
1595 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1596 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1597 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1598 * below works. 1531 * below works.
1599 */ 1532 */
1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1601 { 1534 {
1602 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) +
1603 (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);
1604 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1605 { 1538 {
1606 best_distance = tmpi; 1539 best_distance = tmpi;
1607 best = tmp; 1540 best = tmp;
1608 } 1541 }
1609 } 1542 }
1543
1610 if (best != op1) 1544 if (best != op1)
1611 { 1545 {
1612 retval->distance_x += op1->x - best->x; 1546 retval->distance_x += op1->x - best->x;
1613 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1614 } 1548 }
1615 } 1549 }
1550
1616 retval->part = best; 1551 retval->part = best;
1617 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));
1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1619 } 1554 }
1620} 1555}
1621 1556
1622/* 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
1627 * 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
1628 * 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
1629 * 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
1630 * field of the rv_vector is set to NULL. 1565 * field of the rv_vector is set to NULL.
1631 */ 1566 */
1632
1633void 1567void
1634get_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)
1635{ 1569{
1636 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))
1637 { 1571 {
1638 /* be conservative and fill in _some_ data */ 1572 /* be conservative and fill in _some_ data */
1639 retval->distance = 100000; 1573 retval->distance = 100000;
1646 { 1580 {
1647 retval->distance_x += op2->x - x; 1581 retval->distance_x += op2->x - x;
1648 retval->distance_y += op2->y - y; 1582 retval->distance_y += op2->y - y;
1649 1583
1650 retval->part = NULL; 1584 retval->part = NULL;
1651 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);
1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1653 } 1587 }
1654} 1588}
1655 1589
1656/* 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
1676 op->remove (); 1610 op->remove ();
1677 1611
1678 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);
1679} 1613}
1680 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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