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Comparing deliantra/server/common/map.C (file contents):
Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.110 by root, Sun Jul 1 05:00:17 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 for (object *op = ms->bot; op; op = op->above)
360 { 361 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 363 if (op->head_ () == op && !op->more && op->arch->more)
365 { 364 {
366 /* If there is nothing more to this object, this for loop 365 op->remove ();
367 * won't do anything. 366 op->expand_tail ();
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 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
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); 367 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 368 }
394
395 tmp = above;
396 } 369 }
397} 370}
398 371
399/* 372/*
400 * Loads (ands parses) the objects into a given map from the specified 373 * Loads (ands parses) the objects into a given map from the specified
403bool 376bool
404maptile::_load_objects (object_thawer &f) 377maptile::_load_objects (object_thawer &f)
405{ 378{
406 for (;;) 379 for (;;)
407 { 380 {
408 coroapi::cede_every (1000); // cede once in a while 381 coroapi::cede_to_tick_every (100); // cede once in a while
409 382
410 switch (f.kw) 383 switch (f.kw)
411 { 384 {
412 case KW_arch: 385 case KW_arch:
413 if (object *op = object::read (f)) 386 if (object *op = object::read (f, this))
414 { 387 {
415 if (op->inv) 388 if (op->inv)
416 sum_weight (op); 389 sum_weight (op);
417 390
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 391 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
436} 409}
437 410
438void 411void
439maptile::activate () 412maptile::activate ()
440{ 413{
414 active = true;
415
441 if (!spaces) 416 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 417 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 418 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 419 op->activate_recursive ();
447} 420}
448 421
449void 422void
450maptile::deactivate () 423maptile::deactivate ()
451{ 424{
425 active = false;
426
452 if (!spaces) 427 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 428 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 429 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 430 op->deactivate_recursive ();
458} 431}
459 432
460bool 433bool
461maptile::_save_objects (object_freezer &f, int flags) 434maptile::_save_objects (object_freezer &f, int flags)
462{ 435{
463 static int cede_count = 0; 436 coroapi::cede_to_tick ();
464 437
465 if (flags & IO_HEADER) 438 if (flags & IO_HEADER)
466 _save_header (f); 439 _save_header (f);
467 440
468 if (!spaces) 441 if (!spaces)
469 return false; 442 return false;
470 443
471 for (int i = 0; i < size (); ++i) 444 for (int i = 0; i < size (); ++i)
472 { 445 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 446 int unique = 0;
482 for (object *op = spaces [i].bot; op; op = op->above) 447 for (object *op = spaces [i].bot; op; op = op->above)
483 { 448 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 449 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1; 450 unique = 1;
489 451
490 if (!op->can_map_save ()) 452 if (!op->can_map_save ())
491 continue; 453 continue;
497 } 459 }
498 else if (flags & IO_OBJECTS) 460 else if (flags & IO_OBJECTS)
499 op->write (f); 461 op->write (f);
500 } 462 }
501 } 463 }
464
465 coroapi::cede_to_tick ();
502 466
503 return true; 467 return true;
504} 468}
505 469
506bool 470bool
705bool 669bool
706maptile::_load_header (object_thawer &thawer) 670maptile::_load_header (object_thawer &thawer)
707{ 671{
708 for (;;) 672 for (;;)
709 { 673 {
710 keyword kw = thawer.get_kv (); 674 thawer.next ();
711 675
712 switch (kw) 676 switch (thawer.kw)
713 { 677 {
714 case KW_msg: 678 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 679 thawer.get_ml (KW_endmsg, msg);
716 break; 680 break;
717 681
749 case KW_winddir: thawer.get (winddir); break; 713 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 714 case KW_sky: thawer.get (sky); break;
751 715
752 case KW_per_player: thawer.get (per_player); break; 716 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 717 case KW_per_party: thawer.get (per_party); break;
718 case KW_no_reset: thawer.get (no_reset); break;
754 719
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 722
758 // old names new names 723 // old names new names
811 object *above = op->above; 776 object *above = op->above;
812 777
813 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))
814 unique = 1; 779 unique = 1;
815 780
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 { 782 {
818 op->destroy_inv (false); 783 op->destroy_inv (false);
819 op->destroy (); 784 op->destroy ();
820 } 785 }
821 786
835 if (name) MAP_OUT (name); 800 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 801 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
805 MAP_OUT (no_reset);
840 MAP_OUT (difficulty); 806 MAP_OUT (difficulty);
841 807
842 if (default_region) MAP_OUT2 (region, default_region->name); 808 if (default_region) MAP_OUT2 (region, default_region->name);
843 809
844 if (shopitems) 810 if (shopitems)
906 if (spaces) 872 if (spaces)
907 { 873 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 875 while (object *op = ms->bot)
910 { 876 {
911 if (op->head)
912 op = op->head; 877 op = op->head_ ();
913
914 op->destroy_inv (false); 878 op->destroy_inv (false);
915 op->destroy (); 879 op->destroy ();
916 } 880 }
917 881
918 sfree (spaces, size ()), spaces = 0; 882 sfree (spaces, size ()), spaces = 0;
957maptile::do_destroy () 921maptile::do_destroy ()
958{ 922{
959 attachable::do_destroy (); 923 attachable::do_destroy ();
960 924
961 clear (); 925 clear ();
926}
927
928/* decay and destroy perishable items in a map */
929void
930maptile::do_decay_objects ()
931{
932 if (!spaces)
933 return;
934
935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
936 for (object *above, *op = ms->bot; op; op = above)
937 {
938 above = op->above;
939
940 bool destroy = 0;
941
942 // do not decay anything above unique floor tiles (yet :)
943 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
944 break;
945
946 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
947 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
948 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
949 || QUERY_FLAG (op, FLAG_UNIQUE)
950 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
951 || QUERY_FLAG (op, FLAG_UNPAID)
952 || op->is_alive ())
953 ; // do not decay
954 else if (op->is_weapon ())
955 {
956 op->stats.dam--;
957 if (op->stats.dam < 0)
958 destroy = 1;
959 }
960 else if (op->is_armor ())
961 {
962 op->stats.ac--;
963 if (op->stats.ac < 0)
964 destroy = 1;
965 }
966 else if (op->type == FOOD)
967 {
968 op->stats.food -= rndm (5, 20);
969 if (op->stats.food < 0)
970 destroy = 1;
971 }
972 else
973 {
974 int mat = op->materials;
975
976 if (mat & M_PAPER
977 || mat & M_LEATHER
978 || mat & M_WOOD
979 || mat & M_ORGANIC
980 || mat & M_CLOTH
981 || mat & M_LIQUID
982 || (mat & M_IRON && rndm (1, 5) == 1)
983 || (mat & M_GLASS && rndm (1, 2) == 1)
984 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
985 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
986 || (mat & M_ICE && temp > 32))
987 destroy = 1;
988 }
989
990 /* adjust overall chance below */
991 if (destroy && rndm (0, 1))
992 op->destroy ();
993 }
962} 994}
963 995
964/* 996/*
965 * Updates every button on the map (by calling update_button() for them). 997 * Updates every button on the map (by calling update_button() for them).
966 */ 998 */
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 1047 {
1016 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1017 1049
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1019 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->stats.exp * 8;
1020 1052
1021 monster_cnt++; 1053 monster_cnt++;
1022 } 1054 }
1023 } 1055 }
1024 1056
1079void 1111void
1080mapspace::update_ () 1112mapspace::update_ ()
1081{ 1113{
1082 object *tmp, *last = 0; 1114 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 facetile *top, *floor, *middle;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1117
1088 middle = blank_face; 1118 //object *middle = 0;
1089 top = blank_face; 1119 //object *top = 0;
1090 floor = blank_face; 1120 //object *floor = 0;
1091 1121 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1122 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1123 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1124 object *&floor = faces_obj[2] = 0;
1095 1125
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1127 {
1098 /* This could be made additive I guess (two lights better than 1128 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1129 * one). But if so, it shouldn't be a simple additive - 2
1112 * Always put the player down for drawing. 1142 * Always put the player down for drawing.
1113 */ 1143 */
1114 if (!tmp->invisible) 1144 if (!tmp->invisible)
1115 { 1145 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1147 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1148 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1149 {
1123 /* If we got a floor, that means middle and top were below it, 1150 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1151 * so should not be visible, so we clear them.
1125 */ 1152 */
1126 middle = blank_face; 1153 middle = 0;
1127 top = blank_face; 1154 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1155 floor = tmp;
1130 } 1156 }
1131 /* Flag anywhere have high priority */ 1157 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1158 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1159 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1160 middle = tmp;
1137 anywhere = 1; 1161 anywhere = 1;
1138 } 1162 }
1139 /* Find the highest visible face around. If equal 1163 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1164 * visibilities, we still want the one nearer to the
1141 * top 1165 * top
1142 */ 1166 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1167 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1168 middle = tmp;
1147 }
1148 } 1169 }
1149 1170
1150 if (tmp == tmp->above) 1171 if (tmp == tmp->above)
1151 { 1172 {
1152 LOG (llevError, "Error in structure of map\n"); 1173 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1208 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1209 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1210 * may be possible for the faces to match but be different objects.
1190 */ 1211 */
1191 if (top == middle) 1212 if (top == middle)
1192 middle = blank_face; 1213 middle = 0;
1193 1214
1194 /* There are three posibilities at this point: 1215 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1216 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1217 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1218 * 3) neither middle or top is set - need to set both.
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1223 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1225 break;
1205 1226
1206 /* If two top faces are already set, quit processing */ 1227 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1228 if (top && middle)
1208 break; 1229 break;
1209 1230
1210 /* Only show visible faces */ 1231 /* Only show visible faces */
1211 if (!tmp->invisible) 1232 if (!tmp->invisible)
1212 { 1233 {
1213 /* Fill in top if needed */ 1234 /* Fill in top if needed */
1214 if (top == blank_face) 1235 if (!top)
1215 { 1236 {
1216 top = tmp->face;
1217 top_obj = tmp; 1237 top = tmp;
1218 if (top == middle) 1238 if (top == middle)
1219 middle = blank_face; 1239 middle = 0;
1220 } 1240 }
1221 else 1241 else
1222 { 1242 {
1223 /* top is already set - we should only get here if 1243 /* top is already set - we should only get here if
1224 * middle is not set 1244 * middle is not set
1225 * 1245 *
1226 * Set the middle face and break out, since there is nothing 1246 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1247 * more to fill in. We don't check visiblity here, since
1228 * 1248 *
1229 */ 1249 */
1230 if (tmp->face != top) 1250 if (tmp != top)
1231 { 1251 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1252 middle = tmp;
1234 break; 1253 break;
1235 } 1254 }
1236 } 1255 }
1237 } 1256 }
1238 } 1257 }
1239 1258
1240 if (middle == floor) 1259 if (middle == floor)
1241 middle = blank_face; 1260 middle = 0;
1242 1261
1243 if (top == middle) 1262 if (top == middle)
1244 middle = blank_face; 1263 middle = 0;
1245 1264
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1265#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1266 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1267 faces_obj [1] = middle;
1268 faces_obj [2] = floor;
1269#endif
1249} 1270}
1250 1271
1251uint64 1272uint64
1252mapspace::volume () const 1273mapspace::volume () const
1253{ 1274{
1673 return default_region; 1694 return default_region;
1674 1695
1675 return ::region::default_region (); 1696 return ::region::default_region ();
1676} 1697}
1677 1698
1699/* picks a random object from a style map.
1700 * Redone by MSW so it should be faster and not use static
1701 * variables to generate tables.
1702 */
1703object *
1704maptile::pick_random_object () const
1705{
1706 /* while returning a null object will result in a crash, that
1707 * is actually preferable to an infinite loop. That is because
1708 * most servers will automatically restart in case of crash.
1709 * Change the logic on getting the random space - shouldn't make
1710 * any difference, but this seems clearer to me.
1711 */
1712 for (int i = 1000; --i;)
1713 {
1714 object *pick = at (rndm (width), rndm (height)).bot;
1678 1715
1716 // do not prefer big monsters just because they are big.
1717 if (pick && pick->head_ () == pick)
1718 return pick->head_ ();
1719 }
1720
1721 // instead of crashing in the unlikely(?) case, try to return *something*
1722 return get_archetype ("blocked");
1723}
1724

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