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 | */ |
352 | void |
353 | void |
353 | maptile::link_multipart_objects () |
354 | maptile::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; tmp = tmp->above) |
360 | for (object *op = ms->bot; op; op = op->above) |
360 | { |
361 | { |
361 | /* already multipart - don't do anything more */ |
362 | /* already multipart - don't do anything more */ |
362 | if (!tmp->head && !tmp->more) |
363 | if (op->head_ () == op && !op->more && op->arch->more) |
363 | { |
364 | { |
364 | /* If there is nothing more to this object, this for loop |
365 | op->remove (); |
365 | * won't do anything. |
366 | op->expand_tail (); |
366 | */ |
|
|
367 | archetype *at; |
|
|
368 | object *last, *op; |
|
|
369 | for (at = tmp->arch->more, last = tmp; |
|
|
370 | at; |
|
|
371 | at = at->more, last = op) |
|
|
372 | { |
|
|
373 | op = arch_to_object (at); |
|
|
374 | |
|
|
375 | /* update x,y coordinates */ |
|
|
376 | op->x += tmp->x; |
|
|
377 | op->y += tmp->y; |
|
|
378 | op->head = tmp; |
|
|
379 | op->map = this; |
|
|
380 | last->more = op; |
|
|
381 | op->name = tmp->name; |
|
|
382 | op->title = tmp->title; |
|
|
383 | |
|
|
384 | /* we could link all the parts onto tmp, and then just |
|
|
385 | * call insert_ob_in_map once, but the effect is the same, |
|
|
386 | * as insert_ob_in_map will call itself with each part, and |
|
|
387 | * the coding is simpler to just to it here with each part. |
|
|
388 | */ |
|
|
389 | 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); |
390 | } |
|
|
391 | } |
368 | } |
392 | } |
369 | } |
393 | } |
370 | } |
394 | |
371 | |
395 | /* |
372 | /* |
… | |
… | |
399 | bool |
376 | bool |
400 | maptile::_load_objects (object_thawer &f) |
377 | maptile::_load_objects (object_thawer &f) |
401 | { |
378 | { |
402 | for (;;) |
379 | for (;;) |
403 | { |
380 | { |
404 | coroapi::cede_every (1000); // cede once in a while |
381 | coroapi::cede_to_tick_every (100); // cede once in a while |
405 | |
382 | |
406 | switch (f.kw) |
383 | switch (f.kw) |
407 | { |
384 | { |
408 | case KW_arch: |
385 | case KW_arch: |
409 | if (object *op = object::read (f, this)) |
386 | if (object *op = object::read (f, this)) |
… | |
… | |
432 | } |
409 | } |
433 | |
410 | |
434 | void |
411 | void |
435 | maptile::activate () |
412 | maptile::activate () |
436 | { |
413 | { |
|
|
414 | active = true; |
|
|
415 | |
437 | if (!spaces) |
416 | if (spaces) |
438 | return; |
|
|
439 | |
|
|
440 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
417 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
441 | for (object *op = ms->bot; op; op = op->above) |
418 | for (object *op = ms->bot; op; op = op->above) |
442 | op->activate_recursive (); |
419 | op->activate_recursive (); |
443 | } |
420 | } |
444 | |
421 | |
445 | void |
422 | void |
446 | maptile::deactivate () |
423 | maptile::deactivate () |
447 | { |
424 | { |
|
|
425 | active = false; |
|
|
426 | |
448 | if (!spaces) |
427 | if (spaces) |
449 | return; |
|
|
450 | |
|
|
451 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
428 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
452 | for (object *op = ms->bot; op; op = op->above) |
429 | for (object *op = ms->bot; op; op = op->above) |
453 | op->deactivate_recursive (); |
430 | op->deactivate_recursive (); |
454 | } |
431 | } |
455 | |
432 | |
456 | bool |
433 | bool |
457 | maptile::_save_objects (object_freezer &f, int flags) |
434 | maptile::_save_objects (object_freezer &f, int flags) |
458 | { |
435 | { |
459 | static int cede_count = 0; |
436 | coroapi::cede_to_tick (); |
460 | |
437 | |
461 | if (flags & IO_HEADER) |
438 | if (flags & IO_HEADER) |
462 | _save_header (f); |
439 | _save_header (f); |
463 | |
440 | |
464 | if (!spaces) |
441 | if (!spaces) |
465 | return false; |
442 | return false; |
466 | |
443 | |
467 | for (int i = 0; i < size (); ++i) |
444 | for (int i = 0; i < size (); ++i) |
468 | { |
445 | { |
469 | #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D |
|
|
470 | if (cede_count >= 500) |
|
|
471 | { |
|
|
472 | cede_count = 0; |
|
|
473 | coroapi::cede (); |
|
|
474 | } |
|
|
475 | #endif |
|
|
476 | |
|
|
477 | int unique = 0; |
446 | int unique = 0; |
478 | for (object *op = spaces [i].bot; op; op = op->above) |
447 | for (object *op = spaces [i].bot; op; op = op->above) |
479 | { |
448 | { |
480 | // count per-object, but cede only when modification-safe |
|
|
481 | cede_count++; |
|
|
482 | |
|
|
483 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
449 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
484 | unique = 1; |
450 | unique = 1; |
485 | |
451 | |
486 | if (!op->can_map_save ()) |
452 | if (!op->can_map_save ()) |
487 | continue; |
453 | continue; |
… | |
… | |
493 | } |
459 | } |
494 | else if (flags & IO_OBJECTS) |
460 | else if (flags & IO_OBJECTS) |
495 | op->write (f); |
461 | op->write (f); |
496 | } |
462 | } |
497 | } |
463 | } |
|
|
464 | |
|
|
465 | coroapi::cede_to_tick (); |
498 | |
466 | |
499 | return true; |
467 | return true; |
500 | } |
468 | } |
501 | |
469 | |
502 | bool |
470 | bool |
… | |
… | |
701 | bool |
669 | bool |
702 | maptile::_load_header (object_thawer &thawer) |
670 | maptile::_load_header (object_thawer &thawer) |
703 | { |
671 | { |
704 | for (;;) |
672 | for (;;) |
705 | { |
673 | { |
706 | keyword kw = thawer.get_kv (); |
674 | thawer.next (); |
707 | |
675 | |
708 | switch (kw) |
676 | switch (thawer.kw) |
709 | { |
677 | { |
710 | case KW_msg: |
678 | case KW_msg: |
711 | thawer.get_ml (KW_endmsg, msg); |
679 | thawer.get_ml (KW_endmsg, msg); |
712 | break; |
680 | break; |
713 | |
681 | |
… | |
… | |
745 | case KW_winddir: thawer.get (winddir); break; |
713 | case KW_winddir: thawer.get (winddir); break; |
746 | case KW_sky: thawer.get (sky); break; |
714 | case KW_sky: thawer.get (sky); break; |
747 | |
715 | |
748 | case KW_per_player: thawer.get (per_player); break; |
716 | case KW_per_player: thawer.get (per_player); break; |
749 | 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; |
750 | |
719 | |
751 | case KW_region: default_region = region::find (thawer.get_str ()); break; |
720 | case KW_region: default_region = region::find (thawer.get_str ()); break; |
752 | case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; |
721 | case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; |
753 | |
722 | |
754 | // old names new names |
723 | // old names new names |
… | |
… | |
807 | object *above = op->above; |
776 | object *above = op->above; |
808 | |
777 | |
809 | 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)) |
810 | unique = 1; |
779 | unique = 1; |
811 | |
780 | |
812 | if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
781 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
813 | { |
782 | { |
814 | op->destroy_inv (false); |
783 | op->destroy_inv (false); |
815 | op->destroy (); |
784 | op->destroy (); |
816 | } |
785 | } |
817 | |
786 | |
… | |
… | |
831 | if (name) MAP_OUT (name); |
800 | if (name) MAP_OUT (name); |
832 | MAP_OUT (swap_time); |
801 | MAP_OUT (swap_time); |
833 | MAP_OUT (reset_time); |
802 | MAP_OUT (reset_time); |
834 | MAP_OUT (reset_timeout); |
803 | MAP_OUT (reset_timeout); |
835 | MAP_OUT (fixed_resettime); |
804 | MAP_OUT (fixed_resettime); |
|
|
805 | MAP_OUT (no_reset); |
836 | MAP_OUT (difficulty); |
806 | MAP_OUT (difficulty); |
837 | |
807 | |
838 | if (default_region) MAP_OUT2 (region, default_region->name); |
808 | if (default_region) MAP_OUT2 (region, default_region->name); |
839 | |
809 | |
840 | if (shopitems) |
810 | if (shopitems) |
… | |
… | |
902 | if (spaces) |
872 | if (spaces) |
903 | { |
873 | { |
904 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
874 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
905 | while (object *op = ms->bot) |
875 | while (object *op = ms->bot) |
906 | { |
876 | { |
907 | if (op->head) |
|
|
908 | op = op->head; |
877 | op = op->head_ (); |
909 | |
|
|
910 | op->destroy_inv (false); |
878 | op->destroy_inv (false); |
911 | op->destroy (); |
879 | op->destroy (); |
912 | } |
880 | } |
913 | |
881 | |
914 | sfree (spaces, size ()), spaces = 0; |
882 | sfree (spaces, size ()), spaces = 0; |
… | |
… | |
953 | maptile::do_destroy () |
921 | maptile::do_destroy () |
954 | { |
922 | { |
955 | attachable::do_destroy (); |
923 | attachable::do_destroy (); |
956 | |
924 | |
957 | clear (); |
925 | clear (); |
|
|
926 | } |
|
|
927 | |
|
|
928 | /* decay and destroy perishable items in a map */ |
|
|
929 | void |
|
|
930 | maptile::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 | } |
958 | } |
994 | } |
959 | |
995 | |
960 | /* |
996 | /* |
961 | * 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). |
962 | */ |
998 | */ |
… | |
… | |
1010 | if (QUERY_FLAG (op, FLAG_GENERATOR)) |
1046 | if (QUERY_FLAG (op, FLAG_GENERATOR)) |
1011 | { |
1047 | { |
1012 | total_exp += op->stats.exp; |
1048 | total_exp += op->stats.exp; |
1013 | |
1049 | |
1014 | if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) |
1050 | if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) |
1015 | total_exp += at->clone.stats.exp * 8; |
1051 | total_exp += at->stats.exp * 8; |
1016 | |
1052 | |
1017 | monster_cnt++; |
1053 | monster_cnt++; |
1018 | } |
1054 | } |
1019 | } |
1055 | } |
1020 | |
1056 | |
… | |
… | |
1075 | void |
1111 | void |
1076 | mapspace::update_ () |
1112 | mapspace::update_ () |
1077 | { |
1113 | { |
1078 | object *tmp, *last = 0; |
1114 | object *tmp, *last = 0; |
1079 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1115 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1080 | facetile *top, *floor, *middle; |
|
|
1081 | object *top_obj, *floor_obj, *middle_obj; |
|
|
1082 | 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; |
1083 | |
1117 | |
1084 | middle = blank_face; |
1118 | //object *middle = 0; |
1085 | top = blank_face; |
1119 | //object *top = 0; |
1086 | floor = blank_face; |
1120 | //object *floor = 0; |
1087 | |
1121 | // this seems to generate better code than using locals, above |
1088 | middle_obj = 0; |
1122 | object *&top = faces_obj[0] = 0; |
1089 | top_obj = 0; |
1123 | object *&middle = faces_obj[1] = 0; |
1090 | floor_obj = 0; |
1124 | object *&floor = faces_obj[2] = 0; |
1091 | |
1125 | |
1092 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1126 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1093 | { |
1127 | { |
1094 | /* This could be made additive I guess (two lights better than |
1128 | /* This could be made additive I guess (two lights better than |
1095 | * 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 |
… | |
… | |
1108 | * Always put the player down for drawing. |
1142 | * Always put the player down for drawing. |
1109 | */ |
1143 | */ |
1110 | if (!tmp->invisible) |
1144 | if (!tmp->invisible) |
1111 | { |
1145 | { |
1112 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1146 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1113 | { |
|
|
1114 | top = tmp->face; |
|
|
1115 | top_obj = tmp; |
1147 | top = tmp; |
1116 | } |
|
|
1117 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1148 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1118 | { |
1149 | { |
1119 | /* 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, |
1120 | * so should not be visible, so we clear them. |
1151 | * so should not be visible, so we clear them. |
1121 | */ |
1152 | */ |
1122 | middle = blank_face; |
1153 | middle = 0; |
1123 | top = blank_face; |
1154 | top = 0; |
1124 | floor = tmp->face; |
|
|
1125 | floor_obj = tmp; |
1155 | floor = tmp; |
1126 | } |
1156 | } |
1127 | /* Flag anywhere have high priority */ |
1157 | /* Flag anywhere have high priority */ |
1128 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1158 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1129 | { |
1159 | { |
1130 | middle = tmp->face; |
|
|
1131 | |
|
|
1132 | middle_obj = tmp; |
1160 | middle = tmp; |
1133 | anywhere = 1; |
1161 | anywhere = 1; |
1134 | } |
1162 | } |
1135 | /* Find the highest visible face around. If equal |
1163 | /* Find the highest visible face around. If equal |
1136 | * visibilities, we still want the one nearer to the |
1164 | * visibilities, we still want the one nearer to the |
1137 | * top |
1165 | * top |
1138 | */ |
1166 | */ |
1139 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1167 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1140 | { |
|
|
1141 | middle = tmp->face; |
|
|
1142 | middle_obj = tmp; |
1168 | middle = tmp; |
1143 | } |
|
|
1144 | } |
1169 | } |
1145 | |
1170 | |
1146 | if (tmp == tmp->above) |
1171 | if (tmp == tmp->above) |
1147 | { |
1172 | { |
1148 | LOG (llevError, "Error in structure of map\n"); |
1173 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1183 | * middle face. This should not happen, as we already have the |
1208 | * middle face. This should not happen, as we already have the |
1184 | * else statement above so middle should not get set. OTOH, it |
1209 | * else statement above so middle should not get set. OTOH, it |
1185 | * 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. |
1186 | */ |
1211 | */ |
1187 | if (top == middle) |
1212 | if (top == middle) |
1188 | middle = blank_face; |
1213 | middle = 0; |
1189 | |
1214 | |
1190 | /* There are three posibilities at this point: |
1215 | /* There are three posibilities at this point: |
1191 | * 1) top face is set, need middle to be set. |
1216 | * 1) top face is set, need middle to be set. |
1192 | * 2) middle is set, need to set top. |
1217 | * 2) middle is set, need to set top. |
1193 | * 3) neither middle or top is set - need to set both. |
1218 | * 3) neither middle or top is set - need to set both. |
… | |
… | |
1198 | /* 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 */ |
1199 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1224 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1200 | break; |
1225 | break; |
1201 | |
1226 | |
1202 | /* If two top faces are already set, quit processing */ |
1227 | /* If two top faces are already set, quit processing */ |
1203 | if ((top != blank_face) && (middle != blank_face)) |
1228 | if (top && middle) |
1204 | break; |
1229 | break; |
1205 | |
1230 | |
1206 | /* Only show visible faces */ |
1231 | /* Only show visible faces */ |
1207 | if (!tmp->invisible) |
1232 | if (!tmp->invisible) |
1208 | { |
1233 | { |
1209 | /* Fill in top if needed */ |
1234 | /* Fill in top if needed */ |
1210 | if (top == blank_face) |
1235 | if (!top) |
1211 | { |
1236 | { |
1212 | top = tmp->face; |
|
|
1213 | top_obj = tmp; |
1237 | top = tmp; |
1214 | if (top == middle) |
1238 | if (top == middle) |
1215 | middle = blank_face; |
1239 | middle = 0; |
1216 | } |
1240 | } |
1217 | else |
1241 | else |
1218 | { |
1242 | { |
1219 | /* top is already set - we should only get here if |
1243 | /* top is already set - we should only get here if |
1220 | * middle is not set |
1244 | * middle is not set |
1221 | * |
1245 | * |
1222 | * Set the middle face and break out, since there is nothing |
1246 | * Set the middle face and break out, since there is nothing |
1223 | * more to fill in. We don't check visiblity here, since |
1247 | * more to fill in. We don't check visiblity here, since |
1224 | * |
1248 | * |
1225 | */ |
1249 | */ |
1226 | if (tmp->face != top) |
1250 | if (tmp != top) |
1227 | { |
1251 | { |
1228 | middle = tmp->face; |
|
|
1229 | middle_obj = tmp; |
1252 | middle = tmp; |
1230 | break; |
1253 | break; |
1231 | } |
1254 | } |
1232 | } |
1255 | } |
1233 | } |
1256 | } |
1234 | } |
1257 | } |
1235 | |
1258 | |
1236 | if (middle == floor) |
1259 | if (middle == floor) |
1237 | middle = blank_face; |
1260 | middle = 0; |
1238 | |
1261 | |
1239 | if (top == middle) |
1262 | if (top == middle) |
1240 | middle = blank_face; |
1263 | middle = 0; |
1241 | |
1264 | |
1242 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1265 | #if 0 |
1243 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1266 | faces_obj [0] = top; |
1244 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1267 | faces_obj [1] = middle; |
|
|
1268 | faces_obj [2] = floor; |
|
|
1269 | #endif |
1245 | } |
1270 | } |
1246 | |
1271 | |
1247 | uint64 |
1272 | uint64 |
1248 | mapspace::volume () const |
1273 | mapspace::volume () const |
1249 | { |
1274 | { |
… | |
… | |
1669 | return default_region; |
1694 | return default_region; |
1670 | |
1695 | |
1671 | return ::region::default_region (); |
1696 | return ::region::default_region (); |
1672 | } |
1697 | } |
1673 | |
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 | */ |
|
|
1703 | object * |
|
|
1704 | maptile::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; |
1674 | |
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 | |