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Comparing deliantra/server/common/map.C (file contents):
Revision 1.76 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.111 by elmex, Thu Jul 12 18:28:09 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 <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30 30
31#include "path.h" 31#include "path.h"
32 32
33/* 33/*
34 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 67 char *endbuf;
68 struct stat statbuf; 68 struct stat statbuf;
69 int mode = 0; 69 int mode = 0;
70 70
71 if (prepend_dir) 71 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
73 else 73 else
74 strcpy (buf, name); 74 assign (buf, name);
75 75
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
79 * all the names. 79 * all the names.
173 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
174 */ 174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 176 return 0;
177 177
178 if (ob->head != NULL)
179 ob = ob->head; 178 ob = ob->head_ ();
180 179
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
214 else 213 else
215 { 214 {
216 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
218 * movement, can't move here. 217 * movement, can't move here.
219 * 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
220 * hidden dm 219 * hidden dm
221 */ 220 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 222 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
225 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))
226 return 1; 229 return 1;
227 } 230 }
228 231
229 } 232 }
230 return 0; 233 return 0;
231} 234}
232
233 235
234/* 236/*
235 * Returns true if the given object can't fit in the given spot. 237 * 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, 238 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
273 275
274 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
276 } 278 }
277 279
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 281 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 283
282 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 287 return P_IS_ALIVE;
344} 346}
345 347
346/* link_multipart_objects go through all the objects on the map looking 348/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 349 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 350 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 352 */
352void 353void
353maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
354{ 355{
355 if (!spaces) 356 if (!spaces)
356 return; 357 return;
357 358
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
360 { 363 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 366 {
375 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
376 369
377 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
392 } 377 }
378 else
379 op = op->above;
393 } 380 }
394
395 tmp = above;
396 } 381 }
397} 382}
398 383
399/* 384/*
400 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 386 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 387 */
404bool 388bool
405maptile::_load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
406{ 390{
407 int unique; 391 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 392 {
415 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 394
417 * or editor will not be able to do anything with it either. 395 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 396 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
422 continue; 398 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 399 {
427 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
429 405
430 if (op->inv) 406 continue;
431 sum_weight (op);
432 407
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 408 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
438 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
439 break; 414 break;
440 } 415 }
441 416
442 op = object::create (); 417 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 418 }
463#endif
464 419
465 return true; 420 return true;
466} 421}
467 422
468void 423void
469maptile::activate () 424maptile::activate ()
470{ 425{
426 active = true;
427
471 if (!spaces) 428 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 431 op->activate_recursive ();
477} 432}
478 433
479void 434void
480maptile::deactivate () 435maptile::deactivate ()
481{ 436{
437 active = false;
438
482 if (!spaces) 439 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 442 op->deactivate_recursive ();
488} 443}
489 444
490bool 445bool
491maptile::_save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
492{ 447{
493 static int cede_count = 0; 448 coroapi::cede_to_tick ();
494 449
495 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
496 _save_header (freezer); 451 _save_header (f);
497 452
498 if (!spaces) 453 if (!spaces)
499 return false; 454 return false;
500 455
501 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
502 { 457 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 458 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
513 { 460 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 462 unique = 1;
519 463
520 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
521 continue; 465 continue;
522 466
523 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
524 { 468 {
525 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 470 op->write (f);
527 } 471 }
528 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 473 op->write (f);
530 } 474 }
531 } 475 }
476
477 coroapi::cede_to_tick ();
532 478
533 return true; 479 return true;
534} 480}
535 481
536bool 482bool
537maptile::_load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
538{ 484{
539 object_thawer thawer (path); 485 object_thawer f (path);
540 486
541 if (!thawer) 487 if (!f)
542 return false; 488 return false;
489
490 f.next ();
543 491
544 if (skip_header) 492 if (skip_header)
545 for (;;) 493 for (;;)
546 { 494 {
547 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
548 496 f.skip ();
549 if (kw == KW_end) 497 if (kw == KW_end)
550 break; 498 break;
551
552 thawer.skip_kv (kw);
553 } 499 }
554 500
555 return _load_objects (thawer); 501 return _load_objects (f);
556} 502}
557 503
558bool 504bool
559maptile::_save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
560{ 506{
569maptile::maptile () 515maptile::maptile ()
570{ 516{
571 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
572 518
573 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
575 */ 521 */
576 width = 16; 522 width = 16;
577 height = 16; 523 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 524 timeout = 300;
580 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 526 max_volume = 2000000; // 2m³
582} 527}
583 528
584maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
585{ 530{
586 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
736bool 681bool
737maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
738{ 683{
739 for (;;) 684 for (;;)
740 { 685 {
741 keyword kw = thawer.get_kv (); 686 thawer.next ();
742 687
743 switch (kw) 688 switch (thawer.kw)
744 { 689 {
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: 690 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
759 break; 692 break;
760 693
761 case KW_lore: // CF+ extension 694 case KW_lore: // CF+ extension
792 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
794 727
795 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
797 731
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 734
801 // old names new names 735 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 736 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; 737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 745
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750
751 case KW_end:
752 return true;
753
754 default:
755 if (!thawer.parse_error ("map", 0))
756 return false;
757 break;
816 } 758 }
817 } 759 }
818 760
819 abort (); 761 abort ();
820} 762}
846 object *above = op->above; 788 object *above = op->above;
847 789
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 791 unique = 1;
850 792
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 794 {
853 op->destroy_inv (false); 795 op->destroy_inv (false);
854 op->destroy (); 796 op->destroy ();
855 } 797 }
856 798
870 if (name) MAP_OUT (name); 812 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 813 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 814 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 815 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
875 MAP_OUT (difficulty); 818 MAP_OUT (difficulty);
876 819
877 if (region) MAP_OUT2 (region, region->name); 820 if (default_region) MAP_OUT2 (region, default_region->name);
878 821
879 if (shopitems) 822 if (shopitems)
880 { 823 {
881 char shop[MAX_BUF]; 824 char shop[MAX_BUF];
882 print_shop_string (this, shop); 825 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 876 * Remove and free all objects in the given map.
934 */ 877 */
935void 878void
936maptile::clear () 879maptile::clear ()
937{ 880{
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
938 if (!spaces) 884 if (spaces)
939 return; 885 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 887 while (object *op = ms->bot)
943 { 888 {
944 if (op->head)
945 op = op->head; 889 op = op->head_ ();
946
947 op->destroy_inv (false); 890 op->destroy_inv (false);
948 op->destroy (); 891 op->destroy ();
949 } 892 }
950 893
951 sfree (spaces, size ()), spaces = 0; 894 sfree (spaces, size ()), spaces = 0;
895 }
952 896
953 if (buttons) 897 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 898 free_objectlinkpt (buttons), buttons = 0;
955} 899}
956 900
989maptile::do_destroy () 933maptile::do_destroy ()
990{ 934{
991 attachable::do_destroy (); 935 attachable::do_destroy ();
992 936
993 clear (); 937 clear ();
938}
939
940/* decay and destroy perishable items in a map */
941void
942maptile::do_decay_objects ()
943{
944 if (!spaces)
945 return;
946
947 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above)
949 {
950 above = op->above;
951
952 bool destroy = 0;
953
954 // do not decay anything above unique floor tiles (yet :)
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956 break;
957
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ())
965 ; // do not decay
966 else if (op->is_weapon ())
967 {
968 op->stats.dam--;
969 if (op->stats.dam < 0)
970 destroy = 1;
971 }
972 else if (op->is_armor ())
973 {
974 op->stats.ac--;
975 if (op->stats.ac < 0)
976 destroy = 1;
977 }
978 else if (op->type == FOOD)
979 {
980 op->stats.food -= rndm (5, 20);
981 if (op->stats.food < 0)
982 destroy = 1;
983 }
984 else
985 {
986 int mat = op->materials;
987
988 if (mat & M_PAPER
989 || mat & M_LEATHER
990 || mat & M_WOOD
991 || mat & M_ORGANIC
992 || mat & M_CLOTH
993 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32))
999 destroy = 1;
1000 }
1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1004 op->destroy ();
1005 }
994} 1006}
995 1007
996/* 1008/*
997 * Updates every button on the map (by calling update_button() for them). 1009 * Updates every button on the map (by calling update_button() for them).
998 */ 1010 */
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 1059 {
1048 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1049 1061
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1051 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1052 1064
1053 monster_cnt++; 1065 monster_cnt++;
1054 } 1066 }
1055 } 1067 }
1056 1068
1111void 1123void
1112mapspace::update_ () 1124mapspace::update_ ()
1113{ 1125{
1114 object *tmp, *last = 0; 1126 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1127 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; 1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1129
1120 middle = blank_face; 1130 //object *middle = 0;
1121 top = blank_face; 1131 //object *top = 0;
1122 floor = blank_face; 1132 //object *floor = 0;
1123 1133 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1134 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1135 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1136 object *&floor = faces_obj[2] = 0;
1127 1137
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1139 {
1130 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1141 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1145 */ 1155 */
1146 if (!tmp->invisible) 1156 if (!tmp->invisible)
1147 { 1157 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1159 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1161 {
1155 /* If we got a floor, that means middle and top were below it, 1162 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1157 */ 1164 */
1158 middle = blank_face; 1165 middle = 0;
1159 top = blank_face; 1166 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1167 floor = tmp;
1162 } 1168 }
1163 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1171 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1172 middle = tmp;
1169 anywhere = 1; 1173 anywhere = 1;
1170 } 1174 }
1171 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
1173 * top 1177 * top
1174 */ 1178 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1180 middle = tmp;
1179 }
1180 } 1181 }
1181 1182
1182 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
1183 { 1184 {
1184 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1222 * may be possible for the faces to match but be different objects.
1222 */ 1223 */
1223 if (top == middle) 1224 if (top == middle)
1224 middle = blank_face; 1225 middle = 0;
1225 1226
1226 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1230 * 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 */ 1235 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1237 break;
1237 1238
1238 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
1240 break; 1241 break;
1241 1242
1242 /* Only show visible faces */ 1243 /* Only show visible faces */
1243 if (!tmp->invisible) 1244 if (!tmp->invisible)
1244 { 1245 {
1245 /* Fill in top if needed */ 1246 /* Fill in top if needed */
1246 if (top == blank_face) 1247 if (!top)
1247 { 1248 {
1248 top = tmp->face;
1249 top_obj = tmp; 1249 top = tmp;
1250 if (top == middle) 1250 if (top == middle)
1251 middle = blank_face; 1251 middle = 0;
1252 } 1252 }
1253 else 1253 else
1254 { 1254 {
1255 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1256 * middle is not set 1256 * middle is not set
1257 * 1257 *
1258 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1260 * 1260 *
1261 */ 1261 */
1262 if (tmp->face != top) 1262 if (tmp != top)
1263 { 1263 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1264 middle = tmp;
1266 break; 1265 break;
1267 } 1266 }
1268 } 1267 }
1269 } 1268 }
1270 } 1269 }
1271 1270
1272 if (middle == floor) 1271 if (middle == floor)
1273 middle = blank_face; 1272 middle = 0;
1274 1273
1275 if (top == middle) 1274 if (top == middle)
1276 middle = blank_face; 1275 middle = 0;
1277 1276
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1277#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1278 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281#endif
1282}
1283
1284uint64
1285mapspace::volume () const
1286{
1287 uint64 vol = 0;
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1281} 1293}
1282 1294
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1295/* 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 1296 * 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 1297 * maps tile_map values if it tiles back to this one. It returns
1450 1462
1451/** 1463/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1464 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1465 * map1 to map2 in dx/dy.
1454 */ 1466 */
1455static int 1467int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1468adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1469{
1458 if (!map1 || !map2) 1470 if (!map1 || !map2)
1459 return 0; 1471 return 0;
1460 1472
1551/* From map.c 1563/* From map.c
1552 * This is used by get_player to determine where the other 1564 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1565 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1566 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1567 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1568 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1569 * that the creature should head. part is the part of the
1558 * monster that is closest. 1570 * monster that is closest.
1559 * 1571 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1572 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1573 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1585{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1587 {
1576 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1589 retval->distance = 10000;
1578 retval->distance_x = 32767; 1590 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1591 retval->distance_y = 10000;
1580 retval->direction = 0; 1592 retval->direction = 0;
1581 retval->part = 0; 1593 retval->part = 0;
1582 } 1594 }
1583 else 1595 else
1584 { 1596 {
1589 1601
1590 best = op1; 1602 best = op1;
1591 /* If this is multipart, find the closest part now */ 1603 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1604 if (!(flags & 0x1) && op1->more)
1593 { 1605 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1607
1597 /* we just take the offset of the piece to head to figure 1608 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1609 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1610 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1611 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1612 * below works.
1602 */ 1613 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1615 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1616 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); 1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1618 if (tmpi < best_distance)
1608 { 1619 {
1617 retval->distance_y += op1->y - best->y; 1628 retval->distance_y += op1->y - best->y;
1618 } 1629 }
1619 } 1630 }
1620 1631
1621 retval->part = best; 1632 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1635 }
1625} 1636}
1626 1637
1627/* this is basically the same as get_rangevector above, but instead of 1638/* 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 1643 * 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 1644 * 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 1645 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1646 * field of the rv_vector is set to NULL.
1636 */ 1647 */
1637
1638void 1648void
1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1649get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1640{ 1650{
1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1651 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 { 1652 {
1643 /* be conservative and fill in _some_ data */ 1653 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1654 retval->distance = 100000;
1681 op->remove (); 1691 op->remove ();
1682 1692
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1693 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684} 1694}
1685 1695
1696region *
1697maptile::region (int x, int y) const
1698{
1699 if (regions
1700 && regionmap
1701 && !OUT_OF_REAL_MAP (this, x, y))
1702 if (struct region *reg = regionmap [regions [y * width + x]])
1703 return reg;
1704
1705 if (default_region)
1706 return default_region;
1707
1708 return ::region::default_region ();
1709}
1710
1711/* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */
1715object *
1716maptile::pick_random_object () const
1717{
1718 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me.
1723 */
1724 for (int i = 1000; --i;)
1725 {
1726 object *pick = at (rndm (width), rndm (height)).bot;
1727
1728 // do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick)
1730 return pick->head_ ();
1731 }
1732
1733 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked");
1735}
1736

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