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Comparing deliantra/server/common/map.C (file contents):
Revision 1.91 by root, Sat Feb 17 23:32:11 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 <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; tmp = tmp->above) 360 {
361 object *op = ms->bot;
362 while (op)
360 { 363 {
361 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
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 { 366 {
373 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
374 369
375 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
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); 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
390 } 377 }
378 else
379 op = op->above;
391 } 380 }
392 } 381 }
393} 382}
394 383
395/* 384/*
396 * 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
397 * file pointer. 386 * file pointer.
399bool 388bool
400maptile::_load_objects (object_thawer &f) 389maptile::_load_objects (object_thawer &f)
401{ 390{
402 for (;;) 391 for (;;)
403 { 392 {
404 coroapi::cede_every (1000); // cede once in a while 393 coroapi::cede_to_tick_every (100); // cede once in a while
405 394
406 switch (f.kw) 395 switch (f.kw)
407 { 396 {
408 case KW_arch: 397 case KW_arch:
409 if (object *op = object::read (f, this)) 398 if (object *op = object::read (f, this))
432} 421}
433 422
434void 423void
435maptile::activate () 424maptile::activate ()
436{ 425{
426 active = true;
427
437 if (!spaces) 428 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 431 op->activate_recursive ();
443} 432}
444 433
445void 434void
446maptile::deactivate () 435maptile::deactivate ()
447{ 436{
437 active = false;
438
448 if (!spaces) 439 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 442 op->deactivate_recursive ();
454} 443}
455 444
456bool 445bool
457maptile::_save_objects (object_freezer &f, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
458{ 447{
459 static int cede_count = 0; 448 coroapi::cede_to_tick ();
460 449
461 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
462 _save_header (f); 451 _save_header (f);
463 452
464 if (!spaces) 453 if (!spaces)
465 return false; 454 return false;
466 455
467 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
468 { 457 {
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; 458 int unique = 0;
478 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
479 { 460 {
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]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
484 unique = 1; 462 unique = 1;
485 463
486 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
487 continue; 465 continue;
493 } 471 }
494 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
495 op->write (f); 473 op->write (f);
496 } 474 }
497 } 475 }
476
477 coroapi::cede_to_tick ();
498 478
499 return true; 479 return true;
500} 480}
501 481
502bool 482bool
701bool 681bool
702maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
703{ 683{
704 for (;;) 684 for (;;)
705 { 685 {
706 keyword kw = thawer.get_kv (); 686 thawer.next ();
707 687
708 switch (kw) 688 switch (thawer.kw)
709 { 689 {
710 case KW_msg: 690 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
712 break; 692 break;
713 693
745 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
747 727
748 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
749 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;
750 731
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 734
754 // old names new names 735 // old names new names
807 object *above = op->above; 788 object *above = op->above;
808 789
809 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))
810 unique = 1; 791 unique = 1;
811 792
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 { 794 {
814 op->destroy_inv (false); 795 op->destroy_inv (false);
815 op->destroy (); 796 op->destroy ();
816 } 797 }
817 798
831 if (name) MAP_OUT (name); 812 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 813 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 814 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 815 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
836 MAP_OUT (difficulty); 818 MAP_OUT (difficulty);
837 819
838 if (default_region) MAP_OUT2 (region, default_region->name); 820 if (default_region) MAP_OUT2 (region, default_region->name);
839 821
840 if (shopitems) 822 if (shopitems)
902 if (spaces) 884 if (spaces)
903 { 885 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 887 while (object *op = ms->bot)
906 { 888 {
907 if (op->head)
908 op = op->head; 889 op = op->head_ ();
909
910 op->destroy_inv (false); 890 op->destroy_inv (false);
911 op->destroy (); 891 op->destroy ();
912 } 892 }
913 893
914 sfree (spaces, size ()), spaces = 0; 894 sfree (spaces, size ()), spaces = 0;
953maptile::do_destroy () 933maptile::do_destroy ()
954{ 934{
955 attachable::do_destroy (); 935 attachable::do_destroy ();
956 936
957 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 }
958} 1006}
959 1007
960/* 1008/*
961 * 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).
962 */ 1010 */
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 1059 {
1012 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1013 1061
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1015 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1016 1064
1017 monster_cnt++; 1065 monster_cnt++;
1018 } 1066 }
1019 } 1067 }
1020 1068
1075void 1123void
1076mapspace::update_ () 1124mapspace::update_ ()
1077{ 1125{
1078 object *tmp, *last = 0; 1126 object *tmp, *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1127 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; 1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1129
1084 middle = blank_face; 1130 //object *middle = 0;
1085 top = blank_face; 1131 //object *top = 0;
1086 floor = blank_face; 1132 //object *floor = 0;
1087 1133 // this seems to generate better code than using locals, above
1088 middle_obj = 0; 1134 object *&top = faces_obj[0] = 0;
1089 top_obj = 0; 1135 object *&middle = faces_obj[1] = 0;
1090 floor_obj = 0; 1136 object *&floor = faces_obj[2] = 0;
1091 1137
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1139 {
1094 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1095 * 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
1108 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1109 */ 1155 */
1110 if (!tmp->invisible) 1156 if (!tmp->invisible)
1111 { 1157 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1159 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1161 {
1119 /* 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,
1120 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1121 */ 1164 */
1122 middle = blank_face; 1165 middle = 0;
1123 top = blank_face; 1166 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1167 floor = tmp;
1126 } 1168 }
1127 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1171 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1172 middle = tmp;
1133 anywhere = 1; 1173 anywhere = 1;
1134 } 1174 }
1135 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
1137 * top 1177 * top
1138 */ 1178 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1180 middle = tmp;
1143 }
1144 } 1181 }
1145 1182
1146 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
1147 { 1184 {
1148 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
1183 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
1185 * 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.
1186 */ 1223 */
1187 if (top == middle) 1224 if (top == middle)
1188 middle = blank_face; 1225 middle = 0;
1189 1226
1190 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1230 * 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 */ 1235 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1237 break;
1201 1238
1202 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
1204 break; 1241 break;
1205 1242
1206 /* Only show visible faces */ 1243 /* Only show visible faces */
1207 if (!tmp->invisible) 1244 if (!tmp->invisible)
1208 { 1245 {
1209 /* Fill in top if needed */ 1246 /* Fill in top if needed */
1210 if (top == blank_face) 1247 if (!top)
1211 { 1248 {
1212 top = tmp->face;
1213 top_obj = tmp; 1249 top = tmp;
1214 if (top == middle) 1250 if (top == middle)
1215 middle = blank_face; 1251 middle = 0;
1216 } 1252 }
1217 else 1253 else
1218 { 1254 {
1219 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1220 * middle is not set 1256 * middle is not set
1221 * 1257 *
1222 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1224 * 1260 *
1225 */ 1261 */
1226 if (tmp->face != top) 1262 if (tmp != top)
1227 { 1263 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1264 middle = tmp;
1230 break; 1265 break;
1231 } 1266 }
1232 } 1267 }
1233 } 1268 }
1234 } 1269 }
1235 1270
1236 if (middle == floor) 1271 if (middle == floor)
1237 middle = blank_face; 1272 middle = 0;
1238 1273
1239 if (top == middle) 1274 if (top == middle)
1240 middle = blank_face; 1275 middle = 0;
1241 1276
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1277#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1278 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281#endif
1245} 1282}
1246 1283
1247uint64 1284uint64
1248mapspace::volume () const 1285mapspace::volume () const
1249{ 1286{
1687 for (int i = 1000; --i;) 1724 for (int i = 1000; --i;)
1688 { 1725 {
1689 object *pick = at (rndm (width), rndm (height)).bot; 1726 object *pick = at (rndm (width), rndm (height)).bot;
1690 1727
1691 // do not prefer big monsters just because they are big. 1728 // do not prefer big monsters just because they are big.
1692 if (pick->head_ () == pick) 1729 if (pick && pick->head_ () == pick)
1693 return pick->head_ (); 1730 return pick->head_ ();
1694 } 1731 }
1695 1732
1696 // instead of crashing in the unlikely(?) case, try to return *something* 1733 // instead of crashing in the unlikely(?) case, try to return *something*
1697 return get_archetype ("blocked"); 1734 return get_archetype ("blocked");

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