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Comparing deliantra/server/common/map.C (file contents):
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC vs.
Revision 1.105 by root, Mon May 28 05:35:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
173 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
174 */ 175 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 177 return 0;
177 178
178 if (ob->head != NULL)
179 ob = ob->head; 179 ob = ob->head_ ();
180 180
181 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
214 else 214 else
215 { 215 {
216 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
218 * movement, can't move here. 218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
220 * hidden dm 220 * hidden dm
221 */ 221 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 230 return 1;
227 } 231 }
228 232
229 } 233 }
230 return 0; 234 return 0;
231} 235}
232
233 236
234/* 237/*
235 * Returns true if the given object can't fit in the given spot. 238 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs, 239 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
344} 347}
345 348
346/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 353 */
352void 354void
353maptile::link_multipart_objects () 355maptile::link_multipart_objects ()
354{ 356{
355 if (!spaces) 357 if (!spaces)
356 return; 358 return;
357 359
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 361 for (object *op = ms->bot; op; op = op->above)
360 { 362 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
365 { 365 {
366 /* If there is nothing more to this object, this for loop 366 op->remove ();
367 * won't do anything. 367 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); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 369 }
394
395 tmp = above;
396 } 370 }
397} 371}
398 372
399/* 373/*
400 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 375 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 376 */
404bool 377bool
405maptile::_load_objects (object_thawer &thawer) 378maptile::_load_objects (object_thawer &f)
406{ 379{
407 int unique; 380 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 { 381 {
415 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 383
417 * or editor will not be able to do anything with it either. 384 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 385 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
422 continue; 387 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 388 {
427 case LL_NORMAL: 389 if (op->inv)
390 sum_weight (op);
391
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
429 394
430 if (op->inv) 395 continue;
431 sum_weight (op);
432 396
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 397 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
438 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
439 break; 403 break;
440 } 404 }
441 405
442 op = object::create (); 406 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 } 407 }
463#endif
464 408
465 return true; 409 return true;
466} 410}
467 411
468void 412void
469maptile::activate () 413maptile::activate ()
470{ 414{
415 active = true;
416
471 if (!spaces) 417 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 419 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 420 op->activate_recursive ();
477} 421}
478 422
479void 423void
480maptile::deactivate () 424maptile::deactivate ()
481{ 425{
426 active = false;
427
482 if (!spaces) 428 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 431 op->deactivate_recursive ();
488} 432}
489 433
490bool 434bool
491maptile::_save_objects (object_freezer &freezer, int flags) 435maptile::_save_objects (object_freezer &f, int flags)
492{ 436{
493 static int cede_count = 0; 437 coroapi::cede_to_tick ();
494 438
495 if (flags & IO_HEADER) 439 if (flags & IO_HEADER)
496 _save_header (freezer); 440 _save_header (f);
497 441
498 if (!spaces) 442 if (!spaces)
499 return false; 443 return false;
500 444
501 for (int i = 0; i < size (); ++i) 445 for (int i = 0; i < size (); ++i)
502 { 446 {
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; 447 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 448 for (object *op = spaces [i].bot; op; op = op->above)
513 { 449 {
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]) 450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 451 unique = 1;
519 452
520 if (!op->can_map_save ()) 453 if (!op->can_map_save ())
521 continue; 454 continue;
522 455
523 if (unique || op->flag [FLAG_UNIQUE]) 456 if (unique || op->flag [FLAG_UNIQUE])
524 { 457 {
525 if (flags & IO_UNIQUES) 458 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 459 op->write (f);
527 } 460 }
528 else if (flags & IO_OBJECTS) 461 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 462 op->write (f);
530 } 463 }
531 } 464 }
465
466 coroapi::cede_to_tick ();
532 467
533 return true; 468 return true;
534} 469}
535 470
536bool 471bool
537maptile::_load_objects (const char *path, bool skip_header) 472maptile::_load_objects (const char *path, bool skip_header)
538{ 473{
539 object_thawer thawer (path); 474 object_thawer f (path);
540 475
541 if (!thawer) 476 if (!f)
542 return false; 477 return false;
478
479 f.next ();
543 480
544 if (skip_header) 481 if (skip_header)
545 for (;;) 482 for (;;)
546 { 483 {
547 keyword kw = thawer.get_kv (); 484 keyword kw = f.kw;
548 485 f.skip ();
549 if (kw == KW_end) 486 if (kw == KW_end)
550 break; 487 break;
551
552 thawer.skip_kv (kw);
553 } 488 }
554 489
555 return _load_objects (thawer); 490 return _load_objects (f);
556} 491}
557 492
558bool 493bool
559maptile::_save_objects (const char *path, int flags) 494maptile::_save_objects (const char *path, int flags)
560{ 495{
569maptile::maptile () 504maptile::maptile ()
570{ 505{
571 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
572 507
573 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
575 */ 510 */
576 width = 16; 511 width = 16;
577 height = 16; 512 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 513 timeout = 300;
580 enter_x = 0; 514 max_nrof = 1000; // 1000 items of anything
581 enter_y = 0; 515 max_volume = 2000000; // 2m³
582} 516}
583 517
584maptile::maptile (int w, int h) 518maptile::maptile (int w, int h)
585{ 519{
586 in_memory = MAP_SWAPPED; 520 in_memory = MAP_SWAPPED;
736bool 670bool
737maptile::_load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
738{ 672{
739 for (;;) 673 for (;;)
740 { 674 {
741 keyword kw = thawer.get_kv (); 675 thawer.next ();
742 676
743 switch (kw) 677 switch (thawer.kw)
744 { 678 {
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: 679 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
759 break; 681 break;
760 682
761 case KW_lore: // CF+ extension 683 case KW_lore: // CF+ extension
793 case KW_sky: thawer.get (sky); break; 715 case KW_sky: thawer.get (sky); break;
794 716
795 case KW_per_player: thawer.get (per_player); break; 717 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break; 718 case KW_per_party: thawer.get (per_party); break;
797 719
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 720 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 722
801 // old names new names 723 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 724 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 725 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
811 733
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738
739 case KW_end:
740 return true;
741
742 default:
743 if (!thawer.parse_error ("map", 0))
744 return false;
745 break;
816 } 746 }
817 } 747 }
818 748
819 abort (); 749 abort ();
820} 750}
846 object *above = op->above; 776 object *above = op->above;
847 777
848 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))
849 unique = 1; 779 unique = 1;
850 780
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 { 782 {
853 op->destroy_inv (false); 783 op->destroy_inv (false);
854 op->destroy (); 784 op->destroy ();
855 } 785 }
856 786
872 MAP_OUT (reset_time); 802 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 803 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 804 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty); 805 MAP_OUT (difficulty);
876 806
877 if (region) MAP_OUT2 (region, region->name); 807 if (default_region) MAP_OUT2 (region, default_region->name);
878 808
879 if (shopitems) 809 if (shopitems)
880 { 810 {
881 char shop[MAX_BUF]; 811 char shop[MAX_BUF];
882 print_shop_string (this, shop); 812 print_shop_string (this, shop);
933 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
934 */ 864 */
935void 865void
936maptile::clear () 866maptile::clear ()
937{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
938 if (!spaces) 871 if (spaces)
939 return; 872 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 874 while (object *op = ms->bot)
943 { 875 {
944 if (op->head)
945 op = op->head; 876 op = op->head_ ();
946
947 op->destroy_inv (false); 877 op->destroy_inv (false);
948 op->destroy (); 878 op->destroy ();
949 } 879 }
950 880
951 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
882 }
952 883
953 if (buttons) 884 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 885 free_objectlinkpt (buttons), buttons = 0;
955} 886}
956 887
1111void 1042void
1112mapspace::update_ () 1043mapspace::update_ ()
1113{ 1044{
1114 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1046 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; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1048
1120 middle = blank_face; 1049 //object *middle = 0;
1121 top = blank_face; 1050 //object *top = 0;
1122 floor = blank_face; 1051 //object *floor = 0;
1123 1052 // this seems to generate better code than using locals, above
1124 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1125 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1126 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1127 1056
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1058 {
1130 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1131 * one). But if so, it shouldn't be a simple additive - 2 1060 * one). But if so, it shouldn't be a simple additive - 2
1144 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1145 */ 1074 */
1146 if (!tmp->invisible) 1075 if (!tmp->invisible)
1147 { 1076 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1078 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1080 {
1155 /* If we got a floor, that means middle and top were below it, 1081 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1157 */ 1083 */
1158 middle = blank_face; 1084 middle = 0;
1159 top = blank_face; 1085 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1086 floor = tmp;
1162 } 1087 }
1163 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1090 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1091 middle = tmp;
1169 anywhere = 1; 1092 anywhere = 1;
1170 } 1093 }
1171 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1173 * top 1096 * top
1174 */ 1097 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1099 middle = tmp;
1179 }
1180 } 1100 }
1181 1101
1182 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1183 { 1103 {
1184 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1219 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1141 * may be possible for the faces to match but be different objects.
1222 */ 1142 */
1223 if (top == middle) 1143 if (top == middle)
1224 middle = blank_face; 1144 middle = 0;
1225 1145
1226 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1149 * 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 */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1156 break;
1237 1157
1238 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1240 break; 1160 break;
1241 1161
1242 /* Only show visible faces */ 1162 /* Only show visible faces */
1243 if (!tmp->invisible) 1163 if (!tmp->invisible)
1244 { 1164 {
1245 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1246 if (top == blank_face) 1166 if (!top)
1247 { 1167 {
1248 top = tmp->face;
1249 top_obj = tmp; 1168 top = tmp;
1250 if (top == middle) 1169 if (top == middle)
1251 middle = blank_face; 1170 middle = 0;
1252 } 1171 }
1253 else 1172 else
1254 { 1173 {
1255 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1256 * middle is not set 1175 * middle is not set
1257 * 1176 *
1258 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1260 * 1179 *
1261 */ 1180 */
1262 if (tmp->face != top) 1181 if (tmp != top)
1263 { 1182 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1183 middle = tmp;
1266 break; 1184 break;
1267 } 1185 }
1268 } 1186 }
1269 } 1187 }
1270 } 1188 }
1271 1189
1272 if (middle == floor) 1190 if (middle == floor)
1273 middle = blank_face; 1191 middle = 0;
1274 1192
1275 if (top == middle) 1193 if (top == middle)
1276 middle = blank_face; 1194 middle = 0;
1277 1195
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1201}
1202
1203uint64
1204mapspace::volume () const
1205{
1206 uint64 vol = 0;
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1281} 1212}
1282 1213
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1214/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found 1215 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns 1216 * maps tile_map values if it tiles back to this one. It returns
1450 1381
1451/** 1382/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1383 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1384 * map1 to map2 in dx/dy.
1454 */ 1385 */
1455static int 1386int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1388{
1458 if (!map1 || !map2) 1389 if (!map1 || !map2)
1459 return 0; 1390 return 0;
1460 1391
1551/* From map.c 1482/* From map.c
1552 * This is used by get_player to determine where the other 1483 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1484 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1485 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1486 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1487 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1488 * that the creature should head. part is the part of the
1558 * monster that is closest. 1489 * monster that is closest.
1559 * 1490 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1491 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1492 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1504{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1506 {
1576 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1508 retval->distance = 10000;
1578 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1580 retval->direction = 0; 1511 retval->direction = 0;
1581 retval->part = 0; 1512 retval->part = 0;
1582 } 1513 }
1583 else 1514 else
1584 { 1515 {
1589 1520
1590 best = op1; 1521 best = op1;
1591 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1593 { 1524 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1525 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1526
1597 /* we just take the offset of the piece to head to figure 1527 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1531 * below works.
1602 */ 1532 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1534 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1535 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1608 { 1538 {
1609 best_distance = tmpi; 1539 best_distance = tmpi;
1610 best = tmp; 1540 best = tmp;
1611 } 1541 }
1612 } 1542 }
1543
1613 if (best != op1) 1544 if (best != op1)
1614 { 1545 {
1615 retval->distance_x += op1->x - best->x; 1546 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1617 } 1548 }
1618 } 1549 }
1550
1619 retval->part = best; 1551 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1554 }
1623} 1555}
1624 1556
1625/* this is basically the same as get_rangevector above, but instead of 1557/* this is basically the same as get_rangevector above, but instead of
1630 * flags has no meaning for this function at this time - I kept it in to 1562 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed 1563 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best 1564 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1565 * field of the rv_vector is set to NULL.
1634 */ 1566 */
1635
1636void 1567void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1568get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1569{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1570 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1571 {
1641 /* be conservative and fill in _some_ data */ 1572 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1573 retval->distance = 100000;
1649 { 1580 {
1650 retval->distance_x += op2->x - x; 1581 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1582 retval->distance_y += op2->y - y;
1652 1583
1653 retval->part = NULL; 1584 retval->part = NULL;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = idistance (retval->distance_x, retval->distance_y);
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1587 }
1657} 1588}
1658 1589
1659/* Returns true of op1 and op2 are effectively on the same map 1590/* Returns true of op1 and op2 are effectively on the same map
1679 op->remove (); 1610 op->remove ();
1680 1611
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1612 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1613}
1683 1614
1615region *
1616maptile::region (int x, int y) const
1617{
1618 if (regions
1619 && regionmap
1620 && !OUT_OF_REAL_MAP (this, x, y))
1621 if (struct region *reg = regionmap [regions [y * width + x]])
1622 return reg;
1623
1624 if (default_region)
1625 return default_region;
1626
1627 return ::region::default_region ();
1628}
1629
1630/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */
1634object *
1635maptile::pick_random_object () const
1636{
1637 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me.
1642 */
1643 for (int i = 1000; --i;)
1644 {
1645 object *pick = at (rndm (width), rndm (height)).bot;
1646
1647 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick)
1649 return pick->head_ ();
1650 }
1651
1652 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked");
1654}
1655

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