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Comparing deliantra/server/common/map.C (file contents):
Revision 1.81 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.112 by root, Thu Jul 12 18:48:20 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;
272 275
273 /* 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 */
274 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
275 } 278 }
276 279
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 281 {
279 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);
280 283
281 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 287 return P_IS_ALIVE;
343} 346}
344 347
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 352 */
351void 353void
352maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
353{ 355{
354 if (!spaces) 356 if (!spaces)
355 return; 357 return;
356 358
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
359 { 363 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 366 {
374 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
375 369
376 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 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
391 } 377 }
378 else
379 op = op->above;
392 } 380 }
393
394 tmp = above;
395 } 381 }
396} 382}
397 383
398/* 384/*
399 * 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
400 * file pointer. 386 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 387 */
403bool 388bool
404maptile::_load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
405{ 390{
406 int unique; 391 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 392 {
414 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 394
416 * or editor will not be able to do anything with it either. 395 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 396 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
421 continue; 398 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 399 {
426 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
427 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 }
428 405
429 if (op->inv) 406 continue;
430 sum_weight (op);
431 407
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 408 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
437 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
438 break; 414 break;
439 } 415 }
440 416
441 op = object::create (); 417 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 418 }
462#endif
463 419
464 return true; 420 return true;
465} 421}
466 422
467void 423void
468maptile::activate () 424maptile::activate ()
469{ 425{
426 active = true;
427
470 if (!spaces) 428 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 431 op->activate_recursive ();
476} 432}
477 433
478void 434void
479maptile::deactivate () 435maptile::deactivate ()
480{ 436{
437 active = false;
438
481 if (!spaces) 439 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 442 op->deactivate_recursive ();
487} 443}
488 444
489bool 445bool
490maptile::_save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
491{ 447{
492 static int cede_count = 0; 448 coroapi::cede_to_tick ();
493 449
494 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
495 _save_header (freezer); 451 _save_header (f);
496 452
497 if (!spaces) 453 if (!spaces)
498 return false; 454 return false;
499 455
500 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
501 { 457 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 458 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
512 { 460 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 462 unique = 1;
518 463
519 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
520 continue; 465 continue;
521 466
522 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
523 { 468 {
524 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 470 op->write (f);
526 } 471 }
527 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 473 op->write (f);
529 } 474 }
530 } 475 }
476
477 coroapi::cede_to_tick ();
531 478
532 return true; 479 return true;
533} 480}
534 481
535bool 482bool
536maptile::_load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
537{ 484{
538 object_thawer thawer (path); 485 object_thawer f (path);
539 486
540 if (!thawer) 487 if (!f)
541 return false; 488 return false;
489
490 f.next ();
542 491
543 if (skip_header) 492 if (skip_header)
544 for (;;) 493 for (;;)
545 { 494 {
546 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
547 496 f.skip ();
548 if (kw == KW_end) 497 if (kw == KW_end)
549 break; 498 break;
550
551 thawer.skip_kv (kw);
552 } 499 }
553 500
554 return _load_objects (thawer); 501 return _load_objects (f);
555} 502}
556 503
557bool 504bool
558maptile::_save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
559{ 506{
568maptile::maptile () 515maptile::maptile ()
569{ 516{
570 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
571 518
572 /* 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
573 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
574 */ 521 */
575 width = 16; 522 width = 16;
576 height = 16; 523 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 524 timeout = 300;
579 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 526 max_volume = 2000000; // 2m³
581} 527}
582 528
583maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
584{ 530{
585 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
735bool 681bool
736maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
737{ 683{
738 for (;;) 684 for (;;)
739 { 685 {
740 keyword kw = thawer.get_kv (); 686 thawer.next ();
741 687
742 switch (kw) 688 switch (thawer.kw)
743 { 689 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg: 690 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
758 break; 692 break;
759 693
760 case KW_lore: // CF+ extension 694 case KW_lore: // CF+ extension
791 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
793 727
794 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
795 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;
796 731
797 case KW_region: default_region = region::find (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799 734
800 // old names new names 735 // old names new names
810 745
811 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 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_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
755 case KW_end:
756 return true;
757
758 default:
759 if (!thawer.parse_error ("map", 0))
760 return false;
761 break;
815 } 762 }
816 } 763 }
817 764
818 abort (); 765 abort ();
819} 766}
845 object *above = op->above; 792 object *above = op->above;
846 793
847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
848 unique = 1; 795 unique = 1;
849 796
850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
851 { 798 {
852 op->destroy_inv (false); 799 op->destroy_inv (false);
853 op->destroy (); 800 op->destroy ();
854 } 801 }
855 802
869 if (name) MAP_OUT (name); 816 if (name) MAP_OUT (name);
870 MAP_OUT (swap_time); 817 MAP_OUT (swap_time);
871 MAP_OUT (reset_time); 818 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout); 819 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime); 820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
874 MAP_OUT (difficulty); 822 MAP_OUT (difficulty);
875 823
876 if (default_region) MAP_OUT2 (region, default_region->name); 824 if (default_region) MAP_OUT2 (region, default_region->name);
877 825
878 if (shopitems) 826 if (shopitems)
940 if (spaces) 888 if (spaces)
941 { 889 {
942 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
943 while (object *op = ms->bot) 891 while (object *op = ms->bot)
944 { 892 {
945 if (op->head)
946 op = op->head; 893 op = op->head_ ();
947
948 op->destroy_inv (false); 894 op->destroy_inv (false);
949 op->destroy (); 895 op->destroy ();
950 } 896 }
951 897
952 sfree (spaces, size ()), spaces = 0; 898 sfree (spaces, size ()), spaces = 0;
991maptile::do_destroy () 937maptile::do_destroy ()
992{ 938{
993 attachable::do_destroy (); 939 attachable::do_destroy ();
994 940
995 clear (); 941 clear ();
942}
943
944/* decay and destroy perishable items in a map */
945void
946maptile::do_decay_objects ()
947{
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
996} 1010}
997 1011
998/* 1012/*
999 * Updates every button on the map (by calling update_button() for them). 1013 * Updates every button on the map (by calling update_button() for them).
1000 */ 1014 */
1048 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
1049 { 1063 {
1050 total_exp += op->stats.exp; 1064 total_exp += op->stats.exp;
1051 1065
1052 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1053 total_exp += at->clone.stats.exp * 8; 1067 total_exp += at->stats.exp * 8;
1054 1068
1055 monster_cnt++; 1069 monster_cnt++;
1056 } 1070 }
1057 } 1071 }
1058 1072
1113void 1127void
1114mapspace::update_ () 1128mapspace::update_ ()
1115{ 1129{
1116 object *tmp, *last = 0; 1130 object *tmp, *last = 0;
1117 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1118 facetile *top, *floor, *middle;
1119 object *top_obj, *floor_obj, *middle_obj;
1120 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1121 1133
1122 middle = blank_face; 1134 //object *middle = 0;
1123 top = blank_face; 1135 //object *top = 0;
1124 floor = blank_face; 1136 //object *floor = 0;
1125 1137 // this seems to generate better code than using locals, above
1126 middle_obj = 0; 1138 object *&top = faces_obj[0] = 0;
1127 top_obj = 0; 1139 object *&middle = faces_obj[1] = 0;
1128 floor_obj = 0; 1140 object *&floor = faces_obj[2] = 0;
1129 1141
1130 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1131 { 1143 {
1132 /* This could be made additive I guess (two lights better than 1144 /* This could be made additive I guess (two lights better than
1133 * one). But if so, it shouldn't be a simple additive - 2 1145 * one). But if so, it shouldn't be a simple additive - 2
1146 * Always put the player down for drawing. 1158 * Always put the player down for drawing.
1147 */ 1159 */
1148 if (!tmp->invisible) 1160 if (!tmp->invisible)
1149 { 1161 {
1150 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1151 {
1152 top = tmp->face;
1153 top_obj = tmp; 1163 top = tmp;
1154 }
1155 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 { 1165 {
1157 /* If we got a floor, that means middle and top were below it, 1166 /* If we got a floor, that means middle and top were below it,
1158 * so should not be visible, so we clear them. 1167 * so should not be visible, so we clear them.
1159 */ 1168 */
1160 middle = blank_face; 1169 middle = 0;
1161 top = blank_face; 1170 top = 0;
1162 floor = tmp->face;
1163 floor_obj = tmp; 1171 floor = tmp;
1164 } 1172 }
1165 /* Flag anywhere have high priority */ 1173 /* Flag anywhere have high priority */
1166 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1167 { 1175 {
1168 middle = tmp->face;
1169
1170 middle_obj = tmp; 1176 middle = tmp;
1171 anywhere = 1; 1177 anywhere = 1;
1172 } 1178 }
1173 /* Find the highest visible face around. If equal 1179 /* Find the highest visible face around. If equal
1174 * visibilities, we still want the one nearer to the 1180 * visibilities, we still want the one nearer to the
1175 * top 1181 * top
1176 */ 1182 */
1177 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1178 {
1179 middle = tmp->face;
1180 middle_obj = tmp; 1184 middle = tmp;
1181 }
1182 } 1185 }
1183 1186
1184 if (tmp == tmp->above) 1187 if (tmp == tmp->above)
1185 { 1188 {
1186 LOG (llevError, "Error in structure of map\n"); 1189 LOG (llevError, "Error in structure of map\n");
1221 * middle face. This should not happen, as we already have the 1224 * middle face. This should not happen, as we already have the
1222 * else statement above so middle should not get set. OTOH, it 1225 * else statement above so middle should not get set. OTOH, it
1223 * may be possible for the faces to match but be different objects. 1226 * may be possible for the faces to match but be different objects.
1224 */ 1227 */
1225 if (top == middle) 1228 if (top == middle)
1226 middle = blank_face; 1229 middle = 0;
1227 1230
1228 /* There are three posibilities at this point: 1231 /* There are three posibilities at this point:
1229 * 1) top face is set, need middle to be set. 1232 * 1) top face is set, need middle to be set.
1230 * 2) middle is set, need to set top. 1233 * 2) middle is set, need to set top.
1231 * 3) neither middle or top is set - need to set both. 1234 * 3) neither middle or top is set - need to set both.
1236 /* Once we get to a floor, stop, since we already have a floor object */ 1239 /* Once we get to a floor, stop, since we already have a floor object */
1237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1238 break; 1241 break;
1239 1242
1240 /* If two top faces are already set, quit processing */ 1243 /* If two top faces are already set, quit processing */
1241 if ((top != blank_face) && (middle != blank_face)) 1244 if (top && middle)
1242 break; 1245 break;
1243 1246
1244 /* Only show visible faces */ 1247 /* Only show visible faces */
1245 if (!tmp->invisible) 1248 if (!tmp->invisible)
1246 { 1249 {
1247 /* Fill in top if needed */ 1250 /* Fill in top if needed */
1248 if (top == blank_face) 1251 if (!top)
1249 { 1252 {
1250 top = tmp->face;
1251 top_obj = tmp; 1253 top = tmp;
1252 if (top == middle) 1254 if (top == middle)
1253 middle = blank_face; 1255 middle = 0;
1254 } 1256 }
1255 else 1257 else
1256 { 1258 {
1257 /* top is already set - we should only get here if 1259 /* top is already set - we should only get here if
1258 * middle is not set 1260 * middle is not set
1259 * 1261 *
1260 * Set the middle face and break out, since there is nothing 1262 * Set the middle face and break out, since there is nothing
1261 * more to fill in. We don't check visiblity here, since 1263 * more to fill in. We don't check visiblity here, since
1262 * 1264 *
1263 */ 1265 */
1264 if (tmp->face != top) 1266 if (tmp != top)
1265 { 1267 {
1266 middle = tmp->face;
1267 middle_obj = tmp; 1268 middle = tmp;
1268 break; 1269 break;
1269 } 1270 }
1270 } 1271 }
1271 } 1272 }
1272 } 1273 }
1273 1274
1274 if (middle == floor) 1275 if (middle == floor)
1275 middle = blank_face; 1276 middle = 0;
1276 1277
1277 if (top == middle) 1278 if (top == middle)
1278 middle = blank_face; 1279 middle = 0;
1279 1280
1280 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1281#if 0
1281 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1282 faces_obj [0] = top;
1282 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1283 faces_obj [1] = middle;
1284 faces_obj [2] = floor;
1285#endif
1286}
1287
1288uint64
1289mapspace::volume () const
1290{
1291 uint64 vol = 0;
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1283} 1297}
1284 1298
1285/* this updates the orig_map->tile_map[tile_num] value after finding 1299/* this updates the orig_map->tile_map[tile_num] value after finding
1286 * the map. It also takes care of linking back the freshly found 1300 * the map. It also takes care of linking back the freshly found
1287 * maps tile_map values if it tiles back to this one. It returns 1301 * maps tile_map values if it tiles back to this one. It returns
1452 1466
1453/** 1467/**
1454 * Return whether map2 is adjacent to map1. If so, store the distance from 1468 * Return whether map2 is adjacent to map1. If so, store the distance from
1455 * map1 to map2 in dx/dy. 1469 * map1 to map2 in dx/dy.
1456 */ 1470 */
1457static int 1471int
1458adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1459{ 1473{
1460 if (!map1 || !map2) 1474 if (!map1 || !map2)
1461 return 0; 1475 return 0;
1462 1476
1574get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1575{ 1589{
1576 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1577 { 1591 {
1578 /* be conservative and fill in _some_ data */ 1592 /* be conservative and fill in _some_ data */
1579 retval->distance = 100000; 1593 retval->distance = 10000;
1580 retval->distance_x = 32767; 1594 retval->distance_x = 10000;
1581 retval->distance_y = 32767; 1595 retval->distance_y = 10000;
1582 retval->direction = 0; 1596 retval->direction = 0;
1583 retval->part = 0; 1597 retval->part = 0;
1584 } 1598 }
1585 else 1599 else
1586 { 1600 {
1591 1605
1592 best = op1; 1606 best = op1;
1593 /* If this is multipart, find the closest part now */ 1607 /* If this is multipart, find the closest part now */
1594 if (!(flags & 0x1) && op1->more) 1608 if (!(flags & 0x1) && op1->more)
1595 { 1609 {
1596 object *tmp;
1597 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1598 1611
1599 /* we just take the offset of the piece to head to figure 1612 /* we just take the offset of the piece to head to figure
1600 * distance instead of doing all that work above again 1613 * distance instead of doing all that work above again
1601 * since the distance fields we set above are positive in the 1614 * since the distance fields we set above are positive in the
1602 * same axis as is used for multipart objects, the simply arithmetic 1615 * same axis as is used for multipart objects, the simply arithmetic
1603 * below works. 1616 * below works.
1604 */ 1617 */
1605 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1618 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1606 { 1619 {
1607 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1608 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1609 if (tmpi < best_distance) 1622 if (tmpi < best_distance)
1610 { 1623 {
1619 retval->distance_y += op1->y - best->y; 1632 retval->distance_y += op1->y - best->y;
1620 } 1633 }
1621 } 1634 }
1622 1635
1623 retval->part = best; 1636 retval->part = best;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y); 1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 } 1639 }
1627} 1640}
1628 1641
1629/* this is basically the same as get_rangevector above, but instead of 1642/* this is basically the same as get_rangevector above, but instead of
1634 * flags has no meaning for this function at this time - I kept it in to 1647 * flags has no meaning for this function at this time - I kept it in to
1635 * be more consistant with the above function and also in case they are needed 1648 * be more consistant with the above function and also in case they are needed
1636 * for something in the future. Also, since no object is pasted, the best 1649 * for something in the future. Also, since no object is pasted, the best
1637 * field of the rv_vector is set to NULL. 1650 * field of the rv_vector is set to NULL.
1638 */ 1651 */
1639
1640void 1652void
1641get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1653get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1642{ 1654{
1643 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1644 { 1656 {
1645 /* be conservative and fill in _some_ data */ 1657 /* be conservative and fill in _some_ data */
1646 retval->distance = 100000; 1658 retval->distance = 100000;
1698 return default_region; 1710 return default_region;
1699 1711
1700 return ::region::default_region (); 1712 return ::region::default_region ();
1701} 1713}
1702 1714
1715/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */
1719object *
1720maptile::pick_random_object () const
1721{
1722 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me.
1727 */
1728 for (int i = 1000; --i;)
1729 {
1730 object *pick = at (rndm (width), rndm (height)).bot;
1731
1732 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick)
1734 return pick->head_ ();
1735 }
1736
1737 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked");
1739}
1740

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