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Comparing deliantra/server/common/map.C (file contents):
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.107 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
174 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
175 */ 175 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 177 return 0;
178 178
179 if (ob->head != NULL)
180 ob = ob->head; 179 ob = ob->head_ ();
181 180
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
215 else 214 else
216 { 215 {
217 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
219 * movement, can't move here. 218 * movement, can't move here.
220 * 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
221 * hidden dm 220 * hidden dm
222 */ 221 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 223 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
226 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))
227 return 1; 230 return 1;
228 } 231 }
229 232
230 } 233 }
231 return 0; 234 return 0;
275 return m1->at (sx, sy).move_block; 278 return m1->at (sx, sy).move_block;
276 } 279 }
277 280
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 281 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 { 282 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 284
282 if (flag & P_OUT_OF_MAP) 285 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 286 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 287 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 288 return P_IS_ALIVE;
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{
735bool 670bool
736maptile::_load_header (object_thawer &thawer) 671maptile::_load_header (object_thawer &thawer)
737{ 672{
738 for (;;) 673 for (;;)
739 { 674 {
740 keyword kw = thawer.get_kv (); 675 thawer.next ();
741 676
742 switch (kw) 677 switch (thawer.kw)
743 { 678 {
744 case KW_msg: 679 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 680 thawer.get_ml (KW_endmsg, msg);
746 break; 681 break;
747 682
803 738
804 case KW_end: 739 case KW_end:
805 return true; 740 return true;
806 741
807 default: 742 default:
808 if (!thawer.parse_error (kw, "map", 0)) 743 if (!thawer.parse_error ("map", 0))
809 return false; 744 return false;
810 break; 745 break;
811 } 746 }
812 } 747 }
813 748
841 object *above = op->above; 776 object *above = op->above;
842 777
843 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))
844 unique = 1; 779 unique = 1;
845 780
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 782 {
848 op->destroy_inv (false); 783 op->destroy_inv (false);
849 op->destroy (); 784 op->destroy ();
850 } 785 }
851 786
936 if (spaces) 871 if (spaces)
937 { 872 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 874 while (object *op = ms->bot)
940 { 875 {
941 if (op->head)
942 op = op->head; 876 op = op->head_ ();
943
944 op->destroy_inv (false); 877 op->destroy_inv (false);
945 op->destroy (); 878 op->destroy ();
946 } 879 }
947 880
948 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 977 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 978 {
1046 total_exp += op->stats.exp; 979 total_exp += op->stats.exp;
1047 980
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8; 982 total_exp += at->stats.exp * 8;
1050 983
1051 monster_cnt++; 984 monster_cnt++;
1052 } 985 }
1053 } 986 }
1054 987
1109void 1042void
1110mapspace::update_ () 1043mapspace::update_ ()
1111{ 1044{
1112 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 facetile *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 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;
1117 1048
1118 middle = blank_face; 1049 //object *middle = 0;
1119 top = blank_face; 1050 //object *top = 0;
1120 floor = blank_face; 1051 //object *floor = 0;
1121 1052 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1125 1056
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1058 {
1128 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1129 * 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
1142 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1143 */ 1074 */
1144 if (!tmp->invisible) 1075 if (!tmp->invisible)
1145 { 1076 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1078 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1080 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1155 */ 1083 */
1156 middle = blank_face; 1084 middle = 0;
1157 top = blank_face; 1085 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1086 floor = tmp;
1160 } 1087 }
1161 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1090 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1091 middle = tmp;
1167 anywhere = 1; 1092 anywhere = 1;
1168 } 1093 }
1169 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1171 * top 1096 * top
1172 */ 1097 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1099 middle = tmp;
1177 }
1178 } 1100 }
1179 1101
1180 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1181 { 1103 {
1182 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1142 */
1221 if (top == middle) 1143 if (top == middle)
1222 middle = blank_face; 1144 middle = 0;
1223 1145
1224 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1149 * 3) neither middle or top is set - need to set both.
1232 /* 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 */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1156 break;
1235 1157
1236 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1238 break; 1160 break;
1239 1161
1240 /* Only show visible faces */ 1162 /* Only show visible faces */
1241 if (!tmp->invisible) 1163 if (!tmp->invisible)
1242 { 1164 {
1243 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1244 if (top == blank_face) 1166 if (!top)
1245 { 1167 {
1246 top = tmp->face;
1247 top_obj = tmp; 1168 top = tmp;
1248 if (top == middle) 1169 if (top == middle)
1249 middle = blank_face; 1170 middle = 0;
1250 } 1171 }
1251 else 1172 else
1252 { 1173 {
1253 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1254 * middle is not set 1175 * middle is not set
1255 * 1176 *
1256 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1258 * 1179 *
1259 */ 1180 */
1260 if (tmp->face != top) 1181 if (tmp != top)
1261 { 1182 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1183 middle = tmp;
1264 break; 1184 break;
1265 } 1185 }
1266 } 1186 }
1267 } 1187 }
1268 } 1188 }
1269 1189
1270 if (middle == floor) 1190 if (middle == floor)
1271 middle = blank_face; 1191 middle = 0;
1272 1192
1273 if (top == middle) 1193 if (top == middle)
1274 middle = blank_face; 1194 middle = 0;
1275 1195
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1279} 1201}
1280 1202
1281uint64 1203uint64
1282mapspace::volume () const 1204mapspace::volume () const
1283{ 1205{
1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1582{ 1504{
1583 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))
1584 { 1506 {
1585 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1586 retval->distance = 100000; 1508 retval->distance = 10000;
1587 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
1588 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
1589 retval->direction = 0; 1511 retval->direction = 0;
1590 retval->part = 0; 1512 retval->part = 0;
1591 } 1513 }
1592 else 1514 else
1593 { 1515 {
1598 1520
1599 best = op1; 1521 best = op1;
1600 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
1601 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
1602 { 1524 {
1603 object *tmp;
1604 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;
1605 1526
1606 /* 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
1607 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
1608 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
1609 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
1610 * below works. 1531 * below works.
1611 */ 1532 */
1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1613 { 1534 {
1614 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) +
1615 (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);
1616 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
1617 { 1538 {
1626 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
1627 } 1548 }
1628 } 1549 }
1629 1550
1630 retval->part = best; 1551 retval->part = best;
1631 retval->distance = idistance (retval->distance_x, retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1633 } 1554 }
1634} 1555}
1635 1556
1636/* 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
1704 return default_region; 1625 return default_region;
1705 1626
1706 return ::region::default_region (); 1627 return ::region::default_region ();
1707} 1628}
1708 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;
1709 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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