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Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.139 by root, Sun May 4 19:14:23 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h"
29 27
30#include "loader.h" 28#include "loader.h"
31 29
32#include "path.h" 30#include "path.h"
33
34/*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 31
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
175 */ 107 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 109 return 0;
178 110
179 if (ob->head != NULL)
180 ob = ob->head; 111 ob = ob->head_ ();
181 112
182 /* We basically go through the stack of objects, and if there is 113 /* 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 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
215 else 146 else
216 { 147 {
217 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
219 * movement, can't move here. 150 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
221 * hidden dm 152 * hidden dm
222 */ 153 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 155 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 162 return 1;
228 } 163 }
229 164
230 } 165 }
231 return 0; 166 return 0;
232} 167}
233 168
234/* 169/*
235 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
240 * 175 *
241 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
242 * 177 *
243 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
255 * 190 *
256 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
258 * against the move_block values. 193 * against the move_block values.
259 */ 194 */
260int 195bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
262{ 197{
263 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
277 201
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
279 { 203 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 204
282 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 206
284 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 208 return 1;
286 209
287 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
288 211 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 213 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 215 continue;
296 216
297 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
299 */ 219 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
301 return P_NO_PASS; 221 return 1;
302 } 222 }
303 223
304 return 0; 224 return 0;
305} 225}
306 226
324 244
325 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
326 tmp = next; 246 tmp = next;
327 } 247 }
328 248
329 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
330 * carrying. 250 //TODO: remove
331 */ 251 container->update_weight ();
332 sum_weight (container);
333} 252}
334 253
335void 254void
336maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
337{ 256{
344} 263}
345 264
346/* link_multipart_objects go through all the objects on the map looking 265/* 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 266 * 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 267 * 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 268 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 269 */
352void 270void
353maptile::link_multipart_objects () 271maptile::link_multipart_objects ()
354{ 272{
355 if (!spaces) 273 if (!spaces)
356 return; 274 return;
357 275
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 277 {
278 object *op = ms->bot;
279 while (op)
360 { 280 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 282 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 283 {
375 op = arch_to_object (at); 284 op->remove ();
285 op->expand_tail ();
376 286
377 /* update x,y coordinates */ 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291
292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293 // so we have to reset the iteration through the mapspace
392 } 294 }
295 else
296 op = op->above;
393 } 297 }
394
395 tmp = above;
396 } 298 }
397} 299}
398 300
399/* 301/*
400 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 303 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 304 */
404bool 305bool
405maptile::_load_objects (object_thawer &thawer) 306maptile::_load_objects (object_thawer &f)
406{ 307{
407 int unique; 308 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 { 309 {
415 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 311
417 * or editor will not be able to do anything with it either. 312 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 313 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
422 continue; 349 continue;
423 }
424 350
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 351 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
438 op->head = prev, last_more->more = op, last_more = op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
439 break; 357 break;
440 } 358 }
441 359
442 op = object::create (); 360 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 } 361 }
463#endif
464 362
465 return true; 363 return true;
466} 364}
467 365
468void 366void
469maptile::activate () 367maptile::activate ()
470{ 368{
471 if (!spaces) 369 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 372 op->activate_recursive ();
477} 373}
478 374
479void 375void
480maptile::deactivate () 376maptile::deactivate ()
481{ 377{
482 if (!spaces) 378 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 381 op->deactivate_recursive ();
488} 382}
489 383
490bool 384bool
491maptile::_save_objects (object_freezer &freezer, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
492{ 386{
493 static int cede_count = 0; 387 coroapi::cede_to_tick ();
494 388
495 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
496 _save_header (freezer); 390 _save_header (f);
497 391
498 if (!spaces) 392 if (!spaces)
499 return false; 393 return false;
500 394
501 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
502 { 396 {
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; 397 bool unique = 0;
398
512 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
513 { 400 {
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]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 402
520 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
521 continue; 404 continue;
522 405
523 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 407 {
525 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 409 op->write (f);
527 } 410 }
528 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 412 op->write (f);
530 } 413 }
531 } 414 }
532 415
416 coroapi::cede_to_tick ();
417
533 return true; 418 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 if (thawer.kw == KW_end)
548 break;
549
550 thawer.skip_kv ();
551 }
552
553 return _load_objects (thawer);
554} 419}
555 420
556bool 421bool
557maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
558{ 423{
733bool 598bool
734maptile::_load_header (object_thawer &thawer) 599maptile::_load_header (object_thawer &thawer)
735{ 600{
736 for (;;) 601 for (;;)
737 { 602 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 603 switch (thawer.kw)
741 { 604 {
742 case KW_msg: 605 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 606 thawer.get_ml (KW_endmsg, msg);
744 break; 607 break;
745 608
777 case KW_winddir: thawer.get (winddir); break; 640 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
779 642
780 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
782 646
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 649
786 // old names new names 650 // old names new names
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
802 case KW_end: 670 case KW_end:
671 thawer.next ();
803 return true; 672 return true;
804 673
805 default: 674 default:
806 if (!thawer.parse_error ("map", 0)) 675 if (!thawer.parse_error ("map", 0))
807 return false; 676 return false;
808 break; 677 break;
809 } 678 }
679
680 thawer.next ();
810 } 681 }
811 682
812 abort (); 683 abort ();
813}
814
815bool
816maptile::_load_header (const char *path)
817{
818 object_thawer thawer (path);
819
820 if (!thawer)
821 return false;
822
823 return _load_header (thawer);
824} 684}
825 685
826/****************************************************************************** 686/******************************************************************************
827 * This is the start of unique map handling code 687 * This is the start of unique map handling code
828 *****************************************************************************/ 688 *****************************************************************************/
839 object *above = op->above; 699 object *above = op->above;
840 700
841 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
842 unique = 1; 702 unique = 1;
843 703
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845 { 705 {
846 op->destroy_inv (false); 706 op->destroy_inv (false);
847 op->destroy (); 707 op->destroy ();
848 } 708 }
849 709
863 if (name) MAP_OUT (name); 723 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 724 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 725 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 726 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 727 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset);
868 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
869 730
870 if (default_region) MAP_OUT2 (region, default_region->name); 731 if (default_region) MAP_OUT2 (region, default_region->name);
871 732
872 if (shopitems) 733 if (shopitems)
926 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
927 */ 788 */
928void 789void
929maptile::clear () 790maptile::clear ()
930{ 791{
931 sfree (regions, size ()), regions = 0;
932 free (regionmap), regionmap = 0;
933
934 if (spaces) 792 if (spaces)
935 { 793 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 795 while (object *op = ms->bot)
938 { 796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
803 object *head = op->head_ ();
939 if (op->head) 804 if (op == head)
940 op = op->head; 805 {
941
942 op->destroy_inv (false); 806 op->destroy_inv (false);
943 op->destroy (); 807 op->destroy ();
808 }
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
944 } 814 }
945 815
946 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
947 } 817 }
948 818
949 if (buttons) 819 if (buttons)
950 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
951} 824}
952 825
953void 826void
954maptile::clear_header () 827maptile::clear_header ()
955{ 828{
985maptile::do_destroy () 858maptile::do_destroy ()
986{ 859{
987 attachable::do_destroy (); 860 attachable::do_destroy ();
988 861
989 clear (); 862 clear ();
863}
864
865/* decay and destroy perishable items in a map */
866void
867maptile::do_decay_objects ()
868{
869 if (!spaces)
870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
874 {
875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
891 {
892 op->stats.dam--;
893 if (op->stats.dam < 0)
894 destroy = 1;
895 }
896 else if (op->is_armor ())
897 {
898 op->stats.ac--;
899 if (op->stats.ac < 0)
900 destroy = 1;
901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
929 }
990} 930}
991 931
992/* 932/*
993 * Updates every button on the map (by calling update_button() for them). 933 * Updates every button on the map (by calling update_button() for them).
994 */ 934 */
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043 { 983 {
1044 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
1045 985
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1047 total_exp += at->clone.stats.exp * 8; 987 total_exp += at->stats.exp * 8;
1048 988
1049 monster_cnt++; 989 monster_cnt++;
1050 } 990 }
1051 } 991 }
1052 992
1107void 1047void
1108mapspace::update_ () 1048mapspace::update_ ()
1109{ 1049{
1110 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1112 facetile *top, *floor, *middle;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1053
1116 middle = blank_face; 1054 //object *middle = 0;
1117 top = blank_face; 1055 //object *top = 0;
1118 floor = blank_face; 1056 //object *floor = 0;
1119 1057 // this seems to generate better code than using locals, above
1120 middle_obj = 0; 1058 object *&top = faces_obj[0] = 0;
1121 top_obj = 0; 1059 object *&middle = faces_obj[1] = 0;
1122 floor_obj = 0; 1060 object *&floor = faces_obj[2] = 0;
1123 1061
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1063 {
1126 /* This could be made additive I guess (two lights better than 1064 /* This could be made additive I guess (two lights better than
1127 * one). But if so, it shouldn't be a simple additive - 2 1065 * one). But if so, it shouldn't be a simple additive - 2
1128 * light bulbs do not illuminate twice as far as once since 1066 * light bulbs do not illuminate twice as far as once since
1129 * it is a dissapation factor that is cubed. 1067 * it is a dissapation factor that is cubed.
1130 */ 1068 */
1131 if (tmp->glow_radius > light)
1132 light = tmp->glow_radius; 1069 light = max (light, tmp->glow_radius);
1133 1070
1134 /* This call is needed in order to update objects the player 1071 /* This call is needed in order to update objects the player
1135 * is standing in that have animations (ie, grass, fire, etc). 1072 * is standing in that have animations (ie, grass, fire, etc).
1136 * However, it also causes the look window to be re-drawn 1073 * However, it also causes the look window to be re-drawn
1137 * 3 times each time the player moves, because many of the 1074 * 3 times each time the player moves, because many of the
1140 * Always put the player down for drawing. 1077 * Always put the player down for drawing.
1141 */ 1078 */
1142 if (!tmp->invisible) 1079 if (!tmp->invisible)
1143 { 1080 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1081 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1082 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1083 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1084 {
1151 /* If we got a floor, that means middle and top were below it, 1085 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1086 * so should not be visible, so we clear them.
1153 */ 1087 */
1154 middle = blank_face; 1088 middle = 0;
1155 top = blank_face; 1089 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1090 floor = tmp;
1158 } 1091 }
1159 /* Flag anywhere have high priority */ 1092 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1093 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1094 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1095 middle = tmp;
1165 anywhere = 1; 1096 anywhere = 1;
1166 } 1097 }
1167 /* Find the highest visible face around. If equal 1098 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1099 * visibilities, we still want the one nearer to the
1169 * top 1100 * top
1170 */ 1101 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1102 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1103 middle = tmp;
1175 }
1176 } 1104 }
1177 1105
1178 if (tmp == tmp->above) 1106 if (tmp == tmp->above)
1179 { 1107 {
1180 LOG (llevError, "Error in structure of map\n"); 1108 LOG (llevError, "Error in structure of map\n");
1215 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1218 */ 1146 */
1219 if (top == middle) 1147 if (top == middle)
1220 middle = blank_face; 1148 middle = 0;
1221 1149
1222 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1230 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1160 break;
1233 1161
1234 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1236 break; 1164 break;
1237 1165
1238 /* Only show visible faces */ 1166 /* Only show visible faces */
1239 if (!tmp->invisible) 1167 if (!tmp->invisible)
1240 { 1168 {
1241 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1242 if (top == blank_face) 1170 if (!top)
1243 { 1171 {
1244 top = tmp->face;
1245 top_obj = tmp; 1172 top = tmp;
1246 if (top == middle) 1173 if (top == middle)
1247 middle = blank_face; 1174 middle = 0;
1248 } 1175 }
1249 else 1176 else
1250 { 1177 {
1251 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1252 * middle is not set 1179 * middle is not set
1253 * 1180 *
1254 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1256 * 1183 *
1257 */ 1184 */
1258 if (tmp->face != top) 1185 if (tmp != top)
1259 { 1186 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1187 middle = tmp;
1262 break; 1188 break;
1263 } 1189 }
1264 } 1190 }
1265 } 1191 }
1266 } 1192 }
1267 1193
1268 if (middle == floor) 1194 if (middle == floor)
1269 middle = blank_face; 1195 middle = 0;
1270 1196
1271 if (top == middle) 1197 if (top == middle)
1272 middle = blank_face; 1198 middle = 0;
1273 1199
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1202 faces_obj [1] = middle;
1203 faces_obj [2] = floor;
1204#endif
1277} 1205}
1278 1206
1279uint64 1207uint64
1280mapspace::volume () const 1208mapspace::volume () const
1281{ 1209{
1285 vol += op->volume (); 1213 vol += op->volume ();
1286 1214
1287 return vol; 1215 return vol;
1288} 1216}
1289 1217
1290/* this updates the orig_map->tile_map[tile_num] value after finding 1218bool
1291 * the map. It also takes care of linking back the freshly found 1219maptile::tile_available (int dir, bool load)
1292 * maps tile_map values if it tiles back to this one. It returns
1293 * the value of orig_map->tile_map[tile_num].
1294 */
1295static inline maptile *
1296find_and_link (maptile *orig_map, int tile_num)
1297{ 1220{
1298 maptile *mp = orig_map->tile_map [tile_num]; 1221 if (!tile_path[dir])
1222 return 0;
1299 1223
1300 if (!mp) 1224 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1301 { 1225 return 1;
1302 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1303 1226
1304 if (!mp) 1227 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1305 { 1228 return 1;
1306 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1307 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1308 &orig_map->tile_path[tile_num], &orig_map->path);
1309 mp = new maptile (1, 1);
1310 mp->alloc ();
1311 mp->in_memory = MAP_IN_MEMORY;
1312 }
1313 }
1314 1229
1315 int dest_tile = (tile_num + 2) % 4;
1316
1317 orig_map->tile_map [tile_num] = mp;
1318
1319 // optimisation: back-link map to origin map if euclidean
1320 //TODO: non-euclidean maps MUST GO
1321 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1322 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1323
1324 return mp; 1230 return 0;
1325}
1326
1327static inline void
1328load_and_link (maptile *orig_map, int tile_num)
1329{
1330 find_and_link (orig_map, tile_num)->load_sync ();
1331} 1231}
1332 1232
1333/* this returns TRUE if the coordinates (x,y) are out of 1233/* this returns TRUE if the coordinates (x,y) are out of
1334 * map m. This function also takes into account any 1234 * map m. This function also takes into account any
1335 * tiling considerations, loading adjacant maps as needed. 1235 * tiling considerations, loading adjacant maps as needed.
1348 if (!m) 1248 if (!m)
1349 return 0; 1249 return 0;
1350 1250
1351 if (x < 0) 1251 if (x < 0)
1352 { 1252 {
1353 if (!m->tile_path[3]) 1253 if (!m->tile_available (3))
1354 return 1; 1254 return 1;
1355 1255
1356 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1357 find_and_link (m, 3);
1358
1359 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1256 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1360 } 1257 }
1361 1258
1362 if (x >= m->width) 1259 if (x >= m->width)
1363 { 1260 {
1364 if (!m->tile_path[1]) 1261 if (!m->tile_available (1))
1365 return 1; 1262 return 1;
1366 1263
1367 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1368 find_and_link (m, 1);
1369
1370 return out_of_map (m->tile_map[1], x - m->width, y); 1264 return out_of_map (m->tile_map[1], x - m->width, y);
1371 } 1265 }
1372 1266
1373 if (y < 0) 1267 if (y < 0)
1374 { 1268 {
1375 if (!m->tile_path[0]) 1269 if (!m->tile_available (0))
1376 return 1; 1270 return 1;
1377 1271
1378 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1379 find_and_link (m, 0);
1380
1381 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1272 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1382 } 1273 }
1383 1274
1384 if (y >= m->height) 1275 if (y >= m->height)
1385 { 1276 {
1386 if (!m->tile_path[2]) 1277 if (!m->tile_available (2))
1387 return 1; 1278 return 1;
1388
1389 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1390 find_and_link (m, 2);
1391 1279
1392 return out_of_map (m->tile_map[2], x, y - m->height); 1280 return out_of_map (m->tile_map[2], x, y - m->height);
1393 } 1281 }
1394 1282
1395 /* Simple case - coordinates are within this local 1283 /* Simple case - coordinates are within this local
1409maptile * 1297maptile *
1410maptile::xy_find (sint16 &x, sint16 &y) 1298maptile::xy_find (sint16 &x, sint16 &y)
1411{ 1299{
1412 if (x < 0) 1300 if (x < 0)
1413 { 1301 {
1414 if (!tile_path[3]) 1302 if (!tile_available (3))
1415 return 0; 1303 return 0;
1416 1304
1417 find_and_link (this, 3);
1418 x += tile_map[3]->width; 1305 x += tile_map[3]->width;
1419 return tile_map[3]->xy_find (x, y); 1306 return tile_map[3]->xy_find (x, y);
1420 } 1307 }
1421 1308
1422 if (x >= width) 1309 if (x >= width)
1423 { 1310 {
1424 if (!tile_path[1]) 1311 if (!tile_available (1))
1425 return 0; 1312 return 0;
1426 1313
1427 find_and_link (this, 1);
1428 x -= width; 1314 x -= width;
1429 return tile_map[1]->xy_find (x, y); 1315 return tile_map[1]->xy_find (x, y);
1430 } 1316 }
1431 1317
1432 if (y < 0) 1318 if (y < 0)
1433 { 1319 {
1434 if (!tile_path[0]) 1320 if (!tile_available (0))
1435 return 0; 1321 return 0;
1436 1322
1437 find_and_link (this, 0);
1438 y += tile_map[0]->height; 1323 y += tile_map[0]->height;
1439 return tile_map[0]->xy_find (x, y); 1324 return tile_map[0]->xy_find (x, y);
1440 } 1325 }
1441 1326
1442 if (y >= height) 1327 if (y >= height)
1443 { 1328 {
1444 if (!tile_path[2]) 1329 if (!tile_available (2))
1445 return 0; 1330 return 0;
1446 1331
1447 find_and_link (this, 2);
1448 y -= height; 1332 y -= height;
1449 return tile_map[2]->xy_find (x, y); 1333 return tile_map[2]->xy_find (x, y);
1450 } 1334 }
1451 1335
1452 /* Simple case - coordinates are within this local 1336 /* Simple case - coordinates are within this local
1463adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1347adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1464{ 1348{
1465 if (!map1 || !map2) 1349 if (!map1 || !map2)
1466 return 0; 1350 return 0;
1467 1351
1468 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1352 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1469 //fix: compare paths instead (this is likely faster, too!) 1353 //fix: compare paths instead (this is likely faster, too!)
1470 if (map1 == map2) 1354 if (map1 == map2)
1471 { 1355 {
1472 *dx = 0; 1356 *dx = 0;
1473 *dy = 0; 1357 *dy = 0;
1701 return default_region; 1585 return default_region;
1702 1586
1703 return ::region::default_region (); 1587 return ::region::default_region ();
1704} 1588}
1705 1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1706 1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players (pl)
1621 if (pl->ob->map == this)
1622 if (client *ns = pl->ns)
1623 {
1624 int dx = x - pl->ob->x;
1625 int dy = y - pl->ob->y;
1626
1627 int distance = idistance (dx, dy);
1628
1629 if (distance <= MAX_SOUND_DISTANCE)
1630 ns->play_sound (sound, dx, dy);
1631 }
1632}
1633

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