--- deliantra/server/common/map.C 2007/02/16 22:16:16 1.89 +++ deliantra/server/common/map.C 2007/08/01 01:53:13 1.115 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify + * Crossfire TRT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or + * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ #include @@ -31,72 +30,6 @@ #include "path.h" -/* - * This makes a path absolute outside the world of Crossfire. - * In other words, it prepends LIBDIR/MAPDIR/ to the given path - * and returns the pointer to a static array containing the result. - * it really should be called create_mapname - */ -const char * -create_pathname (const char *name) -{ - static char buf[8192]; - snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name); - return buf; -} - -/* - * This function checks if a file with the given path exists. - * -1 is returned if it fails, otherwise the mode of the file - * is returned. - * It tries out all the compression suffixes listed in the uncomp[] array. - * - * If prepend_dir is set, then we call create_pathname (which prepends - * libdir & mapdir). Otherwise, we assume the name given is fully - * complete. - * Only the editor actually cares about the writablity of this - - * the rest of the code only cares that the file is readable. - * when the editor goes away, the call to stat should probably be - * replaced by an access instead (similar to the windows one, but - * that seems to be missing the prepend_dir processing - */ -int -check_path (const char *name, int prepend_dir) -{ - char buf[MAX_BUF]; - - char *endbuf; - struct stat statbuf; - int mode = 0; - - if (prepend_dir) - assign (buf, create_pathname (name)); - else - assign (buf, name); - - /* old method (strchr(buf, '\0')) seemd very odd to me - - * this method should be equivalant and is clearer. - * Can not use strcat because we need to cycle through - * all the names. - */ - endbuf = buf + strlen (buf); - - if (stat (buf, &statbuf)) - return -1; - if (!S_ISREG (statbuf.st_mode)) - return (-1); - - if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || - ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) - mode |= 4; - - if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || - (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) - mode |= 2; - - return (mode); -} - /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning @@ -176,8 +109,7 @@ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) return 0; - if (ob->head != NULL) - ob = ob->head; + ob = ob->head_ (); /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return @@ -217,13 +149,17 @@ /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. - * second - if a monster, can't move there, unles it is a + * second - if a monster, can't move there, unless it is a * hidden dm */ if (OB_MOVE_BLOCK (ob, tmp)) return 1; - if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && - tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) + + if (tmp->flag [FLAG_ALIVE] + && tmp->head_ () != ob + && tmp != ob + && tmp->type != DOOR + && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) return 1; } @@ -275,9 +211,9 @@ return m1->at (sx, sy).move_block; } - for (tmp = ob->arch; tmp; tmp = tmp->more) + for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) { - flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); + flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; @@ -346,8 +282,7 @@ /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when - * they are saved). We do have to look for the old maps that did save - * the more sections and not re-add sections for them. + * they are saved). */ void maptile::link_multipart_objects () @@ -356,40 +291,28 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *tmp = ms->bot; tmp; tmp = tmp->above) - { - /* already multipart - don't do anything more */ - if (!tmp->head && !tmp->more) - { - /* If there is nothing more to this object, this for loop - * won't do anything. - */ - archetype *at; - object *last, *op; - for (at = tmp->arch->more, last = tmp; - at; - at = at->more, last = op) - { - op = arch_to_object (at); + { + object *op = ms->bot; + while (op) + { + /* already multipart - don't do anything more */ + if (op->head_ () == op && !op->more && op->arch->more) + { + op->remove (); + op->expand_tail (); - /* update x,y coordinates */ - op->x += tmp->x; - op->y += tmp->y; - op->head = tmp; - op->map = this; - last->more = op; - op->name = tmp->name; - op->title = tmp->title; - - /* we could link all the parts onto tmp, and then just - * call insert_ob_in_map once, but the effect is the same, - * as insert_ob_in_map will call itself with each part, and - * the coding is simpler to just to it here with each part. - */ - insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); - } - } - } + // FIXME: INS_ON_TOP is just a workaround for the pentagram vs. + // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters + // below the pentagrams... hopefully INS_ON_TOP doesn't break anything + insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON); + + op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP + // so we have to reset the iteration through the mapspace + } + else + op = op->above; + } + } } /* @@ -401,12 +324,12 @@ { for (;;) { - coroapi::cede_every (1000); // cede once in a while + coroapi::cede_to_tick_every (100); // cede once in a while switch (f.kw) { case KW_arch: - if (object *op = object::read (f)) + if (object *op = object::read (f, this)) { if (op->inv) sum_weight (op); @@ -434,29 +357,29 @@ void maptile::activate () { - if (!spaces) - return; + active = true; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->activate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->activate_recursive (); } void maptile::deactivate () { - if (!spaces) - return; + active = false; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->deactivate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->deactivate_recursive (); } bool maptile::_save_objects (object_freezer &f, int flags) { - static int cede_count = 0; + coroapi::cede_to_tick (); if (flags & IO_HEADER) _save_header (f); @@ -466,20 +389,9 @@ for (int i = 0; i < size (); ++i) { -#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D - if (cede_count >= 500) - { - cede_count = 0; - coroapi::cede (); - } -#endif - int unique = 0; for (object *op = spaces [i].bot; op; op = op->above) { - // count per-object, but cede only when modification-safe - cede_count++; - if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) unique = 1; @@ -496,6 +408,8 @@ } } + coroapi::cede_to_tick (); + return true; } @@ -703,9 +617,9 @@ { for (;;) { - keyword kw = thawer.get_kv (); + thawer.next (); - switch (kw) + switch (thawer.kw) { case KW_msg: thawer.get_ml (KW_endmsg, msg); @@ -747,6 +661,7 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; + case KW_no_reset: thawer.get (no_reset); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -767,6 +682,10 @@ case KW_tile_path_3: thawer.get (tile_path [2]); break; case KW_tile_path_4: thawer.get (tile_path [3]); break; + case KW_ERROR: + set_key (thawer.kw_str, thawer.value); + break; + case KW_end: return true; @@ -809,7 +728,7 @@ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) unique = 1; - if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) + if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) { op->destroy_inv (false); op->destroy (); @@ -833,6 +752,7 @@ MAP_OUT (reset_time); MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); + MAP_OUT (no_reset); MAP_OUT (difficulty); if (default_region) MAP_OUT2 (region, default_region->name); @@ -896,17 +816,15 @@ void maptile::clear () { - sfree (regions, size ()), regions = 0; - free (regionmap), regionmap = 0; + sfree (regions, size ()); regions = 0; + delete [] regionmap; regionmap = 0; if (spaces) { for (mapspace *ms = spaces + size (); ms-- > spaces; ) while (object *op = ms->bot) { - if (op->head) - op = op->head; - + op = op->head_ (); op->destroy_inv (false); op->destroy (); } @@ -957,6 +875,74 @@ clear (); } +/* decay and destroy perishable items in a map */ +void +maptile::do_decay_objects () +{ + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) + { + above = op->above; + + bool destroy = 0; + + // do not decay anything above unique floor tiles (yet :) + if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + break; + + if (QUERY_FLAG (op, FLAG_IS_FLOOR) + || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) + || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) + || QUERY_FLAG (op, FLAG_UNIQUE) + || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) + || QUERY_FLAG (op, FLAG_UNPAID) + || op->is_alive ()) + ; // do not decay + else if (op->is_weapon ()) + { + op->stats.dam--; + if (op->stats.dam < 0) + destroy = 1; + } + else if (op->is_armor ()) + { + op->stats.ac--; + if (op->stats.ac < 0) + destroy = 1; + } + else if (op->type == FOOD) + { + op->stats.food -= rndm (5, 20); + if (op->stats.food < 0) + destroy = 1; + } + else + { + int mat = op->materials; + + if (mat & M_PAPER + || mat & M_LEATHER + || mat & M_WOOD + || mat & M_ORGANIC + || mat & M_CLOTH + || mat & M_LIQUID + || (mat & M_IRON && rndm (1, 5) == 1) + || (mat & M_GLASS && rndm (1, 2) == 1) + || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) + || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) + || (mat & M_ICE && temp > 32)) + destroy = 1; + } + + /* adjust overall chance below */ + if (destroy && rndm (0, 1)) + op->destroy (); + } +} + /* * Updates every button on the map (by calling update_button() for them). */ @@ -1012,7 +998,7 @@ total_exp += op->stats.exp; if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->clone.stats.exp * 8; + total_exp += at->stats.exp * 8; monster_cnt++; } @@ -1077,17 +1063,15 @@ { object *tmp, *last = 0; uint8 flags = P_UPTODATE, light = 0, anywhere = 0; - facetile *top, *floor, *middle; - object *top_obj, *floor_obj, *middle_obj; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; - middle = blank_face; - top = blank_face; - floor = blank_face; - - middle_obj = 0; - top_obj = 0; - floor_obj = 0; + //object *middle = 0; + //object *top = 0; + //object *floor = 0; + // this seems to generate better code than using locals, above + object *&top = faces_obj[0] = 0; + object *&middle = faces_obj[1] = 0; + object *&floor = faces_obj[2] = 0; for (tmp = bot; tmp; last = tmp, tmp = tmp->above) { @@ -1110,37 +1094,28 @@ if (!tmp->invisible) { if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) - { - top = tmp->face; - top_obj = tmp; - } + top = tmp; else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. */ - middle = blank_face; - top = blank_face; - floor = tmp->face; - floor_obj = tmp; + middle = 0; + top = 0; + floor = tmp; } /* Flag anywhere have high priority */ else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) { - middle = tmp->face; - - middle_obj = tmp; + middle = tmp; anywhere = 1; } /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top */ - else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) - { - middle = tmp->face; - middle_obj = tmp; - } + else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) + middle = tmp; } if (tmp == tmp->above) @@ -1185,7 +1160,7 @@ * may be possible for the faces to match but be different objects. */ if (top == middle) - middle = blank_face; + middle = 0; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. @@ -1200,19 +1175,18 @@ break; /* If two top faces are already set, quit processing */ - if ((top != blank_face) && (middle != blank_face)) + if (top && middle) break; /* Only show visible faces */ if (!tmp->invisible) { /* Fill in top if needed */ - if (top == blank_face) + if (!top) { - top = tmp->face; - top_obj = tmp; + top = tmp; if (top == middle) - middle = blank_face; + middle = 0; } else { @@ -1223,10 +1197,9 @@ * more to fill in. We don't check visiblity here, since * */ - if (tmp->face != top) + if (tmp != top) { - middle = tmp->face; - middle_obj = tmp; + middle = tmp; break; } } @@ -1234,14 +1207,16 @@ } if (middle == floor) - middle = blank_face; + middle = 0; if (top == middle) - middle = blank_face; + middle = 0; - faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; - faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; - faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif } uint64 @@ -1671,4 +1646,49 @@ return ::region::default_region (); } +/* picks a random object from a style map. + * Redone by MSW so it should be faster and not use static + * variables to generate tables. + */ +object * +maptile::pick_random_object () const +{ + /* while returning a null object will result in a crash, that + * is actually preferable to an infinite loop. That is because + * most servers will automatically restart in case of crash. + * Change the logic on getting the random space - shouldn't make + * any difference, but this seems clearer to me. + */ + for (int i = 1000; --i;) + { + object *pick = at (rndm (width), rndm (height)).bot; + + // do not prefer big monsters just because they are big. + if (pick && pick->head_ () == pick) + return pick->head_ (); + } + + // instead of crashing in the unlikely(?) case, try to return *something* + return get_archetype ("blocked"); +} + +void +maptile::play_sound (faceidx sound, int x, int y) const +{ + if (!sound) + return; + + for_all_players (pl) + if (pl->ob->map == this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } +}