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Comparing deliantra/server/common/map.C (file contents):
Revision 1.83 by root, Thu Feb 1 19:15:38 2007 UTC vs.
Revision 1.114 by root, Thu Jul 26 00:27:07 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>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46
47/*
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 32
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
173 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
174 */ 108 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 110 return 0;
177 111
178 if (ob->head != NULL)
179 ob = ob->head; 112 ob = ob->head_ ();
180 113
181 /* We basically go through the stack of objects, and if there is 114 /* 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 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
214 else 147 else
215 { 148 {
216 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
218 * movement, can't move here. 151 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
220 * hidden dm 153 * hidden dm
221 */ 154 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 156 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 163 return 1;
227 } 164 }
228 165
229 } 166 }
230 return 0; 167 return 0;
272 209
273 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
275 } 212 }
276 213
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
278 { 215 {
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
280 217
281 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
282 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE; 221 return P_IS_ALIVE;
343} 280}
344 281
345/* link_multipart_objects go through all the objects on the map looking 282/* 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 283 * 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 284 * 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 285 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 286 */
351void 287void
352maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
353{ 289{
354 if (!spaces) 290 if (!spaces)
355 return; 291 return;
356 292
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
359 { 297 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 299 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 { 300 {
374 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
375 303
376 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 306 // 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); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
391 } 311 }
312 else
313 op = op->above;
392 } 314 }
393
394 tmp = above;
395 } 315 }
396} 316}
397 317
398/* 318/*
399 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 320 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 321 */
403bool 322bool
404maptile::_load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
405{ 324{
406 int unique; 325 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 { 326 {
414 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 328
416 * or editor will not be able to do anything with it either. 329 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 330 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
421 continue; 332 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 333 {
426 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
428 339
429 if (op->inv) 340 continue;
430 sum_weight (op);
431 341
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 342 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
437 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
438 break; 348 break;
439 } 349 }
440 350
441 op = object::create (); 351 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 } 352 }
462#endif
463 353
464 return true; 354 return true;
465} 355}
466 356
467void 357void
468maptile::activate () 358maptile::activate ()
469{ 359{
360 active = true;
361
470 if (!spaces) 362 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 364 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 365 op->activate_recursive ();
476} 366}
477 367
478void 368void
479maptile::deactivate () 369maptile::deactivate ()
480{ 370{
371 active = false;
372
481 if (!spaces) 373 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 376 op->deactivate_recursive ();
487} 377}
488 378
489bool 379bool
490maptile::_save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
491{ 381{
492 static int cede_count = 0; 382 coroapi::cede_to_tick ();
493 383
494 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
495 _save_header (freezer); 385 _save_header (f);
496 386
497 if (!spaces) 387 if (!spaces)
498 return false; 388 return false;
499 389
500 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
501 { 391 {
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; 392 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
512 { 394 {
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]) 395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 396 unique = 1;
518 397
519 if (!op->can_map_save ()) 398 if (!op->can_map_save ())
520 continue; 399 continue;
521 400
522 if (unique || op->flag [FLAG_UNIQUE]) 401 if (unique || op->flag [FLAG_UNIQUE])
523 { 402 {
524 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 404 op->write (f);
526 } 405 }
527 else if (flags & IO_OBJECTS) 406 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 407 op->write (f);
529 } 408 }
530 } 409 }
410
411 coroapi::cede_to_tick ();
531 412
532 return true; 413 return true;
533} 414}
534 415
535bool 416bool
536maptile::_load_objects (const char *path, bool skip_header) 417maptile::_load_objects (const char *path, bool skip_header)
537{ 418{
538 object_thawer thawer (path); 419 object_thawer f (path);
539 420
540 if (!thawer) 421 if (!f)
541 return false; 422 return false;
423
424 f.next ();
542 425
543 if (skip_header) 426 if (skip_header)
544 for (;;) 427 for (;;)
545 { 428 {
546 keyword kw = thawer.get_kv (); 429 keyword kw = f.kw;
547 430 f.skip ();
548 if (kw == KW_end) 431 if (kw == KW_end)
549 break; 432 break;
550
551 thawer.skip_kv (kw);
552 } 433 }
553 434
554 return _load_objects (thawer); 435 return _load_objects (f);
555} 436}
556 437
557bool 438bool
558maptile::_save_objects (const char *path, int flags) 439maptile::_save_objects (const char *path, int flags)
559{ 440{
568maptile::maptile () 449maptile::maptile ()
569{ 450{
570 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
571 452
572 /* The maps used to pick up default x and y values from the 453 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
574 */ 455 */
575 width = 16; 456 width = 16;
576 height = 16; 457 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 458 timeout = 300;
579 enter_x = 0; 459 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 460 max_volume = 2000000; // 2m³
581} 461}
582 462
583maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
584{ 464{
585 in_memory = MAP_SWAPPED; 465 in_memory = MAP_SWAPPED;
735bool 615bool
736maptile::_load_header (object_thawer &thawer) 616maptile::_load_header (object_thawer &thawer)
737{ 617{
738 for (;;) 618 for (;;)
739 { 619 {
740 keyword kw = thawer.get_kv (); 620 thawer.next ();
741 621
742 switch (kw) 622 switch (thawer.kw)
743 { 623 {
744 case KW_msg: 624 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 625 thawer.get_ml (KW_endmsg, msg);
746 break; 626 break;
747 627
779 case KW_winddir: thawer.get (winddir); break; 659 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 660 case KW_sky: thawer.get (sky); break;
781 661
782 case KW_per_player: thawer.get (per_player); break; 662 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 663 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break;
784 665
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 666 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 668
788 // old names new names 669 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
804 case KW_end: 689 case KW_end:
805 return true; 690 return true;
806 691
807 default: 692 default:
808 if (!thawer.parse_error (kw, "map", 0)) 693 if (!thawer.parse_error ("map", 0))
809 return false; 694 return false;
810 break; 695 break;
811 } 696 }
812 } 697 }
813 698
841 object *above = op->above; 726 object *above = op->above;
842 727
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 729 unique = 1;
845 730
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 { 732 {
848 op->destroy_inv (false); 733 op->destroy_inv (false);
849 op->destroy (); 734 op->destroy ();
850 } 735 }
851 736
865 if (name) MAP_OUT (name); 750 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 751 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 752 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 753 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
870 MAP_OUT (difficulty); 756 MAP_OUT (difficulty);
871 757
872 if (default_region) MAP_OUT2 (region, default_region->name); 758 if (default_region) MAP_OUT2 (region, default_region->name);
873 759
874 if (shopitems) 760 if (shopitems)
928 * Remove and free all objects in the given map. 814 * Remove and free all objects in the given map.
929 */ 815 */
930void 816void
931maptile::clear () 817maptile::clear ()
932{ 818{
933 sfree (regions, size ()), regions = 0; 819 sfree (regions, size ()); regions = 0;
934 free (regionmap), regionmap = 0; 820 delete [] regionmap; regionmap = 0;
935 821
936 if (spaces) 822 if (spaces)
937 { 823 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 825 while (object *op = ms->bot)
940 { 826 {
941 if (op->head)
942 op = op->head; 827 op = op->head_ ();
943
944 op->destroy_inv (false); 828 op->destroy_inv (false);
945 op->destroy (); 829 op->destroy ();
946 } 830 }
947 831
948 sfree (spaces, size ()), spaces = 0; 832 sfree (spaces, size ()), spaces = 0;
987maptile::do_destroy () 871maptile::do_destroy ()
988{ 872{
989 attachable::do_destroy (); 873 attachable::do_destroy ();
990 874
991 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy ();
943 }
992} 944}
993 945
994/* 946/*
995 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
996 */ 948 */
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 997 {
1046 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1047 999
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1050 1002
1051 monster_cnt++; 1003 monster_cnt++;
1052 } 1004 }
1053 } 1005 }
1054 1006
1109void 1061void
1110mapspace::update_ () 1062mapspace::update_ ()
1111{ 1063{
1112 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1065 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; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1067
1118 middle = blank_face; 1068 //object *middle = 0;
1119 top = blank_face; 1069 //object *top = 0;
1120 floor = blank_face; 1070 //object *floor = 0;
1121 1071 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1072 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1073 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1074 object *&floor = faces_obj[2] = 0;
1125 1075
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1077 {
1128 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1079 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1143 */ 1093 */
1144 if (!tmp->invisible) 1094 if (!tmp->invisible)
1145 { 1095 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1097 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1099 {
1153 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1155 */ 1102 */
1156 middle = blank_face; 1103 middle = 0;
1157 top = blank_face; 1104 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1105 floor = tmp;
1160 } 1106 }
1161 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1109 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1110 middle = tmp;
1167 anywhere = 1; 1111 anywhere = 1;
1168 } 1112 }
1169 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1171 * top 1115 * top
1172 */ 1116 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1118 middle = tmp;
1177 }
1178 } 1119 }
1179 1120
1180 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1181 { 1122 {
1182 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
1220 */ 1161 */
1221 if (top == middle) 1162 if (top == middle)
1222 middle = blank_face; 1163 middle = 0;
1223 1164
1224 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1168 * 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 */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1175 break;
1235 1176
1236 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1238 break; 1179 break;
1239 1180
1240 /* Only show visible faces */ 1181 /* Only show visible faces */
1241 if (!tmp->invisible) 1182 if (!tmp->invisible)
1242 { 1183 {
1243 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1244 if (top == blank_face) 1185 if (!top)
1245 { 1186 {
1246 top = tmp->face;
1247 top_obj = tmp; 1187 top = tmp;
1248 if (top == middle) 1188 if (top == middle)
1249 middle = blank_face; 1189 middle = 0;
1250 } 1190 }
1251 else 1191 else
1252 { 1192 {
1253 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1254 * middle is not set 1194 * middle is not set
1255 * 1195 *
1256 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1258 * 1198 *
1259 */ 1199 */
1260 if (tmp->face != top) 1200 if (tmp != top)
1261 { 1201 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1202 middle = tmp;
1264 break; 1203 break;
1265 } 1204 }
1266 } 1205 }
1267 } 1206 }
1268 } 1207 }
1269 1208
1270 if (middle == floor) 1209 if (middle == floor)
1271 middle = blank_face; 1210 middle = 0;
1272 1211
1273 if (top == middle) 1212 if (top == middle)
1274 middle = blank_face; 1213 middle = 0;
1275 1214
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1220}
1221
1222uint64
1223mapspace::volume () const
1224{
1225 uint64 vol = 0;
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1279} 1231}
1280 1232
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1233/* this updates the orig_map->tile_map[tile_num] value after finding
1282 * the map. It also takes care of linking back the freshly found 1234 * the map. It also takes care of linking back the freshly found
1283 * maps tile_map values if it tiles back to this one. It returns 1235 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1523{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1525 {
1574 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1527 retval->distance = 10000;
1576 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
1578 retval->direction = 0; 1530 retval->direction = 0;
1579 retval->part = 0; 1531 retval->part = 0;
1580 } 1532 }
1581 else 1533 else
1582 { 1534 {
1587 1539
1588 best = op1; 1540 best = op1;
1589 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
1591 { 1543 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1545
1595 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1550 * below works.
1600 */ 1551 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1553 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1606 { 1557 {
1615 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1616 } 1567 }
1617 } 1568 }
1618 1569
1619 retval->part = best; 1570 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1573 }
1623} 1574}
1624 1575
1625/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1644 return default_region;
1694 1645
1695 return ::region::default_region (); 1646 return ::region::default_region ();
1696} 1647}
1697 1648
1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */
1653object *
1654maptile::pick_random_object () const
1655{
1656 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me.
1661 */
1662 for (int i = 1000; --i;)
1663 {
1664 object *pick = at (rndm (width), rndm (height)).bot;
1665
1666 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick)
1668 return pick->head_ ();
1669 }
1670
1671 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked");
1673}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681
1682void
1683maptile::play_sound (faceidx sound, int x, int y) const
1684{
1685 if (!sound)
1686 return;
1687
1688 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns)
1691 {
1692 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y;
1694
1695 int distance = idistance (dx, dy);
1696
1697 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy);
1699 }
1700}
1701

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