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Comparing deliantra/server/common/map.C (file contents):
Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.121 by root, Sat Aug 25 22:19:26 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 <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h" 27#include "funcpoint.h"
29 28
30#include "loader.h" 29#include "loader.h"
31 30
32#include "path.h" 31#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 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * 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
174 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
175 */ 108 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 110 return 0;
178 111
179 if (ob->head != NULL)
180 ob = ob->head; 112 ob = ob->head_ ();
181 113
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
215 else 147 else
216 { 148 {
217 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
219 * movement, can't move here. 151 * movement, can't move here.
220 * 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
221 * hidden dm 153 * hidden dm
222 */ 154 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 156 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
226 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))
227 return 1; 163 return 1;
228 } 164 }
229 165
230 } 166 }
231 return 0; 167 return 0;
273 209
274 /* 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 */
275 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
276 } 212 }
277 213
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 215 {
280 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);
281 217
282 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 221 return P_IS_ALIVE;
344} 280}
345 281
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 286 */
352void 287void
353maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
354{ 289{
355 if (!spaces) 290 if (!spaces)
356 return; 291 return;
357 292
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 294 {
295 object *op = ms->bot;
296 while (op)
360 { 297 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 299 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 { 300 {
375 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
376 303
377 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 306 // 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); 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
392 } 311 }
312 else
313 op = op->above;
393 } 314 }
394
395 tmp = above;
396 } 315 }
397} 316}
398 317
399/* 318/*
400 * 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
401 * file pointer. 320 * file pointer.
403bool 322bool
404maptile::_load_objects (object_thawer &f) 323maptile::_load_objects (object_thawer &f)
405{ 324{
406 for (;;) 325 for (;;)
407 { 326 {
408 coroapi::cede_every (1000); // cede once in a while 327 coroapi::cede_to_tick_every (100); // cede once in a while
409 328
410 switch (f.kw) 329 switch (f.kw)
411 { 330 {
412 case KW_arch: 331 case KW_arch:
413 if (object *op = object::read (f)) 332 if (object *op = object::read (f, this))
414 { 333 {
415 if (op->inv) 334 if (op->inv)
416 sum_weight (op); 335 sum_weight (op);
417 336
418 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);
436} 355}
437 356
438void 357void
439maptile::activate () 358maptile::activate ()
440{ 359{
441 if (!spaces) 360 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 363 op->activate_recursive ();
447} 364}
448 365
449void 366void
450maptile::deactivate () 367maptile::deactivate ()
451{ 368{
452 if (!spaces) 369 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 372 op->deactivate_recursive ();
458} 373}
459 374
460bool 375bool
461maptile::_save_objects (object_freezer &f, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
462{ 377{
463 static int cede_count = 0; 378 coroapi::cede_to_tick ();
464 379
465 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
466 _save_header (f); 381 _save_header (f);
467 382
468 if (!spaces) 383 if (!spaces)
469 return false; 384 return false;
470 385
471 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
472 { 387 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 388 bool unique = 0;
389
482 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
483 { 391 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 393
490 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
491 continue; 395 continue;
492 396
493 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 398 {
495 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
496 op->write (f); 400 op->write (f);
497 } 401 }
498 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 403 op->write (f);
500 } 404 }
501 } 405 }
406
407 coroapi::cede_to_tick ();
502 408
503 return true; 409 return true;
504} 410}
505 411
506bool 412bool
705bool 611bool
706maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
707{ 613{
708 for (;;) 614 for (;;)
709 { 615 {
710 keyword kw = thawer.get_kv (); 616 thawer.next ();
711 617
712 switch (kw) 618 switch (thawer.kw)
713 { 619 {
714 case KW_msg: 620 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 621 thawer.get_ml (KW_endmsg, msg);
716 break; 622 break;
717 623
749 case KW_winddir: thawer.get (winddir); break; 655 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 656 case KW_sky: thawer.get (sky); break;
751 657
752 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
754 661
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 664
758 // old names new names 665 // old names new names
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
774 case KW_end: 685 case KW_end:
775 return true; 686 return true;
776 687
777 default: 688 default:
778 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
811 object *above = op->above; 722 object *above = op->above;
812 723
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 725 unique = 1;
815 726
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 { 728 {
818 op->destroy_inv (false); 729 op->destroy_inv (false);
819 op->destroy (); 730 op->destroy ();
820 } 731 }
821 732
835 if (name) MAP_OUT (name); 746 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 747 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 748 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 749 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
840 MAP_OUT (difficulty); 752 MAP_OUT (difficulty);
841 753
842 if (default_region) MAP_OUT2 (region, default_region->name); 754 if (default_region) MAP_OUT2 (region, default_region->name);
843 755
844 if (shopitems) 756 if (shopitems)
898 * Remove and free all objects in the given map. 810 * Remove and free all objects in the given map.
899 */ 811 */
900void 812void
901maptile::clear () 813maptile::clear ()
902{ 814{
903 sfree (regions, size ()), regions = 0; 815 sfree (regions, size ()); regions = 0;
904 free (regionmap), regionmap = 0; 816 delete [] regionmap; regionmap = 0;
905 817
906 if (spaces) 818 if (spaces)
907 { 819 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 821 while (object *op = ms->bot)
910 { 822 {
911 if (op->head)
912 op = op->head; 823 op = op->head_ ();
913
914 op->destroy_inv (false); 824 op->destroy_inv (false);
915 op->destroy (); 825 op->destroy ();
916 } 826 }
917 827
918 sfree (spaces, size ()), spaces = 0; 828 sfree (spaces, size ()), spaces = 0;
957maptile::do_destroy () 867maptile::do_destroy ()
958{ 868{
959 attachable::do_destroy (); 869 attachable::do_destroy ();
960 870
961 clear (); 871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
901 {
902 op->stats.dam--;
903 if (op->stats.dam < 0)
904 destroy = 1;
905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
962} 940}
963 941
964/* 942/*
965 * Updates every button on the map (by calling update_button() for them). 943 * Updates every button on the map (by calling update_button() for them).
966 */ 944 */
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 992 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 993 {
1016 total_exp += op->stats.exp; 994 total_exp += op->stats.exp;
1017 995
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1019 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1020 998
1021 monster_cnt++; 999 monster_cnt++;
1022 } 1000 }
1023 } 1001 }
1024 1002
1079void 1057void
1080mapspace::update_ () 1058mapspace::update_ ()
1081{ 1059{
1082 object *tmp, *last = 0; 1060 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 facetile *top, *floor, *middle;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1063
1088 middle = blank_face; 1064 //object *middle = 0;
1089 top = blank_face; 1065 //object *top = 0;
1090 floor = blank_face; 1066 //object *floor = 0;
1091 1067 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1068 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1069 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1070 object *&floor = faces_obj[2] = 0;
1095 1071
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1073 {
1098 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1112 * Always put the player down for drawing. 1088 * Always put the player down for drawing.
1113 */ 1089 */
1114 if (!tmp->invisible) 1090 if (!tmp->invisible)
1115 { 1091 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1093 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1095 {
1123 /* If we got a floor, that means middle and top were below it, 1096 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1097 * so should not be visible, so we clear them.
1125 */ 1098 */
1126 middle = blank_face; 1099 middle = 0;
1127 top = blank_face; 1100 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1101 floor = tmp;
1130 } 1102 }
1131 /* Flag anywhere have high priority */ 1103 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1105 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1106 middle = tmp;
1137 anywhere = 1; 1107 anywhere = 1;
1138 } 1108 }
1139 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
1141 * top 1111 * top
1142 */ 1112 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1114 middle = tmp;
1147 }
1148 } 1115 }
1149 1116
1150 if (tmp == tmp->above) 1117 if (tmp == tmp->above)
1151 { 1118 {
1152 LOG (llevError, "Error in structure of map\n"); 1119 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1154 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1155 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1156 * may be possible for the faces to match but be different objects.
1190 */ 1157 */
1191 if (top == middle) 1158 if (top == middle)
1192 middle = blank_face; 1159 middle = 0;
1193 1160
1194 /* There are three posibilities at this point: 1161 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1164 * 3) neither middle or top is set - need to set both.
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1171 break;
1205 1172
1206 /* If two top faces are already set, quit processing */ 1173 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1174 if (top && middle)
1208 break; 1175 break;
1209 1176
1210 /* Only show visible faces */ 1177 /* Only show visible faces */
1211 if (!tmp->invisible) 1178 if (!tmp->invisible)
1212 { 1179 {
1213 /* Fill in top if needed */ 1180 /* Fill in top if needed */
1214 if (top == blank_face) 1181 if (!top)
1215 { 1182 {
1216 top = tmp->face;
1217 top_obj = tmp; 1183 top = tmp;
1218 if (top == middle) 1184 if (top == middle)
1219 middle = blank_face; 1185 middle = 0;
1220 } 1186 }
1221 else 1187 else
1222 { 1188 {
1223 /* top is already set - we should only get here if 1189 /* top is already set - we should only get here if
1224 * middle is not set 1190 * middle is not set
1225 * 1191 *
1226 * Set the middle face and break out, since there is nothing 1192 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1193 * more to fill in. We don't check visiblity here, since
1228 * 1194 *
1229 */ 1195 */
1230 if (tmp->face != top) 1196 if (tmp != top)
1231 { 1197 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1198 middle = tmp;
1234 break; 1199 break;
1235 } 1200 }
1236 } 1201 }
1237 } 1202 }
1238 } 1203 }
1239 1204
1240 if (middle == floor) 1205 if (middle == floor)
1241 middle = blank_face; 1206 middle = 0;
1242 1207
1243 if (top == middle) 1208 if (top == middle)
1244 middle = blank_face; 1209 middle = 0;
1245 1210
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1211#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1212 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1213 faces_obj [1] = middle;
1214 faces_obj [2] = floor;
1215#endif
1249} 1216}
1250 1217
1251uint64 1218uint64
1252mapspace::volume () const 1219mapspace::volume () const
1253{ 1220{
1257 vol += op->volume (); 1224 vol += op->volume ();
1258 1225
1259 return vol; 1226 return vol;
1260} 1227}
1261 1228
1262/* this updates the orig_map->tile_map[tile_num] value after finding 1229bool
1263 * the map. It also takes care of linking back the freshly found 1230maptile::tile_available (int dir, bool load)
1264 * maps tile_map values if it tiles back to this one. It returns
1265 * the value of orig_map->tile_map[tile_num].
1266 */
1267static inline maptile *
1268find_and_link (maptile *orig_map, int tile_num)
1269{ 1231{
1270 maptile *mp = orig_map->tile_map [tile_num]; 1232 if (!tile_path[dir])
1233 return 0;
1271 1234
1272 if (!mp) 1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1273 { 1236 return 1;
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275 1237
1276 if (!mp) 1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1277 { 1239 return 1;
1278 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280 &orig_map->tile_path[tile_num], &orig_map->path);
1281 mp = new maptile (1, 1);
1282 mp->alloc ();
1283 mp->in_memory = MAP_IN_MEMORY;
1284 }
1285 }
1286 1240
1287 int dest_tile = (tile_num + 2) % 4;
1288
1289 orig_map->tile_map [tile_num] = mp;
1290
1291 // optimisation: back-link map to origin map if euclidean
1292 //TODO: non-euclidean maps MUST GO
1293 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295
1296 return mp; 1241 return 0;
1297}
1298
1299static inline void
1300load_and_link (maptile *orig_map, int tile_num)
1301{
1302 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1242}
1304 1243
1305/* this returns TRUE if the coordinates (x,y) are out of 1244/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1245 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1246 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1259 if (!m)
1321 return 0; 1260 return 0;
1322 1261
1323 if (x < 0) 1262 if (x < 0)
1324 { 1263 {
1325 if (!m->tile_path[3]) 1264 if (!m->tile_available (3))
1326 return 1; 1265 return 1;
1327 1266
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1268 }
1333 1269
1334 if (x >= m->width) 1270 if (x >= m->width)
1335 { 1271 {
1336 if (!m->tile_path[1]) 1272 if (!m->tile_available (1))
1337 return 1; 1273 return 1;
1338 1274
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1276 }
1344 1277
1345 if (y < 0) 1278 if (y < 0)
1346 { 1279 {
1347 if (!m->tile_path[0]) 1280 if (!m->tile_available (0))
1348 return 1; 1281 return 1;
1349 1282
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1284 }
1355 1285
1356 if (y >= m->height) 1286 if (y >= m->height)
1357 { 1287 {
1358 if (!m->tile_path[2]) 1288 if (!m->tile_available (2))
1359 return 1; 1289 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 2);
1363 1290
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1292 }
1366 1293
1367 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1381maptile * 1308maptile *
1382maptile::xy_find (sint16 &x, sint16 &y) 1309maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1310{
1384 if (x < 0) 1311 if (x < 0)
1385 { 1312 {
1386 if (!tile_path[3]) 1313 if (!tile_available (3))
1387 return 0; 1314 return 0;
1388 1315
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width; 1316 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y); 1317 return tile_map[3]->xy_find (x, y);
1392 } 1318 }
1393 1319
1394 if (x >= width) 1320 if (x >= width)
1395 { 1321 {
1396 if (!tile_path[1]) 1322 if (!tile_available (1))
1397 return 0; 1323 return 0;
1398 1324
1399 find_and_link (this, 1);
1400 x -= width; 1325 x -= width;
1401 return tile_map[1]->xy_find (x, y); 1326 return tile_map[1]->xy_find (x, y);
1402 } 1327 }
1403 1328
1404 if (y < 0) 1329 if (y < 0)
1405 { 1330 {
1406 if (!tile_path[0]) 1331 if (!tile_available (0))
1407 return 0; 1332 return 0;
1408 1333
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height; 1334 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y); 1335 return tile_map[0]->xy_find (x, y);
1412 } 1336 }
1413 1337
1414 if (y >= height) 1338 if (y >= height)
1415 { 1339 {
1416 if (!tile_path[2]) 1340 if (!tile_available (2))
1417 return 0; 1341 return 0;
1418 1342
1419 find_and_link (this, 2);
1420 y -= height; 1343 y -= height;
1421 return tile_map[2]->xy_find (x, y); 1344 return tile_map[2]->xy_find (x, y);
1422 } 1345 }
1423 1346
1424 /* Simple case - coordinates are within this local 1347 /* Simple case - coordinates are within this local
1435adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436{ 1359{
1437 if (!map1 || !map2) 1360 if (!map1 || !map2)
1438 return 0; 1361 return 0;
1439 1362
1440 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1363 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1441 //fix: compare paths instead (this is likely faster, too!) 1364 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2) 1365 if (map1 == map2)
1443 { 1366 {
1444 *dx = 0; 1367 *dx = 0;
1445 *dy = 0; 1368 *dy = 0;
1673 return default_region; 1596 return default_region;
1674 1597
1675 return ::region::default_region (); 1598 return ::region::default_region ();
1676} 1599}
1677 1600
1601/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */
1605object *
1606maptile::pick_random_object () const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (rndm (width), rndm (height)).bot;
1678 1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick)
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked");
1625}
1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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