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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 1.126 by root, Fri Sep 7 13:10:30 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.
402 * mapflags is the same as we get with load_original_map
403 */ 321 */
404bool 322bool
405maptile::_load_objects (object_thawer &thawer) 323maptile::_load_objects (object_thawer &f)
406{ 324{
407 int unique; 325 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 { 326 {
415 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 328
417 * or editor will not be able to do anything with it either. 329 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 330 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
422 continue; 332 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 333 {
427 case LL_NORMAL: 334 if (op->inv)
335 sum_weight (op);
336
428 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 }
429 339
430 if (op->inv) 340 continue;
431 sum_weight (op);
432 341
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 342 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
438 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
439 break; 348 break;
440 } 349 }
441 350
442 op = object::create (); 351 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 } 352 }
463#endif
464 353
465 return true; 354 return true;
466} 355}
467 356
468void 357void
469maptile::activate () 358maptile::activate ()
470{ 359{
471 if (!spaces) 360 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 363 op->activate_recursive ();
477} 364}
478 365
479void 366void
480maptile::deactivate () 367maptile::deactivate ()
481{ 368{
482 if (!spaces) 369 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 372 op->deactivate_recursive ();
488} 373}
489 374
490bool 375bool
491maptile::_save_objects (object_freezer &freezer, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
492{ 377{
493 static int cede_count = 0; 378 coroapi::cede_to_tick ();
494 379
495 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
496 _save_header (freezer); 381 _save_header (f);
497 382
498 if (!spaces) 383 if (!spaces)
499 return false; 384 return false;
500 385
501 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
502 { 387 {
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; 388 bool unique = 0;
389
512 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
513 { 391 {
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]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 393
520 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
521 continue; 395 continue;
522 396
523 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 398 {
525 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 400 op->write (f);
527 } 401 }
528 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 403 op->write (f);
530 } 404 }
531 } 405 }
532 406
407 coroapi::cede_to_tick ();
408
533 return true; 409 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} 410}
555 411
556bool 412bool
557maptile::_save_objects (const char *path, int flags) 413maptile::_save_objects (const char *path, int flags)
558{ 414{
733bool 589bool
734maptile::_load_header (object_thawer &thawer) 590maptile::_load_header (object_thawer &thawer)
735{ 591{
736 for (;;) 592 for (;;)
737 { 593 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 594 switch (thawer.kw)
741 { 595 {
742 case KW_msg: 596 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 597 thawer.get_ml (KW_endmsg, msg);
744 break; 598 break;
745 599
777 case KW_winddir: thawer.get (winddir); break; 631 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 632 case KW_sky: thawer.get (sky); break;
779 633
780 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
782 637
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 638 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 640
786 // old names new names 641 // old names new names
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
802 case KW_end: 661 case KW_end:
662 thawer.next ();
803 return true; 663 return true;
804 664
805 default: 665 default:
806 if (!thawer.parse_error ("map", 0)) 666 if (!thawer.parse_error ("map", 0))
807 return false; 667 return false;
808 break; 668 break;
809 } 669 }
670
671 thawer.next ();
810 } 672 }
811 673
812 abort (); 674 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} 675}
825 676
826/****************************************************************************** 677/******************************************************************************
827 * This is the start of unique map handling code 678 * This is the start of unique map handling code
828 *****************************************************************************/ 679 *****************************************************************************/
839 object *above = op->above; 690 object *above = op->above;
840 691
841 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
842 unique = 1; 693 unique = 1;
843 694
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845 { 696 {
846 op->destroy_inv (false); 697 op->destroy_inv (false);
847 op->destroy (); 698 op->destroy ();
848 } 699 }
849 700
863 if (name) MAP_OUT (name); 714 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 715 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 716 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 717 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
868 MAP_OUT (difficulty); 720 MAP_OUT (difficulty);
869 721
870 if (default_region) MAP_OUT2 (region, default_region->name); 722 if (default_region) MAP_OUT2 (region, default_region->name);
871 723
872 if (shopitems) 724 if (shopitems)
926 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
927 */ 779 */
928void 780void
929maptile::clear () 781maptile::clear ()
930{ 782{
931 sfree (regions, size ()), regions = 0; 783 sfree (regions, size ()); regions = 0;
932 free (regionmap), regionmap = 0; 784 delete [] regionmap; regionmap = 0;
933 785
934 if (spaces) 786 if (spaces)
935 { 787 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 789 while (object *op = ms->bot)
938 { 790 {
939 if (op->head)
940 op = op->head; 791 op = op->head_ ();
941
942 op->destroy_inv (false); 792 op->destroy_inv (false);
943 op->destroy (); 793 op->destroy ();
944 } 794 }
945 795
946 sfree (spaces, size ()), spaces = 0; 796 sfree (spaces, size ()), spaces = 0;
985maptile::do_destroy () 835maptile::do_destroy ()
986{ 836{
987 attachable::do_destroy (); 837 attachable::do_destroy ();
988 838
989 clear (); 839 clear ();
840}
841
842/* decay and destroy perishable items in a map */
843void
844maptile::do_decay_objects ()
845{
846 if (!spaces)
847 return;
848
849 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above)
851 {
852 above = op->above;
853
854 bool destroy = 0;
855
856 // do not decay anything above unique floor tiles (yet :)
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858 break;
859
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ())
866 ; // do not decay
867 else if (op->is_weapon ())
868 {
869 op->stats.dam--;
870 if (op->stats.dam < 0)
871 destroy = 1;
872 }
873 else if (op->is_armor ())
874 {
875 op->stats.ac--;
876 if (op->stats.ac < 0)
877 destroy = 1;
878 }
879 else if (op->type == FOOD)
880 {
881 op->stats.food -= rndm (5, 20);
882 if (op->stats.food < 0)
883 destroy = 1;
884 }
885 else
886 {
887 int mat = op->materials;
888
889 if (mat & M_PAPER
890 || mat & M_LEATHER
891 || mat & M_WOOD
892 || mat & M_ORGANIC
893 || mat & M_CLOTH
894 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32))
900 destroy = 1;
901 }
902
903 /* adjust overall chance below */
904 if (destroy && rndm (0, 1))
905 op->destroy ();
906 }
990} 907}
991 908
992/* 909/*
993 * Updates every button on the map (by calling update_button() for them). 910 * Updates every button on the map (by calling update_button() for them).
994 */ 911 */
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 959 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043 { 960 {
1044 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1045 962
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1047 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1048 965
1049 monster_cnt++; 966 monster_cnt++;
1050 } 967 }
1051 } 968 }
1052 969
1107void 1024void
1108mapspace::update_ () 1025mapspace::update_ ()
1109{ 1026{
1110 object *tmp, *last = 0; 1027 object *tmp, *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1028 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; 1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1030
1116 middle = blank_face; 1031 //object *middle = 0;
1117 top = blank_face; 1032 //object *top = 0;
1118 floor = blank_face; 1033 //object *floor = 0;
1119 1034 // this seems to generate better code than using locals, above
1120 middle_obj = 0; 1035 object *&top = faces_obj[0] = 0;
1121 top_obj = 0; 1036 object *&middle = faces_obj[1] = 0;
1122 floor_obj = 0; 1037 object *&floor = faces_obj[2] = 0;
1123 1038
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1040 {
1126 /* This could be made additive I guess (two lights better than 1041 /* This could be made additive I guess (two lights better than
1127 * one). But if so, it shouldn't be a simple additive - 2 1042 * one). But if so, it shouldn't be a simple additive - 2
1140 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1141 */ 1056 */
1142 if (!tmp->invisible) 1057 if (!tmp->invisible)
1143 { 1058 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1060 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1062 {
1151 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1153 */ 1065 */
1154 middle = blank_face; 1066 middle = 0;
1155 top = blank_face; 1067 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1068 floor = tmp;
1158 } 1069 }
1159 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1072 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1073 middle = tmp;
1165 anywhere = 1; 1074 anywhere = 1;
1166 } 1075 }
1167 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1169 * top 1078 * top
1170 */ 1079 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1081 middle = tmp;
1175 }
1176 } 1082 }
1177 1083
1178 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1179 { 1085 {
1180 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1215 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1218 */ 1124 */
1219 if (top == middle) 1125 if (top == middle)
1220 middle = blank_face; 1126 middle = 0;
1221 1127
1222 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1131 * 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 */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1138 break;
1233 1139
1234 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1236 break; 1142 break;
1237 1143
1238 /* Only show visible faces */ 1144 /* Only show visible faces */
1239 if (!tmp->invisible) 1145 if (!tmp->invisible)
1240 { 1146 {
1241 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1242 if (top == blank_face) 1148 if (!top)
1243 { 1149 {
1244 top = tmp->face;
1245 top_obj = tmp; 1150 top = tmp;
1246 if (top == middle) 1151 if (top == middle)
1247 middle = blank_face; 1152 middle = 0;
1248 } 1153 }
1249 else 1154 else
1250 { 1155 {
1251 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1252 * middle is not set 1157 * middle is not set
1253 * 1158 *
1254 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1256 * 1161 *
1257 */ 1162 */
1258 if (tmp->face != top) 1163 if (tmp != top)
1259 { 1164 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1165 middle = tmp;
1262 break; 1166 break;
1263 } 1167 }
1264 } 1168 }
1265 } 1169 }
1266 } 1170 }
1267 1171
1268 if (middle == floor) 1172 if (middle == floor)
1269 middle = blank_face; 1173 middle = 0;
1270 1174
1271 if (top == middle) 1175 if (top == middle)
1272 middle = blank_face; 1176 middle = 0;
1273 1177
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1277} 1183}
1278 1184
1279uint64 1185uint64
1280mapspace::volume () const 1186mapspace::volume () const
1281{ 1187{
1285 vol += op->volume (); 1191 vol += op->volume ();
1286 1192
1287 return vol; 1193 return vol;
1288} 1194}
1289 1195
1290/* this updates the orig_map->tile_map[tile_num] value after finding 1196bool
1291 * the map. It also takes care of linking back the freshly found 1197maptile::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{ 1198{
1298 maptile *mp = orig_map->tile_map [tile_num]; 1199 if (!tile_path[dir])
1200 return 0;
1299 1201
1300 if (!mp) 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1301 { 1203 return 1;
1302 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1303 1204
1304 if (!mp) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1305 { 1206 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 1207
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; 1208 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} 1209}
1332 1210
1333/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1334 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1335 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1348 if (!m) 1226 if (!m)
1349 return 0; 1227 return 0;
1350 1228
1351 if (x < 0) 1229 if (x < 0)
1352 { 1230 {
1353 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1354 return 1; 1232 return 1;
1355 1233
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); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1360 } 1235 }
1361 1236
1362 if (x >= m->width) 1237 if (x >= m->width)
1363 { 1238 {
1364 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1365 return 1; 1240 return 1;
1366 1241
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); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1371 } 1243 }
1372 1244
1373 if (y < 0) 1245 if (y < 0)
1374 { 1246 {
1375 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1376 return 1; 1248 return 1;
1377 1249
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); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1382 } 1251 }
1383 1252
1384 if (y >= m->height) 1253 if (y >= m->height)
1385 { 1254 {
1386 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1387 return 1; 1256 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 1257
1392 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1393 } 1259 }
1394 1260
1395 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1409maptile * 1275maptile *
1410maptile::xy_find (sint16 &x, sint16 &y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1411{ 1277{
1412 if (x < 0) 1278 if (x < 0)
1413 { 1279 {
1414 if (!tile_path[3]) 1280 if (!tile_available (3))
1415 return 0; 1281 return 0;
1416 1282
1417 find_and_link (this, 3);
1418 x += tile_map[3]->width; 1283 x += tile_map[3]->width;
1419 return tile_map[3]->xy_find (x, y); 1284 return tile_map[3]->xy_find (x, y);
1420 } 1285 }
1421 1286
1422 if (x >= width) 1287 if (x >= width)
1423 { 1288 {
1424 if (!tile_path[1]) 1289 if (!tile_available (1))
1425 return 0; 1290 return 0;
1426 1291
1427 find_and_link (this, 1);
1428 x -= width; 1292 x -= width;
1429 return tile_map[1]->xy_find (x, y); 1293 return tile_map[1]->xy_find (x, y);
1430 } 1294 }
1431 1295
1432 if (y < 0) 1296 if (y < 0)
1433 { 1297 {
1434 if (!tile_path[0]) 1298 if (!tile_available (0))
1435 return 0; 1299 return 0;
1436 1300
1437 find_and_link (this, 0);
1438 y += tile_map[0]->height; 1301 y += tile_map[0]->height;
1439 return tile_map[0]->xy_find (x, y); 1302 return tile_map[0]->xy_find (x, y);
1440 } 1303 }
1441 1304
1442 if (y >= height) 1305 if (y >= height)
1443 { 1306 {
1444 if (!tile_path[2]) 1307 if (!tile_available (2))
1445 return 0; 1308 return 0;
1446 1309
1447 find_and_link (this, 2);
1448 y -= height; 1310 y -= height;
1449 return tile_map[2]->xy_find (x, y); 1311 return tile_map[2]->xy_find (x, y);
1450 } 1312 }
1451 1313
1452 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1463adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1464{ 1326{
1465 if (!map1 || !map2) 1327 if (!map1 || !map2)
1466 return 0; 1328 return 0;
1467 1329
1468 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1469 //fix: compare paths instead (this is likely faster, too!) 1331 //fix: compare paths instead (this is likely faster, too!)
1470 if (map1 == map2) 1332 if (map1 == map2)
1471 { 1333 {
1472 *dx = 0; 1334 *dx = 0;
1473 *dy = 0; 1335 *dy = 0;
1701 return default_region; 1563 return default_region;
1702 1564
1703 return ::region::default_region (); 1565 return ::region::default_region ();
1704} 1566}
1705 1567
1568/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */
1572object *
1573maptile::pick_random_object () const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (rndm (width), rndm (height)).bot;
1706 1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick)
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked");
1592}
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players (pl)
1601 if (pl->observe->map == this)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->observe->x;
1605 int dy = y - pl->observe->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy);
1611 }
1612}
1613

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