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Comparing deliantra/server/common/map.C (file contents):
Revision 1.95 by root, Thu Mar 15 13:19:37 2007 UTC vs.
Revision 1.140 by root, Sun May 4 20:40:52 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h"
29 27
30#include "loader.h" 28#include "loader.h"
31 29
32#include "path.h" 30#include "path.h"
33
34/*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 31
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
175 */ 107 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 109 return 0;
178 110
179 if (ob->head != NULL)
180 ob = ob->head; 111 ob = ob->head_ ();
181 112
182 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
215 else 146 else
216 { 147 {
217 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
219 * movement, can't move here. 150 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
221 * hidden dm 152 * hidden dm
222 */ 153 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 155 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 162 return 1;
228 } 163 }
229 164
230 } 165 }
231 return 0; 166 return 0;
232} 167}
233 168
234/* 169/*
235 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
240 * 175 *
241 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
242 * 177 *
243 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
255 * 190 *
256 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
258 * against the move_block values. 193 * against the move_block values.
259 */ 194 */
260int 195bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
262{ 197{
263 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
277 201
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
279 { 203 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 204
282 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 206
284 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 208 return 1;
286 209
287 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
288 211 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 213 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 215 continue;
296 216
297 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
299 */ 219 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
301 return P_NO_PASS; 221 return 1;
302 } 222 }
303 223
304 return 0; 224 return 0;
305} 225}
306 226
324 244
325 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
326 tmp = next; 246 tmp = next;
327 } 247 }
328 248
329 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
330 * carrying. 250 //TODO: remove
331 */ 251 container->update_weight ();
332 sum_weight (container);
333} 252}
334 253
335void 254void
336maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
337{ 256{
344} 263}
345 264
346/* link_multipart_objects go through all the objects on the map looking 265/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 266 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 267 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 268 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 269 */
352void 270void
353maptile::link_multipart_objects () 271maptile::link_multipart_objects ()
354{ 272{
355 if (!spaces) 273 if (!spaces)
356 return; 274 return;
357 275
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 277 {
278 object *op = ms->bot;
279 while (op)
360 { 280 {
361 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 282 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 283 {
373 op = arch_to_object (at); 284 op->remove ();
285 op->expand_tail ();
374 286
375 /* update x,y coordinates */ 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
291
292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
293 // so we have to reset the iteration through the mapspace
390 } 294 }
295 else
296 op = op->above;
391 } 297 }
392 } 298 }
393} 299}
394 300
395/* 301/*
396 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 303 * file pointer.
399bool 305bool
400maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
401{ 307{
402 for (;;) 308 for (;;)
403 { 309 {
404 coroapi::cede_every (1000); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
405 311
406 switch (f.kw) 312 switch (f.kw)
407 { 313 {
408 case KW_arch: 314 case KW_arch:
409 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
410 { 316 {
317 // TODO: why?
411 if (op->inv) 318 if (op->inv)
412 sum_weight (op); 319 op->update_weight ();
413 320
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
415 } 347 }
416 348
417 continue; 349 continue;
418 350
419 case KW_EOF: 351 case KW_EOF:
432} 364}
433 365
434void 366void
435maptile::activate () 367maptile::activate ()
436{ 368{
437 if (!spaces) 369 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 372 op->activate_recursive ();
443} 373}
444 374
445void 375void
446maptile::deactivate () 376maptile::deactivate ()
447{ 377{
448 if (!spaces) 378 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 381 op->deactivate_recursive ();
454} 382}
455 383
456bool 384bool
457maptile::_save_objects (object_freezer &f, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
458{ 386{
459 static int cede_count = 0; 387 coroapi::cede_to_tick ();
460 388
461 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
462 _save_header (f); 390 _save_header (f);
463 391
464 if (!spaces) 392 if (!spaces)
465 return false; 393 return false;
466 394
467 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
468 { 396 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 397 bool unique = 0;
398
478 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
479 { 400 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 402
486 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
487 continue; 404 continue;
488 405
489 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 407 {
491 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
492 op->write (f); 409 op->write (f);
493 } 410 }
494 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 412 op->write (f);
496 } 413 }
497 } 414 }
498 415
416 coroapi::cede_to_tick ();
417
499 return true; 418 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 419}
523 420
524bool 421bool
525maptile::_save_objects (const char *path, int flags) 422maptile::_save_objects (const char *path, int flags)
526{ 423{
701bool 598bool
702maptile::_load_header (object_thawer &thawer) 599maptile::_load_header (object_thawer &thawer)
703{ 600{
704 for (;;) 601 for (;;)
705 { 602 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 603 switch (thawer.kw)
709 { 604 {
710 case KW_msg: 605 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 606 thawer.get_ml (KW_endmsg, msg);
712 break; 607 break;
713 608
745 case KW_winddir: thawer.get (winddir); break; 640 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
747 642
748 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
750 646
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 649
754 // old names new names 650 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
770 case KW_end: 670 case KW_end:
671 thawer.next ();
771 return true; 672 return true;
772 673
773 default: 674 default:
774 if (!thawer.parse_error ("map", 0)) 675 if (!thawer.parse_error ("map", 0))
775 return false; 676 return false;
776 break; 677 break;
777 } 678 }
679
680 thawer.next ();
778 } 681 }
779 682
780 abort (); 683 abort ();
781}
782
783bool
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792} 684}
793 685
794/****************************************************************************** 686/******************************************************************************
795 * This is the start of unique map handling code 687 * This is the start of unique map handling code
796 *****************************************************************************/ 688 *****************************************************************************/
807 object *above = op->above; 699 object *above = op->above;
808 700
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1; 702 unique = 1;
811 703
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 { 705 {
814 op->destroy_inv (false); 706 op->destroy_inv (false);
815 op->destroy (); 707 op->destroy ();
816 } 708 }
817 709
831 if (name) MAP_OUT (name); 723 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 724 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 725 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 726 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 727 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset);
836 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
837 730
838 if (default_region) MAP_OUT2 (region, default_region->name); 731 if (default_region) MAP_OUT2 (region, default_region->name);
839 732
840 if (shopitems) 733 if (shopitems)
894 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
895 */ 788 */
896void 789void
897maptile::clear () 790maptile::clear ()
898{ 791{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 792 if (spaces)
903 { 793 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 795 while (object *op = ms->bot)
906 { 796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
803 object *head = op->head_ ();
907 if (op->head) 804 if (op == head)
908 op = op->head; 805 {
909
910 op->destroy_inv (false); 806 op->destroy_inv (false);
911 op->destroy (); 807 op->destroy ();
808 }
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
912 } 814 }
913 815
914 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
915 } 817 }
916 818
917 if (buttons) 819 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
919} 824}
920 825
921void 826void
922maptile::clear_header () 827maptile::clear_header ()
923{ 828{
953maptile::do_destroy () 858maptile::do_destroy ()
954{ 859{
955 attachable::do_destroy (); 860 attachable::do_destroy ();
956 861
957 clear (); 862 clear ();
863}
864
865/* decay and destroy perishable items in a map */
866void
867maptile::do_decay_objects ()
868{
869 if (!spaces)
870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
874 {
875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
891 {
892 op->stats.dam--;
893 if (op->stats.dam < 0)
894 destroy = 1;
895 }
896 else if (op->is_armor ())
897 {
898 op->stats.ac--;
899 if (op->stats.ac < 0)
900 destroy = 1;
901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
929 }
958} 930}
959 931
960/* 932/*
961 * Updates every button on the map (by calling update_button() for them). 933 * Updates every button on the map (by calling update_button() for them).
962 */ 934 */
1009 981
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 983 {
1012 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
1013 985
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 986 if (archetype *at = op->other_arch)
987 {
1015 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1016
1017 monster_cnt++; 989 monster_cnt++;
990 }
991
992 for (object *inv = op->inv; inv; inv = inv->below)
993 {
994 total_exp += op->stats.exp * 8;
995 monster_cnt++;
996 }
1018 } 997 }
1019 } 998 }
1020 999
1021 avgexp = (double) total_exp / monster_cnt; 1000 avgexp = (double) total_exp / monster_cnt;
1022 1001
1092 /* This could be made additive I guess (two lights better than 1071 /* This could be made additive I guess (two lights better than
1093 * one). But if so, it shouldn't be a simple additive - 2 1072 * one). But if so, it shouldn't be a simple additive - 2
1094 * light bulbs do not illuminate twice as far as once since 1073 * light bulbs do not illuminate twice as far as once since
1095 * it is a dissapation factor that is cubed. 1074 * it is a dissapation factor that is cubed.
1096 */ 1075 */
1097 if (tmp->glow_radius > light)
1098 light = tmp->glow_radius; 1076 light = max (light, tmp->glow_radius);
1099 1077
1100 /* This call is needed in order to update objects the player 1078 /* This call is needed in order to update objects the player
1101 * is standing in that have animations (ie, grass, fire, etc). 1079 * is standing in that have animations (ie, grass, fire, etc).
1102 * However, it also causes the look window to be re-drawn 1080 * However, it also causes the look window to be re-drawn
1103 * 3 times each time the player moves, because many of the 1081 * 3 times each time the player moves, because many of the
1242 vol += op->volume (); 1220 vol += op->volume ();
1243 1221
1244 return vol; 1222 return vol;
1245} 1223}
1246 1224
1247/* this updates the orig_map->tile_map[tile_num] value after finding 1225bool
1248 * the map. It also takes care of linking back the freshly found 1226maptile::tile_available (int dir, bool load)
1249 * maps tile_map values if it tiles back to this one. It returns
1250 * the value of orig_map->tile_map[tile_num].
1251 */
1252static inline maptile *
1253find_and_link (maptile *orig_map, int tile_num)
1254{ 1227{
1255 maptile *mp = orig_map->tile_map [tile_num]; 1228 if (!tile_path[dir])
1229 return 0;
1256 1230
1257 if (!mp) 1231 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1258 { 1232 return 1;
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260 1233
1261 if (!mp) 1234 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1262 { 1235 return 1;
1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265 &orig_map->tile_path[tile_num], &orig_map->path);
1266 mp = new maptile (1, 1);
1267 mp->alloc ();
1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1270 }
1271 1236
1272 int dest_tile = (tile_num + 2) % 4;
1273
1274 orig_map->tile_map [tile_num] = mp;
1275
1276 // optimisation: back-link map to origin map if euclidean
1277 //TODO: non-euclidean maps MUST GO
1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1280
1281 return mp; 1237 return 0;
1282}
1283
1284static inline void
1285load_and_link (maptile *orig_map, int tile_num)
1286{
1287 find_and_link (orig_map, tile_num)->load_sync ();
1288} 1238}
1289 1239
1290/* this returns TRUE if the coordinates (x,y) are out of 1240/* this returns TRUE if the coordinates (x,y) are out of
1291 * map m. This function also takes into account any 1241 * map m. This function also takes into account any
1292 * tiling considerations, loading adjacant maps as needed. 1242 * tiling considerations, loading adjacant maps as needed.
1305 if (!m) 1255 if (!m)
1306 return 0; 1256 return 0;
1307 1257
1308 if (x < 0) 1258 if (x < 0)
1309 { 1259 {
1310 if (!m->tile_path[3]) 1260 if (!m->tile_available (3))
1311 return 1; 1261 return 1;
1312 1262
1313 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 3);
1315
1316 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1263 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1317 } 1264 }
1318 1265
1319 if (x >= m->width) 1266 if (x >= m->width)
1320 { 1267 {
1321 if (!m->tile_path[1]) 1268 if (!m->tile_available (1))
1322 return 1; 1269 return 1;
1323 1270
1324 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 1);
1326
1327 return out_of_map (m->tile_map[1], x - m->width, y); 1271 return out_of_map (m->tile_map[1], x - m->width, y);
1328 } 1272 }
1329 1273
1330 if (y < 0) 1274 if (y < 0)
1331 { 1275 {
1332 if (!m->tile_path[0]) 1276 if (!m->tile_available (0))
1333 return 1; 1277 return 1;
1334 1278
1335 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 0);
1337
1338 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1279 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1339 } 1280 }
1340 1281
1341 if (y >= m->height) 1282 if (y >= m->height)
1342 { 1283 {
1343 if (!m->tile_path[2]) 1284 if (!m->tile_available (2))
1344 return 1; 1285 return 1;
1345
1346 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 2);
1348 1286
1349 return out_of_map (m->tile_map[2], x, y - m->height); 1287 return out_of_map (m->tile_map[2], x, y - m->height);
1350 } 1288 }
1351 1289
1352 /* Simple case - coordinates are within this local 1290 /* Simple case - coordinates are within this local
1366maptile * 1304maptile *
1367maptile::xy_find (sint16 &x, sint16 &y) 1305maptile::xy_find (sint16 &x, sint16 &y)
1368{ 1306{
1369 if (x < 0) 1307 if (x < 0)
1370 { 1308 {
1371 if (!tile_path[3]) 1309 if (!tile_available (3))
1372 return 0; 1310 return 0;
1373 1311
1374 find_and_link (this, 3);
1375 x += tile_map[3]->width; 1312 x += tile_map[3]->width;
1376 return tile_map[3]->xy_find (x, y); 1313 return tile_map[3]->xy_find (x, y);
1377 } 1314 }
1378 1315
1379 if (x >= width) 1316 if (x >= width)
1380 { 1317 {
1381 if (!tile_path[1]) 1318 if (!tile_available (1))
1382 return 0; 1319 return 0;
1383 1320
1384 find_and_link (this, 1);
1385 x -= width; 1321 x -= width;
1386 return tile_map[1]->xy_find (x, y); 1322 return tile_map[1]->xy_find (x, y);
1387 } 1323 }
1388 1324
1389 if (y < 0) 1325 if (y < 0)
1390 { 1326 {
1391 if (!tile_path[0]) 1327 if (!tile_available (0))
1392 return 0; 1328 return 0;
1393 1329
1394 find_and_link (this, 0);
1395 y += tile_map[0]->height; 1330 y += tile_map[0]->height;
1396 return tile_map[0]->xy_find (x, y); 1331 return tile_map[0]->xy_find (x, y);
1397 } 1332 }
1398 1333
1399 if (y >= height) 1334 if (y >= height)
1400 { 1335 {
1401 if (!tile_path[2]) 1336 if (!tile_available (2))
1402 return 0; 1337 return 0;
1403 1338
1404 find_and_link (this, 2);
1405 y -= height; 1339 y -= height;
1406 return tile_map[2]->xy_find (x, y); 1340 return tile_map[2]->xy_find (x, y);
1407 } 1341 }
1408 1342
1409 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1354adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1421{ 1355{
1422 if (!map1 || !map2) 1356 if (!map1 || !map2)
1423 return 0; 1357 return 0;
1424 1358
1425 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1359 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1426 //fix: compare paths instead (this is likely faster, too!) 1360 //fix: compare paths instead (this is likely faster, too!)
1427 if (map1 == map2) 1361 if (map1 == map2)
1428 { 1362 {
1429 *dx = 0; 1363 *dx = 0;
1430 *dy = 0; 1364 *dy = 0;
1659 1593
1660 return ::region::default_region (); 1594 return ::region::default_region ();
1661} 1595}
1662 1596
1663/* picks a random object from a style map. 1597/* picks a random object from a style map.
1664 * Redone by MSW so it should be faster and not use static
1665 * variables to generate tables.
1666 */ 1598 */
1667object * 1599object *
1668maptile::pick_random_object () const 1600maptile::pick_random_object (rand_gen &gen) const
1669{ 1601{
1670 /* while returning a null object will result in a crash, that 1602 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because 1603 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash. 1604 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make 1605 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me. 1606 * any difference, but this seems clearer to me.
1675 */ 1607 */
1676 for (int i = 1000; --i;) 1608 for (int i = 1000; --i;)
1677 { 1609 {
1678 object *pick = at (rndm (width), rndm (height)).bot; 1610 object *pick = at (gen (width), gen (height)).bot;
1679 1611
1680 // do not prefer big monsters just because they are big. 1612 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick) 1613 if (pick && pick->is_head ())
1682 return pick->head_ (); 1614 return pick->head_ ();
1683 } 1615 }
1684 1616
1685 // instead of crashing in the unlikely(?) case, try to return *something* 1617 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked"); 1618 return archetype::find ("bug");
1687} 1619}
1688 1620
1621void
1622maptile::play_sound (faceidx sound, int x, int y) const
1623{
1624 if (!sound)
1625 return;
1626
1627 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns)
1630 {
1631 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y;
1633
1634 int distance = idistance (dx, dy);
1635
1636 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy);
1638 }
1639}
1640

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