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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 1.146 by root, Sun Aug 17 22:46:26 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
30#include "loader.h" 27#include "loader.h"
31
32#include "path.h" 28#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 29
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* We basically go through the stack of objects, and if there is 111 /* 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 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
215 else 144 else
216 { 145 {
217 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
219 * movement, can't move here. 148 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
221 * hidden dm 150 * hidden dm
222 */ 151 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 153 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 160 return 1;
228 } 161 }
229 162
230 } 163 }
231 return 0; 164 return 0;
232} 165}
233 166
234/* 167/*
235 * Returns true if the given object can't fit in the given spot. 168 * 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, 169 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
240 * 173 *
241 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
242 * 175 *
243 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
255 * 188 *
256 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
258 * against the move_block values. 191 * against the move_block values.
259 */ 192 */
260int 193bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
262{ 195{
263 archetype *tmp; 196 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 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
277 199
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
279 { 201 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 202
282 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 204
284 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 206 return 1;
286 207
287 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
288 209 * (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. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 211 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 213 continue;
296 214
297 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
299 */ 217 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
301 return P_NO_PASS; 219 return 1;
302 } 220 }
303 221
304 return 0; 222 return 0;
305} 223}
306 224
324 242
325 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
326 tmp = next; 244 tmp = next;
327 } 245 }
328 246
329 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
330 * carrying. 248 //TODO: remove
331 */ 249 container->update_weight ();
332 sum_weight (container);
333} 250}
334 251
335void 252void
336maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
337{ 254{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
344} 261}
345 262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274}
275
346/* link_multipart_objects go through all the objects on the map looking 276/* 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 277 * 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 278 * 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 279 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 280 */
352void 281void
353maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
354{ 283{
355 if (!spaces) 284 if (!spaces)
356 return; 285 return;
357 286
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
360 { 291 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 293 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 { 294 {
375 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
376 297
377 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 300 // 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); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
392 } 305 }
306 else
307 op = op->above;
393 } 308 }
394
395 tmp = above;
396 } 309 }
397} 310}
398 311
399/* 312/*
400 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 314 * file pointer.
403bool 316bool
404maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
405{ 318{
406 for (;;) 319 for (;;)
407 { 320 {
408 coroapi::cede_every (1000); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
409 322
410 switch (f.kw) 323 switch (f.kw)
411 { 324 {
412 case KW_arch: 325 case KW_arch:
413 if (object *op = object::read (f)) 326 if (object *op = object::read (f, this))
414 { 327 {
328 // TODO: why?
415 if (op->inv) 329 if (op->inv)
416 sum_weight (op); 330 op->update_weight ();
417 331
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
419 } 358 }
420 359
421 continue; 360 continue;
422 361
423 case KW_EOF: 362 case KW_EOF:
436} 375}
437 376
438void 377void
439maptile::activate () 378maptile::activate ()
440{ 379{
441 if (!spaces) 380 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 383 op->activate_recursive ();
447} 384}
448 385
449void 386void
450maptile::deactivate () 387maptile::deactivate ()
451{ 388{
452 if (!spaces) 389 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 392 op->deactivate_recursive ();
458} 393}
459 394
460bool 395bool
461maptile::_save_objects (object_freezer &f, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
462{ 397{
463 static int cede_count = 0; 398 coroapi::cede_to_tick ();
464 399
465 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
466 _save_header (f); 401 _save_header (f);
467 402
468 if (!spaces) 403 if (!spaces)
469 return false; 404 return false;
470 405
471 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
472 { 407 {
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; 408 bool unique = 0;
409
482 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
483 { 411 {
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]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 413
490 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
491 continue; 415 continue;
492 416
493 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 418 {
495 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
496 op->write (f); 420 op->write (f);
497 } 421 }
498 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 423 op->write (f);
500 } 424 }
501 } 425 }
502 426
427 coroapi::cede_to_tick ();
428
503 return true; 429 return true;
504}
505
506bool
507maptile::_load_objects (const char *path, bool skip_header)
508{
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526} 430}
527 431
528bool 432bool
529maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
530{ 434{
705bool 609bool
706maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
707{ 611{
708 for (;;) 612 for (;;)
709 { 613 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 614 switch (thawer.kw)
713 { 615 {
714 case KW_msg: 616 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
716 break; 618 break;
717 619
749 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
751 653
752 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
754 658
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 661
758 // old names new names 662 // old names new names
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
774 case KW_end: 682 case KW_end:
683 thawer.next ();
775 return true; 684 return true;
776 685
777 default: 686 default:
778 if (!thawer.parse_error ("map", 0)) 687 if (!thawer.parse_error ("map", 0))
779 return false; 688 return false;
780 break; 689 break;
781 } 690 }
691
692 thawer.next ();
782 } 693 }
783 694
784 abort (); 695 abort ();
785}
786
787bool
788maptile::_load_header (const char *path)
789{
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796} 696}
797 697
798/****************************************************************************** 698/******************************************************************************
799 * This is the start of unique map handling code 699 * This is the start of unique map handling code
800 *****************************************************************************/ 700 *****************************************************************************/
811 object *above = op->above; 711 object *above = op->above;
812 712
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 714 unique = 1;
815 715
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 { 717 {
818 op->destroy_inv (false); 718 op->destroy_inv (false);
819 op->destroy (); 719 op->destroy ();
820 } 720 }
821 721
835 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
841 743
842 if (default_region) MAP_OUT2 (region, default_region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
843 745
844 if (shopitems) 746 if (shopitems)
898 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
899 */ 801 */
900void 802void
901maptile::clear () 803maptile::clear ()
902{ 804{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 805 if (spaces)
907 { 806 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 808 while (object *op = ms->bot)
910 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
911 if (op->head) 817 if (op == head)
912 op = op->head; 818 {
913
914 op->destroy_inv (false); 819 op->destroy_inv (false);
915 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
916 } 827 }
917 828
918 sfree (spaces, size ()), spaces = 0; 829 sfree0 (spaces, size ());
919 } 830 }
920 831
921 if (buttons) 832 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
923} 837}
924 838
925void 839void
926maptile::clear_header () 840maptile::clear_header ()
927{ 841{
957maptile::do_destroy () 871maptile::do_destroy ()
958{ 872{
959 attachable::do_destroy (); 873 attachable::do_destroy ();
960 874
961 clear (); 875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
887 {
888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ())
902 ; // do not decay
903 else if (op->is_weapon ())
904 {
905 op->stats.dam--;
906 if (op->stats.dam < 0)
907 destroy = 1;
908 }
909 else if (op->is_armor ())
910 {
911 op->stats.ac--;
912 if (op->stats.ac < 0)
913 destroy = 1;
914 }
915 else if (op->type == FOOD)
916 {
917 op->stats.food -= rndm (5, 20);
918 if (op->stats.food < 0)
919 destroy = 1;
920 }
921 else
922 {
923 int mat = op->materials;
924
925 if (mat & M_PAPER
926 || mat & M_LEATHER
927 || mat & M_WOOD
928 || mat & M_ORGANIC
929 || mat & M_CLOTH
930 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32))
936 destroy = 1;
937 }
938
939 /* adjust overall chance below */
940 if (destroy && rndm (0, 1))
941 op->destroy ();
942 }
962} 943}
963 944
964/* 945/*
965 * Updates every button on the map (by calling update_button() for them). 946 * Updates every button on the map (by calling update_button() for them).
966 */ 947 */
1013 994
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 996 {
1016 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1017 998
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1019 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1020
1021 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
1022 } 1010 }
1023 } 1011 }
1024 1012
1025 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1026 1014
1065 else 1053 else
1066 darkness = new_level; 1054 darkness = new_level;
1067 1055
1068 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1070 return 1; 1059 return 1;
1071} 1060}
1072 1061
1073/* 1062/*
1074 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1077 * through, etc) 1066 * through, etc)
1078 */ 1067 */
1079void 1068void
1080mapspace::update_ () 1069mapspace::update_ ()
1081{ 1070{
1082 object *tmp, *last = 0; 1071 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1072 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; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1074
1088 middle = blank_face; 1075 //object *middle = 0;
1089 top = blank_face; 1076 //object *top = 0;
1090 floor = blank_face; 1077 //object *floor = 0;
1078 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0;
1091 1082
1092 middle_obj = 0;
1093 top_obj = 0;
1094 floor_obj = 0;
1095
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1084 {
1098 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1102 */ 1089 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1105 1091
1106 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1112 * Always put the player down for drawing. 1098 * Always put the player down for drawing.
1113 */ 1099 */
1114 if (!tmp->invisible) 1100 if (!tmp->invisible)
1115 { 1101 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1103 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1105 {
1123 /* If we got a floor, that means middle and top were below it, 1106 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1107 * so should not be visible, so we clear them.
1125 */ 1108 */
1126 middle = blank_face; 1109 middle = 0;
1127 top = blank_face; 1110 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1111 floor = tmp;
1130 } 1112 }
1131 /* Flag anywhere have high priority */ 1113 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1115 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1116 middle = tmp;
1137 anywhere = 1; 1117 anywhere = 1;
1138 } 1118 }
1119
1139 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1141 * top 1122 * top
1142 */ 1123 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1125 middle = tmp;
1147 }
1148 } 1126 }
1149 1127
1150 if (tmp == tmp->above) 1128 if (tmp == tmp->above)
1151 { 1129 {
1152 LOG (llevError, "Error in structure of map\n"); 1130 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1165 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1166 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1167 * may be possible for the faces to match but be different objects.
1190 */ 1168 */
1191 if (top == middle) 1169 if (top == middle)
1192 middle = blank_face; 1170 middle = 0;
1193 1171
1194 /* There are three posibilities at this point: 1172 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1198 */ 1176 */
1199 1177
1200 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1201 { 1179 {
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1182 break;
1205 1183
1206 /* If two top faces are already set, quit processing */ 1184 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1185 if (top && middle)
1208 break; 1186 break;
1209 1187
1210 /* Only show visible faces */ 1188 /* Only show visible faces */
1211 if (!tmp->invisible) 1189 if (!tmp->invisible)
1212 { 1190 {
1213 /* Fill in top if needed */ 1191 /* Fill in top if needed */
1214 if (top == blank_face) 1192 if (!top)
1215 { 1193 {
1216 top = tmp->face;
1217 top_obj = tmp; 1194 top = tmp;
1218 if (top == middle) 1195 if (top == middle)
1219 middle = blank_face; 1196 middle = 0;
1220 } 1197 }
1221 else 1198 else
1222 { 1199 {
1223 /* top is already set - we should only get here if 1200 /* top is already set - we should only get here if
1224 * middle is not set 1201 * middle is not set
1225 * 1202 *
1226 * Set the middle face and break out, since there is nothing 1203 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1204 * more to fill in. We don't check visiblity here, since
1228 * 1205 *
1229 */ 1206 */
1230 if (tmp->face != top) 1207 if (tmp != top)
1231 { 1208 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1209 middle = tmp;
1234 break; 1210 break;
1235 } 1211 }
1236 } 1212 }
1237 } 1213 }
1238 } 1214 }
1239 1215
1240 if (middle == floor) 1216 if (middle == floor)
1241 middle = blank_face; 1217 middle = 0;
1242 1218
1243 if (top == middle) 1219 if (top == middle)
1244 middle = blank_face; 1220 middle = 0;
1245 1221
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1222#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1223 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1224 faces_obj [1] = middle;
1225 faces_obj [2] = floor;
1226#endif
1249} 1227}
1250 1228
1251uint64 1229uint64
1252mapspace::volume () const 1230mapspace::volume () const
1253{ 1231{
1257 vol += op->volume (); 1235 vol += op->volume ();
1258 1236
1259 return vol; 1237 return vol;
1260} 1238}
1261 1239
1262/* this updates the orig_map->tile_map[tile_num] value after finding 1240bool
1263 * the map. It also takes care of linking back the freshly found 1241maptile::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{ 1242{
1270 maptile *mp = orig_map->tile_map [tile_num]; 1243 if (!tile_path[dir])
1244 return 0;
1271 1245
1272 if (!mp) 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1273 { 1247 return 1;
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275 1248
1276 if (!mp) 1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1277 { 1250 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 1251
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; 1252 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} 1253}
1304 1254
1305/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1270 if (!m)
1321 return 0; 1271 return 0;
1322 1272
1323 if (x < 0) 1273 if (x < 0)
1324 { 1274 {
1325 if (!m->tile_path[3]) 1275 if (!m->tile_available (3))
1326 return 1; 1276 return 1;
1327 1277
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); 1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1279 }
1333 1280
1334 if (x >= m->width) 1281 if (x >= m->width)
1335 { 1282 {
1336 if (!m->tile_path[1]) 1283 if (!m->tile_available (1))
1337 return 1; 1284 return 1;
1338 1285
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); 1286 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1287 }
1344 1288
1345 if (y < 0) 1289 if (y < 0)
1346 { 1290 {
1347 if (!m->tile_path[0]) 1291 if (!m->tile_available (0))
1348 return 1; 1292 return 1;
1349 1293
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); 1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1295 }
1355 1296
1356 if (y >= m->height) 1297 if (y >= m->height)
1357 { 1298 {
1358 if (!m->tile_path[2]) 1299 if (!m->tile_available (2))
1359 return 1; 1300 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 1301
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1302 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1303 }
1366 1304
1367 /* Simple case - coordinates are within this local 1305 /* Simple case - coordinates are within this local
1381maptile * 1319maptile *
1382maptile::xy_find (sint16 &x, sint16 &y) 1320maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1321{
1384 if (x < 0) 1322 if (x < 0)
1385 { 1323 {
1386 if (!tile_path[3]) 1324 if (!tile_available (3))
1387 return 0; 1325 return 0;
1388 1326
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width; 1327 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y); 1328 return tile_map[3]->xy_find (x, y);
1392 } 1329 }
1393 1330
1394 if (x >= width) 1331 if (x >= width)
1395 { 1332 {
1396 if (!tile_path[1]) 1333 if (!tile_available (1))
1397 return 0; 1334 return 0;
1398 1335
1399 find_and_link (this, 1);
1400 x -= width; 1336 x -= width;
1401 return tile_map[1]->xy_find (x, y); 1337 return tile_map[1]->xy_find (x, y);
1402 } 1338 }
1403 1339
1404 if (y < 0) 1340 if (y < 0)
1405 { 1341 {
1406 if (!tile_path[0]) 1342 if (!tile_available (0))
1407 return 0; 1343 return 0;
1408 1344
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height; 1345 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y); 1346 return tile_map[0]->xy_find (x, y);
1412 } 1347 }
1413 1348
1414 if (y >= height) 1349 if (y >= height)
1415 { 1350 {
1416 if (!tile_path[2]) 1351 if (!tile_available (2))
1417 return 0; 1352 return 0;
1418 1353
1419 find_and_link (this, 2);
1420 y -= height; 1354 y -= height;
1421 return tile_map[2]->xy_find (x, y); 1355 return tile_map[2]->xy_find (x, y);
1422 } 1356 }
1423 1357
1424 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1435adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436{ 1370{
1437 if (!map1 || !map2) 1371 if (!map1 || !map2)
1438 return 0; 1372 return 0;
1439 1373
1440 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1441 //fix: compare paths instead (this is likely faster, too!) 1375 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2) 1376 if (map1 == map2)
1443 { 1377 {
1444 *dx = 0; 1378 *dx = 0;
1445 *dy = 0; 1379 *dy = 0;
1652} 1586}
1653 1587
1654object * 1588object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{ 1590{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1592}
1662 1593
1663region * 1594region *
1664maptile::region (int x, int y) const 1595maptile::region (int x, int y) const
1673 return default_region; 1604 return default_region;
1674 1605
1675 return ::region::default_region (); 1606 return ::region::default_region ();
1676} 1607}
1677 1608
1609/* picks a random object from a style map.
1610 */
1611object *
1612maptile::pick_random_object (rand_gen &gen) const
1613{
1614 /* while returning a null object will result in a crash, that
1615 * is actually preferable to an infinite loop. That is because
1616 * most servers will automatically restart in case of crash.
1617 * Change the logic on getting the random space - shouldn't make
1618 * any difference, but this seems clearer to me.
1619 */
1620 for (int i = 1000; --i;)
1621 {
1622 object *pick = at (gen (width), gen (height)).bot;
1678 1623
1624 // do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ())
1626 return pick->head_ ();
1627 }
1628
1629 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug");
1631}
1632
1633void
1634maptile::play_sound (faceidx sound, int x, int y) const
1635{
1636 if (!sound)
1637 return;
1638
1639 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns)
1642 {
1643 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y;
1645
1646 int distance = idistance (dx, dy);
1647
1648 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy);
1650 }
1651}
1652

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