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Comparing deliantra/server/common/map.C (file contents):
Revision 1.94 by root, Mon Mar 12 01:13:10 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; tmp = tmp->above) 288 {
289 object *op = ms->bot;
290 while (op)
360 { 291 {
361 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 293 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 { 294 {
373 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
374 297
375 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 300 // 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); 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
390 } 305 }
306 else
307 op = op->above;
391 } 308 }
392 } 309 }
393} 310}
394 311
395/* 312/*
396 * 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
397 * file pointer. 314 * file pointer.
399bool 316bool
400maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
401{ 318{
402 for (;;) 319 for (;;)
403 { 320 {
404 coroapi::cede_every (1000); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
405 322
406 switch (f.kw) 323 switch (f.kw)
407 { 324 {
408 case KW_arch: 325 case KW_arch:
409 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
410 { 327 {
328 // TODO: why?
411 if (op->inv) 329 if (op->inv)
412 sum_weight (op); 330 op->update_weight ();
413 331
414 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 }
415 } 358 }
416 359
417 continue; 360 continue;
418 361
419 case KW_EOF: 362 case KW_EOF:
432} 375}
433 376
434void 377void
435maptile::activate () 378maptile::activate ()
436{ 379{
437 if (!spaces) 380 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 383 op->activate_recursive ();
443} 384}
444 385
445void 386void
446maptile::deactivate () 387maptile::deactivate ()
447{ 388{
448 if (!spaces) 389 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 392 op->deactivate_recursive ();
454} 393}
455 394
456bool 395bool
457maptile::_save_objects (object_freezer &f, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
458{ 397{
459 static int cede_count = 0; 398 coroapi::cede_to_tick ();
460 399
461 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
462 _save_header (f); 401 _save_header (f);
463 402
464 if (!spaces) 403 if (!spaces)
465 return false; 404 return false;
466 405
467 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
468 { 407 {
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; 408 bool unique = 0;
409
478 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
479 { 411 {
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]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 413
486 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
487 continue; 415 continue;
488 416
489 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 418 {
491 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
492 op->write (f); 420 op->write (f);
493 } 421 }
494 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 423 op->write (f);
496 } 424 }
497 } 425 }
498 426
427 coroapi::cede_to_tick ();
428
499 return true; 429 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} 430}
523 431
524bool 432bool
525maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
526{ 434{
701bool 609bool
702maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
703{ 611{
704 for (;;) 612 for (;;)
705 { 613 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 614 switch (thawer.kw)
709 { 615 {
710 case KW_msg: 616 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
712 break; 618 break;
713 619
745 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
747 653
748 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
749 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;
750 658
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 661
754 // old names new names 662 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
770 case KW_end: 682 case KW_end:
683 thawer.next ();
771 return true; 684 return true;
772 685
773 default: 686 default:
774 if (!thawer.parse_error ("map", 0)) 687 if (!thawer.parse_error ("map", 0))
775 return false; 688 return false;
776 break; 689 break;
777 } 690 }
691
692 thawer.next ();
778 } 693 }
779 694
780 abort (); 695 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} 696}
793 697
794/****************************************************************************** 698/******************************************************************************
795 * This is the start of unique map handling code 699 * This is the start of unique map handling code
796 *****************************************************************************/ 700 *****************************************************************************/
807 object *above = op->above; 711 object *above = op->above;
808 712
809 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))
810 unique = 1; 714 unique = 1;
811 715
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 { 717 {
814 op->destroy_inv (false); 718 op->destroy_inv (false);
815 op->destroy (); 719 op->destroy ();
816 } 720 }
817 721
831 if (name) MAP_OUT (name); 735 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
837 743
838 if (default_region) MAP_OUT2 (region, default_region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
839 745
840 if (shopitems) 746 if (shopitems)
894 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
895 */ 801 */
896void 802void
897maptile::clear () 803maptile::clear ()
898{ 804{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 805 if (spaces)
903 { 806 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 808 while (object *op = ms->bot)
906 { 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_ ();
907 if (op->head) 817 if (op == head)
908 op = op->head; 818 {
909
910 op->destroy_inv (false); 819 op->destroy_inv (false);
911 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 }
912 } 827 }
913 828
914 sfree (spaces, size ()), spaces = 0; 829 sfree0 (spaces, size ());
915 } 830 }
916 831
917 if (buttons) 832 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
919} 837}
920 838
921void 839void
922maptile::clear_header () 840maptile::clear_header ()
923{ 841{
953maptile::do_destroy () 871maptile::do_destroy ()
954{ 872{
955 attachable::do_destroy (); 873 attachable::do_destroy ();
956 874
957 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 }
958} 943}
959 944
960/* 945/*
961 * 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).
962 */ 947 */
1009 994
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 996 {
1012 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
1013 998
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
1015 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1016
1017 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 }
1018 } 1010 }
1019 } 1011 }
1020 1012
1021 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
1022 1014
1061 else 1053 else
1062 darkness = new_level; 1054 darkness = new_level;
1063 1055
1064 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1066 return 1; 1059 return 1;
1067} 1060}
1068 1061
1069/* 1062/*
1070 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1073 * through, etc) 1066 * through, etc)
1074 */ 1067 */
1075void 1068void
1076mapspace::update_ () 1069mapspace::update_ ()
1077{ 1070{
1078 object *tmp, *last = 0; 1071 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1080 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;
1081 1074
1082 //object *middle = 0; 1075 //object *middle = 0;
1083 //object *top = 0; 1076 //object *top = 0;
1084 //object *floor = 0; 1077 //object *floor = 0;
1085 // this seems to generate better code than using locals, above 1078 // this seems to generate better code than using locals, above
1086 object *&top = faces_obj[0]; 1079 object *&top = faces_obj[0] = 0;
1087 object *&middle = faces_obj[1]; 1080 object *&middle = faces_obj[1] = 0;
1088 object *&floor = faces_obj[2]; 1081 object *&floor = faces_obj[2] = 0;
1089 1082
1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1091 { 1084 {
1092 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1093 * 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
1094 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1095 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1096 */ 1089 */
1097 if (tmp->glow_radius > light)
1098 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1099 1091
1100 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1101 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1102 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1103 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1123 { 1115 {
1124 middle = tmp; 1116 middle = tmp;
1125 anywhere = 1; 1117 anywhere = 1;
1126 } 1118 }
1119
1127 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1128 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1129 * top 1122 * top
1130 */ 1123 */
1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1180 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1181 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1182 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1183 */ 1176 */
1184 1177
1185 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1186 { 1179 {
1187 /* 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 */
1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1189 break; 1182 break;
1190 1183
1242 vol += op->volume (); 1235 vol += op->volume ();
1243 1236
1244 return vol; 1237 return vol;
1245} 1238}
1246 1239
1247/* this updates the orig_map->tile_map[tile_num] value after finding 1240bool
1248 * the map. It also takes care of linking back the freshly found 1241maptile::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{ 1242{
1255 maptile *mp = orig_map->tile_map [tile_num]; 1243 if (!tile_path[dir])
1244 return 0;
1256 1245
1257 if (!mp) 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1258 { 1247 return 1;
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260 1248
1261 if (!mp) 1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1262 { 1250 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 1251
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; 1252 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} 1253}
1289 1254
1290/* this returns TRUE if the coordinates (x,y) are out of 1255/* this returns TRUE if the coordinates (x,y) are out of
1291 * map m. This function also takes into account any 1256 * map m. This function also takes into account any
1292 * tiling considerations, loading adjacant maps as needed. 1257 * tiling considerations, loading adjacant maps as needed.
1305 if (!m) 1270 if (!m)
1306 return 0; 1271 return 0;
1307 1272
1308 if (x < 0) 1273 if (x < 0)
1309 { 1274 {
1310 if (!m->tile_path[3]) 1275 if (!m->tile_available (3))
1311 return 1; 1276 return 1;
1312 1277
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); 1278 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1317 } 1279 }
1318 1280
1319 if (x >= m->width) 1281 if (x >= m->width)
1320 { 1282 {
1321 if (!m->tile_path[1]) 1283 if (!m->tile_available (1))
1322 return 1; 1284 return 1;
1323 1285
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); 1286 return out_of_map (m->tile_map[1], x - m->width, y);
1328 } 1287 }
1329 1288
1330 if (y < 0) 1289 if (y < 0)
1331 { 1290 {
1332 if (!m->tile_path[0]) 1291 if (!m->tile_available (0))
1333 return 1; 1292 return 1;
1334 1293
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); 1294 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1339 } 1295 }
1340 1296
1341 if (y >= m->height) 1297 if (y >= m->height)
1342 { 1298 {
1343 if (!m->tile_path[2]) 1299 if (!m->tile_available (2))
1344 return 1; 1300 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 1301
1349 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);
1350 } 1303 }
1351 1304
1352 /* Simple case - coordinates are within this local 1305 /* Simple case - coordinates are within this local
1366maptile * 1319maptile *
1367maptile::xy_find (sint16 &x, sint16 &y) 1320maptile::xy_find (sint16 &x, sint16 &y)
1368{ 1321{
1369 if (x < 0) 1322 if (x < 0)
1370 { 1323 {
1371 if (!tile_path[3]) 1324 if (!tile_available (3))
1372 return 0; 1325 return 0;
1373 1326
1374 find_and_link (this, 3);
1375 x += tile_map[3]->width; 1327 x += tile_map[3]->width;
1376 return tile_map[3]->xy_find (x, y); 1328 return tile_map[3]->xy_find (x, y);
1377 } 1329 }
1378 1330
1379 if (x >= width) 1331 if (x >= width)
1380 { 1332 {
1381 if (!tile_path[1]) 1333 if (!tile_available (1))
1382 return 0; 1334 return 0;
1383 1335
1384 find_and_link (this, 1);
1385 x -= width; 1336 x -= width;
1386 return tile_map[1]->xy_find (x, y); 1337 return tile_map[1]->xy_find (x, y);
1387 } 1338 }
1388 1339
1389 if (y < 0) 1340 if (y < 0)
1390 { 1341 {
1391 if (!tile_path[0]) 1342 if (!tile_available (0))
1392 return 0; 1343 return 0;
1393 1344
1394 find_and_link (this, 0);
1395 y += tile_map[0]->height; 1345 y += tile_map[0]->height;
1396 return tile_map[0]->xy_find (x, y); 1346 return tile_map[0]->xy_find (x, y);
1397 } 1347 }
1398 1348
1399 if (y >= height) 1349 if (y >= height)
1400 { 1350 {
1401 if (!tile_path[2]) 1351 if (!tile_available (2))
1402 return 0; 1352 return 0;
1403 1353
1404 find_and_link (this, 2);
1405 y -= height; 1354 y -= height;
1406 return tile_map[2]->xy_find (x, y); 1355 return tile_map[2]->xy_find (x, y);
1407 } 1356 }
1408 1357
1409 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1421{ 1370{
1422 if (!map1 || !map2) 1371 if (!map1 || !map2)
1423 return 0; 1372 return 0;
1424 1373
1425 //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
1426 //fix: compare paths instead (this is likely faster, too!) 1375 //fix: compare paths instead (this is likely faster, too!)
1427 if (map1 == map2) 1376 if (map1 == map2)
1428 { 1377 {
1429 *dx = 0; 1378 *dx = 0;
1430 *dy = 0; 1379 *dy = 0;
1637} 1586}
1638 1587
1639object * 1588object *
1640maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1641{ 1590{
1642 if (!op->flag [FLAG_REMOVED])
1643 op->remove ();
1644
1645 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);
1646} 1592}
1647 1593
1648region * 1594region *
1649maptile::region (int x, int y) const 1595maptile::region (int x, int y) const
1659 1605
1660 return ::region::default_region (); 1606 return ::region::default_region ();
1661} 1607}
1662 1608
1663/* picks a random object from a style map. 1609/* 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 */ 1610 */
1667object * 1611object *
1668maptile::pick_random_object () const 1612maptile::pick_random_object (rand_gen &gen) const
1669{ 1613{
1670 /* while returning a null object will result in a crash, that 1614 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because 1615 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash. 1616 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make 1617 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me. 1618 * any difference, but this seems clearer to me.
1675 */ 1619 */
1676 for (int i = 1000; --i;) 1620 for (int i = 1000; --i;)
1677 { 1621 {
1678 object *pick = at (rndm (width), rndm (height)).bot; 1622 object *pick = at (gen (width), gen (height)).bot;
1679 1623
1680 // do not prefer big monsters just because they are big. 1624 // do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick) 1625 if (pick && pick->is_head ())
1682 return pick->head_ (); 1626 return pick->head_ ();
1683 } 1627 }
1684 1628
1685 // instead of crashing in the unlikely(?) case, try to return *something* 1629 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked"); 1630 return archetype::find ("bug");
1687} 1631}
1688 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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