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Comparing deliantra/server/common/map.C (file contents):
Revision 1.104 by root, Fri May 18 00:09:16 2007 UTC vs.
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 29
34/* 30sint8 maptile::outdoor_darkness;
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
233 } 165 }
234 return 0; 166 return 0;
235} 167}
236 168
237/* 169/*
238 * 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
239 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
243 * 175 *
244 * 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.
245 * 177 *
246 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
258 * 190 *
259 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
260 * 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
261 * against the move_block values. 193 * against the move_block values.
262 */ 194 */
263int 195bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
265{ 197{
266 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
280 201
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
282 { 203 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
284 204
285 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 206
287 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 208 return 1;
289 209
290 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
291 211 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * 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.
295 */ 213 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 215 continue;
299 216
300 /* 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
301 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
302 */ 219 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
304 return P_NO_PASS; 221 return 1;
305 } 222 }
306 223
307 return 0; 224 return 0;
308} 225}
309 226
327 244
328 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
329 tmp = next; 246 tmp = next;
330 } 247 }
331 248
332 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
333 * carrying. 250 //TODO: remove
334 */ 251 container->update_weight ();
335 sum_weight (container);
336} 252}
337 253
338void 254void
339maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
340{ 256{
342 return; 258 return;
343 259
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
347} 276}
348 277
349/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
356{ 285{
357 if (!spaces) 286 if (!spaces)
358 return; 287 return;
359 288
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 290 {
291 object *op = ms->bot;
292 while (op)
362 { 293 {
363 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
365 { 296 {
366 op->remove (); 297 op->remove ();
367 op->expand_tail (); 298 op->expand_tail ();
299
300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
369 } 307 }
308 else
309 op = op->above;
370 } 310 }
311 }
371} 312}
372 313
373/* 314/*
374 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 316 * file pointer.
377bool 318bool
378maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
379{ 320{
380 for (;;) 321 for (;;)
381 { 322 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
383 324
384 switch (f.kw) 325 switch (f.kw)
385 { 326 {
386 case KW_arch: 327 case KW_arch:
387 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
388 { 329 {
330 // TODO: why?
389 if (op->inv) 331 if (op->inv)
390 sum_weight (op); 332 op->update_weight ();
391 333
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
393 } 360 }
394 361
395 continue; 362 continue;
396 363
397 case KW_EOF: 364 case KW_EOF:
410} 377}
411 378
412void 379void
413maptile::activate () 380maptile::activate ()
414{ 381{
415 active = true;
416
417 if (spaces) 382 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 385 op->activate_recursive ();
421} 386}
422 387
423void 388void
424maptile::deactivate () 389maptile::deactivate ()
425{ 390{
426 active = false;
427
428 if (spaces) 391 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 394 op->deactivate_recursive ();
432} 395}
442 if (!spaces) 405 if (!spaces)
443 return false; 406 return false;
444 407
445 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
446 { 409 {
447 int unique = 0; 410 bool unique = 0;
411
448 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
449 { 413 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 415
453 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
454 continue; 417 continue;
455 418
456 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 420 {
458 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
459 op->write (f); 422 op->write (f);
460 } 423 }
461 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 425 op->write (f);
463 } 426 }
464 } 427 }
465 428
466 coroapi::cede_to_tick (); 429 coroapi::cede_to_tick ();
467 430
468 return true; 431 return true;
469}
470
471bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491} 432}
492 433
493bool 434bool
494maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
495{ 436{
670bool 611bool
671maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
672{ 613{
673 for (;;) 614 for (;;)
674 { 615 {
675 keyword kw = thawer.get_kv ();
676
677 switch (kw) 616 switch (thawer.kw)
678 { 617 {
679 case KW_msg: 618 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
681 break; 620 break;
682 621
714 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
716 655
717 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
719 660
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 663
723 // old names new names 664 // old names new names
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
739 case KW_end: 684 case KW_end:
685 thawer.next ();
740 return true; 686 return true;
741 687
742 default: 688 default:
743 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
744 return false; 690 return false;
745 break; 691 break;
746 } 692 }
693
694 thawer.next ();
747 } 695 }
748 696
749 abort (); 697 abort ();
750}
751
752bool
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761} 698}
762 699
763/****************************************************************************** 700/******************************************************************************
764 * This is the start of unique map handling code 701 * This is the start of unique map handling code
765 *****************************************************************************/ 702 *****************************************************************************/
777 714
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
779 unique = 1; 716 unique = 1;
780 717
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 719 op->destroy ();
785 }
786 720
787 op = above; 721 op = above;
788 } 722 }
789 } 723 }
790} 724}
800 if (name) MAP_OUT (name); 734 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
806 742
807 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
808 744
809 if (shopitems) 745 if (shopitems)
863 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
864 */ 800 */
865void 801void
866maptile::clear () 802maptile::clear ()
867{ 803{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 804 if (spaces)
872 { 805 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot) 807 while (object *op = ms->bot)
875 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
876 op = op->head_ (); 815 object *head = op->head_ ();
877 op->destroy_inv (false); 816 if (op == head)
878 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
879 } 823 }
880 824
881 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
882 } 826 }
883 827
884 if (buttons) 828 if (buttons)
885 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
886} 833}
887 834
888void 835void
889maptile::clear_header () 836maptile::clear_header ()
890{ 837{
922 attachable::do_destroy (); 869 attachable::do_destroy ();
923 870
924 clear (); 871 clear ();
925} 872}
926 873
927/* 874/* decay and destroy perishable items in a map */
928 * Updates every button on the map (by calling update_button() for them).
929 */
930void 875void
931maptile::update_buttons () 876maptile::do_decay_objects ()
932{ 877{
933 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
934 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
935 { 883 {
936 if (!ol->ob) 884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
937 { 900 {
938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
939 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
940 continue; 903 destroy = 1;
941 } 904 }
942 905 else if (op->is_armor ())
943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
944 { 906 {
945 update_button (ol->ob); 907 op->stats.ac--;
946 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
947 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
948 } 938 }
949} 939}
950 940
951/* 941/*
952 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
953 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
954 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
955 * 945 *
956 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
957 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
958 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
959 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
960 */ 950 */
961int 951int
962maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
963{ 953{
964 long monster_cnt = 0; 954 long monster_cnt = 0;
976 966
977 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
978 { 968 {
979 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
980 970
981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
982 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
983
984 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
985 } 982 }
986 } 983 }
987 984
988 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
989 986
1002 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1003 */ 1000 */
1004int 1001int
1005maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1006{ 1003{
1007 int new_level = darkness + change;
1008
1009 /* Nothing to do */ 1004 /* Nothing to do */
1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1011 return 0; 1006 return 0;
1012 1007
1013 /* inform all players on the map */ 1008 /* inform all players on the map */
1014 if (change > 0) 1009 if (change > 0)
1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1016 else 1011 else
1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1018 1013
1019 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1020 * we need to be extra careful about negative values.
1021 * In general, the checks below are only needed if change
1022 * is not +/-1
1023 */
1024 if (new_level < 0)
1025 darkness = 0;
1026 else if (new_level >= MAX_DARKNESS)
1027 darkness = MAX_DARKNESS;
1028 else
1029 darkness = new_level;
1030 1015
1031 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1032 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1033 return 1; 1019 return 1;
1034} 1020}
1035 1021
1036/* 1022/*
1037 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1040 * through, etc) 1026 * through, etc)
1041 */ 1027 */
1042void 1028void
1043mapspace::update_ () 1029mapspace::update_ ()
1044{ 1030{
1045 object *tmp, *last = 0; 1031 object *last = 0;
1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1048 1035
1049 //object *middle = 0; 1036 //object *middle = 0;
1050 //object *top = 0; 1037 //object *top = 0;
1051 //object *floor = 0; 1038 //object *floor = 0;
1052 // this seems to generate better code than using locals, above 1039 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0; 1040 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1056 1043
1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1058 { 1045 {
1059 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1060 * one). But if so, it shouldn't be a simple additive - 2
1061 * light bulbs do not illuminate twice as far as once since
1062 * it is a dissapation factor that is cubed.
1063 */
1064 if (tmp->glow_radius > light)
1065 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1066 1048
1067 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1068 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1069 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1070 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1090 { 1072 {
1091 middle = tmp; 1073 middle = tmp;
1092 anywhere = 1; 1074 anywhere = 1;
1093 } 1075 }
1076
1094 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1095 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1096 * top 1079 * top
1097 */ 1080 */
1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1117 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1118 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1119 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1120 } 1103 }
1121 1104
1122 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags; 1106 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on; 1108 this->move_on = move_on;
1126 this->move_off = move_off; 1109 this->move_off = move_off;
1127 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1147 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1148 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1149 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1150 */ 1133 */
1151 1134
1152 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1153 { 1136 {
1154 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 break; 1139 break;
1157 1140
1209 vol += op->volume (); 1192 vol += op->volume ();
1210 1193
1211 return vol; 1194 return vol;
1212} 1195}
1213 1196
1214/* this updates the orig_map->tile_map[tile_num] value after finding 1197maptile *
1215 * the map. It also takes care of linking back the freshly found 1198maptile::tile_available (int dir, bool load)
1216 * maps tile_map values if it tiles back to this one. It returns
1217 * the value of orig_map->tile_map[tile_num].
1218 */
1219static inline maptile *
1220find_and_link (maptile *orig_map, int tile_num)
1221{ 1199{
1222 maptile *mp = orig_map->tile_map [tile_num]; 1200 if (tile_path[dir])
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 } 1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1238 1204
1239 int dest_tile = (tile_num + 2) % 4; 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1240 1208
1241 orig_map->tile_map [tile_num] = mp;
1242
1243 // optimisation: back-link map to origin map if euclidean
1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1247
1248 return mp; 1209 return 0;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1255} 1210}
1256 1211
1257/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1258 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1259 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1272 if (!m) 1227 if (!m)
1273 return 0; 1228 return 0;
1274 1229
1275 if (x < 0) 1230 if (x < 0)
1276 { 1231 {
1277 if (!m->tile_path[3]) 1232 if (!m->tile_available (3))
1278 return 1; 1233 return 1;
1279 1234
1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1281 find_and_link (m, 3);
1282
1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1284 } 1236 }
1285 1237
1286 if (x >= m->width) 1238 if (x >= m->width)
1287 { 1239 {
1288 if (!m->tile_path[1]) 1240 if (!m->tile_available (1))
1289 return 1; 1241 return 1;
1290 1242
1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1292 find_and_link (m, 1);
1293
1294 return out_of_map (m->tile_map[1], x - m->width, y); 1243 return out_of_map (m->tile_map[1], x - m->width, y);
1295 } 1244 }
1296 1245
1297 if (y < 0) 1246 if (y < 0)
1298 { 1247 {
1299 if (!m->tile_path[0]) 1248 if (!m->tile_available (0))
1300 return 1; 1249 return 1;
1301 1250
1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1303 find_and_link (m, 0);
1304
1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1306 } 1252 }
1307 1253
1308 if (y >= m->height) 1254 if (y >= m->height)
1309 { 1255 {
1310 if (!m->tile_path[2]) 1256 if (!m->tile_available (2))
1311 return 1; 1257 return 1;
1312
1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 2);
1315 1258
1316 return out_of_map (m->tile_map[2], x, y - m->height); 1259 return out_of_map (m->tile_map[2], x, y - m->height);
1317 } 1260 }
1318 1261
1319 /* Simple case - coordinates are within this local 1262 /* Simple case - coordinates are within this local
1333maptile * 1276maptile *
1334maptile::xy_find (sint16 &x, sint16 &y) 1277maptile::xy_find (sint16 &x, sint16 &y)
1335{ 1278{
1336 if (x < 0) 1279 if (x < 0)
1337 { 1280 {
1338 if (!tile_path[3]) 1281 if (!tile_available (3))
1339 return 0; 1282 return 0;
1340 1283
1341 find_and_link (this, 3);
1342 x += tile_map[3]->width; 1284 x += tile_map[3]->width;
1343 return tile_map[3]->xy_find (x, y); 1285 return tile_map[3]->xy_find (x, y);
1344 } 1286 }
1345 1287
1346 if (x >= width) 1288 if (x >= width)
1347 { 1289 {
1348 if (!tile_path[1]) 1290 if (!tile_available (1))
1349 return 0; 1291 return 0;
1350 1292
1351 find_and_link (this, 1);
1352 x -= width; 1293 x -= width;
1353 return tile_map[1]->xy_find (x, y); 1294 return tile_map[1]->xy_find (x, y);
1354 } 1295 }
1355 1296
1356 if (y < 0) 1297 if (y < 0)
1357 { 1298 {
1358 if (!tile_path[0]) 1299 if (!tile_available (0))
1359 return 0; 1300 return 0;
1360 1301
1361 find_and_link (this, 0);
1362 y += tile_map[0]->height; 1302 y += tile_map[0]->height;
1363 return tile_map[0]->xy_find (x, y); 1303 return tile_map[0]->xy_find (x, y);
1364 } 1304 }
1365 1305
1366 if (y >= height) 1306 if (y >= height)
1367 { 1307 {
1368 if (!tile_path[2]) 1308 if (!tile_available (2))
1369 return 0; 1309 return 0;
1370 1310
1371 find_and_link (this, 2);
1372 y -= height; 1311 y -= height;
1373 return tile_map[2]->xy_find (x, y); 1312 return tile_map[2]->xy_find (x, y);
1374 } 1313 }
1375 1314
1376 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1388{ 1327{
1389 if (!map1 || !map2) 1328 if (!map1 || !map2)
1390 return 0; 1329 return 0;
1391 1330
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!) 1332 //fix: compare paths instead (this is likely faster, too!)
1394 if (map1 == map2) 1333 if (map1 == map2)
1395 { 1334 {
1396 *dx = 0; 1335 *dx = 0;
1397 *dy = 0; 1336 *dy = 0;
1604} 1543}
1605 1544
1606object * 1545object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{ 1547{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1613} 1549}
1614 1550
1615region * 1551region *
1616maptile::region (int x, int y) const 1552maptile::region (int x, int y) const
1626 1562
1627 return ::region::default_region (); 1563 return ::region::default_region ();
1628} 1564}
1629 1565
1630/* picks a random object from a style map. 1566/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */ 1567 */
1634object * 1568object *
1635maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1636{ 1570{
1637 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1642 */ 1576 */
1643 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1644 { 1578 {
1645 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1646 1580
1647 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1649 return pick->head_ (); 1583 return pick->head_ ();
1650 } 1584 }
1651 1585
1652 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked"); 1587 return archetype::find ("bug");
1654} 1588}
1655 1589
1590void
1591maptile::play_sound (faceidx sound, int x, int y) const
1592{
1593 if (!sound)
1594 return;
1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1612 for_all_players (pl)
1613 if (client *ns = pl->ns)
1614 {
1615 int dx = x - pl->ob->x;
1616 int dy = y - pl->ob->y;
1617
1618 int distance = idistance (dx, dy);
1619
1620 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1622 }
1623}
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1690{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear ();
1693
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695
1696 // add end marker
1697 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1698 r->m = 0;
1699
1700 return (maprect *)buf.linearise ();
1701}
1702

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