--- deliantra/server/common/map.C 2007/04/21 16:56:28 1.101 +++ deliantra/server/common/map.C 2009/10/16 01:19:12 1.164 @@ -1,101 +1,34 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ #include #include "global.h" -#include "funcpoint.h" - #include "loader.h" - #include "path.h" -/* - * This makes a path absolute outside the world of Crossfire. - * In other words, it prepends LIBDIR/MAPDIR/ to the given path - * and returns the pointer to a static array containing the result. - * it really should be called create_mapname - */ -const char * -create_pathname (const char *name) -{ - static char buf[8192]; - snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name); - return buf; -} - -/* - * This function checks if a file with the given path exists. - * -1 is returned if it fails, otherwise the mode of the file - * is returned. - * It tries out all the compression suffixes listed in the uncomp[] array. - * - * If prepend_dir is set, then we call create_pathname (which prepends - * libdir & mapdir). Otherwise, we assume the name given is fully - * complete. - * Only the editor actually cares about the writablity of this - - * the rest of the code only cares that the file is readable. - * when the editor goes away, the call to stat should probably be - * replaced by an access instead (similar to the windows one, but - * that seems to be missing the prepend_dir processing - */ -int -check_path (const char *name, int prepend_dir) -{ - char buf[MAX_BUF]; - - char *endbuf; - struct stat statbuf; - int mode = 0; - - if (prepend_dir) - assign (buf, create_pathname (name)); - else - assign (buf, name); - - /* old method (strchr(buf, '\0')) seemd very odd to me - - * this method should be equivalant and is clearer. - * Can not use strcat because we need to cycle through - * all the names. - */ - endbuf = buf + strlen (buf); - - if (stat (buf, &statbuf)) - return -1; - if (!S_ISREG (statbuf.st_mode)) - return (-1); - - if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || - ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) - mode |= 4; - - if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || - (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) - mode |= 2; - - return (mode); -} +sint8 maptile::outdoor_darkness; /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) @@ -140,9 +73,6 @@ int blocked_link (object *ob, maptile *m, int sx, int sy) { - object *tmp; - int mflags, blocked; - /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ @@ -155,9 +85,10 @@ /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ - mflags = m->at (sx, sy).flags (); + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special @@ -166,7 +97,7 @@ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) return 0; - /* if there isn't anytyhing alive on this space, and this space isn't + /* if there isn't anything alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we @@ -176,67 +107,73 @@ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) return 0; - if (ob->head != NULL) - ob = ob->head; + ob = ob->head_ (); /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ - for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { + bool block = OB_MOVE_BLOCK (ob, tmp); /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (block && tmp->type == CHECK_INV) { + bool have = check_inv_recursive (ob, tmp); + /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { - if (check_inv_recursive (ob, tmp) == NULL) + if (!have) return 1; - else - continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ - if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ + if (have) return 1; - else - continue; } - } /* if check_inv */ + } + else if (block && tmp->type == T_MATCH) + { + //TODO + } else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. - * second - if a monster, can't move there, unles it is a - * hidden dm + * second - if a monster, can't move there, unless it is a + * dm. */ - if (OB_MOVE_BLOCK (ob, tmp)) + if (block) return 1; - if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && - tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) + + if (tmp->flag [FLAG_ALIVE] + && tmp->head_ () != ob + && tmp != ob + && tmp->type != DOOR + && !tmp->flag [FLAG_WIZ]) return 1; } - } + return 0; } /* - * Returns true if the given object can't fit in the given spot. - * This is meant for multi space objects - for single space objecs, + * Returns qthe blocking object if the given object can't fit in the given + * spot. This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type - * of object. This function goes through all the parts of the - * multipart object and makes sure they can be inserted. + * of object. This function goes through all the parts of the multipart + * object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * @@ -257,48 +194,33 @@ * code, we need to have actual object to check its move_type * against the move_block values. */ -int -ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) +bool +object::blocked (maptile *m, int x, int y) const { - archetype *tmp; - int flag; - maptile *m1; - sint16 sx, sy; - - if (!ob) + for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) { - flag = get_map_flags (m, &m1, x, y, &sx, &sy); - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; + mapxy pos (m, x + tmp->x, y + tmp->y); - /* don't have object, so don't know what types would block */ - return m1->at (sx, sy).move_block; - } - - for (tmp = ob->arch; tmp; tmp = tmp->more) - { - flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); + if (!pos.normalise ()) + return 1; - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; - if (flag & P_IS_ALIVE) - return P_IS_ALIVE; + mapspace &ms = *pos; - mapspace &ms = m1->at (sx, sy); + if (ms.flags () & P_IS_ALIVE) + return 1; - /* find_first_free_spot() calls this function. However, often - * ob doesn't have any move type (when used to place exits) + /* However, often ob doesn't have any move type + * (signifying non-moving objects) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ - - if (ob->move_type == 0 && ms.move_block != MOVE_ALL) + if (!move_type && ms.move_block != MOVE_ALL) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ - if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) - return P_NO_PASS; + if (ms.blocks (move_type)) + return 1; } return 0; @@ -326,10 +248,9 @@ tmp = next; } - /* sum_weight will go through and calculate what all the containers are - * carrying. - */ - sum_weight (container); + // go through and calculate what all the containers are carrying. + //TODO: remove + container->update_weight (); } void @@ -343,6 +264,19 @@ tmp->flag [flag] = value; } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -355,16 +289,28 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - { - /* already multipart - don't do anything more */ - if (!op->head && !op->more && op->arch->more) - { - op->remove (); - op->expand_tail (); - insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); - } - } + { + object *op = ms->bot; + while (op) + { + /* already multipart - don't do anything more */ + if (op->head_ () == op && !op->more && op->arch->more) + { + op->remove (); + op->expand_tail (); + + // FIXME: INS_ON_TOP is just a workaround for the pentagram vs. + // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters + // below the pentagrams... hopefully INS_ON_TOP doesn't break anything + insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON); + + op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP + // so we have to reset the iteration through the mapspace + } + else + op = op->above; + } + } } /* @@ -376,17 +322,40 @@ { for (;;) { - coroapi::cede_to_tick_every (100); // cede once in a while + coroapi::cede_to_tick (); // cede once in a while switch (f.kw) { case KW_arch: if (object *op = object::read (f, this)) { + // TODO: why? if (op->inv) - sum_weight (op); + op->update_weight (); - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); + if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) + { + // we insert manually because + // a) its way faster + // b) we remove manually, too, and there are good reasons for that + // c) it's correct + mapspace &ms = at (op->x, op->y); + + op->flag [FLAG_REMOVED] = false; + + op->above = 0; + op->below = ms.top; + + *(ms.top ? &ms.top->above : &ms.bot) = op; + + ms.top = op; + ms.flags_ = 0; + } + else + { + f.parse_warn (format ("object %s out of range", op->debug_desc ())); + op->destroy (); + } } continue; @@ -409,8 +378,6 @@ void maptile::activate () { - active = true; - if (spaces) for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) @@ -420,8 +387,6 @@ void maptile::deactivate () { - active = false; - if (spaces) for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) @@ -441,21 +406,21 @@ for (int i = 0; i < size (); ++i) { - int unique = 0; + bool unique = 0; + for (object *op = spaces [i].bot; op; op = op->above) { - if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) - unique = 1; + unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; - if (!op->can_map_save ()) + if (expect_false (!op->can_map_save ())) continue; - if (unique || op->flag [FLAG_UNIQUE]) + if (expect_false (unique || op->flag [FLAG_UNIQUE])) { if (flags & IO_UNIQUES) op->write (f); } - else if (flags & IO_OBJECTS) + else if (expect_true (flags & IO_OBJECTS)) op->write (f); } } @@ -466,28 +431,6 @@ } bool -maptile::_load_objects (const char *path, bool skip_header) -{ - object_thawer f (path); - - if (!f) - return false; - - f.next (); - - if (skip_header) - for (;;) - { - keyword kw = f.kw; - f.skip (); - if (kw == KW_end) - break; - } - - return _load_objects (f); -} - -bool maptile::_save_objects (const char *path, int flags) { object_freezer freezer; @@ -625,32 +568,30 @@ /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void -print_shop_string (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) - sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); + buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - sprintf (tmp, "*:%d;", m->shopitems[i].strength); + buf.printf ("*:%d;", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - - strcat (output_string, tmp); } + + return buf; } /* This loads the header information of the map. The header @@ -669,9 +610,7 @@ { for (;;) { - keyword kw = thawer.get_kv (); - - switch (kw) + switch (thawer.kw) { case KW_msg: thawer.get_ml (KW_endmsg, msg); @@ -713,6 +652,8 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; + case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -733,7 +674,12 @@ case KW_tile_path_3: thawer.get (tile_path [2]); break; case KW_tile_path_4: thawer.get (tile_path [3]); break; + case KW_ERROR: + set_key_text (thawer.kw_str, thawer.value); + break; + case KW_end: + thawer.next (); return true; default: @@ -741,22 +687,13 @@ return false; break; } + + thawer.next (); } abort (); } -bool -maptile::_load_header (const char *path) -{ - object_thawer thawer (path); - - if (!thawer) - return false; - - return _load_header (thawer); -} - /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ @@ -775,11 +712,8 @@ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) unique = 1; - if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) + op->destroy (); op = above; } @@ -799,21 +733,17 @@ MAP_OUT (reset_time); MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); + MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); - if (default_region) MAP_OUT2 (region, default_region->name); - if (shopitems) - { - char shop[MAX_BUF]; - print_shop_string (this, shop); - MAP_OUT2 (shopitems, shop); - } - + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); MAP_OUT (shopgreed); MAP_OUT (shopmin); MAP_OUT (shopmax); if (shoprace) MAP_OUT (shoprace); + MAP_OUT (darkness); MAP_OUT (width); MAP_OUT (height); @@ -862,26 +792,35 @@ void maptile::clear () { - sfree (regions, size ()), regions = 0; - free (regionmap), regionmap = 0; - if (spaces) { for (mapspace *ms = spaces + size (); ms-- > spaces; ) while (object *op = ms->bot) { - if (op->head) - op = op->head; + // manually remove, as to not trigger anything + if (ms->bot = op->above) + ms->bot->below = 0; - op->destroy_inv (false); - op->destroy (); + op->flag [FLAG_REMOVED] = true; + + object *head = op->head_ (); + if (op == head) + op->destroy (); + else if (head->map != op->map) + { + LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); + head->destroy (); + } } - sfree (spaces, size ()), spaces = 0; + sfree0 (spaces, size ()); } if (buttons) free_objectlinkpt (buttons), buttons = 0; + + sfree0 (regions, size ()); + delete [] regionmap; regionmap = 0; } void @@ -923,27 +862,70 @@ clear (); } -/* - * Updates every button on the map (by calling update_button() for them). - */ +/* decay and destroy perishable items in a map */ void -maptile::update_buttons () +maptile::do_decay_objects () { - for (oblinkpt *obp = buttons; obp; obp = obp->next) - for (objectlink *ol = obp->link; ol; ol = ol->next) + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) { - if (!ol->ob) + above = op->above; + + bool destroy = 0; + + // do not decay anything above unique floor tiles (yet :) + if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + break; + + if (QUERY_FLAG (op, FLAG_IS_FLOOR) + || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) + || QUERY_FLAG (op, FLAG_UNIQUE) + || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) + || QUERY_FLAG (op, FLAG_UNPAID) + || op->is_alive ()) + ; // do not decay + else if (op->is_weapon ()) { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); - continue; + op->stats.dam--; + if (op->stats.dam < 0) + destroy = 1; } - - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) + else if (op->is_armor ()) { - update_button (ol->ob); - break; + op->stats.ac--; + if (op->stats.ac < 0) + destroy = 1; } + else if (op->type == FOOD) + { + op->stats.food -= rndm (5, 20); + if (op->stats.food < 0) + destroy = 1; + } + else + { + int mat = op->materials; + + if (mat & M_PAPER + || mat & M_LEATHER + || mat & M_WOOD + || mat & M_ORGANIC + || mat & M_CLOTH + || mat & M_LIQUID + || (mat & M_IRON && rndm (1, 5) == 1) + || (mat & M_GLASS && rndm (1, 2) == 1) + || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) + || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) + || (mat & M_ICE && temp > 32)) + destroy = 1; + } + + /* adjust overall chance below */ + if (destroy && rndm (0, 1)) + op->destroy (); } } @@ -952,10 +934,10 @@ * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ int maptile::estimate_difficulty () const @@ -977,10 +959,17 @@ { total_exp += op->stats.exp; - if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->clone.stats.exp * 8; + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + monster_cnt++; + } - monster_cnt++; + for (object *inv = op->inv; inv; inv = inv->below) + { + total_exp += op->stats.exp * 8; + monster_cnt++; + } } } @@ -1003,10 +992,8 @@ int maptile::change_map_light (int change) { - int new_level = darkness + change; - /* Nothing to do */ - if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) + if (!change) return 0; /* inform all players on the map */ @@ -1015,20 +1002,11 @@ else new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); - /* Do extra checking. since darkness is a unsigned value, - * we need to be extra careful about negative values. - * In general, the checks below are only needed if change - * is not +/-1 - */ - if (new_level < 0) - darkness = 0; - else if (new_level >= MAX_DARKNESS) - darkness = MAX_DARKNESS; - else - darkness = new_level; + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1041,8 +1019,9 @@ void mapspace::update_ () { - object *tmp, *last = 0; - uint8 flags = P_UPTODATE, light = 0, anywhere = 0; + object *last = 0; + uint8 flags = P_UPTODATE, anywhere = 0; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; //object *middle = 0; @@ -1053,15 +1032,10 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a dissapation factor that is cubed. - */ - if (tmp->glow_radius > light) - light = tmp->glow_radius; + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1090,6 +1064,7 @@ middle = tmp; anywhere = 1; } + /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top @@ -1118,7 +1093,7 @@ if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; } - this->light = light; + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; @@ -1148,7 +1123,7 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) @@ -1210,47 +1185,19 @@ return vol; } -/* this updates the orig_map->tile_map[tile_num] value after finding - * the map. It also takes care of linking back the freshly found - * maps tile_map values if it tiles back to this one. It returns - * the value of orig_map->tile_map[tile_num]. - */ -static inline maptile * -find_and_link (maptile *orig_map, int tile_num) +maptile * +maptile::tile_available (int dir, bool load) { - maptile *mp = orig_map->tile_map [tile_num]; - - if (!mp) + if (tile_path[dir]) { - mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); + if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) + return tile_map[dir]; - if (!mp) - { - // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine - LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", - &orig_map->tile_path[tile_num], &orig_map->path); - mp = new maptile (1, 1); - mp->alloc (); - mp->in_memory = MAP_IN_MEMORY; - } + if ((tile_map[dir] = find_async (tile_path[dir], this, load))) + return tile_map[dir]; } - int dest_tile = (tile_num + 2) % 4; - - orig_map->tile_map [tile_num] = mp; - - // optimisation: back-link map to origin map if euclidean - //TODO: non-euclidean maps MUST GO - if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) - orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; - - return mp; -} - -static inline void -load_and_link (maptile *orig_map, int tile_num) -{ - find_and_link (orig_map, tile_num)->load_sync (); + return 0; } /* this returns TRUE if the coordinates (x,y) are out of @@ -1273,45 +1220,33 @@ if (x < 0) { - if (!m->tile_path[3]) + if (!m->tile_available (3)) return 1; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) - find_and_link (m, 3); - return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); } if (x >= m->width) { - if (!m->tile_path[1]) + if (!m->tile_available (1)) return 1; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) - find_and_link (m, 1); - return out_of_map (m->tile_map[1], x - m->width, y); } if (y < 0) { - if (!m->tile_path[0]) + if (!m->tile_available (0)) return 1; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) - find_and_link (m, 0); - return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); } if (y >= m->height) { - if (!m->tile_path[2]) + if (!m->tile_available (2)) return 1; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) - find_and_link (m, 2); - return out_of_map (m->tile_map[2], x, y - m->height); } @@ -1334,40 +1269,36 @@ { if (x < 0) { - if (!tile_path[3]) + if (!tile_available (3)) return 0; - find_and_link (this, 3); x += tile_map[3]->width; return tile_map[3]->xy_find (x, y); } if (x >= width) { - if (!tile_path[1]) + if (!tile_available (1)) return 0; - find_and_link (this, 1); x -= width; return tile_map[1]->xy_find (x, y); } if (y < 0) { - if (!tile_path[0]) + if (!tile_available (0)) return 0; - find_and_link (this, 0); y += tile_map[0]->height; return tile_map[0]->xy_find (x, y); } if (y >= height) { - if (!tile_path[2]) + if (!tile_available (2)) return 0; - find_and_link (this, 2); y -= height; return tile_map[2]->xy_find (x, y); } @@ -1388,7 +1319,7 @@ if (!map1 || !map2) return 0; - //TODO: this doesn't actually check corretcly when intermediate maps are not loaded + //TODO: this doesn't actually check correctly when intermediate maps are not loaded //fix: compare paths instead (this is likely faster, too!) if (map1 == map2) { @@ -1580,8 +1511,8 @@ retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; - retval->part = NULL; - retval->distance = idistance (retval->distance_x, retval->distance_y); + retval->part = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1605,9 +1536,6 @@ object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } @@ -1627,11 +1555,9 @@ } /* picks a random object from a style map. - * Redone by MSW so it should be faster and not use static - * variables to generate tables. */ object * -maptile::pick_random_object () const +maptile::pick_random_object (rand_gen &gen) const { /* while returning a null object will result in a crash, that * is actually preferable to an infinite loop. That is because @@ -1641,14 +1567,127 @@ */ for (int i = 1000; --i;) { - object *pick = at (rndm (width), rndm (height)).bot; + object *pick = at (gen (width), gen (height)).bot; // do not prefer big monsters just because they are big. - if (pick && pick->head_ () == pick) + if (pick && pick->is_head ()) return pick->head_ (); } // instead of crashing in the unlikely(?) case, try to return *something* - return get_archetype ("blocked"); + return archetype::find ("bug"); +} + +void +maptile::play_sound (faceidx sound, int x, int y) const +{ + if (!sound) + return; + + for_all_players_on_map (pl, this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } +} + +void +maptile::say_msg (const char *msg, int x, int y) const +{ + for_all_players (pl) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); + } +} + +static void +split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) +{ + // clip to map to the left + if (x0 < 0) + { + if (maptile *tile = m->tile_available (TILE_LEFT, 1)) + split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); + + if (x1 < 0) // entirely to the left + return; + + x0 = 0; + } + + // clip to map to the right + if (x1 > m->width) + { + if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) + split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); + + if (x0 > m->width) // entirely to the right + return; + + x1 = m->width; + } + + // clip to map above + if (y0 < 0) + { + if (maptile *tile = m->tile_available (TILE_UP, 1)) + split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); + + if (y1 < 0) // entirely above + return; + + y0 = 0; + } + + // clip to map below + if (y1 > m->height) + { + if (maptile *tile = m->tile_available (TILE_DOWN, 1)) + split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); + + if (y0 > m->height) // entirely below + return; + + y1 = m->height; + } + + // if we get here, the rect is within the current map + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + + r->m = m; + r->x0 = x0; + r->y0 = y0; + r->x1 = x1; + r->y1 = y1; + r->dx = dx; + r->dy = dy; +} + +maprect * +maptile::split_to_tiles (int x0, int y0, int x1, int y1) +{ + static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8); + buf.clear (); + + ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); + + // add end marker + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + r->m = 0; + + return (maprect *)buf.linearise (); }