--- deliantra/server/common/map.C 2007/06/04 13:04:00 1.107
+++ deliantra/server/common/map.C 2010/04/18 05:57:03 1.191
@@ -1,101 +1,35 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
- * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * Crossfire TRT 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 GNU General Public License
- * for more details.
+ * 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
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * 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
+ * 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;
-}
+//+GPL
-/*
- * 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 +74,6 @@
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.
*/
@@ -152,12 +83,10 @@
return 1;
}
- /* 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 +95,7 @@
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
@@ -183,63 +112,58 @@
* 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.top; tmp; tmp = tmp->below)
{
-
- /* This must be before the checks below. Code for inventory checkers. */
- if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
+ if (OB_MOVE_BLOCK (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 (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
+ if (RESULT_INT (0))
+ return 1;
+ else
+ continue;
+
+ if (tmp->type == CHECK_INV)
{
- if (check_inv_recursive (ob, tmp) == NULL)
+ bool have = check_inv_recursive (ob, tmp);
+
+ // last_sp set means we block if we don't have.
+ if (logical_xor (have, tmp->last_sp))
return 1;
- else
- continue;
}
- else
+ else if (tmp->type == T_MATCH)
{
- /* 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 */
+ // T_MATCH allows "entrance" iff the match is true
+ // == blocks if the match fails
+
+ // we could have used an INVOKE_OBJECT, but decided against it, as we
+ // assume that T_MATCH is relatively common.
+ if (!match (tmp->slaying, ob, tmp, ob))
return 1;
- else
- continue;
}
- } /* if check_inv */
- 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, unless it is a
- * hidden dm
- */
- if (OB_MOVE_BLOCK (ob, tmp))
- return 1;
+ else
+ return 1; // unconditional block
+
+ } else {
+ // space does not block the ob, directly, but
+ // anything alive that is not a door still
+ // blocks anything
if (tmp->flag [FLAG_ALIVE]
- && tmp->head_ () != ob
- && tmp != ob
&& tmp->type != DOOR
- && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
+ && tmp->head_ () != ob) //TODO: maybe move these check up?
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 the 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.
*
@@ -260,92 +184,79 @@
* 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;
-
- /* don't have object, so don't know what types would block */
- return m1->at (sx, sy).move_block;
- }
+ mapxy pos (m, x + tmp->x, y + tmp->y);
- for (tmp = ob->arch; tmp; tmp = tmp->more)
- {
- flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->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;
}
-/* When the map is loaded, load_object does not actually insert objects
- * into inventory, but just links them. What this does is go through
- * and insert them properly.
- * The object 'container' is the object that contains the inventory.
- * This is needed so that we can update the containers weight.
- */
+//-GPL
+
void
-fix_container (object *container)
+maptile::set_object_flag (int flag, int value)
{
- object *tmp = container->inv, *next;
+ if (!spaces)
+ return;
- container->inv = 0;
- while (tmp)
- {
- next = tmp->below;
- if (tmp->inv)
- fix_container (tmp);
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *tmp = ms->bot; tmp; tmp = tmp->above)
+ tmp->flag [flag] = value;
+}
- insert_ob_in_ob (tmp, container);
- tmp = next;
- }
+void
+maptile::post_load_original ()
+{
+ if (!spaces)
+ return;
- /* sum_weight will go through and calculate what all the containers are
- * carrying.
- */
- sum_weight (container);
+ 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);
}
void
-maptile::set_object_flag (int flag, int value)
+maptile::post_load ()
{
+#if 0
if (!spaces)
return;
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *tmp = ms->bot; tmp; tmp = tmp->above)
- tmp->flag [flag] = value;
+ ; // nop
+#endif
}
+//+GPL
+
/* 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
@@ -358,18 +269,32 @@
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 && !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;
+ }
+ }
}
+//-GPL
+
/*
* Loads (ands parses) the objects into a given map from the specified
* file pointer.
@@ -379,17 +304,40 @@
{
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;
@@ -412,8 +360,6 @@
void
maptile::activate ()
{
- active = true;
-
if (spaces)
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *op = ms->bot; op; op = op->above)
@@ -423,8 +369,6 @@
void
maptile::deactivate ()
{
- active = false;
-
if (spaces)
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *op = ms->bot; op; op = op->above)
@@ -444,21 +388,21 @@
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);
}
}
@@ -469,28 +413,6 @@
}
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;
@@ -501,30 +423,35 @@
return freezer.save (path);
}
-maptile::maptile ()
+void
+maptile::init ()
{
in_memory = MAP_SWAPPED;
/* The maps used to pick up default x and y values from the
* map archetype. Mimic that behaviour.
*/
- width = 16;
- height = 16;
- timeout = 300;
- max_nrof = 1000; // 1000 items of anything
- max_volume = 2000000; // 2m³
+ width = 16;
+ height = 16;
+ timeout = 300;
+ max_items = MAX_ITEM_PER_ACTION;
+ max_volume = 2000000; // 2m³
+ reset_timeout = 0;
+ enter_x = 0;
+ enter_y = 0;
+}
+
+maptile::maptile ()
+{
+ init ();
}
maptile::maptile (int w, int h)
{
- in_memory = MAP_SWAPPED;
+ init ();
- width = w;
- height = h;
- reset_timeout = 0;
- timeout = 300;
- enter_x = 0;
- enter_y = 0;
+ width = w;
+ height = h;
alloc ();
}
@@ -543,6 +470,8 @@
spaces = salloc0 (size ());
}
+//+GPL
+
/* Takes a string from a map definition and outputs a pointer to the array of shopitems
* corresponding to that string. Memory is allocated for this, it must be freed
* at a later date.
@@ -628,34 +557,34 @@
/* 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;
}
+//-GPL
+
/* This loads the header information of the map. The header
* contains things like difficulty, size, timeout, etc.
* this used to be stored in the map object, but with the
@@ -672,8 +601,6 @@
{
for (;;)
{
- thawer.next ();
-
switch (thawer.kw)
{
case KW_msg:
@@ -707,15 +634,11 @@
case KW_shopmax: thawer.get (shopmax); break;
case KW_shoprace: thawer.get (shoprace); break;
case KW_outdoor: thawer.get (outdoor); break;
- case KW_temp: thawer.get (temp); break;
- case KW_pressure: thawer.get (pressure); break;
- case KW_humid: thawer.get (humid); break;
- case KW_windspeed: thawer.get (windspeed); break;
- case KW_winddir: thawer.get (winddir); break;
- case KW_sky: thawer.get (sky); break;
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;
@@ -736,29 +659,27 @@
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:
- if (!thawer.parse_error ("map", 0))
+ if (!thawer.parse_error ("map"))
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);
-}
+//+GPL
/******************************************************************************
* This is the start of unique map handling code
@@ -775,64 +696,52 @@
{
object *above = op->above;
- if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
unique = 1;
- if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
- {
- op->destroy_inv (false);
- op->destroy ();
- }
+ if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
+ op->destroy ();
op = above;
}
}
}
+//-GPL
+
bool
maptile::_save_header (object_freezer &freezer)
{
-#define MAP_OUT(k) freezer.put (KW_ ## k, k)
-#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
+#define MAP_OUT(k) freezer.put (KW(k), k)
+#define MAP_OUT2(k,v) freezer.put (KW(k), v)
- MAP_OUT2 (arch, "map");
+ MAP_OUT2 (arch, CS(map));
if (name) MAP_OUT (name);
MAP_OUT (swap_time);
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);
MAP_OUT (enter_x);
MAP_OUT (enter_y);
-
- if (msg) freezer.put (KW_msg , KW_endmsg , msg);
- if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
-
+ MAP_OUT (darkness);
MAP_OUT (outdoor);
- MAP_OUT (temp);
- MAP_OUT (pressure);
- MAP_OUT (humid);
- MAP_OUT (windspeed);
- MAP_OUT (winddir);
- MAP_OUT (sky);
+
+ if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
+ if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
MAP_OUT (per_player);
MAP_OUT (per_party);
@@ -843,7 +752,7 @@
if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
freezer.put (this);
- freezer.put (KW_end);
+ freezer.put (KW(end));
return true;
}
@@ -859,30 +768,43 @@
return freezer.save (path);
}
+//+GPL
+
/*
* Remove and free all objects in the given map.
*/
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)
{
- op = op->head_ ();
- op->destroy_inv (false);
- op->destroy ();
+ // manually remove, as to not trigger anything
+ if (ms->bot = op->above)
+ ms->bot->below = 0;
+
+ 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
@@ -924,27 +846,72 @@
clear ();
}
-/*
- * Updates every button on the map (by calling update_button() for them).
- */
+/* decay and destroy perishable items in a map */
+// TODO: should be done regularly, not on map load?
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;
+
+ // do not decay anything above unique floor tiles (yet :)
+ if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
+ break;
+
+ bool destroy = 0;
+
+ if (op->flag [FLAG_IS_FLOOR]
+ || op->flag [FLAG_OBJ_ORIGINAL]
+ || op->flag [FLAG_UNIQUE]
+ || op->flag [FLAG_OVERLAY_FLOOR]
+ || op->flag [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 ();
}
}
@@ -953,10 +920,10 @@
* 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
@@ -968,20 +935,27 @@
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *op = ms->bot; op; op = op->above)
{
- if (QUERY_FLAG (op, FLAG_MONSTER))
+ if (op->flag [FLAG_MONSTER])
{
total_exp += op->stats.exp;
monster_cnt++;
}
- if (QUERY_FLAG (op, FLAG_GENERATOR))
+ if (op->flag [FLAG_GENERATOR])
{
total_exp += op->stats.exp;
- if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
- total_exp += at->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++;
+ }
}
}
@@ -1004,10 +978,8 @@
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 */
@@ -1016,20 +988,11 @@
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;
}
@@ -1042,9 +1005,14 @@
void
mapspace::update_ ()
{
- object *tmp, *last = 0;
- uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
+ object *last = 0;
+ uint8 flags = P_UPTODATE;
+ sint8 light = 0;
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
+ uint64_t volume = 0;
+ uint32_t items = 0;
+ object *anywhere = 0;
+ uint8_t middle_visibility = 0;
//object *middle = 0;
//object *top = 0;
@@ -1054,15 +1022,12 @@
object *&middle = faces_obj[1] = 0;
object *&floor = faces_obj[2] = 0;
- for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
+ object::flags_t allflags; // all flags of all objects or'ed together
+
+ 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).
@@ -1072,11 +1037,11 @@
*
* Always put the player down for drawing.
*/
- if (!tmp->invisible)
+ if (expect_true (!tmp->invisible))
{
- if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
+ if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
top = tmp;
- else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
+ else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
{
/* If we got a floor, that means middle and top were below it,
* so should not be visible, so we clear them.
@@ -1084,25 +1049,31 @@
middle = 0;
top = 0;
floor = tmp;
+ volume = 0;
+ items = 0;
}
- /* Flag anywhere have high priority */
- else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
+ else
{
- middle = tmp;
- anywhere = 1;
- }
- /* Find the highest visible face around. If equal
- * visibilities, we still want the one nearer to the
- * top
- */
- else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
- middle = tmp;
- }
+ if (expect_true (!tmp->flag [FLAG_NO_PICK]))
+ {
+ ++items;
+ volume += tmp->volume ();
+ }
- if (tmp == tmp->above)
- {
- LOG (llevError, "Error in structure of map\n");
- exit (-1);
+ /* Flag anywhere have high priority */
+ if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
+ anywhere = tmp;
+
+ /* Find the highest visible face around. If equal
+ * visibilities, we still want the one nearer to the
+ * top
+ */
+ if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
+ {
+ middle_visibility = ::faces [tmp->face].visibility;
+ middle = tmp;
+ }
+ }
}
move_slow |= tmp->move_slow;
@@ -1111,20 +1082,30 @@
move_off |= tmp->move_off;
move_allow |= tmp->move_allow;
- if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
- if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
- if (tmp->type == PLAYER) flags |= P_PLAYER;
- if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
- if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
- if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
+ allflags |= tmp->flag;
+
+ if (tmp->type == PLAYER) flags |= P_PLAYER;
+ if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
}
- this->light = light;
+ // FLAG_SEE_ANYWHERE takes precedence
+ if (anywhere)
+ middle = anywhere;
+
+ // ORing all flags together and checking them here is much faster
+ if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
+ if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
+ if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
+ if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
+
+ this->light = min (light, MAX_LIGHT_RADIUS);
this->flags_ = flags;
this->move_block = move_block & ~move_allow;
this->move_on = move_on;
this->move_off = move_off;
this->move_slow = move_slow;
+ this->volume_ = (volume + 1023) / 1024;
+ this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
/* At this point, we have a floor face (if there is a floor),
* and the floor is set - we are not going to touch it at
@@ -1149,10 +1130,10 @@
* 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))
+ if (tmp->flag [FLAG_IS_FLOOR])
break;
/* If two top faces are already set, quit processing */
@@ -1200,58 +1181,19 @@
#endif
}
-uint64
-mapspace::volume () const
-{
- uint64 vol = 0;
-
- for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
- vol += op->volume ();
-
- 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
@@ -1274,45 +1216,33 @@
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);
}
@@ -1335,40 +1265,36 @@
{
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);
}
@@ -1389,7 +1315,7 @@
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)
{
@@ -1500,29 +1426,28 @@
* closest body part of 'op1'
*/
void
-get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
+get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
{
if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
{
/* be conservative and fill in _some_ data */
- retval->distance = 10000;
+ retval->distance = 10000;
retval->distance_x = 10000;
retval->distance_y = 10000;
- retval->direction = 0;
- retval->part = 0;
+ retval->direction = 0;
+ retval->part = 0;
}
else
{
- object *best;
-
retval->distance_x += op2->x - op1->x;
retval->distance_y += op2->y - op1->y;
- best = op1;
+ object *best = op1;
+
/* If this is multipart, find the closest part now */
- if (!(flags & 0x1) && op1->more)
+ if (!(flags & 1) && op1->more)
{
- int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
+ int best_distance = idistance (retval->distance_x, retval->distance_y);
/* we just take the offset of the piece to head to figure
* distance instead of doing all that work above again
@@ -1532,12 +1457,12 @@
*/
for (object *tmp = op1->more; tmp; tmp = tmp->more)
{
- tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
- (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
+ int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
+
if (tmpi < best_distance)
{
best_distance = tmpi;
- best = tmp;
+ best = tmp;
}
}
@@ -1581,8 +1506,8 @@
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);
}
}
@@ -1603,12 +1528,11 @@
return adjacent_map (op1->map, op2->map, &dx, &dy);
}
+//-GPL
+
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);
}
@@ -1627,12 +1551,12 @@
return ::region::default_region ();
}
+//+GPL
+
/* 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
@@ -1642,14 +1566,130 @@
*/
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)
- return pick->head_ ();
+ // must be head: do not prefer big monsters just because they are big.
+ if (pick && pick->is_head ())
+ return pick;
}
// instead of crashing in the unlikely(?) case, try to return *something*
- return get_archetype ("blocked");
+ return archetype::find (shstr_bug);
+}
+
+//-GPL
+
+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);
+ }
+}
+
+dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
+
+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 (dynbuf &buf, int x0, int y0, int x1, int y1)
+{
+ 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 ();
}