--- deliantra/server/common/map.C 2006/12/31 22:23:11 1.62 +++ deliantra/server/common/map.C 2008/12/24 01:37:24 1.154 @@ -1,99 +1,33 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 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. - - 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 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 -*/ - -#include -#include + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra 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 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. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ -#include #include +#include "global.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) - strcpy (buf, create_pathname (name)); - else - strcpy (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) @@ -174,8 +108,7 @@ 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 @@ -215,13 +148,17 @@ /* 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 + * second - if a monster, can't move there, unless it is a * hidden dm */ if (OB_MOVE_BLOCK (ob, tmp)) 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] && tmp->contr->hidden)) return 1; } @@ -229,13 +166,12 @@ 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. * @@ -256,48 +192,33 @@ * 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; - - /* 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->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; @@ -325,17 +246,39 @@ 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 +maptile::set_object_flag (int flag, int value) +{ + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + 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 - * they are saved). We do have to look for the old maps that did save - * the more sections and not re-add sections for them. + * they are saved). */ void maptile::link_multipart_objects () @@ -344,198 +287,156 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *tmp = ms->bot; tmp; ) - { - object *above = tmp->above; - - /* already multipart - don't do anything more */ - if (!tmp->head && !tmp->more) - { - /* If there is nothing more to this object, this for loop - * won't do anything. - */ - archetype *at; - object *last, *op; - for (at = tmp->arch->more, last = tmp; - at; - at = at->more, last = op) - { - op = arch_to_object (at); + { + 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 (); - /* update x,y coordinates */ - op->x += tmp->x; - op->y += tmp->y; - op->head = tmp; - op->map = this; - last->more = op; - op->name = tmp->name; - op->title = tmp->title; - - /* we could link all the parts onto tmp, and then just - * call insert_ob_in_map once, but the effect is the same, - * as insert_ob_in_map will call itself with each part, and - * the coding is simpler to just to it here with each part. - */ - insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); - } - } + // 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); - tmp = above; - } + 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; + } + } } /* * Loads (ands parses) the objects into a given map from the specified * file pointer. - * mapflags is the same as we get with load_original_map */ bool -maptile::load_objects (object_thawer &thawer) +maptile::_load_objects (object_thawer &f) { - int unique; - object *op, *prev = NULL, *last_more = NULL, *otmp; - - op = object::create (); - op->map = this; /* To handle buttons correctly */ - - while (int i = load_object (thawer, op, 0)) + for (;;) { - /* if the archetype for the object is null, means that we - * got an invalid object. Don't do anything with it - the game - * or editor will not be able to do anything with it either. - */ - if (op->arch == NULL) - { - LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); - continue; - } + coroapi::cede_to_tick (); // cede once in a while - switch (i) + switch (f.kw) { - case LL_NORMAL: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); + case KW_arch: + if (object *op = object::read (f, this)) + { + // TODO: why? + if (op->inv) + op->update_weight (); + + 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) its correct + mapspace &ms = at (op->x, op->y); + + op->flag [FLAG_REMOVED] = false; + + op->above = 0; + op->below = ms.top; + + if (ms.top) + ms.top->above = op; + else + ms.bot = op; + + ms.top = op; + ms.flags_ = 0; + } + else + { + f.parse_warn (format ("object %s out of range", op->debug_desc ())); + op->destroy (); + } + } - if (op->inv) - sum_weight (op); + continue; - prev = op, last_more = op; - break; + case KW_EOF: + return true; - case LL_MORE: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); - op->head = prev, last_more->more = op, last_more = op; + default: + if (!f.parse_error ("map file")) + return false; break; } - op = object::create (); - op->map = this; + f.next (); } - op->destroy (); - -#if 0 - for (i = 0; i < width; i++) - for (j = 0; j < height; j++) - { - unique = 0; - /* check for unique items, or unique squares */ - for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) - { - if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) - unique = 1; - - if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) - SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); - } - } -#endif - return true; } void maptile::activate () { - if (!spaces) - return; - - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->activate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->activate_recursive (); } void maptile::deactivate () { - if (!spaces) - return; - - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->deactivate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->deactivate_recursive (); } bool -maptile::save_objects (object_freezer &freezer, int flags) +maptile::_save_objects (object_freezer &f, int flags) { + coroapi::cede_to_tick (); + if (flags & IO_HEADER) - save_header (freezer); + _save_header (f); if (!spaces) return false; 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) - save_object (freezer, op, 1); + op->write (f); } - else if (flags & IO_OBJECTS) - save_object (freezer, op, 1); + else if (expect_true (flags & IO_OBJECTS)) + op->write (f); } } - return true; -} - -bool -maptile::load_objects (const char *path, bool skip_header) -{ - object_thawer thawer (path); - - if (!thawer) - return false; - - if (skip_header) - for (;;) - { - keyword kw = thawer.get_kv (); - - if (kw == KW_end) - break; - - thawer.skip_kv (kw); - } + coroapi::cede_to_tick (); - return load_objects (thawer); + return true; } bool -maptile::save_objects (const char *path, int flags) +maptile::_save_objects (const char *path, int flags) { object_freezer freezer; - if (!save_objects (freezer, flags)) + if (!_save_objects (freezer, flags)) return false; return freezer.save (path); @@ -546,14 +447,13 @@ in_memory = MAP_SWAPPED; /* The maps used to pick up default x and y values from the - * map archetype. Mimic that behaviour. + * map archetype. Mimic that behaviour. */ - width = 16; - height = 16; - reset_timeout = 0; - timeout = 300; - enter_x = 0; - enter_y = 0; + width = 16; + height = 16; + timeout = 300; + max_nrof = 1000; // 1000 items of anything + max_volume = 2000000; // 2m³ } maptile::maptile (int w, int h) @@ -709,25 +609,12 @@ * MSW 2001-07-01 */ bool -maptile::load_header (object_thawer &thawer) +maptile::_load_header (object_thawer &thawer) { - char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; - int msgpos = 0; - int maplorepos = 0; - for (;;) { - keyword kw = thawer.get_kv (); - - switch (kw) + switch (thawer.kw) { - case KW_EOF: - LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path); - return false; - - case KW_end: - return true; - case KW_msg: thawer.get_ml (KW_endmsg, msg); break; @@ -768,8 +655,10 @@ 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: get_region_by_name (thawer.get_str ()); break; + case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; // old names new names @@ -788,26 +677,26 @@ 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: - LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); + if (!thawer.parse_error ("map", 0)) + 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 *****************************************************************************/ @@ -826,11 +715,8 @@ 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; } @@ -838,7 +724,7 @@ } bool -maptile::save_header (object_freezer &freezer) +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) @@ -850,9 +736,11 @@ MAP_OUT (reset_time); MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); + MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); - if (region) MAP_OUT2 (region, region->name); + if (default_region) MAP_OUT2 (region, default_region->name); if (shopitems) { @@ -890,17 +778,18 @@ if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); + freezer.put (this); freezer.put (KW_end); return true; } bool -maptile::save_header (const char *path) +maptile::_save_header (const char *path) { object_freezer freezer; - if (!save_header (freezer)) + if (!_save_header (freezer)) return false; return freezer.save (path); @@ -912,23 +801,35 @@ void maptile::clear () { - if (!spaces) - return; + if (spaces) + { + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + while (object *op = ms->bot) + { + // manually remove, as to not trigger anything + if (ms->bot = op->above) + ms->bot->below = 0; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - while (object *op = ms->bot) - { - if (op->head) - op = op->head; + op->flag [FLAG_REMOVED] = true; - op->destroy_inv (false); - op->destroy (); - } + 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 @@ -970,6 +871,73 @@ clear (); } +/* decay and destroy perishable items in a map */ +void +maptile::do_decay_objects () +{ + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) + { + 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 ()) + { + op->stats.dam--; + if (op->stats.dam < 0) + destroy = 1; + } + else if (op->is_armor ()) + { + 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 (); + } +} + /* * Updates every button on the map (by calling update_button() for them). */ @@ -999,10 +967,10 @@ * 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 @@ -1024,10 +992,17 @@ { 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++; + } } } @@ -1050,10 +1025,8 @@ 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 */ @@ -1062,20 +1035,11 @@ 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; } @@ -1088,29 +1052,23 @@ void mapspace::update_ () { - object *tmp, *last = 0; - uint8 flags = 0, light = 0, anywhere = 0; - New_Face *top, *floor, *middle; - object *top_obj, *floor_obj, *middle_obj; + 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; - middle = blank_face; - top = blank_face; - floor = blank_face; - - middle_obj = 0; - top_obj = 0; - floor_obj = 0; - - for (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; + //object *middle = 0; + //object *top = 0; + //object *floor = 0; + // this seems to generate better code than using locals, above + object *&top = faces_obj[0] = 0; + object *&middle = faces_obj[1] = 0; + object *&floor = faces_obj[2] = 0; + + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) + { + // 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). @@ -1123,37 +1081,29 @@ if (!tmp->invisible) { if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) - { - top = tmp->face; - top_obj = tmp; - } + top = tmp; else if (QUERY_FLAG (tmp, 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. */ - middle = blank_face; - top = blank_face; - floor = tmp->face; - floor_obj = tmp; + middle = 0; + top = 0; + floor = tmp; } /* Flag anywhere have high priority */ else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) { - middle = tmp->face; - - middle_obj = tmp; + 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 == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) - { - middle = tmp->face; - middle_obj = tmp; - } + else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) + middle = tmp; } if (tmp == tmp->above) @@ -1176,7 +1126,7 @@ 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; @@ -1198,7 +1148,7 @@ * may be possible for the faces to match but be different objects. */ if (top == middle) - middle = blank_face; + middle = 0; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. @@ -1206,26 +1156,25 @@ * 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)) break; /* If two top faces are already set, quit processing */ - if ((top != blank_face) && (middle != blank_face)) + if (top && middle) break; - /* Only show visible faces, unless its the editor - show all */ - if (!tmp->invisible || editor) + /* Only show visible faces */ + if (!tmp->invisible) { /* Fill in top if needed */ - if (top == blank_face) + if (!top) { - top = tmp->face; - top_obj = tmp; + top = tmp; if (top == middle) - middle = blank_face; + middle = 0; } else { @@ -1236,10 +1185,9 @@ * more to fill in. We don't check visiblity here, since * */ - if (tmp->face != top) + if (tmp != top) { - middle = tmp->face; - middle_obj = tmp; + middle = tmp; break; } } @@ -1247,47 +1195,42 @@ } if (middle == floor) - middle = blank_face; + middle = 0; if (top == middle) - middle = blank_face; + middle = 0; - faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; - faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; - faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif } -/* this updates the orig_map->tile_map[tile_num] value after loading - * the map. It also takes care of linking back the freshly loaded - * maps tile_map values if it tiles back to this one. It returns - * the value of orig_map->tile_map[tile_num]. It really only does this - * so that it is easier for calling functions to verify success. - */ -static maptile * -load_and_link_tiled_map (maptile *orig_map, int tile_num) +uint64 +mapspace::volume () const { - maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); + uint64 vol = 0; - if (!mp || mp->in_memory != MAP_IN_MEMORY) - { - // 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; - } + for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) + vol += op->volume (); - int dest_tile = (tile_num + 2) % 4; + return vol; +} - orig_map->tile_map[tile_num] = mp; +bool +maptile::tile_available (int dir, bool load) +{ + if (!tile_path[dir]) + return 0; - // 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; + if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) + return 1; - return mp; + if ((tile_map[dir] = find_async (tile_path[dir], this, load))) + return 1; + + return 0; } /* this returns TRUE if the coordinates (x,y) are out of @@ -1310,45 +1253,33 @@ 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) - load_and_link_tiled_map (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) - load_and_link_tiled_map (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) - load_and_link_tiled_map (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) - load_and_link_tiled_map (m, 2); - return out_of_map (m->tile_map[2], x, y - m->height); } @@ -1362,77 +1293,67 @@ * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and - * updates x and y to be the localized coordinates. + * updates x and y to be the localised coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is */ maptile * -get_map_from_coord (maptile *m, sint16 *x, sint16 *y) +maptile::xy_find (sint16 &x, sint16 &y) { - if (*x < 0) + if (x < 0) { - if (!m->tile_path[3]) + if (!tile_available (3)) return 0; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 3); - - *x += m->tile_map[3]->width; - return (get_map_from_coord (m->tile_map[3], x, y)); + x += tile_map[3]->width; + return tile_map[3]->xy_find (x, y); } - if (*x >= m->width) + if (x >= width) { - if (!m->tile_path[1]) + if (!tile_available (1)) return 0; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 1); - - *x -= m->width; - return (get_map_from_coord (m->tile_map[1], x, y)); + x -= width; + return tile_map[1]->xy_find (x, y); } - if (*y < 0) + if (y < 0) { - if (!m->tile_path[0]) + if (!tile_available (0)) return 0; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 0); - - *y += m->tile_map[0]->height; - return (get_map_from_coord (m->tile_map[0], x, y)); + y += tile_map[0]->height; + return tile_map[0]->xy_find (x, y); } - if (*y >= m->height) + if (y >= height) { - if (!m->tile_path[2]) + if (!tile_available (2)) return 0; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map (m, 2); - - *y -= m->height; - return (get_map_from_coord (m->tile_map[2], x, y)); + y -= height; + return tile_map[2]->xy_find (x, y); } /* Simple case - coordinates are within this local * map. */ - return m; + return this; } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ -static int +int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; + //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) { *dx = 0; @@ -1504,12 +1425,29 @@ return 1; } +maptile * +maptile::xy_load (sint16 &x, sint16 &y) +{ + maptile *map = xy_find (x, y); + + if (map) + map->load_sync (); + + return map; +} + +maptile * +get_map_from_coord (maptile *m, sint16 *x, sint16 *y) +{ + return m->xy_load (*x, *y); +} + /* From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * @@ -1530,9 +1468,9 @@ if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ - retval->distance = 100000; - retval->distance_x = 32767; - retval->distance_y = 32767; + retval->distance = 10000; + retval->distance_x = 10000; + retval->distance_y = 10000; retval->direction = 0; retval->part = 0; } @@ -1547,7 +1485,6 @@ /* If this is multipart, find the closest part now */ if (!(flags & 0x1) && op1->more) { - object *tmp; int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure @@ -1556,7 +1493,7 @@ * same axis as is used for multipart objects, the simply arithmetic * below works. */ - for (tmp = op1->more; tmp != NULL; tmp = tmp->more) + 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); @@ -1566,14 +1503,16 @@ best = tmp; } } + if (best != op1) { retval->distance_x += op1->x - best->x; retval->distance_y += op1->y - best->y; } } + retval->part = best; - retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1588,9 +1527,8 @@ * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. */ - void -get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) +get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) { @@ -1607,7 +1545,7 @@ retval->distance_y += op2->y - y; retval->part = NULL; - retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); + retval->distance = idistance (retval->distance_x, retval->distance_y); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1631,9 +1569,64 @@ 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); } +region * +maptile::region (int x, int y) const +{ + if (regions + && regionmap + && !OUT_OF_REAL_MAP (this, x, y)) + if (struct region *reg = regionmap [regions [y * width + x]]) + return reg; + + if (default_region) + return default_region; + + return ::region::default_region (); +} + +/* picks a random object from a style map. + */ +object * +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 + * most servers will automatically restart in case of crash. + * Change the logic on getting the random space - shouldn't make + * any difference, but this seems clearer to me. + */ + for (int i = 1000; --i;) + { + object *pick = at (gen (width), gen (height)).bot; + + // do not prefer big monsters just because they are big. + if (pick && pick->is_head ()) + return pick->head_ (); + } + + // instead of crashing in the unlikely(?) case, try to return *something* + 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); + } +} +