ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.71 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.112 by root, Thu Jul 12 18:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30 30
31#include "path.h" 31#include "path.h"
32 32
33/* 33/*
34 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
67 char *endbuf; 67 char *endbuf;
68 struct stat statbuf; 68 struct stat statbuf;
69 int mode = 0; 69 int mode = 0;
70 70
71 if (prepend_dir) 71 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
73 else 73 else
74 strcpy (buf, name); 74 assign (buf, name);
75 75
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
79 * all the names. 79 * all the names.
173 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
174 */ 174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 176 return 0;
177 177
178 if (ob->head != NULL)
179 ob = ob->head; 178 ob = ob->head_ ();
180 179
181 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
214 else 213 else
215 { 214 {
216 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
218 * movement, can't move here. 217 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
220 * hidden dm 219 * hidden dm
221 */ 220 */
222 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1; 222 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
226 return 1; 229 return 1;
227 } 230 }
228 231
229 } 232 }
230 return 0; 233 return 0;
231} 234}
232
233 235
234/* 236/*
235 * Returns true if the given object can't fit in the given spot. 237 * Returns true if the given object can't fit in the given spot.
236 * This is meant for multi space objects - for single space objecs, 238 * This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
273 275
274 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
276 } 278 }
277 279
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 281 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 283
282 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 287 return P_IS_ALIVE;
344} 346}
345 347
346/* link_multipart_objects go through all the objects on the map looking 348/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 349 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 350 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 352 */
352void 353void
353maptile::link_multipart_objects () 354maptile::link_multipart_objects ()
354{ 355{
355 if (!spaces) 356 if (!spaces)
356 return; 357 return;
357 358
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 360 {
361 object *op = ms->bot;
362 while (op)
360 { 363 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 366 {
375 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
376 369
377 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
392 } 377 }
378 else
379 op = op->above;
393 } 380 }
394
395 tmp = above;
396 } 381 }
397} 382}
398 383
399/* 384/*
400 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 386 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 387 */
404bool 388bool
405maptile::load_objects (object_thawer &thawer) 389maptile::_load_objects (object_thawer &f)
406{ 390{
407 int unique; 391 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 392 {
415 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 394
417 * or editor will not be able to do anything with it either. 395 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 396 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
422 continue; 398 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 399 {
427 case LL_NORMAL: 400 if (op->inv)
401 sum_weight (op);
402
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
429 405
430 if (op->inv) 406 continue;
431 sum_weight (op);
432 407
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 408 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
438 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
439 break; 414 break;
440 } 415 }
441 416
442 op = object::create (); 417 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 418 }
463#endif
464 419
465 return true; 420 return true;
466} 421}
467 422
468void 423void
469maptile::activate () 424maptile::activate ()
470{ 425{
426 active = true;
427
471 if (!spaces) 428 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 430 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 431 op->activate_recursive ();
477} 432}
478 433
479void 434void
480maptile::deactivate () 435maptile::deactivate ()
481{ 436{
437 active = false;
438
482 if (!spaces) 439 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 441 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 442 op->deactivate_recursive ();
488} 443}
489 444
490bool 445bool
491maptile::save_objects (object_freezer &freezer, int flags) 446maptile::_save_objects (object_freezer &f, int flags)
492{ 447{
493 static int cede_count = 0; 448 coroapi::cede_to_tick ();
494 449
495 if (flags & IO_HEADER) 450 if (flags & IO_HEADER)
496 save_header (freezer); 451 _save_header (f);
497 452
498 if (!spaces) 453 if (!spaces)
499 return false; 454 return false;
500 455
501 for (int i = 0; i < size (); ++i) 456 for (int i = 0; i < size (); ++i)
502 { 457 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 458 int unique = 0;
510 for (object *op = spaces [i].bot; op; op = op->above) 459 for (object *op = spaces [i].bot; op; op = op->above)
511 { 460 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
516 unique = 1; 462 unique = 1;
517 463
518 if (!op->can_map_save ()) 464 if (!op->can_map_save ())
519 continue; 465 continue;
520 466
521 if (unique || op->flag [FLAG_UNIQUE]) 467 if (unique || op->flag [FLAG_UNIQUE])
522 { 468 {
523 if (flags & IO_UNIQUES) 469 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 470 op->write (f);
525 } 471 }
526 else if (flags & IO_OBJECTS) 472 else if (flags & IO_OBJECTS)
527 save_object (freezer, op, 1); 473 op->write (f);
528 } 474 }
529 } 475 }
530 476
477 coroapi::cede_to_tick ();
478
531 return true; 479 return true;
532} 480}
533 481
534bool 482bool
535maptile::load_objects (const char *path, bool skip_header) 483maptile::_load_objects (const char *path, bool skip_header)
536{ 484{
537 object_thawer thawer (path); 485 object_thawer f (path);
538 486
539 if (!thawer) 487 if (!f)
540 return false; 488 return false;
489
490 f.next ();
541 491
542 if (skip_header) 492 if (skip_header)
543 for (;;) 493 for (;;)
544 { 494 {
545 keyword kw = thawer.get_kv (); 495 keyword kw = f.kw;
546 496 f.skip ();
547 if (kw == KW_end) 497 if (kw == KW_end)
548 break; 498 break;
549
550 thawer.skip_kv (kw);
551 } 499 }
552 500
553 return load_objects (thawer); 501 return _load_objects (f);
554} 502}
555 503
556bool 504bool
557maptile::save_objects (const char *path, int flags) 505maptile::_save_objects (const char *path, int flags)
558{ 506{
559 object_freezer freezer; 507 object_freezer freezer;
560 508
561 if (!save_objects (freezer, flags)) 509 if (!_save_objects (freezer, flags))
562 return false; 510 return false;
563 511
564 return freezer.save (path); 512 return freezer.save (path);
565} 513}
566 514
567maptile::maptile () 515maptile::maptile ()
568{ 516{
569 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
570 518
571 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
573 */ 521 */
574 width = 16; 522 width = 16;
575 height = 16; 523 height = 16;
576 reset_timeout = 0;
577 timeout = 300; 524 timeout = 300;
578 enter_x = 0; 525 max_nrof = 1000; // 1000 items of anything
579 enter_y = 0; 526 max_volume = 2000000; // 2m³
580} 527}
581 528
582maptile::maptile (int w, int h) 529maptile::maptile (int w, int h)
583{ 530{
584 in_memory = MAP_SWAPPED; 531 in_memory = MAP_SWAPPED;
730 * This could be done in lex (like the object loader), but I think 677 * This could be done in lex (like the object loader), but I think
731 * currently, there are few enough fields this is not a big deal. 678 * currently, there are few enough fields this is not a big deal.
732 * MSW 2001-07-01 679 * MSW 2001-07-01
733 */ 680 */
734bool 681bool
735maptile::load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
736{ 683{
737 for (;;) 684 for (;;)
738 { 685 {
739 keyword kw = thawer.get_kv (); 686 thawer.next ();
740 687
741 switch (kw) 688 switch (thawer.kw)
742 { 689 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 690 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
757 break; 692 break;
758 693
759 case KW_lore: // CF+ extension 694 case KW_lore: // CF+ extension
790 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
792 727
793 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
795 731
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 734
799 // old names new names 735 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
809 745
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750
751 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
755 case KW_end:
756 return true;
757
758 default:
759 if (!thawer.parse_error ("map", 0))
760 return false;
761 break;
814 } 762 }
815 } 763 }
816 764
817 abort (); 765 abort ();
818} 766}
819 767
820bool 768bool
821maptile::load_header (const char *path) 769maptile::_load_header (const char *path)
822{ 770{
823 object_thawer thawer (path); 771 object_thawer thawer (path);
824 772
825 if (!thawer) 773 if (!thawer)
826 return false; 774 return false;
827 775
828 return load_header (thawer); 776 return _load_header (thawer);
829} 777}
830 778
831/****************************************************************************** 779/******************************************************************************
832 * This is the start of unique map handling code 780 * This is the start of unique map handling code
833 *****************************************************************************/ 781 *****************************************************************************/
844 object *above = op->above; 792 object *above = op->above;
845 793
846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
847 unique = 1; 795 unique = 1;
848 796
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
850 { 798 {
851 op->destroy_inv (false); 799 op->destroy_inv (false);
852 op->destroy (); 800 op->destroy ();
853 } 801 }
854 802
856 } 804 }
857 } 805 }
858} 806}
859 807
860bool 808bool
861maptile::save_header (object_freezer &freezer) 809maptile::_save_header (object_freezer &freezer)
862{ 810{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k) 811#define MAP_OUT(k) freezer.put (KW_ ## k, k)
864#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 812#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
865 813
866 MAP_OUT2 (arch, "map"); 814 MAP_OUT2 (arch, "map");
868 if (name) MAP_OUT (name); 816 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time); 817 MAP_OUT (swap_time);
870 MAP_OUT (reset_time); 818 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 819 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
873 MAP_OUT (difficulty); 822 MAP_OUT (difficulty);
874 823
875 if (region) MAP_OUT2 (region, region->name); 824 if (default_region) MAP_OUT2 (region, default_region->name);
876 825
877 if (shopitems) 826 if (shopitems)
878 { 827 {
879 char shop[MAX_BUF]; 828 char shop[MAX_BUF];
880 print_shop_string (this, shop); 829 print_shop_string (this, shop);
915 864
916 return true; 865 return true;
917} 866}
918 867
919bool 868bool
920maptile::save_header (const char *path) 869maptile::_save_header (const char *path)
921{ 870{
922 object_freezer freezer; 871 object_freezer freezer;
923 872
924 if (!save_header (freezer)) 873 if (!_save_header (freezer))
925 return false; 874 return false;
926 875
927 return freezer.save (path); 876 return freezer.save (path);
928} 877}
929 878
931 * Remove and free all objects in the given map. 880 * Remove and free all objects in the given map.
932 */ 881 */
933void 882void
934maptile::clear () 883maptile::clear ()
935{ 884{
885 sfree (regions, size ()), regions = 0;
886 free (regionmap), regionmap = 0;
887
936 if (!spaces) 888 if (spaces)
937 return; 889 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 891 while (object *op = ms->bot)
941 { 892 {
942 if (op->head)
943 op = op->head; 893 op = op->head_ ();
944
945 op->destroy_inv (false); 894 op->destroy_inv (false);
946 op->destroy (); 895 op->destroy ();
947 } 896 }
948 897
949 sfree (spaces, size ()), spaces = 0; 898 sfree (spaces, size ()), spaces = 0;
899 }
950 900
951 if (buttons) 901 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 902 free_objectlinkpt (buttons), buttons = 0;
953} 903}
954 904
987maptile::do_destroy () 937maptile::do_destroy ()
988{ 938{
989 attachable::do_destroy (); 939 attachable::do_destroy ();
990 940
991 clear (); 941 clear ();
942}
943
944/* decay and destroy perishable items in a map */
945void
946maptile::do_decay_objects ()
947{
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
992} 1010}
993 1011
994/* 1012/*
995 * Updates every button on the map (by calling update_button() for them). 1013 * Updates every button on the map (by calling update_button() for them).
996 */ 1014 */
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 1063 {
1046 total_exp += op->stats.exp; 1064 total_exp += op->stats.exp;
1047 1065
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1049 total_exp += at->clone.stats.exp * 8; 1067 total_exp += at->stats.exp * 8;
1050 1068
1051 monster_cnt++; 1069 monster_cnt++;
1052 } 1070 }
1053 } 1071 }
1054 1072
1108 */ 1126 */
1109void 1127void
1110mapspace::update_ () 1128mapspace::update_ ()
1111{ 1129{
1112 object *tmp, *last = 0; 1130 object *tmp, *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 New_Face *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1133
1118 middle = blank_face; 1134 //object *middle = 0;
1119 top = blank_face; 1135 //object *top = 0;
1120 floor = blank_face; 1136 //object *floor = 0;
1121 1137 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1138 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1139 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1140 object *&floor = faces_obj[2] = 0;
1125 1141
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1143 {
1128 /* This could be made additive I guess (two lights better than 1144 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1145 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1158 * Always put the player down for drawing.
1143 */ 1159 */
1144 if (!tmp->invisible) 1160 if (!tmp->invisible)
1145 { 1161 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1163 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1165 {
1153 /* If we got a floor, that means middle and top were below it, 1166 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1167 * so should not be visible, so we clear them.
1155 */ 1168 */
1156 middle = blank_face; 1169 middle = 0;
1157 top = blank_face; 1170 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1171 floor = tmp;
1160 } 1172 }
1161 /* Flag anywhere have high priority */ 1173 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1175 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1176 middle = tmp;
1167 anywhere = 1; 1177 anywhere = 1;
1168 } 1178 }
1169 /* Find the highest visible face around. If equal 1179 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1180 * visibilities, we still want the one nearer to the
1171 * top 1181 * top
1172 */ 1182 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1184 middle = tmp;
1177 }
1178 } 1185 }
1179 1186
1180 if (tmp == tmp->above) 1187 if (tmp == tmp->above)
1181 { 1188 {
1182 LOG (llevError, "Error in structure of map\n"); 1189 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1224 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1225 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1226 * may be possible for the faces to match but be different objects.
1220 */ 1227 */
1221 if (top == middle) 1228 if (top == middle)
1222 middle = blank_face; 1229 middle = 0;
1223 1230
1224 /* There are three posibilities at this point: 1231 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1232 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1233 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1234 * 3) neither middle or top is set - need to set both.
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1239 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1241 break;
1235 1242
1236 /* If two top faces are already set, quit processing */ 1243 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1244 if (top && middle)
1238 break; 1245 break;
1239 1246
1240 /* Only show visible faces */ 1247 /* Only show visible faces */
1241 if (!tmp->invisible) 1248 if (!tmp->invisible)
1242 { 1249 {
1243 /* Fill in top if needed */ 1250 /* Fill in top if needed */
1244 if (top == blank_face) 1251 if (!top)
1245 { 1252 {
1246 top = tmp->face;
1247 top_obj = tmp; 1253 top = tmp;
1248 if (top == middle) 1254 if (top == middle)
1249 middle = blank_face; 1255 middle = 0;
1250 } 1256 }
1251 else 1257 else
1252 { 1258 {
1253 /* top is already set - we should only get here if 1259 /* top is already set - we should only get here if
1254 * middle is not set 1260 * middle is not set
1255 * 1261 *
1256 * Set the middle face and break out, since there is nothing 1262 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1263 * more to fill in. We don't check visiblity here, since
1258 * 1264 *
1259 */ 1265 */
1260 if (tmp->face != top) 1266 if (tmp != top)
1261 { 1267 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1268 middle = tmp;
1264 break; 1269 break;
1265 } 1270 }
1266 } 1271 }
1267 } 1272 }
1268 } 1273 }
1269 1274
1270 if (middle == floor) 1275 if (middle == floor)
1271 middle = blank_face; 1276 middle = 0;
1272 1277
1273 if (top == middle) 1278 if (top == middle)
1274 middle = blank_face; 1279 middle = 0;
1275 1280
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1281#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1282 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1283 faces_obj [1] = middle;
1284 faces_obj [2] = floor;
1285#endif
1286}
1287
1288uint64
1289mapspace::volume () const
1290{
1291 uint64 vol = 0;
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1279} 1297}
1280 1298
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1299/* this updates the orig_map->tile_map[tile_num] value after finding
1282 * the map. It also takes care of linking back the freshly found 1300 * the map. It also takes care of linking back the freshly found
1283 * maps tile_map values if it tiles back to this one. It returns 1301 * maps tile_map values if it tiles back to this one. It returns
1448 1466
1449/** 1467/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1468 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1469 * map1 to map2 in dx/dy.
1452 */ 1470 */
1453static int 1471int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1473{
1456 if (!map1 || !map2) 1474 if (!map1 || !map2)
1457 return 0; 1475 return 0;
1458 1476
1549/* From map.c 1567/* From map.c
1550 * This is used by get_player to determine where the other 1568 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1569 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the 1570 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which 1571 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1572 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1573 * that the creature should head. part is the part of the
1556 * monster that is closest. 1574 * monster that is closest.
1557 * 1575 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1576 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1577 * structure for op1 to get to op2.
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1589{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1591 {
1574 /* be conservative and fill in _some_ data */ 1592 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1593 retval->distance = 10000;
1576 retval->distance_x = 32767; 1594 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1595 retval->distance_y = 10000;
1578 retval->direction = 0; 1596 retval->direction = 0;
1579 retval->part = 0; 1597 retval->part = 0;
1580 } 1598 }
1581 else 1599 else
1582 { 1600 {
1587 1605
1588 best = op1; 1606 best = op1;
1589 /* If this is multipart, find the closest part now */ 1607 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1608 if (!(flags & 0x1) && op1->more)
1591 { 1609 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1611
1595 /* we just take the offset of the piece to head to figure 1612 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1613 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1614 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1615 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1616 * below works.
1600 */ 1617 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1618 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1619 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1622 if (tmpi < best_distance)
1606 { 1623 {
1607 best_distance = tmpi; 1624 best_distance = tmpi;
1608 best = tmp; 1625 best = tmp;
1609 } 1626 }
1610 } 1627 }
1628
1611 if (best != op1) 1629 if (best != op1)
1612 { 1630 {
1613 retval->distance_x += op1->x - best->x; 1631 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1632 retval->distance_y += op1->y - best->y;
1615 } 1633 }
1616 } 1634 }
1635
1617 retval->part = best; 1636 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1639 }
1621} 1640}
1622 1641
1623/* this is basically the same as get_rangevector above, but instead of 1642/* this is basically the same as get_rangevector above, but instead of
1628 * flags has no meaning for this function at this time - I kept it in to 1647 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed 1648 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best 1649 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL. 1650 * field of the rv_vector is set to NULL.
1632 */ 1651 */
1633
1634void 1652void
1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1653get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1636{ 1654{
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 { 1656 {
1639 /* be conservative and fill in _some_ data */ 1657 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1658 retval->distance = 100000;
1647 { 1665 {
1648 retval->distance_x += op2->x - x; 1666 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1667 retval->distance_y += op2->y - y;
1650 1668
1651 retval->part = NULL; 1669 retval->part = NULL;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1670 retval->distance = idistance (retval->distance_x, retval->distance_y);
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 } 1672 }
1655} 1673}
1656 1674
1657/* Returns true of op1 and op2 are effectively on the same map 1675/* Returns true of op1 and op2 are effectively on the same map
1677 op->remove (); 1695 op->remove ();
1678 1696
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1697 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680} 1698}
1681 1699
1700region *
1701maptile::region (int x, int y) const
1702{
1703 if (regions
1704 && regionmap
1705 && !OUT_OF_REAL_MAP (this, x, y))
1706 if (struct region *reg = regionmap [regions [y * width + x]])
1707 return reg;
1708
1709 if (default_region)
1710 return default_region;
1711
1712 return ::region::default_region ();
1713}
1714
1715/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */
1719object *
1720maptile::pick_random_object () const
1721{
1722 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me.
1727 */
1728 for (int i = 1000; --i;)
1729 {
1730 object *pick = at (rndm (width), rndm (height)).bot;
1731
1732 // do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick)
1734 return pick->head_ ();
1735 }
1736
1737 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked");
1739}
1740

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines