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Comparing deliantra/server/common/map.C (file contents):
Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.130 by root, Sun Sep 30 20:22:14 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
28#include "funcpoint.h" 27#include "funcpoint.h"
29 28
30#include "loader.h" 29#include "loader.h"
31 30
32#include "path.h" 31#include "path.h"
33
34/*
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
175 */ 108 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 110 return 0;
178 111
179 if (ob->head != NULL)
180 ob = ob->head; 112 ob = ob->head_ ();
181 113
182 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
215 else 147 else
216 { 148 {
217 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
219 * movement, can't move here. 151 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
221 * hidden dm 153 * hidden dm
222 */ 154 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 156 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 163 return 1;
228 } 164 }
229 165
230 } 166 }
231 return 0; 167 return 0;
232} 168}
233 169
234/* 170/*
235 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
240 * 176 *
241 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
242 * 178 *
243 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
255 * 191 *
256 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
258 * against the move_block values. 194 * against the move_block values.
259 */ 195 */
260int 196bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
262{ 198{
263 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
277 202
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 203 if (!pos.normalise ())
279 { 204 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 205
282 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 207
284 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 209 return 1;
286 210
287 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
288 212 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 214 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 216 continue;
296 217
297 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
299 */ 220 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
301 return P_NO_PASS; 222 return 1;
302 } 223 }
303 224
304 return 0; 225 return 0;
305} 226}
306 227
344} 265}
345 266
346/* link_multipart_objects go through all the objects on the map looking 267/* 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 268 * 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 269 * 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 270 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 271 */
352void 272void
353maptile::link_multipart_objects () 273maptile::link_multipart_objects ()
354{ 274{
355 if (!spaces) 275 if (!spaces)
356 return; 276 return;
357 277
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 278 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 279 {
280 object *op = ms->bot;
281 while (op)
360 { 282 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 283 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 284 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 { 285 {
375 op = arch_to_object (at); 286 op->remove ();
287 op->expand_tail ();
376 288
377 /* update x,y coordinates */ 289 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 290 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 291 // 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); 292 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
293
294 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
295 // so we have to reset the iteration through the mapspace
392 } 296 }
297 else
298 op = op->above;
393 } 299 }
394
395 tmp = above;
396 } 300 }
397} 301}
398 302
399/* 303/*
400 * Loads (ands parses) the objects into a given map from the specified 304 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 305 * file pointer.
403bool 307bool
404maptile::_load_objects (object_thawer &f) 308maptile::_load_objects (object_thawer &f)
405{ 309{
406 for (;;) 310 for (;;)
407 { 311 {
408 coroapi::cede_every (1000); // cede once in a while 312 coroapi::cede_to_tick_every (100); // cede once in a while
409 313
410 switch (f.kw) 314 switch (f.kw)
411 { 315 {
412 case KW_arch: 316 case KW_arch:
413 if (object *op = object::read (f)) 317 if (object *op = object::read (f, this))
414 { 318 {
415 if (op->inv) 319 if (op->inv)
416 sum_weight (op); 320 sum_weight (op);
417 321
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
419 } 348 }
420 349
421 continue; 350 continue;
422 351
423 case KW_EOF: 352 case KW_EOF:
436} 365}
437 366
438void 367void
439maptile::activate () 368maptile::activate ()
440{ 369{
441 if (!spaces) 370 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 372 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 373 op->activate_recursive ();
447} 374}
448 375
449void 376void
450maptile::deactivate () 377maptile::deactivate ()
451{ 378{
452 if (!spaces) 379 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 382 op->deactivate_recursive ();
458} 383}
459 384
460bool 385bool
461maptile::_save_objects (object_freezer &f, int flags) 386maptile::_save_objects (object_freezer &f, int flags)
462{ 387{
463 static int cede_count = 0; 388 coroapi::cede_to_tick ();
464 389
465 if (flags & IO_HEADER) 390 if (flags & IO_HEADER)
466 _save_header (f); 391 _save_header (f);
467 392
468 if (!spaces) 393 if (!spaces)
469 return false; 394 return false;
470 395
471 for (int i = 0; i < size (); ++i) 396 for (int i = 0; i < size (); ++i)
472 { 397 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 398 bool unique = 0;
399
482 for (object *op = spaces [i].bot; op; op = op->above) 400 for (object *op = spaces [i].bot; op; op = op->above)
483 { 401 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 403
490 if (!op->can_map_save ()) 404 if (expect_false (!op->can_map_save ()))
491 continue; 405 continue;
492 406
493 if (unique || op->flag [FLAG_UNIQUE]) 407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 408 {
495 if (flags & IO_UNIQUES) 409 if (flags & IO_UNIQUES)
496 op->write (f); 410 op->write (f);
497 } 411 }
498 else if (flags & IO_OBJECTS) 412 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 413 op->write (f);
500 } 414 }
501 } 415 }
502 416
417 coroapi::cede_to_tick ();
418
503 return true; 419 return true;
504}
505
506bool
507maptile::_load_objects (const char *path, bool skip_header)
508{
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526} 420}
527 421
528bool 422bool
529maptile::_save_objects (const char *path, int flags) 423maptile::_save_objects (const char *path, int flags)
530{ 424{
705bool 599bool
706maptile::_load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
707{ 601{
708 for (;;) 602 for (;;)
709 { 603 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 604 switch (thawer.kw)
713 { 605 {
714 case KW_msg: 606 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
716 break; 608 break;
717 609
749 case KW_winddir: thawer.get (winddir); break; 641 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
751 643
752 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
754 647
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 648 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 650
758 // old names new names 651 // old names new names
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
774 case KW_end: 671 case KW_end:
672 thawer.next ();
775 return true; 673 return true;
776 674
777 default: 675 default:
778 if (!thawer.parse_error ("map", 0)) 676 if (!thawer.parse_error ("map", 0))
779 return false; 677 return false;
780 break; 678 break;
781 } 679 }
680
681 thawer.next ();
782 } 682 }
783 683
784 abort (); 684 abort ();
785}
786
787bool
788maptile::_load_header (const char *path)
789{
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796} 685}
797 686
798/****************************************************************************** 687/******************************************************************************
799 * This is the start of unique map handling code 688 * This is the start of unique map handling code
800 *****************************************************************************/ 689 *****************************************************************************/
811 object *above = op->above; 700 object *above = op->above;
812 701
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 703 unique = 1;
815 704
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 { 706 {
818 op->destroy_inv (false); 707 op->destroy_inv (false);
819 op->destroy (); 708 op->destroy ();
820 } 709 }
821 710
835 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
840 MAP_OUT (difficulty); 730 MAP_OUT (difficulty);
841 731
842 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
843 733
844 if (shopitems) 734 if (shopitems)
898 * Remove and free all objects in the given map. 788 * Remove and free all objects in the given map.
899 */ 789 */
900void 790void
901maptile::clear () 791maptile::clear ()
902{ 792{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 793 if (spaces)
907 { 794 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 796 while (object *op = ms->bot)
910 { 797 {
798 // manually remove, as to not trigger anything
799 if (ms->bot = op->above)
800 ms->bot->below = 0;
801
802 op->flag [FLAG_REMOVED] = true;
803
804 object *head = op->head_ ();
911 if (op->head) 805 if (op == head)
912 op = op->head; 806 {
913
914 op->destroy_inv (false); 807 op->destroy_inv (false);
915 op->destroy (); 808 op->destroy ();
809 }
810 else if (head->map != op->map)
811 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy ();
814 }
916 } 815 }
917 816
918 sfree (spaces, size ()), spaces = 0; 817 sfree (spaces, size ()), spaces = 0;
919 } 818 }
920 819
921 if (buttons) 820 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 821 free_objectlinkpt (buttons), buttons = 0;
822
823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
923} 825}
924 826
925void 827void
926maptile::clear_header () 828maptile::clear_header ()
927{ 829{
957maptile::do_destroy () 859maptile::do_destroy ()
958{ 860{
959 attachable::do_destroy (); 861 attachable::do_destroy ();
960 862
961 clear (); 863 clear ();
864}
865
866/* decay and destroy perishable items in a map */
867void
868maptile::do_decay_objects ()
869{
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
930 }
962} 931}
963 932
964/* 933/*
965 * Updates every button on the map (by calling update_button() for them). 934 * Updates every button on the map (by calling update_button() for them).
966 */ 935 */
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 983 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 984 {
1016 total_exp += op->stats.exp; 985 total_exp += op->stats.exp;
1017 986
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1019 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1020 989
1021 monster_cnt++; 990 monster_cnt++;
1022 } 991 }
1023 } 992 }
1024 993
1079void 1048void
1080mapspace::update_ () 1049mapspace::update_ ()
1081{ 1050{
1082 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 facetile *top, *floor, *middle;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1054
1088 middle = blank_face; 1055 //object *middle = 0;
1089 top = blank_face; 1056 //object *top = 0;
1090 floor = blank_face; 1057 //object *floor = 0;
1091 1058 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1059 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1060 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1061 object *&floor = faces_obj[2] = 0;
1095 1062
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1064 {
1098 /* This could be made additive I guess (two lights better than 1065 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1066 * one). But if so, it shouldn't be a simple additive - 2
1112 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1113 */ 1080 */
1114 if (!tmp->invisible) 1081 if (!tmp->invisible)
1115 { 1082 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1084 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1086 {
1123 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1125 */ 1089 */
1126 middle = blank_face; 1090 middle = 0;
1127 top = blank_face; 1091 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1092 floor = tmp;
1130 } 1093 }
1131 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1096 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1097 middle = tmp;
1137 anywhere = 1; 1098 anywhere = 1;
1138 } 1099 }
1139 /* Find the highest visible face around. If equal 1100 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1101 * visibilities, we still want the one nearer to the
1141 * top 1102 * top
1142 */ 1103 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1105 middle = tmp;
1147 }
1148 } 1106 }
1149 1107
1150 if (tmp == tmp->above) 1108 if (tmp == tmp->above)
1151 { 1109 {
1152 LOG (llevError, "Error in structure of map\n"); 1110 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1145 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1146 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1147 * may be possible for the faces to match but be different objects.
1190 */ 1148 */
1191 if (top == middle) 1149 if (top == middle)
1192 middle = blank_face; 1150 middle = 0;
1193 1151
1194 /* There are three posibilities at this point: 1152 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1153 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1154 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1155 * 3) neither middle or top is set - need to set both.
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1160 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1162 break;
1205 1163
1206 /* If two top faces are already set, quit processing */ 1164 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1165 if (top && middle)
1208 break; 1166 break;
1209 1167
1210 /* Only show visible faces */ 1168 /* Only show visible faces */
1211 if (!tmp->invisible) 1169 if (!tmp->invisible)
1212 { 1170 {
1213 /* Fill in top if needed */ 1171 /* Fill in top if needed */
1214 if (top == blank_face) 1172 if (!top)
1215 { 1173 {
1216 top = tmp->face;
1217 top_obj = tmp; 1174 top = tmp;
1218 if (top == middle) 1175 if (top == middle)
1219 middle = blank_face; 1176 middle = 0;
1220 } 1177 }
1221 else 1178 else
1222 { 1179 {
1223 /* top is already set - we should only get here if 1180 /* top is already set - we should only get here if
1224 * middle is not set 1181 * middle is not set
1225 * 1182 *
1226 * Set the middle face and break out, since there is nothing 1183 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1184 * more to fill in. We don't check visiblity here, since
1228 * 1185 *
1229 */ 1186 */
1230 if (tmp->face != top) 1187 if (tmp != top)
1231 { 1188 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1189 middle = tmp;
1234 break; 1190 break;
1235 } 1191 }
1236 } 1192 }
1237 } 1193 }
1238 } 1194 }
1239 1195
1240 if (middle == floor) 1196 if (middle == floor)
1241 middle = blank_face; 1197 middle = 0;
1242 1198
1243 if (top == middle) 1199 if (top == middle)
1244 middle = blank_face; 1200 middle = 0;
1245 1201
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1202#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1203 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1204 faces_obj [1] = middle;
1205 faces_obj [2] = floor;
1206#endif
1249} 1207}
1250 1208
1251uint64 1209uint64
1252mapspace::volume () const 1210mapspace::volume () const
1253{ 1211{
1257 vol += op->volume (); 1215 vol += op->volume ();
1258 1216
1259 return vol; 1217 return vol;
1260} 1218}
1261 1219
1262/* this updates the orig_map->tile_map[tile_num] value after finding 1220bool
1263 * the map. It also takes care of linking back the freshly found 1221maptile::tile_available (int dir, bool load)
1264 * maps tile_map values if it tiles back to this one. It returns
1265 * the value of orig_map->tile_map[tile_num].
1266 */
1267static inline maptile *
1268find_and_link (maptile *orig_map, int tile_num)
1269{ 1222{
1270 maptile *mp = orig_map->tile_map [tile_num]; 1223 if (!tile_path[dir])
1224 return 0;
1271 1225
1272 if (!mp) 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1273 { 1227 return 1;
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275 1228
1276 if (!mp) 1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1277 { 1230 return 1;
1278 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280 &orig_map->tile_path[tile_num], &orig_map->path);
1281 mp = new maptile (1, 1);
1282 mp->alloc ();
1283 mp->in_memory = MAP_IN_MEMORY;
1284 }
1285 }
1286 1231
1287 int dest_tile = (tile_num + 2) % 4;
1288
1289 orig_map->tile_map [tile_num] = mp;
1290
1291 // optimisation: back-link map to origin map if euclidean
1292 //TODO: non-euclidean maps MUST GO
1293 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295
1296 return mp; 1232 return 0;
1297}
1298
1299static inline void
1300load_and_link (maptile *orig_map, int tile_num)
1301{
1302 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1233}
1304 1234
1305/* this returns TRUE if the coordinates (x,y) are out of 1235/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1236 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1237 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1250 if (!m)
1321 return 0; 1251 return 0;
1322 1252
1323 if (x < 0) 1253 if (x < 0)
1324 { 1254 {
1325 if (!m->tile_path[3]) 1255 if (!m->tile_available (3))
1326 return 1; 1256 return 1;
1327 1257
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1259 }
1333 1260
1334 if (x >= m->width) 1261 if (x >= m->width)
1335 { 1262 {
1336 if (!m->tile_path[1]) 1263 if (!m->tile_available (1))
1337 return 1; 1264 return 1;
1338 1265
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1266 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1267 }
1344 1268
1345 if (y < 0) 1269 if (y < 0)
1346 { 1270 {
1347 if (!m->tile_path[0]) 1271 if (!m->tile_available (0))
1348 return 1; 1272 return 1;
1349 1273
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1275 }
1355 1276
1356 if (y >= m->height) 1277 if (y >= m->height)
1357 { 1278 {
1358 if (!m->tile_path[2]) 1279 if (!m->tile_available (2))
1359 return 1; 1280 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 2);
1363 1281
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1282 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1283 }
1366 1284
1367 /* Simple case - coordinates are within this local 1285 /* Simple case - coordinates are within this local
1381maptile * 1299maptile *
1382maptile::xy_find (sint16 &x, sint16 &y) 1300maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1301{
1384 if (x < 0) 1302 if (x < 0)
1385 { 1303 {
1386 if (!tile_path[3]) 1304 if (!tile_available (3))
1387 return 0; 1305 return 0;
1388 1306
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width; 1307 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y); 1308 return tile_map[3]->xy_find (x, y);
1392 } 1309 }
1393 1310
1394 if (x >= width) 1311 if (x >= width)
1395 { 1312 {
1396 if (!tile_path[1]) 1313 if (!tile_available (1))
1397 return 0; 1314 return 0;
1398 1315
1399 find_and_link (this, 1);
1400 x -= width; 1316 x -= width;
1401 return tile_map[1]->xy_find (x, y); 1317 return tile_map[1]->xy_find (x, y);
1402 } 1318 }
1403 1319
1404 if (y < 0) 1320 if (y < 0)
1405 { 1321 {
1406 if (!tile_path[0]) 1322 if (!tile_available (0))
1407 return 0; 1323 return 0;
1408 1324
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height; 1325 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y); 1326 return tile_map[0]->xy_find (x, y);
1412 } 1327 }
1413 1328
1414 if (y >= height) 1329 if (y >= height)
1415 { 1330 {
1416 if (!tile_path[2]) 1331 if (!tile_available (2))
1417 return 0; 1332 return 0;
1418 1333
1419 find_and_link (this, 2);
1420 y -= height; 1334 y -= height;
1421 return tile_map[2]->xy_find (x, y); 1335 return tile_map[2]->xy_find (x, y);
1422 } 1336 }
1423 1337
1424 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
1435adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1436{ 1350{
1437 if (!map1 || !map2) 1351 if (!map1 || !map2)
1438 return 0; 1352 return 0;
1439 1353
1440 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1441 //fix: compare paths instead (this is likely faster, too!) 1355 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2) 1356 if (map1 == map2)
1443 { 1357 {
1444 *dx = 0; 1358 *dx = 0;
1445 *dy = 0; 1359 *dy = 0;
1673 return default_region; 1587 return default_region;
1674 1588
1675 return ::region::default_region (); 1589 return ::region::default_region ();
1676} 1590}
1677 1591
1592/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596object *
1597maptile::pick_random_object () const
1598{
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1678 1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616}
1617
1618void
1619maptile::play_sound (faceidx sound, int x, int y) const
1620{
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->observe->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->observe->x;
1629 int dy = y - pl->observe->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636}
1637

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