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Comparing deliantra/server/common/map.C (file contents):
Revision 1.89 by root, Fri Feb 16 22:16:16 2007 UTC vs.
Revision 1.127 by root, Fri Sep 7 18:03:31 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;
273 209
274 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
276 } 212 }
277 213
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 215 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 217
282 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 221 return P_IS_ALIVE;
344} 280}
345 281
346/* link_multipart_objects go through all the objects on the map looking 282/* 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 283 * 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 284 * 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 285 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 286 */
352void 287void
353maptile::link_multipart_objects () 288maptile::link_multipart_objects ()
354{ 289{
355 if (!spaces) 290 if (!spaces)
356 return; 291 return;
357 292
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 294 {
295 object *op = ms->bot;
296 while (op)
360 { 297 {
361 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 300 {
373 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
374 303
375 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
308
309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
310 // so we have to reset the iteration through the mapspace
390 } 311 }
312 else
313 op = op->above;
391 } 314 }
392 } 315 }
393} 316}
394 317
395/* 318/*
396 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 320 * file pointer.
399bool 322bool
400maptile::_load_objects (object_thawer &f) 323maptile::_load_objects (object_thawer &f)
401{ 324{
402 for (;;) 325 for (;;)
403 { 326 {
404 coroapi::cede_every (1000); // cede once in a while 327 coroapi::cede_to_tick_every (100); // cede once in a while
405 328
406 switch (f.kw) 329 switch (f.kw)
407 { 330 {
408 case KW_arch: 331 case KW_arch:
409 if (object *op = object::read (f)) 332 if (object *op = object::read (f, this))
410 { 333 {
411 if (op->inv) 334 if (op->inv)
412 sum_weight (op); 335 sum_weight (op);
413 336
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
432} 355}
433 356
434void 357void
435maptile::activate () 358maptile::activate ()
436{ 359{
437 if (!spaces) 360 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 362 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 363 op->activate_recursive ();
443} 364}
444 365
445void 366void
446maptile::deactivate () 367maptile::deactivate ()
447{ 368{
448 if (!spaces) 369 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 372 op->deactivate_recursive ();
454} 373}
455 374
456bool 375bool
457maptile::_save_objects (object_freezer &f, int flags) 376maptile::_save_objects (object_freezer &f, int flags)
458{ 377{
459 static int cede_count = 0; 378 coroapi::cede_to_tick ();
460 379
461 if (flags & IO_HEADER) 380 if (flags & IO_HEADER)
462 _save_header (f); 381 _save_header (f);
463 382
464 if (!spaces) 383 if (!spaces)
465 return false; 384 return false;
466 385
467 for (int i = 0; i < size (); ++i) 386 for (int i = 0; i < size (); ++i)
468 { 387 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 388 bool unique = 0;
389
478 for (object *op = spaces [i].bot; op; op = op->above) 390 for (object *op = spaces [i].bot; op; op = op->above)
479 { 391 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 393
486 if (!op->can_map_save ()) 394 if (expect_false (!op->can_map_save ()))
487 continue; 395 continue;
488 396
489 if (unique || op->flag [FLAG_UNIQUE]) 397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 398 {
491 if (flags & IO_UNIQUES) 399 if (flags & IO_UNIQUES)
492 op->write (f); 400 op->write (f);
493 } 401 }
494 else if (flags & IO_OBJECTS) 402 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 403 op->write (f);
496 } 404 }
497 } 405 }
498 406
407 coroapi::cede_to_tick ();
408
499 return true; 409 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 410}
523 411
524bool 412bool
525maptile::_save_objects (const char *path, int flags) 413maptile::_save_objects (const char *path, int flags)
526{ 414{
701bool 589bool
702maptile::_load_header (object_thawer &thawer) 590maptile::_load_header (object_thawer &thawer)
703{ 591{
704 for (;;) 592 for (;;)
705 { 593 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 594 switch (thawer.kw)
709 { 595 {
710 case KW_msg: 596 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 597 thawer.get_ml (KW_endmsg, msg);
712 break; 598 break;
713 599
745 case KW_winddir: thawer.get (winddir); break; 631 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break; 632 case KW_sky: thawer.get (sky); break;
747 633
748 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
750 637
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 638 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 640
754 // old names new names 641 // old names new names
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769 656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
770 case KW_end: 661 case KW_end:
662 thawer.next ();
771 return true; 663 return true;
772 664
773 default: 665 default:
774 if (!thawer.parse_error ("map", 0)) 666 if (!thawer.parse_error ("map", 0))
775 return false; 667 return false;
776 break; 668 break;
777 } 669 }
670
671 thawer.next ();
778 } 672 }
779 673
780 abort (); 674 abort ();
781}
782
783bool
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792} 675}
793 676
794/****************************************************************************** 677/******************************************************************************
795 * This is the start of unique map handling code 678 * This is the start of unique map handling code
796 *****************************************************************************/ 679 *****************************************************************************/
807 object *above = op->above; 690 object *above = op->above;
808 691
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
810 unique = 1; 693 unique = 1;
811 694
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 { 696 {
814 op->destroy_inv (false); 697 op->destroy_inv (false);
815 op->destroy (); 698 op->destroy ();
816 } 699 }
817 700
831 if (name) MAP_OUT (name); 714 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 715 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 716 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 717 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
836 MAP_OUT (difficulty); 720 MAP_OUT (difficulty);
837 721
838 if (default_region) MAP_OUT2 (region, default_region->name); 722 if (default_region) MAP_OUT2 (region, default_region->name);
839 723
840 if (shopitems) 724 if (shopitems)
894 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
895 */ 779 */
896void 780void
897maptile::clear () 781maptile::clear ()
898{ 782{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 783 if (spaces)
903 { 784 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 786 while (object *op = ms->bot)
906 { 787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
907 if (op->head) 794 if (op == op->head_ ())
908 op = op->head; 795 {
909
910 op->destroy_inv (false); 796 op->destroy_inv (false);
911 op->destroy (); 797 op->destroy ();
798 }
912 } 799 }
913 800
914 sfree (spaces, size ()), spaces = 0; 801 sfree (spaces, size ()), spaces = 0;
915 } 802 }
916 803
917 if (buttons) 804 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree (regions, size ()); regions = 0;
808 delete [] regionmap; regionmap = 0;
919} 809}
920 810
921void 811void
922maptile::clear_header () 812maptile::clear_header ()
923{ 813{
953maptile::do_destroy () 843maptile::do_destroy ()
954{ 844{
955 attachable::do_destroy (); 845 attachable::do_destroy ();
956 846
957 clear (); 847 clear ();
848}
849
850/* decay and destroy perishable items in a map */
851void
852maptile::do_decay_objects ()
853{
854 if (!spaces)
855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
859 {
860 above = op->above;
861
862 bool destroy = 0;
863
864 // do not decay anything above unique floor tiles (yet :)
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
866 break;
867
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
869 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
870 || QUERY_FLAG (op, FLAG_UNIQUE)
871 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
872 || QUERY_FLAG (op, FLAG_UNPAID)
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
876 {
877 op->stats.dam--;
878 if (op->stats.dam < 0)
879 destroy = 1;
880 }
881 else if (op->is_armor ())
882 {
883 op->stats.ac--;
884 if (op->stats.ac < 0)
885 destroy = 1;
886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 || (mat & M_ICE && temp > 32))
908 destroy = 1;
909 }
910
911 /* adjust overall chance below */
912 if (destroy && rndm (0, 1))
913 op->destroy ();
914 }
958} 915}
959 916
960/* 917/*
961 * Updates every button on the map (by calling update_button() for them). 918 * Updates every button on the map (by calling update_button() for them).
962 */ 919 */
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1011 { 968 {
1012 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1013 970
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1015 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1016 973
1017 monster_cnt++; 974 monster_cnt++;
1018 } 975 }
1019 } 976 }
1020 977
1075void 1032void
1076mapspace::update_ () 1033mapspace::update_ ()
1077{ 1034{
1078 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1080 facetile *top, *floor, *middle;
1081 object *top_obj, *floor_obj, *middle_obj;
1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1038
1084 middle = blank_face; 1039 //object *middle = 0;
1085 top = blank_face; 1040 //object *top = 0;
1086 floor = blank_face; 1041 //object *floor = 0;
1087 1042 // this seems to generate better code than using locals, above
1088 middle_obj = 0; 1043 object *&top = faces_obj[0] = 0;
1089 top_obj = 0; 1044 object *&middle = faces_obj[1] = 0;
1090 floor_obj = 0; 1045 object *&floor = faces_obj[2] = 0;
1091 1046
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1048 {
1094 /* This could be made additive I guess (two lights better than 1049 /* This could be made additive I guess (two lights better than
1095 * one). But if so, it shouldn't be a simple additive - 2 1050 * one). But if so, it shouldn't be a simple additive - 2
1108 * Always put the player down for drawing. 1063 * Always put the player down for drawing.
1109 */ 1064 */
1110 if (!tmp->invisible) 1065 if (!tmp->invisible)
1111 { 1066 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1067 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1068 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1069 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1070 {
1119 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1120 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1121 */ 1073 */
1122 middle = blank_face; 1074 middle = 0;
1123 top = blank_face; 1075 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1076 floor = tmp;
1126 } 1077 }
1127 /* Flag anywhere have high priority */ 1078 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1080 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1081 middle = tmp;
1133 anywhere = 1; 1082 anywhere = 1;
1134 } 1083 }
1135 /* Find the highest visible face around. If equal 1084 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1085 * visibilities, we still want the one nearer to the
1137 * top 1086 * top
1138 */ 1087 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1089 middle = tmp;
1143 }
1144 } 1090 }
1145 1091
1146 if (tmp == tmp->above) 1092 if (tmp == tmp->above)
1147 { 1093 {
1148 LOG (llevError, "Error in structure of map\n"); 1094 LOG (llevError, "Error in structure of map\n");
1183 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
1185 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
1186 */ 1132 */
1187 if (top == middle) 1133 if (top == middle)
1188 middle = blank_face; 1134 middle = 0;
1189 1135
1190 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1198 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1146 break;
1201 1147
1202 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
1204 break; 1150 break;
1205 1151
1206 /* Only show visible faces */ 1152 /* Only show visible faces */
1207 if (!tmp->invisible) 1153 if (!tmp->invisible)
1208 { 1154 {
1209 /* Fill in top if needed */ 1155 /* Fill in top if needed */
1210 if (top == blank_face) 1156 if (!top)
1211 { 1157 {
1212 top = tmp->face;
1213 top_obj = tmp; 1158 top = tmp;
1214 if (top == middle) 1159 if (top == middle)
1215 middle = blank_face; 1160 middle = 0;
1216 } 1161 }
1217 else 1162 else
1218 { 1163 {
1219 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1220 * middle is not set 1165 * middle is not set
1221 * 1166 *
1222 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1224 * 1169 *
1225 */ 1170 */
1226 if (tmp->face != top) 1171 if (tmp != top)
1227 { 1172 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1173 middle = tmp;
1230 break; 1174 break;
1231 } 1175 }
1232 } 1176 }
1233 } 1177 }
1234 } 1178 }
1235 1179
1236 if (middle == floor) 1180 if (middle == floor)
1237 middle = blank_face; 1181 middle = 0;
1238 1182
1239 if (top == middle) 1183 if (top == middle)
1240 middle = blank_face; 1184 middle = 0;
1241 1185
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1186#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1187 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190#endif
1245} 1191}
1246 1192
1247uint64 1193uint64
1248mapspace::volume () const 1194mapspace::volume () const
1249{ 1195{
1253 vol += op->volume (); 1199 vol += op->volume ();
1254 1200
1255 return vol; 1201 return vol;
1256} 1202}
1257 1203
1258/* this updates the orig_map->tile_map[tile_num] value after finding 1204bool
1259 * the map. It also takes care of linking back the freshly found 1205maptile::tile_available (int dir, bool load)
1260 * maps tile_map values if it tiles back to this one. It returns
1261 * the value of orig_map->tile_map[tile_num].
1262 */
1263static inline maptile *
1264find_and_link (maptile *orig_map, int tile_num)
1265{ 1206{
1266 maptile *mp = orig_map->tile_map [tile_num]; 1207 if (!tile_path[dir])
1208 return 0;
1267 1209
1268 if (!mp) 1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1269 { 1211 return 1;
1270 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271 1212
1272 if (!mp) 1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1273 { 1214 return 1;
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281 }
1282 1215
1283 int dest_tile = (tile_num + 2) % 4;
1284
1285 orig_map->tile_map [tile_num] = mp;
1286
1287 // optimisation: back-link map to origin map if euclidean
1288 //TODO: non-euclidean maps MUST GO
1289 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1290 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1291
1292 return mp; 1216 return 0;
1293}
1294
1295static inline void
1296load_and_link (maptile *orig_map, int tile_num)
1297{
1298 find_and_link (orig_map, tile_num)->load_sync ();
1299} 1217}
1300 1218
1301/* this returns TRUE if the coordinates (x,y) are out of 1219/* this returns TRUE if the coordinates (x,y) are out of
1302 * map m. This function also takes into account any 1220 * map m. This function also takes into account any
1303 * tiling considerations, loading adjacant maps as needed. 1221 * tiling considerations, loading adjacant maps as needed.
1316 if (!m) 1234 if (!m)
1317 return 0; 1235 return 0;
1318 1236
1319 if (x < 0) 1237 if (x < 0)
1320 { 1238 {
1321 if (!m->tile_path[3]) 1239 if (!m->tile_available (3))
1322 return 1; 1240 return 1;
1323 1241
1324 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 3);
1326
1327 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1242 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1328 } 1243 }
1329 1244
1330 if (x >= m->width) 1245 if (x >= m->width)
1331 { 1246 {
1332 if (!m->tile_path[1]) 1247 if (!m->tile_available (1))
1333 return 1; 1248 return 1;
1334 1249
1335 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 1);
1337
1338 return out_of_map (m->tile_map[1], x - m->width, y); 1250 return out_of_map (m->tile_map[1], x - m->width, y);
1339 } 1251 }
1340 1252
1341 if (y < 0) 1253 if (y < 0)
1342 { 1254 {
1343 if (!m->tile_path[0]) 1255 if (!m->tile_available (0))
1344 return 1; 1256 return 1;
1345 1257
1346 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 0);
1348
1349 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1258 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1350 } 1259 }
1351 1260
1352 if (y >= m->height) 1261 if (y >= m->height)
1353 { 1262 {
1354 if (!m->tile_path[2]) 1263 if (!m->tile_available (2))
1355 return 1; 1264 return 1;
1356
1357 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 2);
1359 1265
1360 return out_of_map (m->tile_map[2], x, y - m->height); 1266 return out_of_map (m->tile_map[2], x, y - m->height);
1361 } 1267 }
1362 1268
1363 /* Simple case - coordinates are within this local 1269 /* Simple case - coordinates are within this local
1377maptile * 1283maptile *
1378maptile::xy_find (sint16 &x, sint16 &y) 1284maptile::xy_find (sint16 &x, sint16 &y)
1379{ 1285{
1380 if (x < 0) 1286 if (x < 0)
1381 { 1287 {
1382 if (!tile_path[3]) 1288 if (!tile_available (3))
1383 return 0; 1289 return 0;
1384 1290
1385 find_and_link (this, 3);
1386 x += tile_map[3]->width; 1291 x += tile_map[3]->width;
1387 return tile_map[3]->xy_find (x, y); 1292 return tile_map[3]->xy_find (x, y);
1388 } 1293 }
1389 1294
1390 if (x >= width) 1295 if (x >= width)
1391 { 1296 {
1392 if (!tile_path[1]) 1297 if (!tile_available (1))
1393 return 0; 1298 return 0;
1394 1299
1395 find_and_link (this, 1);
1396 x -= width; 1300 x -= width;
1397 return tile_map[1]->xy_find (x, y); 1301 return tile_map[1]->xy_find (x, y);
1398 } 1302 }
1399 1303
1400 if (y < 0) 1304 if (y < 0)
1401 { 1305 {
1402 if (!tile_path[0]) 1306 if (!tile_available (0))
1403 return 0; 1307 return 0;
1404 1308
1405 find_and_link (this, 0);
1406 y += tile_map[0]->height; 1309 y += tile_map[0]->height;
1407 return tile_map[0]->xy_find (x, y); 1310 return tile_map[0]->xy_find (x, y);
1408 } 1311 }
1409 1312
1410 if (y >= height) 1313 if (y >= height)
1411 { 1314 {
1412 if (!tile_path[2]) 1315 if (!tile_available (2))
1413 return 0; 1316 return 0;
1414 1317
1415 find_and_link (this, 2);
1416 y -= height; 1318 y -= height;
1417 return tile_map[2]->xy_find (x, y); 1319 return tile_map[2]->xy_find (x, y);
1418 } 1320 }
1419 1321
1420 /* Simple case - coordinates are within this local 1322 /* Simple case - coordinates are within this local
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1333adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1334{
1433 if (!map1 || !map2) 1335 if (!map1 || !map2)
1434 return 0; 1336 return 0;
1435 1337
1436 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1338 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1437 //fix: compare paths instead (this is likely faster, too!) 1339 //fix: compare paths instead (this is likely faster, too!)
1438 if (map1 == map2) 1340 if (map1 == map2)
1439 { 1341 {
1440 *dx = 0; 1342 *dx = 0;
1441 *dy = 0; 1343 *dy = 0;
1669 return default_region; 1571 return default_region;
1670 1572
1671 return ::region::default_region (); 1573 return ::region::default_region ();
1672} 1574}
1673 1575
1576/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */
1580object *
1581maptile::pick_random_object () const
1582{
1583 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me.
1588 */
1589 for (int i = 1000; --i;)
1590 {
1591 object *pick = at (rndm (width), rndm (height)).bot;
1674 1592
1593 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick)
1595 return pick->head_ ();
1596 }
1597
1598 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked");
1600}
1601
1602void
1603maptile::play_sound (faceidx sound, int x, int y) const
1604{
1605 if (!sound)
1606 return;
1607
1608 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->observe->x;
1613 int dy = y - pl->observe->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy);
1619 }
1620}
1621

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