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Comparing deliantra/server/common/map.C (file contents):
Revision 1.97 by root, Sat Mar 17 21:13:21 2007 UTC vs.
Revision 1.149 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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"
29
30#include "loader.h" 27#include "loader.h"
31
32#include "path.h" 28#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 29
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* We basically go through the stack of objects, and if there is 111 /* 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 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
215 else 144 else
216 { 145 {
217 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
219 * movement, can't move here. 148 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
221 * hidden dm 150 * hidden dm
222 */ 151 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 153 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 160 return 1;
228 } 161 }
229 162
230 } 163 }
231 return 0; 164 return 0;
232} 165}
233 166
234/* 167/*
235 * Returns true if the given object can't fit in the given spot. 168 * 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, 169 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
240 * 173 *
241 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
242 * 175 *
243 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
255 * 188 *
256 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
258 * against the move_block values. 191 * against the move_block values.
259 */ 192 */
260int 193bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
262{ 195{
263 archetype *tmp; 196 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 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
277 199
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
279 { 201 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 202
282 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 204
284 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 206 return 1;
286 207
287 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
288 209 * (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. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 211 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 213 continue;
296 214
297 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
299 */ 217 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
301 return P_NO_PASS; 219 return 1;
302 } 220 }
303 221
304 return 0; 222 return 0;
305} 223}
306 224
324 242
325 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
326 tmp = next; 244 tmp = next;
327 } 245 }
328 246
329 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
330 * carrying. 248 //TODO: remove
331 */ 249 container->update_weight ();
332 sum_weight (container);
333} 250}
334 251
335void 252void
336maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
337{ 254{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
344} 261}
345 262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
274}
275
346/* link_multipart_objects go through all the objects on the map looking 276/* 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 277 * 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 278 * 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 279 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 280 */
352void 281void
353maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
354{ 283{
355 if (!spaces) 284 if (!spaces)
356 return; 285 return;
357 286
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 288 {
289 object *op = ms->bot;
290 while (op)
360 { 291 {
361 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 293 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 { 294 {
373 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
374 297
375 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 300 // 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); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
390 } 305 }
306 else
307 op = op->above;
391 } 308 }
392 } 309 }
393} 310}
394 311
395/* 312/*
396 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 314 * file pointer.
399bool 316bool
400maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
401{ 318{
402 for (;;) 319 for (;;)
403 { 320 {
404 coroapi::cede_every (1000); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
405 322
406 switch (f.kw) 323 switch (f.kw)
407 { 324 {
408 case KW_arch: 325 case KW_arch:
409 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
410 { 327 {
328 // TODO: why?
411 if (op->inv) 329 if (op->inv)
412 sum_weight (op); 330 op->update_weight ();
413 331
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
415 } 358 }
416 359
417 continue; 360 continue;
418 361
419 case KW_EOF: 362 case KW_EOF:
432} 375}
433 376
434void 377void
435maptile::activate () 378maptile::activate ()
436{ 379{
437 if (!spaces) 380 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 383 op->activate_recursive ();
443} 384}
444 385
445void 386void
446maptile::deactivate () 387maptile::deactivate ()
447{ 388{
448 if (!spaces) 389 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 392 op->deactivate_recursive ();
454} 393}
455 394
456bool 395bool
457maptile::_save_objects (object_freezer &f, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
458{ 397{
459 coroapi::cede (); 398 coroapi::cede_to_tick ();
460 399
461 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
462 _save_header (f); 401 _save_header (f);
463 402
464 if (!spaces) 403 if (!spaces)
465 return false; 404 return false;
466 405
467 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
468 { 407 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477#endif
478
479 int unique = 0; 408 bool unique = 0;
409
480 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
481 { 411 {
482 // count per-object, but cede only when modification-safe
483 cede_count++;
484
485 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
486 unique = 1;
487 413
488 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
489 continue; 415 continue;
490 416
491 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
492 { 418 {
493 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
494 op->write (f); 420 op->write (f);
495 } 421 }
496 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
497 op->write (f); 423 op->write (f);
498 } 424 }
499 } 425 }
500 426
501 coroapi::cede (); 427 coroapi::cede_to_tick ();
502 428
503 return true; 429 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} 430}
527 431
528bool 432bool
529maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
530{ 434{
705bool 609bool
706maptile::_load_header (object_thawer &thawer) 610maptile::_load_header (object_thawer &thawer)
707{ 611{
708 for (;;) 612 for (;;)
709 { 613 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 614 switch (thawer.kw)
713 { 615 {
714 case KW_msg: 616 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 617 thawer.get_ml (KW_endmsg, msg);
716 break; 618 break;
717 619
749 case KW_winddir: thawer.get (winddir); break; 651 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
751 653
752 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
754 658
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 661
758 // old names new names 662 // old names new names
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
774 case KW_end: 682 case KW_end:
683 thawer.next ();
775 return true; 684 return true;
776 685
777 default: 686 default:
778 if (!thawer.parse_error ("map", 0)) 687 if (!thawer.parse_error ("map", 0))
779 return false; 688 return false;
780 break; 689 break;
781 } 690 }
691
692 thawer.next ();
782 } 693 }
783 694
784 abort (); 695 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} 696}
797 697
798/****************************************************************************** 698/******************************************************************************
799 * This is the start of unique map handling code 699 * This is the start of unique map handling code
800 *****************************************************************************/ 700 *****************************************************************************/
811 object *above = op->above; 711 object *above = op->above;
812 712
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 714 unique = 1;
815 715
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy (); 717 op->destroy ();
820 }
821 718
822 op = above; 719 op = above;
823 } 720 }
824 } 721 }
825} 722}
835 if (name) MAP_OUT (name); 732 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
841 740
842 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
843 742
844 if (shopitems) 743 if (shopitems)
898 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
899 */ 798 */
900void 799void
901maptile::clear () 800maptile::clear ()
902{ 801{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 802 if (spaces)
907 { 803 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 805 while (object *op = ms->bot)
910 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
911 if (op->head) 814 if (op == head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
916 } 821 }
917 822
918 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
919 } 824 }
920 825
921 if (buttons) 826 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
923} 831}
924 832
925void 833void
926maptile::clear_header () 834maptile::clear_header ()
927{ 835{
957maptile::do_destroy () 865maptile::do_destroy ()
958{ 866{
959 attachable::do_destroy (); 867 attachable::do_destroy ();
960 868
961 clear (); 869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873void
874maptile::do_decay_objects ()
875{
876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
881 {
882 above = op->above;
883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break;
889
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ())
896 ; // do not decay
897 else if (op->is_weapon ())
898 {
899 op->stats.dam--;
900 if (op->stats.dam < 0)
901 destroy = 1;
902 }
903 else if (op->is_armor ())
904 {
905 op->stats.ac--;
906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
915 else
916 {
917 int mat = op->materials;
918
919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy ();
936 }
962} 937}
963 938
964/* 939/*
965 * Updates every button on the map (by calling update_button() for them). 940 * Updates every button on the map (by calling update_button() for them).
966 */ 941 */
1013 988
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 989 if (QUERY_FLAG (op, FLAG_GENERATOR))
1015 { 990 {
1016 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
1017 992
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 993 if (archetype *at = op->other_arch)
994 {
1019 total_exp += at->clone.stats.exp * 8; 995 total_exp += at->stats.exp * 8;
1020
1021 monster_cnt++; 996 monster_cnt++;
997 }
998
999 for (object *inv = op->inv; inv; inv = inv->below)
1000 {
1001 total_exp += op->stats.exp * 8;
1002 monster_cnt++;
1003 }
1022 } 1004 }
1023 } 1005 }
1024 1006
1025 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
1026 1008
1065 else 1047 else
1066 darkness = new_level; 1048 darkness = new_level;
1067 1049
1068 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1051 update_all_map_los (this);
1052
1070 return 1; 1053 return 1;
1071} 1054}
1072 1055
1073/* 1056/*
1074 * This function updates various attributes about a specific space 1057 * This function updates various attributes about a specific space
1077 * through, etc) 1060 * through, etc)
1078 */ 1061 */
1079void 1062void
1080mapspace::update_ () 1063mapspace::update_ ()
1081{ 1064{
1082 object *tmp, *last = 0; 1065 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1085 1068
1086 //object *middle = 0; 1069 //object *middle = 0;
1087 //object *top = 0; 1070 //object *top = 0;
1089 // this seems to generate better code than using locals, above 1072 // this seems to generate better code than using locals, above
1090 object *&top = faces_obj[0] = 0; 1073 object *&top = faces_obj[0] = 0;
1091 object *&middle = faces_obj[1] = 0; 1074 object *&middle = faces_obj[1] = 0;
1092 object *&floor = faces_obj[2] = 0; 1075 object *&floor = faces_obj[2] = 0;
1093 1076
1094 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1095 { 1078 {
1096 /* This could be made additive I guess (two lights better than 1079 /* This could be made additive I guess (two lights better than
1097 * one). But if so, it shouldn't be a simple additive - 2 1080 * one). But if so, it shouldn't be a simple additive - 2
1098 * light bulbs do not illuminate twice as far as once since 1081 * light bulbs do not illuminate twice as far as once since
1099 * it is a dissapation factor that is cubed. 1082 * it is a dissapation factor that is cubed.
1100 */ 1083 */
1101 if (tmp->glow_radius > light)
1102 light = tmp->glow_radius; 1084 light = max (light, tmp->glow_radius);
1103 1085
1104 /* This call is needed in order to update objects the player 1086 /* This call is needed in order to update objects the player
1105 * is standing in that have animations (ie, grass, fire, etc). 1087 * is standing in that have animations (ie, grass, fire, etc).
1106 * However, it also causes the look window to be re-drawn 1088 * However, it also causes the look window to be re-drawn
1107 * 3 times each time the player moves, because many of the 1089 * 3 times each time the player moves, because many of the
1126 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1127 { 1109 {
1128 middle = tmp; 1110 middle = tmp;
1129 anywhere = 1; 1111 anywhere = 1;
1130 } 1112 }
1113
1131 /* Find the highest visible face around. If equal 1114 /* Find the highest visible face around. If equal
1132 * visibilities, we still want the one nearer to the 1115 * visibilities, we still want the one nearer to the
1133 * top 1116 * top
1134 */ 1117 */
1135 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1118 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1184 * 1) top face is set, need middle to be set. 1167 * 1) top face is set, need middle to be set.
1185 * 2) middle is set, need to set top. 1168 * 2) middle is set, need to set top.
1186 * 3) neither middle or top is set - need to set both. 1169 * 3) neither middle or top is set - need to set both.
1187 */ 1170 */
1188 1171
1189 for (tmp = last; tmp; tmp = tmp->below) 1172 for (object *tmp = last; tmp; tmp = tmp->below)
1190 { 1173 {
1191 /* Once we get to a floor, stop, since we already have a floor object */ 1174 /* Once we get to a floor, stop, since we already have a floor object */
1192 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1193 break; 1176 break;
1194 1177
1246 vol += op->volume (); 1229 vol += op->volume ();
1247 1230
1248 return vol; 1231 return vol;
1249} 1232}
1250 1233
1251/* this updates the orig_map->tile_map[tile_num] value after finding 1234bool
1252 * the map. It also takes care of linking back the freshly found 1235maptile::tile_available (int dir, bool load)
1253 * maps tile_map values if it tiles back to this one. It returns
1254 * the value of orig_map->tile_map[tile_num].
1255 */
1256static inline maptile *
1257find_and_link (maptile *orig_map, int tile_num)
1258{ 1236{
1259 maptile *mp = orig_map->tile_map [tile_num]; 1237 if (!tile_path[dir])
1238 return 0;
1260 1239
1261 if (!mp) 1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1262 { 1241 return 1;
1263 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1264 1242
1265 if (!mp) 1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1266 { 1244 return 1;
1267 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1268 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1269 &orig_map->tile_path[tile_num], &orig_map->path);
1270 mp = new maptile (1, 1);
1271 mp->alloc ();
1272 mp->in_memory = MAP_IN_MEMORY;
1273 }
1274 }
1275 1245
1276 int dest_tile = (tile_num + 2) % 4;
1277
1278 orig_map->tile_map [tile_num] = mp;
1279
1280 // optimisation: back-link map to origin map if euclidean
1281 //TODO: non-euclidean maps MUST GO
1282 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1283 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1284
1285 return mp; 1246 return 0;
1286}
1287
1288static inline void
1289load_and_link (maptile *orig_map, int tile_num)
1290{
1291 find_and_link (orig_map, tile_num)->load_sync ();
1292} 1247}
1293 1248
1294/* this returns TRUE if the coordinates (x,y) are out of 1249/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1250 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1251 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1264 if (!m)
1310 return 0; 1265 return 0;
1311 1266
1312 if (x < 0) 1267 if (x < 0)
1313 { 1268 {
1314 if (!m->tile_path[3]) 1269 if (!m->tile_available (3))
1315 return 1; 1270 return 1;
1316 1271
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 find_and_link (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1272 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1273 }
1322 1274
1323 if (x >= m->width) 1275 if (x >= m->width)
1324 { 1276 {
1325 if (!m->tile_path[1]) 1277 if (!m->tile_available (1))
1326 return 1; 1278 return 1;
1327 1279
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1280 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1281 }
1333 1282
1334 if (y < 0) 1283 if (y < 0)
1335 { 1284 {
1336 if (!m->tile_path[0]) 1285 if (!m->tile_available (0))
1337 return 1; 1286 return 1;
1338 1287
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1288 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1289 }
1344 1290
1345 if (y >= m->height) 1291 if (y >= m->height)
1346 { 1292 {
1347 if (!m->tile_path[2]) 1293 if (!m->tile_available (2))
1348 return 1; 1294 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 2);
1352 1295
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1296 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1297 }
1355 1298
1356 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
1370maptile * 1313maptile *
1371maptile::xy_find (sint16 &x, sint16 &y) 1314maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1315{
1373 if (x < 0) 1316 if (x < 0)
1374 { 1317 {
1375 if (!tile_path[3]) 1318 if (!tile_available (3))
1376 return 0; 1319 return 0;
1377 1320
1378 find_and_link (this, 3);
1379 x += tile_map[3]->width; 1321 x += tile_map[3]->width;
1380 return tile_map[3]->xy_find (x, y); 1322 return tile_map[3]->xy_find (x, y);
1381 } 1323 }
1382 1324
1383 if (x >= width) 1325 if (x >= width)
1384 { 1326 {
1385 if (!tile_path[1]) 1327 if (!tile_available (1))
1386 return 0; 1328 return 0;
1387 1329
1388 find_and_link (this, 1);
1389 x -= width; 1330 x -= width;
1390 return tile_map[1]->xy_find (x, y); 1331 return tile_map[1]->xy_find (x, y);
1391 } 1332 }
1392 1333
1393 if (y < 0) 1334 if (y < 0)
1394 { 1335 {
1395 if (!tile_path[0]) 1336 if (!tile_available (0))
1396 return 0; 1337 return 0;
1397 1338
1398 find_and_link (this, 0);
1399 y += tile_map[0]->height; 1339 y += tile_map[0]->height;
1400 return tile_map[0]->xy_find (x, y); 1340 return tile_map[0]->xy_find (x, y);
1401 } 1341 }
1402 1342
1403 if (y >= height) 1343 if (y >= height)
1404 { 1344 {
1405 if (!tile_path[2]) 1345 if (!tile_available (2))
1406 return 0; 1346 return 0;
1407 1347
1408 find_and_link (this, 2);
1409 y -= height; 1348 y -= height;
1410 return tile_map[2]->xy_find (x, y); 1349 return tile_map[2]->xy_find (x, y);
1411 } 1350 }
1412 1351
1413 /* Simple case - coordinates are within this local 1352 /* Simple case - coordinates are within this local
1424adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1425{ 1364{
1426 if (!map1 || !map2) 1365 if (!map1 || !map2)
1427 return 0; 1366 return 0;
1428 1367
1429 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1430 //fix: compare paths instead (this is likely faster, too!) 1369 //fix: compare paths instead (this is likely faster, too!)
1431 if (map1 == map2) 1370 if (map1 == map2)
1432 { 1371 {
1433 *dx = 0; 1372 *dx = 0;
1434 *dy = 0; 1373 *dy = 0;
1641} 1580}
1642 1581
1643object * 1582object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1583maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1584{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1585 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1586}
1651 1587
1652region * 1588region *
1653maptile::region (int x, int y) const 1589maptile::region (int x, int y) const
1663 1599
1664 return ::region::default_region (); 1600 return ::region::default_region ();
1665} 1601}
1666 1602
1667/* picks a random object from a style map. 1603/* picks a random object from a style map.
1668 * Redone by MSW so it should be faster and not use static
1669 * variables to generate tables.
1670 */ 1604 */
1671object * 1605object *
1672maptile::pick_random_object () const 1606maptile::pick_random_object (rand_gen &gen) const
1673{ 1607{
1674 /* while returning a null object will result in a crash, that 1608 /* while returning a null object will result in a crash, that
1675 * is actually preferable to an infinite loop. That is because 1609 * is actually preferable to an infinite loop. That is because
1676 * most servers will automatically restart in case of crash. 1610 * most servers will automatically restart in case of crash.
1677 * Change the logic on getting the random space - shouldn't make 1611 * Change the logic on getting the random space - shouldn't make
1678 * any difference, but this seems clearer to me. 1612 * any difference, but this seems clearer to me.
1679 */ 1613 */
1680 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1681 { 1615 {
1682 object *pick = at (rndm (width), rndm (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1683 1617
1684 // do not prefer big monsters just because they are big. 1618 // do not prefer big monsters just because they are big.
1685 if (pick && pick->head_ () == pick) 1619 if (pick && pick->is_head ())
1686 return pick->head_ (); 1620 return pick->head_ ();
1687 } 1621 }
1688 1622
1689 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1690 return get_archetype ("blocked"); 1624 return archetype::find ("bug");
1691} 1625}
1692 1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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