--- deliantra/server/common/map.C 2006/09/04 15:51:24 1.23
+++ deliantra/server/common/map.C 2007/09/06 06:53:05 1.125
@@ -1,236 +1,34 @@
/*
- * static char *rcsid_map_c =
- * "$Id: map.C,v 1.23 2006/09/04 15:51:24 root Exp $";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-
-#include
-#include
-
-#include
-#ifndef WIN32 /* ---win32 exclude header */
#include
-#endif /* win32 */
-
-#include "path.h"
-
-extern int nrofallocobjects,nroffreeobjects;
+#include "global.h"
+#include "funcpoint.h"
-/*
- * Returns the mapstruct which has a name matching the given argument.
- * return NULL if no match is found.
- */
-
-mapstruct *has_been_loaded (const char *name) {
- mapstruct *map;
+#include "loader.h"
- if (!name || !*name)
- return 0;
- for (map = first_map; map; map = map->next)
- if (!strcmp (name, map->path))
- break;
- return (map);
-}
-
-/*
- * This makes a path absolute outside the world of Crossfire.
- * In other words, it prepends LIBDIR/MAPDIR/ to the given path
- * and returns the pointer to a static array containing the result.
- * it really should be called create_mapname
- */
-
-const char *create_pathname (const char *name) {
- static char buf[MAX_BUF];
-
- /* Why? having extra / doesn't confuse unix anyplace? Dependancies
- * someplace else in the code? msw 2-17-97
- */
- if (*name == '/')
- sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
- else
- sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
- return (buf);
-}
-
-/*
- * same as create_pathname, but for the overlay maps.
- */
-
-const char *create_overlay_pathname (const char *name) {
- static char buf[MAX_BUF];
-
- /* Why? having extra / doesn't confuse unix anyplace? Dependancies
- * someplace else in the code? msw 2-17-97
- */
- if (*name == '/')
- sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
- else
- sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
- return (buf);
-}
-
-/*
- * same as create_pathname, but for the template maps.
- */
-
-const char *create_template_pathname (const char *name) {
- static char buf[MAX_BUF];
-
- /* Why? having extra / doesn't confuse unix anyplace? Dependancies
- * someplace else in the code? msw 2-17-97
- */
- if (*name == '/')
- sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
- else
- sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
- return (buf);
-}
-
-/*
- * This makes absolute path to the itemfile where unique objects
- * will be saved. Converts '/' to '@'. I think it's essier maintain
- * files than full directory structure, but if this is problem it can
- * be changed.
- */
-static const char *create_items_path (const char *s) {
- static char buf[MAX_BUF];
- char *t;
-
- if (*s == '/')
- s++;
-
- sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
-
- for (t=buf+strlen(buf); *s; s++,t++)
- if (*s == '/')
- *t = '@';
- else
- *t = *s;
- *t = 0;
- return (buf);
-}
-
-
-/*
- * This function checks if a file with the given path exists.
- * -1 is returned if it fails, otherwise the mode of the file
- * is returned.
- * It tries out all the compression suffixes listed in the uncomp[] array.
- *
- * If prepend_dir is set, then we call create_pathname (which prepends
- * libdir & mapdir). Otherwise, we assume the name given is fully
- * complete.
- * Only the editor actually cares about the writablity of this -
- * the rest of the code only cares that the file is readable.
- * when the editor goes away, the call to stat should probably be
- * replaced by an access instead (similar to the windows one, but
- * that seems to be missing the prepend_dir processing
- */
-
-int check_path (const char *name, int prepend_dir)
-{
- char buf[MAX_BUF];
-#ifndef WIN32
- char *endbuf;
- struct stat statbuf;
- int mode = 0, i;
-#endif
-
- if (prepend_dir)
- strcpy (buf, create_pathname(name));
- else
- strcpy(buf, name);
-#ifdef WIN32 /* ***win32: check this sucker in windows style. */
- return(_access(buf,0));
-#else
-
- /* old method (strchr(buf, '\0')) seemd very odd to me -
- * this method should be equivalant and is clearer.
- * Can not use strcat because we need to cycle through
- * all the names.
- */
- endbuf = buf + strlen(buf);
-
- if (stat (buf, &statbuf))
- return -1;
- if (!S_ISREG (statbuf.st_mode))
- return (-1);
-
- if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
- ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
- (statbuf.st_mode & S_IROTH))
- mode |= 4;
-
- if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
- (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
- (statbuf.st_mode & S_IWOTH))
- mode |= 2;
-
- return (mode);
-#endif
-}
-
-/*
- * Prints out debug-information about a map.
- * Dumping these at llevError doesn't seem right, but is
- * necessary to make sure the information is in fact logged.
- */
-
-void dump_map(const mapstruct *m) {
- LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
- LOG(llevError,"Size: %dx%d Start: %d,%d\n",
- MAP_WIDTH(m), MAP_HEIGHT(m),
- MAP_ENTER_X(m), MAP_ENTER_Y(m));
-
- if(m->msg!=NULL)
- LOG(llevError,"Message:\n%s",m->msg);
-
- if(m->maplore!=NULL)
- LOG(llevError,"Lore:\n%s",m->maplore);
-
- if(m->tmpname!=NULL)
- LOG(llevError,"Tmpname: %s\n",m->tmpname);
-
- LOG(llevError,"Difficulty: %d\n",m->difficulty);
- LOG(llevError,"Darkness: %d\n",m->darkness);
-}
-
-/*
- * Prints out debug-information about all maps.
- * This basically just goes through all the maps and calls
- * dump_map on each one.
- */
-
-void dump_all_maps(void) {
- mapstruct *m;
- for(m=first_map;m!=NULL;m=m->next) {
- dump_map(m);
- }
-}
+#include "path.h"
/* This rolls up wall, blocks_magic, blocks_view, etc, all into
* one function that just returns a P_.. value (see map.h)
@@ -242,29 +40,23 @@
* checking for the existence of something on those spaces, but
* don't expect to insert/remove anything from those spaces.
*/
-int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
+int
+get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
{
- sint16 newx, newy;
- int retval=0;
- mapstruct *mp;
-
- if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
- newx = x;
- newy = y;
- mp = get_map_from_coord(oldmap, &newx, &newy);
- if (mp != oldmap)
- retval |= P_NEW_MAP;
- if (newmap) *newmap = mp;
- if (nx) *nx = newx;
- if (ny) *ny = newy;
- retval |= mp->spaces[newx + mp->width * newy].flags;
+ sint16 newx = x;
+ sint16 newy = y;
- if (retval & P_SAFE)
- retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
+ maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
- return retval;
-}
+ if (!mp)
+ return P_OUT_OF_MAP;
+ if (newmap) *newmap = mp;
+ if (nx) *nx = newx;
+ if (ny) *ny = newy;
+
+ return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
+}
/*
* Returns true if the given coordinate is blocked except by the
@@ -278,90 +70,103 @@
* the coordinates & map passed in should have been updated for tiling
* by the caller.
*/
+int
+blocked_link (object *ob, maptile *m, int sx, int sy)
+{
+ object *tmp;
+ int mflags, blocked;
-int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
- object *tmp;
- int mflags, blocked;
-
- /* Make sure the coordinates are valid - they should be, as caller should
- * have already checked this.
- */
- if (OUT_OF_REAL_MAP(m, sx, sy)) {
- LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
- return 1;
+ /* Make sure the coordinates are valid - they should be, as caller should
+ * have already checked this.
+ */
+ if (OUT_OF_REAL_MAP (m, sx, sy))
+ {
+ LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
+ return 1;
}
- /* Save some cycles - instead of calling get_map_flags(), just get the value
- * directly.
- */
- mflags = m->spaces[sx + m->width * sy].flags;
-
- blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
-
- /* If space is currently not blocked by anything, no need to
- * go further. Not true for players - all sorts of special
- * things we need to do for players.
- */
- if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
-
- /* if there isn't anytyhing alive on this space, and this space isn't
- * otherwise blocked, we can return now. Only if there is a living
- * creature do we need to investigate if it is part of this creature
- * or another. Likewise, only if something is blocking us do we
- * need to investigate if there is a special circumstance that would
- * let the player through (inventory checkers for example)
- */
- if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
-
- if(ob->head != NULL)
- ob=ob->head;
-
- /* We basically go through the stack of objects, and if there is
- * some other object that has NO_PASS or FLAG_ALIVE set, return
- * true. If we get through the entire stack, that must mean
- * ob is blocking it, so return 0.
- */
- for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
-
- /* This must be before the checks below. Code for inventory checkers. */
- if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
- /* If last_sp is set, the player/monster needs an object,
- * so we check for it. If they don't have it, they can't
- * pass through this space.
- */
- if (tmp->last_sp) {
- if (check_inv_recursive(ob,tmp)==NULL)
- return 1;
- else
- continue;
- } else {
- /* In this case, the player must not have the object -
- * if they do, they can't pass through.
- */
- if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
- return 1;
- else
- continue;
+ /* Save some cycles - instead of calling get_map_flags(), just get the value
+ * directly.
+ */
+ mflags = m->at (sx, sy).flags ();
+
+ blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
+
+ /* If space is currently not blocked by anything, no need to
+ * go further. Not true for players - all sorts of special
+ * things we need to do for players.
+ */
+ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
+ return 0;
+
+ /* if there isn't anytyhing alive on this space, and this space isn't
+ * otherwise blocked, we can return now. Only if there is a living
+ * creature do we need to investigate if it is part of this creature
+ * or another. Likewise, only if something is blocking us do we
+ * need to investigate if there is a special circumstance that would
+ * let the player through (inventory checkers for example)
+ */
+ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
+ return 0;
+
+ ob = ob->head_ ();
+
+ /* We basically go through the stack of objects, and if there is
+ * some other object that has NO_PASS or FLAG_ALIVE set, return
+ * true. If we get through the entire stack, that must mean
+ * ob is blocking it, so return 0.
+ */
+ for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
+ {
+
+ /* This must be before the checks below. Code for inventory checkers. */
+ if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
+ {
+ /* If last_sp is set, the player/monster needs an object,
+ * so we check for it. If they don't have it, they can't
+ * pass through this space.
+ */
+ if (tmp->last_sp)
+ {
+ if (check_inv_recursive (ob, tmp) == NULL)
+ return 1;
+ else
+ continue;
}
- } /* if check_inv */
- else {
- /* Broke apart a big nasty if into several here to make
- * this more readable. first check - if the space blocks
- * movement, can't move here.
- * second - if a monster, can't move there, unles it is a
- * hidden dm
- */
- if (OB_MOVE_BLOCK(ob, tmp)) return 1;
- if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
- tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
- return 1;
+ else
+ {
+ /* In this case, the player must not have the object -
+ * if they do, they can't pass through.
+ */
+ if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
+ return 1;
+ else
+ continue;
+ }
+ } /* if check_inv */
+ else
+ {
+ /* Broke apart a big nasty if into several here to make
+ * this more readable. first check - if the space blocks
+ * movement, can't move here.
+ * second - if a monster, can't move there, unless it is a
+ * hidden dm
+ */
+ if (OB_MOVE_BLOCK (ob, tmp))
+ return 1;
+
+ if (tmp->flag [FLAG_ALIVE]
+ && tmp->head_ () != ob
+ && tmp != ob
+ && tmp->type != DOOR
+ && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
+ return 1;
}
}
- return 0;
+ return 0;
}
-
/*
* Returns true if the given object can't fit in the given spot.
* This is meant for multi space objects - for single space objecs,
@@ -388,42 +193,51 @@
* code, we need to have actual object to check its move_type
* against the move_block values.
*/
+int
+ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
+{
+ archetype *tmp;
+ int flag;
+ maptile *m1;
+ sint16 sx, sy;
-int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
- archetype *tmp;
- int flag;
- mapstruct *m1;
- sint16 sx, sy;
-
- if(ob==NULL) {
- flag= get_map_flags(m,&m1, x,y, &sx, &sy);
- if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
-
- /* don't have object, so don't know what types would block */
- return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
- }
-
- for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
- flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
-
- if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
- if (flag & P_IS_ALIVE) return P_IS_ALIVE;
-
- /* find_first_free_spot() calls this function. However, often
- * ob doesn't have any move type (when used to place exits)
- * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
- */
-
- if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
-
- /* Note it is intentional that we check ob - the movement type of the
- * head of the object should correspond for the entire object.
- */
- if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
- return AB_NO_PASS;
+ if (!ob)
+ {
+ flag = get_map_flags (m, &m1, x, y, &sx, &sy);
+ if (flag & P_OUT_OF_MAP)
+ return P_OUT_OF_MAP;
+ /* don't have object, so don't know what types would block */
+ return m1->at (sx, sy).move_block;
}
- return 0;
+
+ for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
+ {
+ flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
+
+ if (flag & P_OUT_OF_MAP)
+ return P_OUT_OF_MAP;
+ if (flag & P_IS_ALIVE)
+ return P_IS_ALIVE;
+
+ mapspace &ms = m1->at (sx, sy);
+
+ /* find_first_free_spot() calls this function. However, often
+ * ob doesn't have any move type (when used to place exits)
+ * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
+ */
+
+ if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
+ continue;
+
+ /* Note it is intentional that we check ob - the movement type of the
+ * head of the object should correspond for the entire object.
+ */
+ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
+ return P_NO_PASS;
+ }
+
+ return 0;
}
/* When the map is loaded, load_object does not actually insert objects
@@ -432,240 +246,220 @@
* The object 'container' is the object that contains the inventory.
* This is needed so that we can update the containers weight.
*/
+void
+fix_container (object *container)
+{
+ object *tmp = container->inv, *next;
+
+ container->inv = 0;
+ while (tmp)
+ {
+ next = tmp->below;
+ if (tmp->inv)
+ fix_container (tmp);
+
+ insert_ob_in_ob (tmp, container);
+ tmp = next;
+ }
+
+ /* sum_weight will go through and calculate what all the containers are
+ * carrying.
+ */
+ sum_weight (container);
+}
-void fix_container(object *container)
+void
+maptile::set_object_flag (int flag, int value)
{
- object *tmp=container->inv, *next;
+ if (!spaces)
+ return;
- container->inv=NULL;
- while (tmp!=NULL) {
- next = tmp->below;
- if (tmp->inv)
- fix_container(tmp);
- (void) insert_ob_in_ob(tmp,container);
- tmp = next;
- }
- /* sum_weight will go through and calculate what all the containers are
- * carrying.
- */
- sum_weight(container);
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *tmp = ms->bot; tmp; tmp = tmp->above)
+ tmp->flag [flag] = value;
}
/* link_multipart_objects go through all the objects on the map looking
* for objects whose arch says they are multipart yet according to the
* info we have, they only have the head (as would be expected when
- * they are saved). We do have to look for the old maps that did save
- * the more sections and not re-add sections for them.
+ * they are saved).
*/
-
-static void link_multipart_objects(mapstruct *m)
+void
+maptile::link_multipart_objects ()
{
- int x,y;
- object *tmp, *op, *last, *above;
- archetype *at;
-
- for(x=0;xabove;
-
- /* already multipart - don't do anything more */
- if (tmp->head || tmp->more) continue;
-
- /* If there is nothing more to this object, this for loop
- * won't do anything.
- */
- for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
- op = arch_to_object(at);
-
- /* update x,y coordinates */
- op->x += tmp->x;
- op->y += tmp->y;
- op->head = tmp;
- op->map = m;
- last->more = op;
- op->name = tmp->name;
- op->title = tmp->title;
- /* we could link all the parts onto tmp, and then just
- * call insert_ob_in_map once, but the effect is the same,
- * as insert_ob_in_map will call itself with each part, and
- * the coding is simpler to just to it here with each part.
- */
- insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
- } /* for at = tmp->arch->more */
- } /* for objects on this space */
+ if (!spaces)
+ return;
+
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ {
+ object *op = ms->bot;
+ while (op)
+ {
+ /* already multipart - don't do anything more */
+ if (op->head_ () == op && !op->more && op->arch->more)
+ {
+ op->remove ();
+ op->expand_tail ();
+
+ // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
+ // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
+ // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
+ insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
+
+ op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
+ // so we have to reset the iteration through the mapspace
+ }
+ else
+ op = op->above;
+ }
+ }
}
-
-
/*
* Loads (ands parses) the objects into a given map from the specified
* file pointer.
- * mapflags is the same as we get with load_original_map
*/
+bool
+maptile::_load_objects (object_thawer &f)
+{
+ for (;;)
+ {
+ coroapi::cede_to_tick_every (100); // cede once in a while
-void load_objects (mapstruct *m, object_thawer &fp, int mapflags) {
- int i,j;
- int unique;
- object *op, *prev=NULL,*last_more=NULL, *otmp;
-
- op=get_object();
- op->map = m; /* To handle buttons correctly */
-
- while((i = load_object (fp, op, mapflags))) {
- /* if the archetype for the object is null, means that we
- * got an invalid object. Don't do anything with it - the game
- * or editor will not be able to do anything with it either.
- */
- if (op->arch==NULL) {
- LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)");
- continue;
- }
-
+ switch (f.kw)
+ {
+ case KW_arch:
+ if (object *op = object::read (f, this))
+ {
+ if (op->inv)
+ sum_weight (op);
- switch(i) {
- case LL_NORMAL:
- /* if we are loading an overlay, put the floors on the bottom */
- if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
- QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
- insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
- else
- insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
+ insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
+ }
- if (op->inv)
- sum_weight(op);
+ continue;
- prev=op,last_more=op;
- break;
+ case KW_EOF:
+ return true;
- case LL_MORE:
- insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
- op->head=prev,last_more->more=op,last_more=op;
+ default:
+ if (!f.parse_error ("map file"))
+ return false;
break;
}
- if (mapflags & MAP_STYLE) {
- remove_from_active_list(op);
- }
- op=get_object();
- op->map = m;
+
+ f.next ();
}
- for (i=0;iwidth;i++){
- for (j=0;jheight;j++){
- unique =0;
- /* check for unique items, or unique squares */
- for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
- if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
- unique = 1;
- if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
- SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
+
+ return true;
+}
+
+void
+maptile::activate ()
+{
+ if (spaces)
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *op = ms->bot; op; op = op->above)
+ op->activate_recursive ();
+}
+
+void
+maptile::deactivate ()
+{
+ if (spaces)
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *op = ms->bot; op; op = op->above)
+ op->deactivate_recursive ();
+}
+
+bool
+maptile::_save_objects (object_freezer &f, int flags)
+{
+ coroapi::cede_to_tick ();
+
+ if (flags & IO_HEADER)
+ _save_header (f);
+
+ if (!spaces)
+ return false;
+
+ for (int i = 0; i < size (); ++i)
+ {
+ bool unique = 0;
+
+ for (object *op = spaces [i].bot; op; op = op->above)
+ {
+ unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
+
+ if (expect_false (!op->can_map_save ()))
+ continue;
+
+ if (expect_false (unique || op->flag [FLAG_UNIQUE]))
+ {
+ if (flags & IO_UNIQUES)
+ op->write (f);
}
+ else if (expect_true (flags & IO_OBJECTS))
+ op->write (f);
}
}
- free_object(op);
- link_multipart_objects(m);
+
+ coroapi::cede_to_tick ();
+
+ return true;
}
-/* This saves all the objects on the map in a non destructive fashion.
- * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
- * and we only save the head of multi part objects - this is needed
- * in order to do map tiling properly.
- */
-void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
- int i, j = 0,unique=0;
- object *op;
- /* first pass - save one-part objects */
- for(i = 0; i < MAP_WIDTH(m); i++)
- for (j = 0; j < MAP_HEIGHT(m); j++) {
- unique=0;
- for(op = get_map_ob (m, i, j); op; op = op->above) {
- if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
- unique=1;
-
- if(op->type == PLAYER) {
- LOG(llevDebug, "Player on map that is being saved\n");
- continue;
- }
+bool
+maptile::_save_objects (const char *path, int flags)
+{
+ object_freezer freezer;
+
+ if (!_save_objects (freezer, flags))
+ return false;
- if (op->head || op->owner)
- continue;
+ return freezer.save (path);
+}
- if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
- save_object (fp2, op, 3);
- else
- if (flag == 0 ||
- (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
- !QUERY_FLAG(op, FLAG_UNPAID))))
- save_object(fp, op, 3);
+maptile::maptile ()
+{
+ in_memory = MAP_SWAPPED;
- } /* for this space */
- } /* for this j */
+ /* The maps used to pick up default x and y values from the
+ * map archetype. Mimic that behaviour.
+ */
+ width = 16;
+ height = 16;
+ timeout = 300;
+ max_nrof = 1000; // 1000 items of anything
+ max_volume = 2000000; // 2m³
}
-/*
- * Allocates, initialises, and returns a pointer to a mapstruct.
- * Modified to no longer take a path option which was not being
- * used anyways. MSW 2001-07-01
- */
-
-mapstruct *get_linked_map(void) {
- mapstruct *map = new mapstruct;
- mapstruct *mp;
-
- for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
- if(mp==NULL)
- first_map=map;
- else
- mp->next=map;
-
- map->in_memory=MAP_SWAPPED;
- /* The maps used to pick up default x and y values from the
- * map archetype. Mimic that behaviour.
- */
- MAP_WIDTH(map)=16;
- MAP_HEIGHT(map)=16;
- MAP_RESET_TIMEOUT(map)=0;
- MAP_TIMEOUT(map)=300;
- MAP_ENTER_X(map)=0;
- MAP_ENTER_Y(map)=0;
- /*set part to -1 indicating conversion to weather map not yet done*/
- MAP_WORLDPARTX(map)=-1;
- MAP_WORLDPARTY(map)=-1;
- return map;
+maptile::maptile (int w, int h)
+{
+ in_memory = MAP_SWAPPED;
+
+ width = w;
+ height = h;
+ reset_timeout = 0;
+ timeout = 300;
+ enter_x = 0;
+ enter_y = 0;
+
+ alloc ();
}
/*
- * Allocates the arrays contained in a mapstruct.
+ * Allocates the arrays contained in a maptile.
* This basically allocates the dynamic array of spaces for the
* map.
*/
+void
+maptile::alloc ()
+{
+ if (spaces)
+ return;
-void allocate_map(mapstruct *m) {
- m->in_memory = MAP_IN_MEMORY;
- /* Log this condition and free the storage. We could I suppose
- * realloc, but if the caller is presuming the data will be intact,
- * that is their poor assumption.
- */
- if (m->spaces) {
- LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
- free(m->spaces);
- }
-
- m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
-
- if(m->spaces==NULL)
- fatal(OUT_OF_MEMORY);
-}
-
-/* Create and returns a map of the specific size. Used
- * in random map code and the editor.
- */
-mapstruct *get_empty_map(int sizex, int sizey) {
- mapstruct *m = get_linked_map();
- m->width = sizex;
- m->height = sizey;
- m->in_memory = MAP_SWAPPED;
- allocate_map(m);
- return m;
+ spaces = salloc0 (size ());
}
/* Takes a string from a map definition and outputs a pointer to the array of shopitems
@@ -673,89 +467,111 @@
* at a later date.
* Called by parse_map_headers below.
*/
+static shopitems *
+parse_shop_string (const char *input_string)
+{
+ char *shop_string, *p, *q, *next_semicolon, *next_colon;
+ shopitems *items = NULL;
+ int i = 0, number_of_entries = 0;
+ const typedata *current_type;
+
+ shop_string = strdup (input_string);
+ p = shop_string;
+ /* first we'll count the entries, we'll need that for allocating the array shortly */
+ while (p)
+ {
+ p = strchr (p, ';');
+ number_of_entries++;
+ if (p)
+ p++;
+ }
-static shopitems *parse_shop_string (const char *input_string) {
- char *shop_string, *p, *q, *next_semicolon, *next_colon;
- shopitems *items=NULL;
- int i=0, number_of_entries=0;
- const typedata *current_type;
-
- shop_string=strdup_local(input_string);
- p=shop_string;
- /* first we'll count the entries, we'll need that for allocating the array shortly */
- while (p) {
- p=strchr(p, ';');
- number_of_entries++;
- if (p) p++;
- }
- p=shop_string;
- strip_endline(p);
- items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
- memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
- for (i=0; iname;
- items[i].name_pl=current_type->name_pl;
- }
+
+ next_semicolon = strchr (p, ';');
+ next_colon = strchr (p, ':');
+ /* if there is a stregth specified, figure out what it is, we'll need it soon. */
+ if (next_colon && (!next_semicolon || next_colon < next_semicolon))
+ items[i].strength = atoi (strchr (p, ':') + 1);
+
+ if (isdigit (*p) || *p == '*')
+ {
+ items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
+ current_type = get_typedata (items[i].typenum);
+ if (current_type)
+ {
+ items[i].name = current_type->name;
+ items[i].name_pl = current_type->name_pl;
+ }
}
- else { /*we have a named type, let's figure out what it is */
- q=strpbrk(p,";:");
- if (q) *q='\0';
-
- current_type=get_typedata_by_name(p);
- if (current_type) {
- items[i].name=current_type->name;
- items[i].typenum=current_type->number;
- items[i].name_pl=current_type->name_pl;
+ else
+ { /*we have a named type, let's figure out what it is */
+ q = strpbrk (p, ";:");
+ if (q)
+ *q = '\0';
+
+ current_type = get_typedata_by_name (p);
+ if (current_type)
+ {
+ items[i].name = current_type->name;
+ items[i].typenum = current_type->number;
+ items[i].name_pl = current_type->name_pl;
}
- else { /* oh uh, something's wrong, let's free up this one, and try
- * the next entry while we're at it, better print a warning
- */
- LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
- p, input_string);
+ else
+ { /* oh uh, something's wrong, let's free up this one, and try
+ * the next entry while we're at it, better print a warning
+ */
+ LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
}
}
- items[i].index=number_of_entries;
- if (next_semicolon) p=++next_semicolon;
- else p=NULL;
+
+ items[i].index = number_of_entries;
+ if (next_semicolon)
+ p = ++next_semicolon;
+ else
+ p = NULL;
}
- free(shop_string);
- return items;
+
+ free (shop_string);
+ return items;
}
/* opposite of parse string, this puts the string that was originally fed in to
* the map (or something equivilent) into output_string. */
-static void print_shop_string(mapstruct *m, char *output_string) {
- int i;
- char tmp[MAX_BUF];
- strcpy(output_string, "");
- for (i=0; i< m->shopitems[0].index; i++) {
- if (m->shopitems[i].typenum) {
- if (m->shopitems[i].strength) {
- sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
- }
- else sprintf(tmp, "%s;", m->shopitems[i].name);
+static void
+print_shop_string (maptile *m, char *output_string)
+{
+ int i;
+ char tmp[MAX_BUF];
+
+ strcpy (output_string, "");
+ for (i = 0; i < m->shopitems[0].index; i++)
+ {
+ if (m->shopitems[i].typenum)
+ {
+ if (m->shopitems[i].strength)
+ sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
+ else
+ sprintf (tmp, "%s;", m->shopitems[i].name);
}
- else {
- if (m->shopitems[i].strength) {
- sprintf(tmp, "*:%d;", m->shopitems[i].strength);
- }
- else sprintf(tmp, "*");
+ else
+ {
+ if (m->shopitems[i].strength)
+ sprintf (tmp, "*:%d;", m->shopitems[i].strength);
+ else
+ sprintf (tmp, "*");
}
- strcat(output_string, tmp);
+
+ strcat (output_string, tmp);
}
}
@@ -769,819 +585,351 @@
* This could be done in lex (like the object loader), but I think
* currently, there are few enough fields this is not a big deal.
* MSW 2001-07-01
- * return 0 on success, 1 on failure.
*/
-
-static int load_map_header(object_thawer &fp, mapstruct *m)
+bool
+maptile::_load_header (object_thawer &thawer)
{
- char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
- int msgpos=0;
- int maplorepos=0;
-
- while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
- buf[HUGE_BUF-1] = 0;
- key = buf;
- while (isspace(*key)) key++;
- if (*key == 0) continue; /* empty line */
- value = strchr(key, ' ');
- if (!value) {
- end = strchr(key, '\n');
- if (end != NULL) {
- *end = 0;
- }
- } else {
- *value = 0;
- value++;
- end = strchr(value, '\n');
- while (isspace(*value)) {
- value++;
- if (*value == '\0' || value == end) {
- /* Nothing but spaces. */
- value = NULL;
- break;
- }
- }
- }
-
- if (!end) {
- LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
- buf);
- return 1;
- }
-
- /* key is the field name, value is what it should be set
- * to. We've already done the work to null terminate key,
- * and strip off any leading spaces for both of these.
- * We have not touched the newline at the end of the line -
- * these are needed for some values. the end pointer
- * points to the first of the newlines.
- * value could be NULL! It would be easy enough to just point
- * this to "" to prevent cores, but that would let more errors slide
- * through.
- *
- * First check for entries that do not use the value parameter, then
- * validate that value is given and check for the remaining entries
- * that use the parameter.
- */
-
- if (!strcmp(key,"msg")) {
- while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
- if (!strcmp(buf,"endmsg\n")) break;
- else {
- /* slightly more efficient than strcat */
- strcpy(msgbuf+msgpos, buf);
- msgpos += strlen(buf);
- }
- }
- /* There are lots of maps that have empty messages (eg, msg/endmsg
- * with nothing between). There is no reason in those cases to
- * keep the empty message. Also, msgbuf contains garbage data
- * when msgpos is zero, so copying it results in crashes
- */
- if (msgpos != 0)
- m->msg = strdup_local(msgbuf);
- }
- else if (!strcmp(key,"maplore")) {
- while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
- if (!strcmp(buf,"endmaplore\n")) break;
- else {
- /* slightly more efficient than strcat */
- strcpy(maplorebuf+maplorepos, buf);
- maplorepos += strlen(buf);
- }
- }
- if (maplorepos != 0)
- m->maplore = strdup_local(maplorebuf);
- }
- else if (!strcmp(key,"end")) {
+ for (;;)
+ {
+ switch (thawer.kw)
+ {
+ case KW_msg:
+ thawer.get_ml (KW_endmsg, msg);
break;
- }
- else if (value == NULL) {
- LOG(llevError, "Got '%s' line without parameter in map header\n", key);
- }
- else if (!strcmp(key, "arch")) {
- /* This is an oddity, but not something we care about much. */
- if (strcmp(value,"map\n"))
- LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
- }
- else if (!strcmp(key,"name")) {
- *end=0;
- m->name = strdup_local(value);
- }
- /* first strcmp value on these are old names supported
- * for compatibility reasons. The new values (second) are
- * what really should be used.
- */
- else if (!strcmp(key,"oid")) {
- fp.get (m, atoi(value));
- } else if (!strcmp(key, "attach")) {
- m->attach = value;
- } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
- m->enter_x = atoi(value);
- } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
- m->enter_y = atoi(value);
- } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
- m->width = atoi(value);
- } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
- m->height = atoi(value);
- } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
- m->reset_timeout = atoi(value);
- } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
- m->timeout = atoi(value);
- } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
- m->difficulty = atoi(value);
- } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
- m->darkness = atoi(value);
- } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
- m->fixed_resettime = atoi(value);
- } else if (!strcmp(key,"unique")) {
- m->unique = atoi(value);
- } else if (!strcmp(key,"template")) {
- m->templatemap = atoi(value);
- } else if (!strcmp(key,"region")) {
- m->region = get_region_by_name(value);
- } else if (!strcmp(key,"shopitems")) {
- *end=0;
- m->shopitems = parse_shop_string(value);
- } else if (!strcmp(key,"shopgreed")) {
- m->shopgreed = atof(value);
- } else if (!strcmp(key,"shopmin")) {
- m->shopmin = atol(value);
- } else if (!strcmp(key,"shopmax")) {
- m->shopmax = atol(value);
- } else if (!strcmp(key,"shoprace")) {
- *end=0;
- m->shoprace = strdup_local(value);
- } else if (!strcmp(key,"outdoor")) {
- m->outdoor = atoi(value);
- } else if (!strcmp(key, "temp")) {
- m->temp = atoi(value);
- } else if (!strcmp(key, "pressure")) {
- m->pressure = atoi(value);
- } else if (!strcmp(key, "humid")) {
- m->humid = atoi(value);
- } else if (!strcmp(key, "windspeed")) {
- m->windspeed = atoi(value);
- } else if (!strcmp(key, "winddir")) {
- m->winddir = atoi(value);
- } else if (!strcmp(key, "sky")) {
- m->sky = atoi(value);
- } else if (!strcmp(key, "nosmooth")) {
- m->nosmooth = atoi(value);
- }
- else if (!strncmp(key,"tile_path_", 10)) {
- int tile=atoi(key+10);
-
- if (tile<1 || tile>4) {
- LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
- tile, m->path);
- } else {
- char *path;
-
- *end = 0;
-
- if (m->tile_path[tile-1]) {
- LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
- tile, m->path);
- free(m->tile_path[tile-1]);
- m->tile_path[tile-1] = NULL;
- }
-
- if (check_path(value, 1) != -1) {
- /* The unadorned path works. */
- path = value;
- } else {
- /* Try again; it could be a relative exit. */
-
- path = path_combine_and_normalize(m->path, value);
-
- if (check_path(path, 1) == -1) {
- LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
- path = NULL;
- }
- }
-
- if (editor) {
- /* Use the value as in the file. */
- m->tile_path[tile-1] = strdup_local(value);
- } else if (path != NULL) {
- /* Use the normalized value. */
- m->tile_path[tile-1] = strdup_local(path);
- }
- } /* end if tile direction (in)valid */
- }
- else {
- LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
- }
- }
- if (!key || strcmp(key,"end")) {
- LOG(llevError,"Got premature eof on map header!\n");
- return 1;
- }
- return 0;
-}
-/*
- * Opens the file "filename" and reads information about the map
- * from the given file, and stores it in a newly allocated
- * mapstruct. A pointer to this structure is returned, or NULL on failure.
- * flags correspond to those in map.h. Main ones used are
- * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
- * MAP_BLOCK, in which case we block on this load. This happens in all
- * cases, no matter if this flag is set or not.
- * MAP_STYLE: style map - don't add active objects, don't add to server
- * managed map list.
- */
-
-mapstruct *load_original_map(const char *filename, int flags) {
- mapstruct *m;
- char pathname[MAX_BUF];
-
- if (flags & MAP_PLAYER_UNIQUE)
- strcpy(pathname, filename);
- else if (flags & MAP_OVERLAY)
- strcpy(pathname, create_overlay_pathname(filename));
- else
- strcpy(pathname, create_pathname(filename));
-
- LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
-
- object_thawer thawer (pathname);
-
- if (!thawer)
- return 0;
-
- m = get_linked_map();
-
- strcpy (m->path, filename);
- if (load_map_header(thawer, m)) {
- LOG(llevError,"Error loading map header for %s, flags=%d\n",
- filename, flags);
- delete_map(m);
- return NULL;
- }
-
- allocate_map(m);
-
- m->in_memory=MAP_LOADING;
- load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
-
- m->in_memory=MAP_IN_MEMORY;
- if (!MAP_DIFFICULTY(m))
- MAP_DIFFICULTY(m)=calculate_difficulty(m);
- set_map_reset_time(m);
- m->instantiate ();
- return (m);
-}
+ case KW_lore: // CF+ extension
+ thawer.get_ml (KW_endlore, maplore);
+ break;
-/*
- * Loads a map, which has been loaded earlier, from file.
- * Return the map object we load into (this can change from the passed
- * option if we can't find the original map)
- */
-
-static mapstruct *load_temporary_map(mapstruct *m) {
- int comp;
- char buf[MAX_BUF];
-
- if (!m->tmpname) {
- LOG(llevError, "No temporary filename for map %s\n", m->path);
- strcpy(buf, m->path);
- delete_map(m);
- m = load_original_map(buf, 0);
- if(m==NULL) return NULL;
- fix_auto_apply(m); /* Chests which open as default */
- return m;
- }
+ case KW_maplore:
+ thawer.get_ml (KW_endmaplore, maplore);
+ break;
- object_thawer thawer (m->tmpname);
+ case KW_arch:
+ if (strcmp (thawer.get_str (), "map"))
+ LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
+ break;
- if (!thawer)
- {
- strcpy (buf, m->path);
- delete_map (m);
- m = load_original_map (buf, 0);
- if (!m) return NULL;
- fix_auto_apply (m); /* Chests which open as default */
- return m;
- }
+ case KW_oid:
+ thawer.get (this, thawer.get_sint32 ());
+ break;
- if (load_map_header(thawer, m)) {
- LOG(llevError,"Error loading map header for %s (%s)\n",
- m->path, m->tmpname);
- delete_map(m);
- m = load_original_map(m->path, 0);
- return NULL;
- }
- allocate_map(m);
-
- m->in_memory=MAP_LOADING;
- load_objects (m, thawer, 0);
-
- m->in_memory=MAP_IN_MEMORY;
- INVOKE_MAP (SWAPIN, m);
- return m;
-}
+ case KW_file_format_version: break; // nop
-/*
- * Loads a map, which has been loaded earlier, from file.
- * Return the map object we load into (this can change from the passed
- * option if we can't find the original map)
- */
+ case KW_name: thawer.get (name); break;
+ case KW_attach: thawer.get (attach); break;
+ case KW_reset_time: thawer.get (reset_time); break;
+ case KW_shopgreed: thawer.get (shopgreed); break;
+ case KW_shopmin: thawer.get (shopmin); break;
+ case KW_shopmax: thawer.get (shopmax); break;
+ case KW_shoprace: thawer.get (shoprace); break;
+ case KW_outdoor: thawer.get (outdoor); break;
+ case KW_temp: thawer.get (temp); break;
+ case KW_pressure: thawer.get (pressure); break;
+ case KW_humid: thawer.get (humid); break;
+ case KW_windspeed: thawer.get (windspeed); break;
+ case KW_winddir: thawer.get (winddir); break;
+ case KW_sky: thawer.get (sky); break;
+
+ case KW_per_player: thawer.get (per_player); break;
+ case KW_per_party: thawer.get (per_party); break;
+ case KW_no_reset: thawer.get (no_reset); break;
+
+ case KW_region: default_region = region::find (thawer.get_str ()); break;
+ case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
+
+ // old names new names
+ case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
+ case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
+ case KW_x: case KW_width: thawer.get (width); break;
+ case KW_y: case KW_height: thawer.get (height); break;
+ case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
+ case KW_value: case KW_swap_time: thawer.get (timeout); break;
+ case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
+ case KW_invisible: case KW_darkness: thawer.get (darkness); break;
+ case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
+
+ case KW_tile_path_1: thawer.get (tile_path [0]); break;
+ case KW_tile_path_2: thawer.get (tile_path [1]); break;
+ case KW_tile_path_3: thawer.get (tile_path [2]); break;
+ case KW_tile_path_4: thawer.get (tile_path [3]); break;
-mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
- char pathname[MAX_BUF];
-
- strcpy(pathname, create_overlay_pathname(filename));
+ case KW_ERROR:
+ set_key_text (thawer.kw_str, thawer.value);
+ break;
- object_thawer thawer (pathname);
+ case KW_end:
+ thawer.next ();
+ return true;
+
+ default:
+ if (!thawer.parse_error ("map", 0))
+ return false;
+ break;
+ }
- if (!thawer)
- return m;
-
- if (load_map_header(thawer, m)) {
- LOG(llevError,"Error loading map header for overlay %s (%s)\n",
- m->path, pathname);
- delete_map(m);
- m = load_original_map(m->path, 0);
- return NULL;
+ thawer.next ();
}
- /*allocate_map(m);*/
- m->in_memory=MAP_LOADING;
- load_objects (m, thawer, MAP_OVERLAY);
-
- m->in_memory=MAP_IN_MEMORY;
- return m;
+ abort ();
}
/******************************************************************************
* This is the start of unique map handling code
*****************************************************************************/
-/* This goes through map 'm' and removed any unique items on the map. */
-static void delete_unique_items(mapstruct *m)
+/* This goes through the maptile and removed any unique items on the map. */
+void
+maptile::clear_unique_items ()
{
- int i,j,unique;
- object *op, *next;
-
- for(i=0; iabove;
- if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
- unique=1;
- if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
- clean_object(op);
- if (QUERY_FLAG(op, FLAG_IS_LINKED))
- remove_button_link(op);
- remove_ob(op);
- free_object(op);
- }
- }
- }
-}
+ for (int i = 0; i < size (); ++i)
+ {
+ int unique = 0;
+ for (object *op = spaces [i].bot; op; )
+ {
+ object *above = op->above;
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ unique = 1;
-/*
- * Loads unique objects from file(s) into the map which is in memory
- * m is the map to load unique items into.
- */
-static void load_unique_objects(mapstruct *m) {
- int count;
- char firstname[MAX_BUF];
+ if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
+ {
+ op->destroy_inv (false);
+ op->destroy ();
+ }
- for (count=0; count<10; count++) {
- sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
- if (!access(firstname, R_OK)) break;
+ op = above;
+ }
}
- /* If we get here, we did not find any map */
- if (count==10) return;
-
- object_thawer thawer (firstname);
-
- if (!thawer)
- return;
-
- m->in_memory=MAP_LOADING;
- if (m->tmpname == NULL) /* if we have loaded unique items from */
- delete_unique_items(m); /* original map before, don't duplicate them */
- load_objects (m, thawer, 0);
-
- m->in_memory=MAP_IN_MEMORY;
}
-
-/*
- * Saves a map to file. If flag is set, it is saved into the same
- * file it was (originally) loaded from. Otherwise a temporary
- * filename will be genarated, and the file will be stored there.
- * The temporary filename will be stored in the mapstructure.
- * If the map is unique, we also save to the filename in the map
- * (this should have been updated when first loaded)
- */
-
-int
-new_save_map (mapstruct * m, int flag)
+bool
+maptile::_save_header (object_freezer &freezer)
{
- char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
- int i;
-
- if (flag && !*m->path)
- {
- LOG (llevError, "Tried to save map without path.\n");
- return -1;
- }
-
- if (flag || (m->unique) || (m->templatemap))
- {
- if (!m->unique && !m->templatemap)
- { /* flag is set */
- if (flag == 2)
- strcpy (filename, create_overlay_pathname (m->path));
- else
- strcpy (filename, create_pathname (m->path));
- }
- else
- strcpy (filename, m->path);
+#define MAP_OUT(k) freezer.put (KW_ ## k, k)
+#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
- make_path_to_file (filename);
- }
- else
- {
- if (!m->tmpname)
- m->tmpname = tempnam_local (settings.tmpdir, NULL);
+ MAP_OUT2 (arch, "map");
- strcpy (filename, m->tmpname);
- }
-
- LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
- m->in_memory = MAP_SAVING;
+ if (name) MAP_OUT (name);
+ MAP_OUT (swap_time);
+ MAP_OUT (reset_time);
+ MAP_OUT (reset_timeout);
+ MAP_OUT (fixed_resettime);
+ MAP_OUT (no_reset);
+ MAP_OUT (difficulty);
- object_freezer freezer;
+ if (default_region) MAP_OUT2 (region, default_region->name);
- /* legacy */
- fprintf (freezer, "arch map\n");
- if (m->name)
- fprintf (freezer, "name %s\n", m->name);
- if (!flag)
- fprintf (freezer, "swap_time %d\n", m->swap_time);
- if (m->reset_timeout)
- fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
- if (m->fixed_resettime)
- fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
- /* we unfortunately have no idea if this is a value the creator set
- * or a difficulty value we generated when the map was first loaded
- */
- if (m->difficulty)
- fprintf (freezer, "difficulty %d\n", m->difficulty);
- if (m->region)
- fprintf (freezer, "region %s\n", m->region->name);
- if (m->shopitems)
- {
- print_shop_string (m, shop);
- fprintf (freezer, "shopitems %s\n", shop);
- }
- if (m->shopgreed)
- fprintf (freezer, "shopgreed %f\n", m->shopgreed);
-#ifndef WIN32
- if (m->shopmin)
- fprintf (freezer, "shopmin %llu\n", m->shopmin);
- if (m->shopmax)
- fprintf (freezer, "shopmax %llu\n", m->shopmax);
-#else
- if (m->shopmin)
- fprintf (freezer, "shopmin %I64u\n", m->shopmin);
- if (m->shopmax)
- fprintf (freezer, "shopmax %I64u\n", m->shopmax);
-#endif
- if (m->shoprace)
- fprintf (freezer, "shoprace %s\n", m->shoprace);
- if (m->darkness)
- fprintf (freezer, "darkness %d\n", m->darkness);
- if (m->width)
- fprintf (freezer, "width %d\n", m->width);
- if (m->height)
- fprintf (freezer, "height %d\n", m->height);
- if (m->enter_x)
- fprintf (freezer, "enter_x %d\n", m->enter_x);
- if (m->enter_y)
- fprintf (freezer, "enter_y %d\n", m->enter_y);
- if (m->msg)
- fprintf (freezer, "msg\n%sendmsg\n", m->msg);
- if (m->maplore)
- fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
- if (m->unique)
- fprintf (freezer, "unique %d\n", m->unique);
- if (m->templatemap)
- fprintf (freezer, "template %d\n", m->templatemap);
- if (m->outdoor)
- fprintf (freezer, "outdoor %d\n", m->outdoor);
- if (m->temp)
- fprintf (freezer, "temp %d\n", m->temp);
- if (m->pressure)
- fprintf (freezer, "pressure %d\n", m->pressure);
- if (m->humid)
- fprintf (freezer, "humid %d\n", m->humid);
- if (m->windspeed)
- fprintf (freezer, "windspeed %d\n", m->windspeed);
- if (m->winddir)
- fprintf (freezer, "winddir %d\n", m->winddir);
- if (m->sky)
- fprintf (freezer, "sky %d\n", m->sky);
- if (m->nosmooth)
- fprintf (freezer, "nosmooth %d\n", m->nosmooth);
-
- /* Save any tiling information, except on overlays */
- if (flag != 2)
- for (i = 0; i < 4; i++)
- if (m->tile_path[i])
- fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
-
- freezer.put (m);
- fprintf (freezer, "end\n");
-
- /* In the game save unique items in the different file, but
- * in the editor save them to the normal map file.
- * If unique map, save files in the proper destination (set by
- * player)
- */
- if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
+ if (shopitems)
{
- object_freezer unique;
+ char shop[MAX_BUF];
+ print_shop_string (this, shop);
+ MAP_OUT2 (shopitems, shop);
+ }
+
+ MAP_OUT (shopgreed);
+ MAP_OUT (shopmin);
+ MAP_OUT (shopmax);
+ if (shoprace) MAP_OUT (shoprace);
+ MAP_OUT (darkness);
+ MAP_OUT (width);
+ MAP_OUT (height);
+ MAP_OUT (enter_x);
+ MAP_OUT (enter_y);
+
+ if (msg) freezer.put (KW_msg , KW_endmsg , msg);
+ if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
+
+ MAP_OUT (outdoor);
+ MAP_OUT (temp);
+ MAP_OUT (pressure);
+ MAP_OUT (humid);
+ MAP_OUT (windspeed);
+ MAP_OUT (winddir);
+ MAP_OUT (sky);
+
+ MAP_OUT (per_player);
+ MAP_OUT (per_party);
+
+ if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
+ if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
+ if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
+ if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
- if (flag == 2)
- save_objects (m, freezer, unique, 2);
- else
- save_objects (m, freezer, unique, 0);
+ freezer.put (this);
+ freezer.put (KW_end);
- sprintf (buf, "%s.v00", create_items_path (m->path));
+ return true;
+}
- unique.save (buf);
- }
- else
- { /* save same file when not playing, like in editor */
- save_objects (m, freezer, freezer, 0);
- }
+bool
+maptile::_save_header (const char *path)
+{
+ object_freezer freezer;
- freezer.save (filename);
+ if (!_save_header (freezer))
+ return false;
- return 0;
+ return freezer.save (path);
}
-
/*
- * Remove and free all objects in the inventory of the given object.
- * object.c ?
+ * Remove and free all objects in the given map.
*/
-
-void clean_object(object *op)
+void
+maptile::clear ()
{
- object *tmp, *next;
+ sfree (regions, size ()); regions = 0;
+ delete [] regionmap; regionmap = 0;
- for(tmp = op->inv; tmp; tmp = next)
+ if (spaces)
{
- next = tmp->below;
- clean_object(tmp);
- if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
- remove_button_link(tmp);
- remove_ob(tmp);
- free_object(tmp);
- }
-}
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ while (object *op = ms->bot)
+ {
+ op = op->head_ ();
+ op->destroy_inv (false);
+ op->destroy ();
+ }
-/*
- * Remove and free all objects in the given map.
- */
+ sfree (spaces, size ()), spaces = 0;
+ }
-void free_all_objects(mapstruct *m) {
- int i,j;
- object *op;
-
- for(i=0;ihead!=NULL)
- op = op->head;
-
- /* If the map isn't in memory, free_object will remove and
- * free objects in op's inventory. So let it do the job.
- */
- if (m->in_memory==MAP_IN_MEMORY)
- clean_object(op);
- remove_ob(op);
- free_object(op);
- }
- }
+ if (buttons)
+ free_objectlinkpt (buttons), buttons = 0;
}
-/*
- * Frees everything allocated by the given mapstructure.
- * don't free tmpname - our caller is left to do that
- */
-
-void free_map(mapstruct *m,int flag) {
- int i;
+void
+maptile::clear_header ()
+{
+ name = 0;
+ msg = 0;
+ maplore = 0;
+ shoprace = 0;
+ delete [] shopitems, shopitems = 0;
- if (!m->in_memory) {
- LOG(llevError,"Trying to free freed map.\n");
- return;
- }
- if (flag && m->spaces) free_all_objects(m);
- if (m->name) FREE_AND_CLEAR(m->name);
- if (m->spaces) FREE_AND_CLEAR(m->spaces);
- if (m->msg) FREE_AND_CLEAR(m->msg);
- if (m->maplore) FREE_AND_CLEAR(m->maplore);
- if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
- if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
- if (m->buttons)
- free_objectlinkpt(m->buttons);
- m->buttons = NULL;
- for (i=0; i<4; i++) {
- if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
- m->tile_map[i] = NULL;
- }
- m->in_memory = MAP_SWAPPED;
+ for (int i = 0; i < 4; i++)
+ tile_path [i] = 0;
}
-/*
- * function: vanish mapstruct
- * m : pointer to mapstruct, if NULL no action
- * this deletes all the data on the map (freeing pointers)
- * and then removes this map from the global linked list of maps.
- */
-
-void delete_map(mapstruct *m) {
- mapstruct *tmp, *last;
- int i;
-
- if (!m)
- return;
-
- m->clear ();
-
- if (m->in_memory == MAP_IN_MEMORY) {
- /* change to MAP_SAVING, even though we are not,
- * so that remove_ob doesn't do as much work.
- */
- m->in_memory = MAP_SAVING;
- free_map (m, 1);
- }
- /* move this out of free_map, since tmpname can still be needed if
- * the map is swapped out.
- */
- if (m->tmpname) {
- free(m->tmpname);
- m->tmpname=NULL;
- }
- last = NULL;
- /* We need to look through all the maps and see if any maps
- * are pointing at this one for tiling information. Since
- * tiling can be assymetric, we just can not look to see which
- * maps this map tiles with and clears those.
- */
- for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
- if (tmp->next == m) last = tmp;
-
- /* This should hopefully get unrolled on a decent compiler */
- for (i=0; i<4; i++)
- if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
- }
-
- /* If last is null, then this should be the first map in the list */
- if (!last) {
- if (m == first_map)
- first_map = m->next;
- else
- /* m->path is a static char, so should hopefully still have
- * some useful data in it.
- */
- LOG(llevError,"delete_map: Unable to find map %s in list\n",
- m->path);
- }
- else
- last->next = m->next;
-
- delete m;
+maptile::~maptile ()
+{
+ assert (destroyed ());
}
+void
+maptile::clear_links_to (maptile *m)
+{
+ /* We need to look through all the maps and see if any maps
+ * are pointing at this one for tiling information. Since
+ * tiling can be asymetric, we just can not look to see which
+ * maps this map tiles with and clears those.
+ */
+ for (int i = 0; i < 4; i++)
+ if (tile_map[i] == m)
+ tile_map[i] = 0;
+}
+void
+maptile::do_destroy ()
+{
+ attachable::do_destroy ();
-/*
- * Makes sure the given map is loaded and swapped in.
- * name is path name of the map.
- * flags meaning:
- * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
- * and don't do unique items or the like.
- * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
- * dont do any more name translation on it.
- *
- * Returns a pointer to the given map.
- */
-
-mapstruct *ready_map_name(const char *name, int flags) {
- mapstruct *m;
-
- if (!name)
- return (NULL);
-
- /* Have we been at this level before? */
- m = has_been_loaded (name);
+ clear ();
+}
- /* Map is good to go, so just return it */
- if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
- return m;
- }
+/* decay and destroy perishable items in a map */
+void
+maptile::do_decay_objects ()
+{
+ if (!spaces)
+ return;
- /* unique maps always get loaded from their original location, and never
- * a temp location. Likewise, if map_flush is set, or we have never loaded
- * this map, load it now. I removed the reset checking from here -
- * it seems the probability of a player trying to enter a map that should
- * reset but hasn't yet is quite low, and removing that makes this function
- * a bit cleaner (and players probably shouldn't rely on exact timing for
- * resets in any case - if they really care, they should use the 'maps command.
- */
- if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *above, *op = ms->bot; op; op = above)
+ {
+ above = op->above;
- /* first visit or time to reset */
- if (m) {
- clean_tmp_map(m); /* Doesn't make much difference */
- delete_map(m);
- }
+ bool destroy = 0;
- /* create and load a map */
- if (flags & MAP_PLAYER_UNIQUE)
- LOG(llevDebug, "Trying to load map %s.\n", name);
+ // do not decay anything above unique floor tiles (yet :)
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ break;
+
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR)
+ || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
+ || QUERY_FLAG (op, FLAG_UNIQUE)
+ || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
+ || QUERY_FLAG (op, FLAG_UNPAID)
+ || op->is_alive ())
+ ; // do not decay
+ else if (op->is_weapon ())
+ {
+ op->stats.dam--;
+ if (op->stats.dam < 0)
+ destroy = 1;
+ }
+ else if (op->is_armor ())
+ {
+ op->stats.ac--;
+ if (op->stats.ac < 0)
+ destroy = 1;
+ }
+ else if (op->type == FOOD)
+ {
+ op->stats.food -= rndm (5, 20);
+ if (op->stats.food < 0)
+ destroy = 1;
+ }
else
- LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
-
- //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
- //0.414906024932861
- //0.427063941955566
- eval_pv ("$x = Event::time", 1);//D
- if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
- return (NULL);
- eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
-
- fix_auto_apply(m); /* Chests which open as default */
-
- /* If a player unique map, no extra unique object file to load.
- * if from the editor, likewise.
- */
- if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
- load_unique_objects(m);
-
- if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
- m=load_overlay_map(name, m);
- if (m==NULL)
- return NULL;
- }
+ {
+ int mat = op->materials;
- if (flags & MAP_PLAYER_UNIQUE)
- INVOKE_MAP (SWAPIN, m);
+ if (mat & M_PAPER
+ || mat & M_LEATHER
+ || mat & M_WOOD
+ || mat & M_ORGANIC
+ || mat & M_CLOTH
+ || mat & M_LIQUID
+ || (mat & M_IRON && rndm (1, 5) == 1)
+ || (mat & M_GLASS && rndm (1, 2) == 1)
+ || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
+ || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
+ || (mat & M_ICE && temp > 32))
+ destroy = 1;
+ }
+
+ /* adjust overall chance below */
+ if (destroy && rndm (0, 1))
+ op->destroy ();
+ }
+}
- } else {
- /* If in this loop, we found a temporary map, so load it up. */
+/*
+ * Updates every button on the map (by calling update_button() for them).
+ */
+void
+maptile::update_buttons ()
+{
+ for (oblinkpt *obp = buttons; obp; obp = obp->next)
+ for (objectlink *ol = obp->link; ol; ol = ol->next)
+ {
+ if (!ol->ob)
+ {
+ LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
+ ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
+ continue;
+ }
- m=load_temporary_map (m);
- if(m==NULL) return NULL;
- load_unique_objects(m);
-
- clean_tmp_map(m);
- m->in_memory = MAP_IN_MEMORY;
- /* tempnam() on sun systems (probably others) uses malloc
- * to allocated space for the string. Free it here.
- * In some cases, load_temporary_map above won't find the
- * temporary map, and so has reloaded a new map. If that
- * is the case, tmpname is now null
- */
- if (m->tmpname) free(m->tmpname);
- m->tmpname = NULL;
- /* It's going to be saved anew anyway */
- }
-
- /* Below here is stuff common to both first time loaded maps and
- * temp maps.
- */
-
- decay_objects(m); /* start the decay */
- /* In case other objects press some buttons down */
- update_buttons(m);
- if (m->outdoor)
- set_darkness_map(m);
- /* run the weather over this map */
- weather_effect(name);
- return m;
+ if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
+ {
+ update_button (ol->ob);
+ break;
+ }
+ }
}
-
/*
* This routine is supposed to find out the difficulty of the map.
* difficulty does not have a lot to do with character level,
@@ -1592,79 +940,42 @@
* have a difficulty set than using this function - human calculation
* is much better than this functions guesswork.
*/
-
-int calculate_difficulty(mapstruct *m) {
- object *op;
- archetype *at;
- int x, y, i, diff;
+int
+maptile::estimate_difficulty () const
+{
long monster_cnt = 0;
double avgexp = 0;
sint64 total_exp = 0;
- if (MAP_DIFFICULTY (m))
- {
- LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
- return MAP_DIFFICULTY (m);
- }
-
- for(x = 0; x < MAP_WIDTH(m); x++)
- for(y = 0; y < MAP_HEIGHT(m); y++)
- for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
- {
- if(QUERY_FLAG (op, FLAG_MONSTER))
- {
- total_exp += op->stats.exp;
- monster_cnt++;
- }
-
- if(QUERY_FLAG (op, FLAG_GENERATOR))
- {
- total_exp += op->stats.exp;
- at = type_to_archetype(GENERATE_TYPE (op));
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *op = ms->bot; op; op = op->above)
+ {
+ if (QUERY_FLAG (op, FLAG_MONSTER))
+ {
+ total_exp += op->stats.exp;
+ monster_cnt++;
+ }
+
+ if (QUERY_FLAG (op, FLAG_GENERATOR))
+ {
+ total_exp += op->stats.exp;
- if(at != NULL)
- total_exp += at->clone.stats.exp * 8;
+ if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
+ total_exp += at->stats.exp * 8;
- monster_cnt++;
- }
- }
+ monster_cnt++;
+ }
+ }
avgexp = (double) total_exp / monster_cnt;
- for (i = 1; i <= settings.max_level; i++)
- {
- if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
- {
- /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
- return i;
- }
- }
+ for (int i = 1; i <= settings.max_level; i++)
+ if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
+ return i;
return 1;
}
-void clean_tmp_map(mapstruct *m) {
- if(m->tmpname == NULL)
- return;
- INVOKE_MAP (CLEAN, m);
- (void) unlink(m->tmpname);
-}
-
-void free_all_maps(void)
-{
- int real_maps=0;
-
- while (first_map) {
- /* I think some of the callers above before it gets here set this to be
- * saving, but we still want to free this data
- */
- if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
- delete_map(first_map);
- real_maps++;
- }
- LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
-}
-
/* change_map_light() - used to change map light level (darkness)
* up or down. Returns true if successful. It should now be
* possible to change a value by more than 1.
@@ -1672,36 +983,37 @@
* to maps than los.
* postive values make it darker, negative make it brighter
*/
-
-int change_map_light(mapstruct *m, int change) {
- int new_level = m->darkness + change;
-
- /* Nothing to do */
- if(!change || (new_level <= 0 && m->darkness == 0) ||
- (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
- return 0;
- }
+int
+maptile::change_map_light (int change)
+{
+ int new_level = darkness + change;
- /* inform all players on the map */
- if (change>0)
- new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
- else
- new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
-
- /* Do extra checking. since m->darkness is a unsigned value,
- * we need to be extra careful about negative values.
- * In general, the checks below are only needed if change
- * is not +/-1
- */
- if (new_level < 0) m->darkness = 0;
- else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
- else m->darkness=new_level;
+ /* Nothing to do */
+ if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
+ return 0;
- /* All clients need to get re-updated for the change */
- update_all_map_los(m);
- return 1;
-}
+ /* inform all players on the map */
+ if (change > 0)
+ new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
+ else
+ new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
+ /* Do extra checking. since darkness is a unsigned value,
+ * we need to be extra careful about negative values.
+ * In general, the checks below are only needed if change
+ * is not +/-1
+ */
+ if (new_level < 0)
+ darkness = 0;
+ else if (new_level >= MAX_DARKNESS)
+ darkness = MAX_DARKNESS;
+ else
+ darkness = new_level;
+
+ /* All clients need to get re-updated for the change */
+ update_all_map_los (this);
+ return 1;
+}
/*
* This function updates various attributes about a specific space
@@ -1709,219 +1021,191 @@
* has a living creatures, prevents people from passing
* through, etc)
*/
-void update_position (mapstruct *m, int x, int y) {
- object *tmp, *last = NULL;
- uint8 flags = 0, oldflags, light=0, anywhere=0;
- New_Face *top,*floor, *middle;
- object *top_obj, *floor_obj, *middle_obj;
- MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
-
- oldflags = GET_MAP_FLAGS(m,x,y);
- if (!(oldflags & P_NEED_UPDATE)) {
- LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
- m->path, x, y);
- return;
- }
-
- middle=blank_face;
- top=blank_face;
- floor=blank_face;
-
- middle_obj = NULL;
- top_obj = NULL;
- floor_obj = NULL;
-
- for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
-
- /* This could be made additive I guess (two lights better than
- * one). But if so, it shouldn't be a simple additive - 2
- * light bulbs do not illuminate twice as far as once since
- * it is a disapation factor that is squared (or is it cubed?)
- */
- if (tmp->glow_radius > light) light = tmp->glow_radius;
-
- /* This call is needed in order to update objects the player
- * is standing in that have animations (ie, grass, fire, etc).
- * However, it also causes the look window to be re-drawn
- * 3 times each time the player moves, because many of the
- * functions the move_player calls eventualy call this.
- *
- * Always put the player down for drawing.
- */
- if (!tmp->invisible) {
- if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
- top = tmp->face;
- top_obj = tmp;
- }
- else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
- /* If we got a floor, that means middle and top were below it,
- * so should not be visible, so we clear them.
- */
- middle=blank_face;
- top=blank_face;
- floor = tmp->face;
- floor_obj = tmp;
- }
- /* Flag anywhere have high priority */
- else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
- middle = tmp->face;
+void
+mapspace::update_ ()
+{
+ object *tmp, *last = 0;
+ uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
+ MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
+
+ //object *middle = 0;
+ //object *top = 0;
+ //object *floor = 0;
+ // this seems to generate better code than using locals, above
+ object *&top = faces_obj[0] = 0;
+ object *&middle = faces_obj[1] = 0;
+ object *&floor = faces_obj[2] = 0;
- middle_obj = tmp;
- anywhere =1;
+ for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
+ {
+ /* This could be made additive I guess (two lights better than
+ * one). But if so, it shouldn't be a simple additive - 2
+ * light bulbs do not illuminate twice as far as once since
+ * it is a dissapation factor that is cubed.
+ */
+ if (tmp->glow_radius > light)
+ light = tmp->glow_radius;
+
+ /* This call is needed in order to update objects the player
+ * is standing in that have animations (ie, grass, fire, etc).
+ * However, it also causes the look window to be re-drawn
+ * 3 times each time the player moves, because many of the
+ * functions the move_player calls eventualy call this.
+ *
+ * Always put the player down for drawing.
+ */
+ if (!tmp->invisible)
+ {
+ if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
+ top = tmp;
+ else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
+ {
+ /* If we got a floor, that means middle and top were below it,
+ * so should not be visible, so we clear them.
+ */
+ middle = 0;
+ top = 0;
+ floor = tmp;
}
- /* Find the highest visible face around. If equal
- * visibilities, we still want the one nearer to the
- * top
- */
- else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
- middle = tmp->face;
- middle_obj = tmp;
+ /* Flag anywhere have high priority */
+ else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
+ {
+ middle = tmp;
+ anywhere = 1;
}
+ /* Find the highest visible face around. If equal
+ * visibilities, we still want the one nearer to the
+ * top
+ */
+ else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
+ middle = tmp;
}
- if (tmp==tmp->above) {
- LOG(llevError, "Error in structure of map\n");
- exit (-1);
+
+ if (tmp == tmp->above)
+ {
+ LOG (llevError, "Error in structure of map\n");
+ exit (-1);
}
-
- move_slow |= tmp->move_slow;
- move_block |= tmp->move_block;
- move_on |= tmp->move_on;
- move_off |= tmp->move_off;
- move_allow |= tmp->move_allow;
-
- if (QUERY_FLAG(tmp,FLAG_ALIVE))
- flags |= P_IS_ALIVE;
- if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
- flags |= P_NO_MAGIC;
- if (QUERY_FLAG(tmp,FLAG_DAMNED))
- flags |= P_NO_CLERIC;
- if (tmp->type == SAFE_GROUND)
- flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
-
- if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
- flags |= P_BLOCKSVIEW;
- } /* for stack of objects */
-
- /* we don't want to rely on this function to have accurate flags, but
- * since we're already doing the work, we calculate them here.
- * if they don't match, logic is broken someplace.
- */
- if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
- (!(oldflags & P_NO_ERROR))) {
- LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
- m->path, x, y,
- (oldflags & ~P_NEED_UPDATE), flags);
- }
- SET_MAP_FLAGS(m, x, y, flags);
- SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
- SET_MAP_MOVE_ON(m, x, y, move_on);
- SET_MAP_MOVE_OFF(m, x, y, move_off);
- SET_MAP_MOVE_SLOW(m, x, y, move_slow);
-
- /* At this point, we have a floor face (if there is a floor),
- * and the floor is set - we are not going to touch it at
- * this point.
- * middle contains the highest visibility face.
- * top contains a player/monster face, if there is one.
- *
- * We now need to fill in top.face and/or middle.face.
- */
-
- /* If the top face also happens to be high visibility, re-do our
- * middle face. This should not happen, as we already have the
- * else statement above so middle should not get set. OTOH, it
- * may be possible for the faces to match but be different objects.
- */
- if (top == middle) middle=blank_face;
-
- /* There are three posibilities at this point:
- * 1) top face is set, need middle to be set.
- * 2) middle is set, need to set top.
- * 3) neither middle or top is set - need to set both.
- */
-
- for (tmp=last; tmp; tmp=tmp->below) {
- /* Once we get to a floor, stop, since we already have a floor object */
- if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
-
- /* If two top faces are already set, quit processing */
- if ((top != blank_face) && (middle != blank_face)) break;
-
- /* Only show visible faces, unless its the editor - show all */
- if (!tmp->invisible || editor) {
- /* Fill in top if needed */
- if (top == blank_face) {
- top = tmp->face;
- top_obj = tmp;
- if (top == middle) middle=blank_face;
- } else {
- /* top is already set - we should only get here if
- * middle is not set
- *
- * Set the middle face and break out, since there is nothing
- * more to fill in. We don't check visiblity here, since
- *
- */
- if (tmp->face != top ) {
- middle = tmp->face;
- middle_obj = tmp;
- break;
+
+ move_slow |= tmp->move_slow;
+ move_block |= tmp->move_block;
+ move_on |= tmp->move_on;
+ move_off |= tmp->move_off;
+ move_allow |= tmp->move_allow;
+
+ if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
+ if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
+ if (tmp->type == PLAYER) flags |= P_PLAYER;
+ if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
+ if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
+ if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
+ }
+
+ this->light = light;
+ this->flags_ = flags;
+ this->move_block = move_block & ~move_allow;
+ this->move_on = move_on;
+ this->move_off = move_off;
+ this->move_slow = move_slow;
+
+ /* At this point, we have a floor face (if there is a floor),
+ * and the floor is set - we are not going to touch it at
+ * this point.
+ * middle contains the highest visibility face.
+ * top contains a player/monster face, if there is one.
+ *
+ * We now need to fill in top.face and/or middle.face.
+ */
+
+ /* If the top face also happens to be high visibility, re-do our
+ * middle face. This should not happen, as we already have the
+ * else statement above so middle should not get set. OTOH, it
+ * may be possible for the faces to match but be different objects.
+ */
+ if (top == middle)
+ middle = 0;
+
+ /* There are three posibilities at this point:
+ * 1) top face is set, need middle to be set.
+ * 2) middle is set, need to set top.
+ * 3) neither middle or top is set - need to set both.
+ */
+
+ for (tmp = last; tmp; tmp = tmp->below)
+ {
+ /* Once we get to a floor, stop, since we already have a floor object */
+ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
+ break;
+
+ /* If two top faces are already set, quit processing */
+ if (top && middle)
+ break;
+
+ /* Only show visible faces */
+ if (!tmp->invisible)
+ {
+ /* Fill in top if needed */
+ if (!top)
+ {
+ top = tmp;
+ if (top == middle)
+ middle = 0;
+ }
+ else
+ {
+ /* top is already set - we should only get here if
+ * middle is not set
+ *
+ * Set the middle face and break out, since there is nothing
+ * more to fill in. We don't check visiblity here, since
+ *
+ */
+ if (tmp != top)
+ {
+ middle = tmp;
+ break;
}
}
}
}
- if (middle == floor) middle = blank_face;
- if (top == middle) middle = blank_face;
- SET_MAP_FACE(m,x,y,top,0);
- if(top != blank_face)
- SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
- else
- SET_MAP_FACE_OBJ(m,x,y,NULL,0);
- SET_MAP_FACE(m,x,y,middle,1);
- if(middle != blank_face)
- SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
- else
- SET_MAP_FACE_OBJ(m,x,y,NULL,1);
- SET_MAP_FACE(m,x,y,floor,2);
- if(floor != blank_face)
- SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
- else
- SET_MAP_FACE_OBJ(m,x,y,NULL,2);
- SET_MAP_LIGHT(m,x,y,light);
+
+ if (middle == floor)
+ middle = 0;
+
+ if (top == middle)
+ middle = 0;
+
+#if 0
+ faces_obj [0] = top;
+ faces_obj [1] = middle;
+ faces_obj [2] = floor;
+#endif
}
+uint64
+mapspace::volume () const
+{
+ uint64 vol = 0;
-void set_map_reset_time(mapstruct *map) {
- int timeout;
-
- timeout = MAP_RESET_TIMEOUT(map);
- if (timeout <= 0)
- timeout = MAP_DEFAULTRESET;
- if (timeout >= MAP_MAXRESET)
- timeout = MAP_MAXRESET;
- MAP_WHEN_RESET(map) = seconds()+timeout;
-}
-
-/* this updates the orig_map->tile_map[tile_num] value after loading
- * the map. It also takes care of linking back the freshly loaded
- * maps tile_map values if it tiles back to this one. It returns
- * the value of orig_map->tile_map[tile_num]. It really only does this
- * so that it is easier for calling functions to verify success.
- */
-
-static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
-{
- int dest_tile = (tile_num +2) % 4;
- char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
-
- orig_map->tile_map[tile_num] = ready_map_name(path, 0);
-
- /* need to do a strcmp here as the orig_map->path is not a shared string */
- if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
- !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
- orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
+ for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
+ vol += op->volume ();
- return orig_map->tile_map[tile_num];
+ return vol;
+}
+
+bool
+maptile::tile_available (int dir, bool load)
+{
+ if (!tile_path[dir])
+ return 0;
+
+ if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
+ return 1;
+
+ if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
+ return 1;
+
+ return 0;
}
/* this returns TRUE if the coordinates (x,y) are out of
@@ -1931,159 +1215,206 @@
* necessary to check for valid coordinates.
* This function will recursively call itself for the
* tiled maps.
- *
- *
*/
-int out_of_map(mapstruct *m, int x, int y)
+int
+out_of_map (maptile *m, int x, int y)
{
+ /* If we get passed a null map, this is obviously the
+ * case. This generally shouldn't happen, but if the
+ * map loads fail below, it could happen.
+ */
+ if (!m)
+ return 0;
- /* If we get passed a null map, this is obviously the
- * case. This generally shouldn't happen, but if the
- * map loads fail below, it could happen.
- */
- if (!m) return 0;
-
- if (x<0) {
- if (!m->tile_path[3]) return 1;
- if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
- load_and_link_tiled_map(m, 3);
- }
- return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
+ if (x < 0)
+ {
+ if (!m->tile_available (3))
+ return 1;
+
+ return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
}
- if (x>=MAP_WIDTH(m)) {
- if (!m->tile_path[1]) return 1;
- if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
- load_and_link_tiled_map(m, 1);
- }
- return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
+
+ if (x >= m->width)
+ {
+ if (!m->tile_available (1))
+ return 1;
+
+ return out_of_map (m->tile_map[1], x - m->width, y);
}
- if (y<0) {
- if (!m->tile_path[0]) return 1;
- if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
- load_and_link_tiled_map(m, 0);
- }
- return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
+
+ if (y < 0)
+ {
+ if (!m->tile_available (0))
+ return 1;
+
+ return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
}
- if (y>=MAP_HEIGHT(m)) {
- if (!m->tile_path[2]) return 1;
- if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
- load_and_link_tiled_map(m, 2);
- }
- return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
+
+ if (y >= m->height)
+ {
+ if (!m->tile_available (2))
+ return 1;
+
+ return out_of_map (m->tile_map[2], x, y - m->height);
}
- /* Simple case - coordinates are within this local
- * map.
- */
- return 0;
+ /* Simple case - coordinates are within this local
+ * map.
+ */
+ return 0;
}
/* This is basically the same as out_of_map above, but
* instead we return NULL if no map is valid (coordinates
* out of bounds and no tiled map), otherwise it returns
* the map as that the coordinates are really on, and
- * updates x and y to be the localized coordinates.
+ * updates x and y to be the localised coordinates.
* Using this is more efficient of calling out_of_map
* and then figuring out what the real map is
*/
-mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
+maptile *
+maptile::xy_find (sint16 &x, sint16 &y)
{
+ if (x < 0)
+ {
+ if (!tile_available (3))
+ return 0;
- if (*x<0) {
- if (!m->tile_path[3]) return NULL;
- if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
- load_and_link_tiled_map(m, 3);
-
- *x += MAP_WIDTH(m->tile_map[3]);
- return (get_map_from_coord(m->tile_map[3], x, y));
+ x += tile_map[3]->width;
+ return tile_map[3]->xy_find (x, y);
}
- if (*x>=MAP_WIDTH(m)) {
- if (!m->tile_path[1]) return NULL;
- if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
- load_and_link_tiled_map(m, 1);
- *x -= MAP_WIDTH(m);
- return (get_map_from_coord(m->tile_map[1], x, y));
- }
- if (*y<0) {
- if (!m->tile_path[0]) return NULL;
- if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
- load_and_link_tiled_map(m, 0);
+ if (x >= width)
+ {
+ if (!tile_available (1))
+ return 0;
- *y += MAP_HEIGHT(m->tile_map[0]);
- return (get_map_from_coord(m->tile_map[0], x, y));
+ x -= width;
+ return tile_map[1]->xy_find (x, y);
}
- if (*y>=MAP_HEIGHT(m)) {
- if (!m->tile_path[2]) return NULL;
- if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
- load_and_link_tiled_map(m, 2);
- *y -= MAP_HEIGHT(m);
- return (get_map_from_coord(m->tile_map[2], x, y));
+ if (y < 0)
+ {
+ if (!tile_available (0))
+ return 0;
+
+ y += tile_map[0]->height;
+ return tile_map[0]->xy_find (x, y);
}
- /* Simple case - coordinates are within this local
- * map.
- */
+ if (y >= height)
+ {
+ if (!tile_available (2))
+ return 0;
+
+ y -= height;
+ return tile_map[2]->xy_find (x, y);
+ }
- return m;
+ /* Simple case - coordinates are within this local
+ * map.
+ */
+ return this;
}
/**
* Return whether map2 is adjacent to map1. If so, store the distance from
* map1 to map2 in dx/dy.
*/
-static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
- if (!map1 || !map2)
- return 0;
-
- if (map1 == map2) {
- *dx = 0;
- *dy = 0;
-
- } else if (map1->tile_map[0] == map2) { /* up */
- *dx = 0;
- *dy = -MAP_HEIGHT(map2);
- } else if (map1->tile_map[1] == map2) { /* right */
- *dx = MAP_WIDTH(map1);
- *dy = 0;
- } else if (map1->tile_map[2] == map2) { /* down */
- *dx = 0;
- *dy = MAP_HEIGHT(map1);
- } else if (map1->tile_map[3] == map2) { /* left */
- *dx = -MAP_WIDTH(map2);
- *dy = 0;
-
- } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
- *dx = MAP_WIDTH(map1->tile_map[0]);
- *dy = -MAP_HEIGHT(map1->tile_map[0]);
- } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
- *dx = -MAP_WIDTH(map2);
- *dy = -MAP_HEIGHT(map1->tile_map[0]);
- } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
- *dx = MAP_WIDTH(map1);
- *dy = -MAP_HEIGHT(map2);
- } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
- *dx = MAP_WIDTH(map1);
- *dy = MAP_HEIGHT(map1->tile_map[1]);
- } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
- *dx = MAP_WIDTH(map1->tile_map[2]);
- *dy = MAP_HEIGHT(map1);
- } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
- *dx = -MAP_WIDTH(map2);
- *dy = MAP_HEIGHT(map1);
- } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
- *dx = -MAP_WIDTH(map1->tile_map[3]);
- *dy = -MAP_HEIGHT(map2);
- } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
- *dx = -MAP_WIDTH(map1->tile_map[3]);
- *dy = MAP_HEIGHT(map1->tile_map[3]);
+int
+adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
+{
+ if (!map1 || !map2)
+ return 0;
- } else { /* not "adjacent" enough */
- return 0;
+ //TODO: this doesn't actually check correctly when intermediate maps are not loaded
+ //fix: compare paths instead (this is likely faster, too!)
+ if (map1 == map2)
+ {
+ *dx = 0;
+ *dy = 0;
}
+ else if (map1->tile_map[0] == map2)
+ { /* up */
+ *dx = 0;
+ *dy = -map2->height;
+ }
+ else if (map1->tile_map[1] == map2)
+ { /* right */
+ *dx = map1->width;
+ *dy = 0;
+ }
+ else if (map1->tile_map[2] == map2)
+ { /* down */
+ *dx = 0;
+ *dy = map1->height;
+ }
+ else if (map1->tile_map[3] == map2)
+ { /* left */
+ *dx = -map2->width;
+ *dy = 0;
+ }
+ else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
+ { /* up right */
+ *dx = map1->tile_map[0]->width;
+ *dy = -map1->tile_map[0]->height;
+ }
+ else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
+ { /* up left */
+ *dx = -map2->width;
+ *dy = -map1->tile_map[0]->height;
+ }
+ else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
+ { /* right up */
+ *dx = map1->width;
+ *dy = -map2->height;
+ }
+ else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
+ { /* right down */
+ *dx = map1->width;
+ *dy = map1->tile_map[1]->height;
+ }
+ else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
+ { /* down right */
+ *dx = map1->tile_map[2]->width;
+ *dy = map1->height;
+ }
+ else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
+ { /* down left */
+ *dx = -map2->width;
+ *dy = map1->height;
+ }
+ else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
+ { /* left up */
+ *dx = -map1->tile_map[3]->width;
+ *dy = -map2->height;
+ }
+ else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
+ { /* left down */
+ *dx = -map1->tile_map[3]->width;
+ *dy = map1->tile_map[3]->height;
+ }
+ else
+ return 0;
- return 1;
+ return 1;
+}
+
+maptile *
+maptile::xy_load (sint16 &x, sint16 &y)
+{
+ maptile *map = xy_find (x, y);
+
+ if (map)
+ map->load_sync ();
+
+ return map;
+}
+
+maptile *
+get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
+{
+ return m->xy_load (*x, *y);
}
/* From map.c
@@ -2091,7 +1422,7 @@
* creature is. get_rangevector takes into account map tiling,
* so you just can not look the the map coordinates and get the
* righte value. distance_x/y are distance away, which
- * can be negativbe. direction is the crossfire direction scheme
+ * can be negative. direction is the crossfire direction scheme
* that the creature should head. part is the part of the
* monster that is closest.
*
@@ -2106,50 +1437,58 @@
* currently, the only flag supported (0x1) is don't translate for
* closest body part of 'op1'
*/
+void
+get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
+{
+ if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
+ {
+ /* be conservative and fill in _some_ data */
+ retval->distance = 10000;
+ retval->distance_x = 10000;
+ retval->distance_y = 10000;
+ retval->direction = 0;
+ retval->part = 0;
+ }
+ else
+ {
+ object *best;
-void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
- if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
- /* be conservative and fill in _some_ data */
- retval->distance = 100000;
- retval->distance_x = 32767;
- retval->distance_y = 32767;
- retval->direction = 0;
- retval->part = 0;
- } else {
- object *best;
-
- retval->distance_x += op2->x-op1->x;
- retval->distance_y += op2->y-op1->y;
-
- best = op1;
- /* If this is multipart, find the closest part now */
- if (!(flags&0x1) && op1->more) {
- object *tmp;
- int best_distance = retval->distance_x*retval->distance_x+
- retval->distance_y*retval->distance_y, tmpi;
-
- /* we just take the offset of the piece to head to figure
- * distance instead of doing all that work above again
- * since the distance fields we set above are positive in the
- * same axis as is used for multipart objects, the simply arithmetic
- * below works.
- */
- for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
- tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
- (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
- if (tmpi < best_distance) {
- best_distance = tmpi;
- best = tmp;
+ retval->distance_x += op2->x - op1->x;
+ retval->distance_y += op2->y - op1->y;
+
+ best = op1;
+ /* If this is multipart, find the closest part now */
+ if (!(flags & 0x1) && op1->more)
+ {
+ int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
+
+ /* we just take the offset of the piece to head to figure
+ * distance instead of doing all that work above again
+ * since the distance fields we set above are positive in the
+ * same axis as is used for multipart objects, the simply arithmetic
+ * below works.
+ */
+ for (object *tmp = op1->more; tmp; tmp = tmp->more)
+ {
+ tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
+ (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
+ if (tmpi < best_distance)
+ {
+ best_distance = tmpi;
+ best = tmp;
}
}
- if (best != op1) {
- retval->distance_x += op1->x-best->x;
- retval->distance_y += op1->y-best->y;
+
+ if (best != op1)
+ {
+ retval->distance_x += op1->x - best->x;
+ retval->distance_y += op1->y - best->y;
}
}
- retval->part = best;
- retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
- retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
+
+ retval->part = best;
+ retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
+ retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
}
}
@@ -2163,35 +1502,112 @@
* for something in the future. Also, since no object is pasted, the best
* field of the rv_vector is set to NULL.
*/
+void
+get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
+{
+ if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
+ {
+ /* be conservative and fill in _some_ data */
+ retval->distance = 100000;
+ retval->distance_x = 32767;
+ retval->distance_y = 32767;
+ retval->direction = 0;
+ retval->part = 0;
+ }
+ else
+ {
+ retval->distance_x += op2->x - x;
+ retval->distance_y += op2->y - y;
-void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
- if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
- /* be conservative and fill in _some_ data */
- retval->distance = 100000;
- retval->distance_x = 32767;
- retval->distance_y = 32767;
- retval->direction = 0;
- retval->part = 0;
- } else {
- retval->distance_x += op2->x-x;
- retval->distance_y += op2->y-y;
-
- retval->part = NULL;
- retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
- retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
+ retval->part = NULL;
+ retval->distance = idistance (retval->distance_x, retval->distance_y);
+ retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
}
}
/* Returns true of op1 and op2 are effectively on the same map
* (as related to map tiling). Note that this looks for a path from
- * op1 to op2, so if the tiled maps are assymetric and op2 has a path
+ * op1 to op2, so if the tiled maps are asymetric and op2 has a path
* to op1, this will still return false.
* Note we only look one map out to keep the processing simple
* and efficient. This could probably be a macro.
* MSW 2001-08-05
*/
-int on_same_map(const object *op1, const object *op2) {
- int dx, dy;
+int
+on_same_map (const object *op1, const object *op2)
+{
+ int dx, dy;
- return adjacent_map(op1->map, op2->map, &dx, &dy);
+ return adjacent_map (op1->map, op2->map, &dx, &dy);
}
+
+object *
+maptile::insert (object *op, int x, int y, object *originator, int flags)
+{
+ if (!op->flag [FLAG_REMOVED])
+ op->remove ();
+
+ return insert_ob_in_map_at (op, this, originator, flags, x, y);
+}
+
+region *
+maptile::region (int x, int y) const
+{
+ if (regions
+ && regionmap
+ && !OUT_OF_REAL_MAP (this, x, y))
+ if (struct region *reg = regionmap [regions [y * width + x]])
+ return reg;
+
+ if (default_region)
+ return default_region;
+
+ return ::region::default_region ();
+}
+
+/* picks a random object from a style map.
+ * Redone by MSW so it should be faster and not use static
+ * variables to generate tables.
+ */
+object *
+maptile::pick_random_object () const
+{
+ /* while returning a null object will result in a crash, that
+ * is actually preferable to an infinite loop. That is because
+ * most servers will automatically restart in case of crash.
+ * Change the logic on getting the random space - shouldn't make
+ * any difference, but this seems clearer to me.
+ */
+ for (int i = 1000; --i;)
+ {
+ object *pick = at (rndm (width), rndm (height)).bot;
+
+ // do not prefer big monsters just because they are big.
+ if (pick && pick->head_ () == pick)
+ return pick->head_ ();
+ }
+
+ // instead of crashing in the unlikely(?) case, try to return *something*
+ return get_archetype ("blocked");
+}
+
+void
+maptile::play_sound (faceidx sound, int x, int y) const
+{
+ if (!sound)
+ return;
+
+ for_all_players (pl)
+ if (pl->observe->map == this)
+ if (client *ns = pl->ns)
+ {
+ int dx = x - pl->ob->x;
+ int dy = y - pl->ob->y;
+
+ int distance = idistance (dx, dy);
+
+ if (distance <= MAX_SOUND_DISTANCE)
+ ns->play_sound (sound, dx, dy);
+ }
+}
+