--- deliantra/server/common/map.C 2006/09/10 16:00:23 1.29
+++ deliantra/server/common/map.C 2007/09/09 06:25:45 1.128
@@ -1,252 +1,35 @@
-
/*
- * static char *rcsid_map_c =
- * "$Id: map.C,v 1.29 2006/09/10 16:00:23 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.
+#include
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+#include "global.h"
+#include "funcpoint.h"
-
-#include
-#include
-
-#include
-#ifndef WIN32 /* ---win32 exclude header */
-# include
-#endif /* win32 */
+#include "loader.h"
#include "path.h"
-
-extern int nrofallocobjects, nroffreeobjects;
-
-/*
- * 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;
-
- 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;
-#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);
- }
-}
-
/* This rolls up wall, blocks_magic, blocks_view, etc, all into
* one function that just returns a P_.. value (see map.h)
* it will also do map translation for tiled maps, returning
@@ -258,32 +41,23 @@
* 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)
+get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
{
- sint16 newx, newy;
- int retval = 0;
- mapstruct *mp;
+ sint16 newx = x;
+ sint16 newy = y;
+
+ maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
- if (out_of_map (oldmap, x, y))
+ if (!mp)
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;
+ if (newmap) *newmap = mp;
+ if (nx) *nx = newx;
+ if (ny) *ny = newy;
- return retval;
+ return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
}
-
/*
* Returns true if the given coordinate is blocked except by the
* object passed is not blocking. This is used with
@@ -296,9 +70,8 @@
* the coordinates & map passed in should have been updated for tiling
* by the caller.
*/
-
int
-blocked_link (object *ob, mapstruct *m, int sx, int sy)
+blocked_link (object *ob, maptile *m, int sx, int sy)
{
object *tmp;
int mflags, blocked;
@@ -315,7 +88,7 @@
/* Save some cycles - instead of calling get_map_flags(), just get the value
* directly.
*/
- mflags = m->spaces[sx + m->width * sy].flags;
+ mflags = m->at (sx, sy).flags ();
blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
@@ -336,15 +109,14 @@
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
return 0;
- if (ob->head != NULL)
- ob = ob->head;
+ 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)
+ for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
{
/* This must be before the checks below. Code for inventory checkers. */
@@ -377,13 +149,17 @@
/* 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
+ * second - if a monster, can't move there, unless 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))
+
+ if (tmp->flag [FLAG_ALIVE]
+ && tmp->head_ () != ob
+ && tmp != ob
+ && tmp->type != DOOR
+ && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
return 1;
}
@@ -391,7 +167,6 @@
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,
@@ -418,49 +193,50 @@
* code, we need to have actual object to check its move_type
* against the move_block values.
*/
-
int
-ob_blocked (const object *ob, mapstruct *m, sint16 x, sint16 y)
+ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
{
archetype *tmp;
int flag;
- mapstruct *m1;
+ maptile *m1;
sint16 sx, sy;
- if (ob == NULL)
+ 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 (GET_MAP_MOVE_BLOCK (m1, sx, sy));
+ return m1->at (sx, sy).move_block;
}
- for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
+ for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
{
- flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
+ 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 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
+ 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, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
- return AB_NO_PASS;
-
+ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
+ return P_NO_PASS;
}
+
return 0;
}
@@ -470,264 +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 = NULL;
- while (tmp != NULL)
+ container->inv = 0;
+ while (tmp)
{
next = tmp->below;
if (tmp->inv)
fix_container (tmp);
- (void) insert_ob_in_ob (tmp, container);
+
+ 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
+maptile::set_object_flag (int flag, int value)
+{
+ if (!spaces)
+ return;
+
+ 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; x < MAP_WIDTH (m); x++)
- for (y = 0; y < MAP_HEIGHT (m); y++)
- for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
- {
- above = tmp->above;
+ if (!spaces)
+ return;
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ {
+ object *op = ms->bot;
+ while (op)
+ {
/* 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)
+ if (op->head_ () == op && !op->more && op->arch->more)
{
- op = arch_to_object (at);
+ op->remove ();
+ op->expand_tail ();
- /* 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 */
+ // 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
*/
-void
-load_objects (mapstruct *m, object_thawer & fp, int mapflags)
+bool
+maptile::_load_objects (object_thawer &f)
{
- 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)))
+ for (;;)
{
- /* 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)
+ coroapi::cede_to_tick_every (100); // cede once in a while
+
+ switch (f.kw)
{
- LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
- continue;
+ case KW_arch:
+ if (object *op = object::read (f, this))
+ {
+ if (op->inv)
+ sum_weight (op);
+
+ insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
+ }
+
+ continue;
+
+ case KW_EOF:
+ return true;
+
+ default:
+ if (!f.parse_error ("map file"))
+ return false;
+ break;
}
+ f.next ();
+ }
- 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);
+ return true;
+}
- if (op->inv)
- sum_weight (op);
+void
+maptile::activate ()
+{
+ if (spaces)
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *op = ms->bot; op; op = op->above)
+ op->activate_recursive ();
+}
- prev = op, last_more = op;
- break;
+void
+maptile::deactivate ()
+{
+ if (spaces)
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *op = ms->bot; op; op = op->above)
+ op->deactivate_recursive ();
+}
- 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;
- break;
- }
+bool
+maptile::_save_objects (object_freezer &f, int flags)
+{
+ coroapi::cede_to_tick ();
- if (mapflags & MAP_STYLE)
- remove_from_active_list (op);
+ if (flags & IO_HEADER)
+ _save_header (f);
- op = get_object ();
- op->map = m;
- }
+ if (!spaces)
+ return false;
- for (i = 0; i < m->width; i++)
+ for (int i = 0; i < size (); ++i)
{
- for (j = 0; j < m->height; j++)
+ bool unique = 0;
+
+ for (object *op = spaces [i].bot; op; op = op->above)
{
- unique = 0;
- /* check for unique items, or unique squares */
- for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->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 (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);
+ 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)
+bool
+maptile::_save_objects (const char *path, int flags)
{
- 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;
- }
-
- if (op->head || op->owner)
- continue;
+ object_freezer freezer;
- 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);
+ if (!_save_objects (freezer, flags))
+ return false;
- } /* for this space */
- } /* for this j */
+ return freezer.save (path);
}
-/*
- * 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)
+maptile::maptile ()
{
- 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;
+ in_memory = MAP_SWAPPED;
- map->in_memory = MAP_SWAPPED;
/* The maps used to pick up default x and y values from the
- * map archetype. Mimic that behaviour.
+ * 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;
+ width = 16;
+ height = 16;
+ timeout = 300;
+ max_nrof = 1000; // 1000 items of anything
+ max_volume = 2000000; // 2m³
}
-/*
- * Allocates the arrays contained in a mapstruct.
- * This basically allocates the dynamic array of spaces for the
- * map.
- */
-
-void
-allocate_map (mapstruct *m)
+maptile::maptile (int w, int h)
{
- 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);
- }
+ in_memory = MAP_SWAPPED;
- m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
+ width = w;
+ height = h;
+ reset_timeout = 0;
+ timeout = 300;
+ enter_x = 0;
+ enter_y = 0;
- if (m->spaces == NULL)
- fatal (OUT_OF_MEMORY);
+ alloc ();
}
-/* Create and returns a map of the specific size. Used
- * in random map code and the editor.
+/*
+ * Allocates the arrays contained in a maptile.
+ * This basically allocates the dynamic array of spaces for the
+ * map.
*/
-mapstruct *
-get_empty_map (int sizex, int sizey)
+void
+maptile::alloc ()
{
- mapstruct *m = get_linked_map ();
+ if (spaces)
+ return;
- 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
@@ -735,7 +467,6 @@
* at a later date.
* Called by parse_map_headers below.
*/
-
static shopitems *
parse_shop_string (const char *input_string)
{
@@ -744,7 +475,7 @@
int i = 0, number_of_entries = 0;
const typedata *current_type;
- shop_string = strdup_local (input_string);
+ 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)
@@ -754,6 +485,7 @@
if (p)
p++;
}
+
p = shop_string;
strip_endline (p);
items = new shopitems[number_of_entries + 1];
@@ -764,6 +496,7 @@
LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
break;
}
+
next_semicolon = strchr (p, ';');
next_colon = strchr (p, ':');
/* if there is a stregth specified, figure out what it is, we'll need it soon. */
@@ -800,12 +533,14 @@
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;
}
+
free (shop_string);
return items;
}
@@ -813,7 +548,7 @@
/* 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)
+print_shop_string (maptile *m, char *output_string)
{
int i;
char tmp[MAX_BUF];
@@ -824,21 +559,18 @@
if (m->shopitems[i].typenum)
{
if (m->shopitems[i].strength)
- {
- sprintf (tmp, "%s:%d;", m->shopitems[i].name, 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);
- }
+ sprintf (tmp, "*:%d;", m->shopitems[i].strength);
else
sprintf (tmp, "*");
}
+
strcat (output_string, tmp);
}
}
@@ -853,957 +585,365 @@
* 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
+ for (;;)
+ {
+ switch (thawer.kw)
{
- *value = 0;
- value++;
- end = strchr (value, '\n');
- while (isspace (*value))
- {
- value++;
- if (*value == '\0' || value == end)
- {
- /* Nothing but spaces. */
- value = NULL;
- break;
- }
- }
+ case KW_msg:
+ thawer.get_ml (KW_endmsg, msg);
+ break;
+
+ case KW_lore: // CF+ extension
+ thawer.get_ml (KW_endlore, maplore);
+ break;
+
+ case KW_maplore:
+ thawer.get_ml (KW_endmaplore, maplore);
+ break;
+
+ 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;
+
+ case KW_oid:
+ thawer.get (this, thawer.get_sint32 ());
+ break;
+
+ case KW_file_format_version: break; // nop
+
+ 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;
+
+ case KW_ERROR:
+ set_key_text (thawer.kw_str, thawer.value);
+ break;
+
+ case KW_end:
+ thawer.next ();
+ return true;
+
+ default:
+ if (!thawer.parse_error ("map", 0))
+ return false;
+ break;
}
- if (!end)
- {
- LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
- return 1;
- }
+ thawer.next ();
+ }
- /* 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.
- */
+ abort ();
+}
- 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"))
- {
- 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))
+/******************************************************************************
+ * This is the start of unique map handling code
+ *****************************************************************************/
+
+/* This goes through the maptile and removed any unique items on the map. */
+void
+maptile::clear_unique_items ()
+{
+ for (int i = 0; i < size (); ++i)
+ {
+ int unique = 0;
+ for (object *op = spaces [i].bot; op; )
{
- int tile = atoi (key + 10);
+ object *above = op->above;
- if (tile < 1 || tile > 4)
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ unique = 1;
+
+ if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
{
- LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
+ op->destroy_inv (false);
+ op->destroy ();
}
- 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);
+ op = above;
}
}
- 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);
+bool
+maptile::_save_header (object_freezer &freezer)
+{
+#define MAP_OUT(k) freezer.put (KW_ ## k, k)
+#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
- object_thawer thawer (pathname);
+ MAP_OUT2 (arch, "map");
- if (!thawer)
- return 0;
+ 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);
- m = get_linked_map ();
+ if (default_region) MAP_OUT2 (region, default_region->name);
- strcpy (m->path, filename);
- if (load_map_header (thawer, m))
+ if (shopitems)
{
- LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
- delete_map (m);
- return NULL;
+ char shop[MAX_BUF];
+ print_shop_string (this, shop);
+ MAP_OUT2 (shopitems, shop);
}
- allocate_map (m);
+ 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);
- m->in_memory = MAP_LOADING;
- load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
+ if (msg) freezer.put (KW_msg , KW_endmsg , msg);
+ if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
- 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);
-}
+ MAP_OUT (outdoor);
+ MAP_OUT (temp);
+ MAP_OUT (pressure);
+ MAP_OUT (humid);
+ MAP_OUT (windspeed);
+ MAP_OUT (winddir);
+ MAP_OUT (sky);
-/*
- * 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)
- */
+ MAP_OUT (per_player);
+ MAP_OUT (per_party);
-static mapstruct *
-load_temporary_map (mapstruct *m)
-{
- char buf[MAX_BUF];
+ 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 (!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;
- }
-
- object_thawer thawer (m->tmpname);
+ freezer.put (this);
+ freezer.put (KW_end);
- 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;
- }
+ return true;
+}
- 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);
+bool
+maptile::_save_header (const char *path)
+{
+ object_freezer freezer;
- m->in_memory = MAP_LOADING;
- load_objects (m, thawer, 0);
+ if (!_save_header (freezer))
+ return false;
- m->in_memory = MAP_IN_MEMORY;
- INVOKE_MAP (SWAPIN, m);
- return m;
+ return freezer.save (path);
}
/*
- * 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)
+ * Remove and free all objects in the given map.
*/
-
-mapstruct *
-load_overlay_map (const char *filename, mapstruct *m)
+void
+maptile::clear ()
{
- char pathname[MAX_BUF];
-
- strcpy (pathname, create_overlay_pathname (filename));
-
- object_thawer thawer (pathname);
-
- if (!thawer)
- return m;
-
- if (load_map_header (thawer, m))
+ if (spaces)
{
- 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;
- }
- /*allocate_map(m); */
-
- m->in_memory = MAP_LOADING;
- load_objects (m, thawer, MAP_OVERLAY);
-
- m->in_memory = MAP_IN_MEMORY;
- return m;
-}
-
-/******************************************************************************
- * This is the start of unique map handling code
- *****************************************************************************/
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ while (object *op = ms->bot)
+ {
+ // manually remove, as to not trigger anything
+ if (ms->bot = op->above)
+ ms->bot->below = 0;
-/* This goes through map 'm' and removed any unique items on the map. */
-static void
-delete_unique_items (mapstruct *m)
-{
- int i, j, unique;
- object *op, *next;
+ op->flag [FLAG_REMOVED] = true;
- 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 = next)
- {
- next = op->above;
- if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
- unique = 1;
- if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
+ object *head = op->head_ ();
+ if (op == head)
{
- clean_object (op);
- if (QUERY_FLAG (op, FLAG_IS_LINKED))
- remove_button_link (op);
- remove_ob (op);
- free_object (op);
+ op->destroy_inv (false);
+ op->destroy ();
+ }
+ else if (head->map != op->map)
+ {
+ LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
+ head->destroy ();
}
}
- }
-}
-
-
-/*
- * 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];
- for (count = 0; count < 10; count++)
- {
- sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
- if (!access (firstname, R_OK))
- break;
+ sfree (spaces, size ()), spaces = 0;
}
- /* If we get here, we did not find any map */
- if (count == 10)
- return;
- object_thawer thawer (firstname);
+ if (buttons)
+ free_objectlinkpt (buttons), buttons = 0;
- 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;
+ sfree (regions, size ()); regions = 0;
+ delete [] regionmap; regionmap = 0;
}
-
-/*
- * 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)
+void
+maptile::clear_header ()
{
- char filename[MAX_BUF], buf[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);
-
- make_path_to_file (filename);
- }
- else
- {
- if (!m->tmpname)
- m->tmpname = tempnam_local (settings.tmpdir, NULL);
-
- strcpy (filename, m->tmpname);
- }
-
- LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
- m->in_memory = MAP_SAVING;
-
- object_freezer freezer;
-
- /* 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)
- {
- object_freezer unique;
+ name = 0;
+ msg = 0;
+ maplore = 0;
+ shoprace = 0;
+ delete [] shopitems, shopitems = 0;
- if (flag == 2)
- save_objects (m, freezer, unique, 2);
- else
- save_objects (m, freezer, unique, 0);
-
- sprintf (buf, "%s.v00", create_items_path (m->path));
-
- unique.save (buf);
- }
- else
- { /* save same file when not playing, like in editor */
- save_objects (m, freezer, freezer, 0);
- }
-
- freezer.save (filename);
-
- return 0;
+ for (int i = 0; i < 4; i++)
+ tile_path [i] = 0;
}
-
-/*
- * Remove and free all objects in the inventory of the given object.
- * object.c ?
- */
-
-void
-clean_object (object *op)
+maptile::~maptile ()
{
- object *tmp, *next;
-
- for (tmp = op->inv; tmp; tmp = next)
- {
- next = tmp->below;
- clean_object (tmp);
- if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
- remove_button_link (tmp);
- remove_ob (tmp);
- free_object (tmp);
- }
+ assert (destroyed ());
}
-/*
- * Remove and free all objects in the given map.
- */
-
void
-free_all_objects (mapstruct *m)
+maptile::clear_links_to (maptile *m)
{
- int i, j;
- object *op;
-
- for (i = 0; i < MAP_WIDTH (m); i++)
- for (j = 0; j < MAP_HEIGHT (m); j++)
- {
- object *previous_obj = NULL;
-
- while ((op = GET_MAP_OB (m, i, j)) != NULL)
- {
- if (op == previous_obj)
- {
- LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
- break;
- }
- previous_obj = op;
- if (op->head != 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);
- }
- }
+ /* 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;
}
-/*
- * 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)
+maptile::do_destroy ()
{
- int i;
+ attachable::do_destroy ();
- 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)
- delete[]m->shopitems;
- m->shopitems = 0;
- 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;
+ clear ();
}
-/*
- * 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.
- */
-
+/* decay and destroy perishable items in a map */
void
-delete_map (mapstruct *m)
+maptile::do_decay_objects ()
{
- mapstruct *tmp, *last;
- int i;
-
- if (!m)
+ if (!spaces)
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;
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *above, *op = ms->bot; op; op = above)
+ {
+ above = op->above;
- /* 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;
- }
+ bool destroy = 0;
- /* 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;
+ // do not decay anything above unique floor tiles (yet :)
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ break;
- delete m;
-}
+ 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
+ {
+ int mat = op->materials;
+ 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 ();
+ }
+}
/*
- * 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.
+ * Updates every button on the map (by calling update_button() for them).
*/
-
-mapstruct *
-ready_map_name (const char *name, int flags)
+void
+maptile::update_buttons ()
{
- mapstruct *m;
-
- if (!name)
- return (NULL);
-
- /* Have we been at this level before? */
- m = has_been_loaded (name);
-
- /* Map is good to go, so just return it */
- if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
- {
- return m;
- }
-
- /* 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)
- {
-
- /* first visit or time to reset */
- if (m)
- {
- clean_tmp_map (m); /* Doesn't make much difference */
- delete_map (m);
- }
-
- /* create and load a map */
- if (flags & MAP_PLAYER_UNIQUE)
- LOG (llevDebug, "Trying to load map %s.\n", name);
- else
- LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
-
- //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;
- }
-
- if (flags & MAP_PLAYER_UNIQUE)
- INVOKE_MAP (SWAPIN, m);
-
- }
- else
- {
- /* If in this loop, we found a temporary map, so load it up. */
-
- 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.
- */
+ 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;
+ }
- 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,
@@ -1814,86 +954,42 @@
* have a difficulty set than using this function - human calculation
* is much better than this functions guesswork.
*/
-
int
-calculate_difficulty (mapstruct *m)
+maptile::estimate_difficulty () const
{
- object *op;
- archetype *at;
- int x, y, i;
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++;
- }
+ 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;
- at = type_to_archetype (GENERATE_TYPE (op));
+ 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.
@@ -1901,42 +997,38 @@
* to maps than los.
* postive values make it darker, negative make it brighter
*/
-
int
-change_map_light (mapstruct *m, int change)
+maptile::change_map_light (int change)
{
- int new_level = m->darkness + change;
+ int new_level = darkness + change;
/* Nothing to do */
- if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
- {
- return 0;
- }
+ if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
+ return 0;
/* inform all players on the map */
if (change > 0)
- new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
+ new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
else
- new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
+ new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
- /* Do extra checking. since m->darkness is a unsigned value,
+ /* 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)
- m->darkness = 0;
+ darkness = 0;
else if (new_level >= MAX_DARKNESS)
- m->darkness = MAX_DARKNESS;
+ darkness = MAX_DARKNESS;
else
- m->darkness = new_level;
+ darkness = new_level;
/* All clients need to get re-updated for the change */
- update_all_map_los (m);
+ update_all_map_los (this);
return 1;
}
-
/*
* This function updates various attributes about a specific space
* on the map (what it looks like, whether it blocks magic,
@@ -1944,36 +1036,26 @@
* through, etc)
*/
void
-update_position (mapstruct *m, int x, int y)
+mapspace::update_ ()
{
- object *tmp, *last = NULL;
- uint8 flags = 0, oldflags, light = 0, anywhere = 0;
- New_Face *top, *floor, *middle;
- object *top_obj, *floor_obj, *middle_obj;
+ 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;
- 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;
+ //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;
- for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
+ 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
+ * 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?)
+ * it is a dissapation factor that is cubed.
*/
if (tmp->glow_radius > light)
light = tmp->glow_radius;
@@ -1989,77 +1071,56 @@
if (!tmp->invisible)
{
if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
- {
- top = tmp->face;
- top_obj = tmp;
- }
+ 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 = blank_face;
- top = blank_face;
- floor = tmp->face;
- floor_obj = tmp;
+ middle = 0;
+ top = 0;
+ floor = tmp;
}
/* Flag anywhere have high priority */
else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
{
- middle = tmp->face;
-
- middle_obj = tmp;
+ 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 == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
- {
- middle = tmp->face;
- middle_obj = tmp;
- }
+ 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);
}
- move_slow |= tmp->move_slow;
+ move_slow |= tmp->move_slow;
move_block |= tmp->move_block;
- move_on |= tmp->move_on;
- move_off |= tmp->move_off;
+ 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;
-
- 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);
+ 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;
}
- 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);
+
+ 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
@@ -2076,7 +1137,7 @@
* may be possible for the faces to match but be different objects.
*/
if (top == middle)
- middle = blank_face;
+ middle = 0;
/* There are three posibilities at this point:
* 1) top face is set, need middle to be set.
@@ -2091,19 +1152,18 @@
break;
/* If two top faces are already set, quit processing */
- if ((top != blank_face) && (middle != blank_face))
+ if (top && middle)
break;
- /* Only show visible faces, unless its the editor - show all */
- if (!tmp->invisible || editor)
+ /* Only show visible faces */
+ if (!tmp->invisible)
{
/* Fill in top if needed */
- if (top == blank_face)
+ if (!top)
{
- top = tmp->face;
- top_obj = tmp;
+ top = tmp;
if (top == middle)
- middle = blank_face;
+ middle = 0;
}
else
{
@@ -2114,71 +1174,52 @@
* more to fill in. We don't check visiblity here, since
*
*/
- if (tmp->face != top)
+ if (tmp != top)
{
- middle = tmp->face;
- middle_obj = tmp;
+ middle = tmp;
break;
}
}
}
}
+
if (middle == floor)
- middle = blank_face;
+ middle = 0;
+
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);
-}
+ middle = 0;
+#if 0
+ faces_obj [0] = top;
+ faces_obj [1] = middle;
+ faces_obj [2] = floor;
+#endif
+}
-void
-set_map_reset_time (mapstruct *map)
+uint64
+mapspace::volume () const
{
- int timeout;
+ uint64 vol = 0;
- timeout = MAP_RESET_TIMEOUT (map);
- if (timeout <= 0)
- timeout = MAP_DEFAULTRESET;
- if (timeout >= MAP_MAXRESET)
- timeout = MAP_MAXRESET;
- MAP_WHEN_RESET (map) = seconds () + timeout;
-}
+ for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
+ vol += op->volume ();
-/* 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.
- */
+ return vol;
+}
-static mapstruct *
-load_and_link_tiled_map (mapstruct *orig_map, int tile_num)
+bool
+maptile::tile_available (int dir, bool load)
{
- int dest_tile = (tile_num + 2) % 4;
- char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
+ if (!tile_path[dir])
+ return 0;
- orig_map->tile_map[tile_num] = ready_map_name (path, 0);
+ if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
+ return 1;
- /* 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;
+ if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
+ return 1;
- return orig_map->tile_map[tile_num];
+ return 0;
}
/* this returns TRUE if the coordinates (x,y) are out of
@@ -2188,13 +1229,10 @@
* 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)
+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.
@@ -2204,43 +1242,34 @@
if (x < 0)
{
- if (!m->tile_path[3])
+ if (!m->tile_available (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));
+
+ return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
}
- if (x >= MAP_WIDTH (m))
+
+ if (x >= m->width)
{
- if (!m->tile_path[1])
+ if (!m->tile_available (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));
+
+ return out_of_map (m->tile_map[1], x - m->width, y);
}
+
if (y < 0)
{
- if (!m->tile_path[0])
+ if (!m->tile_available (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])));
+
+ return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
}
- if (y >= MAP_HEIGHT (m))
+
+ if (y >= m->height)
{
- if (!m->tile_path[2])
+ if (!m->tile_available (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)));
+
+ return out_of_map (m->tile_map[2], x, y - m->height);
}
/* Simple case - coordinates are within this local
@@ -2253,154 +1282,161 @@
* 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 (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);
+ if (!tile_available (3))
+ return 0;
- *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 (x >= width)
{
- 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);
+ if (!tile_available (1))
+ return 0;
- *x -= MAP_WIDTH (m);
- return (get_map_from_coord (m->tile_map[1], x, y));
+ x -= width;
+ return tile_map[1]->xy_find (x, y);
}
- if (*y < 0)
+
+ 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 (!tile_available (0))
+ return 0;
- *y += MAP_HEIGHT (m->tile_map[0]);
- return (get_map_from_coord (m->tile_map[0], x, y));
+ y += tile_map[0]->height;
+ return tile_map[0]->xy_find (x, y);
}
- if (*y >= MAP_HEIGHT (m))
+
+ if (y >= height)
{
- 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);
+ if (!tile_available (2))
+ return 0;
- *y -= MAP_HEIGHT (m);
- return (get_map_from_coord (m->tile_map[2], x, y));
+ y -= height;
+ return tile_map[2]->xy_find (x, y);
}
/* Simple case - coordinates are within this local
* map.
*/
-
- return m;
+ 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)
+int
+adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
{
if (!map1 || !map2)
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 = -MAP_HEIGHT (map2);
+ *dy = -map2->height;
}
else if (map1->tile_map[1] == map2)
{ /* right */
- *dx = MAP_WIDTH (map1);
+ *dx = map1->width;
*dy = 0;
}
else if (map1->tile_map[2] == map2)
{ /* down */
*dx = 0;
- *dy = MAP_HEIGHT (map1);
+ *dy = map1->height;
}
else if (map1->tile_map[3] == map2)
{ /* left */
- *dx = -MAP_WIDTH (map2);
+ *dx = -map2->width;
*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]);
+ *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 = -MAP_WIDTH (map2);
- *dy = -MAP_HEIGHT (map1->tile_map[0]);
+ *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 = MAP_WIDTH (map1);
- *dy = -MAP_HEIGHT (map2);
+ *dx = map1->width;
+ *dy = -map2->height;
}
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]);
+ *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 = MAP_WIDTH (map1->tile_map[2]);
- *dy = MAP_HEIGHT (map1);
+ *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 = -MAP_WIDTH (map2);
- *dy = MAP_HEIGHT (map1);
+ *dx = -map2->width;
+ *dy = map1->height;
}
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);
+ *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 = -MAP_WIDTH (map1->tile_map[3]);
- *dy = MAP_HEIGHT (map1->tile_map[3]);
-
+ *dx = -map1->tile_map[3]->width;
+ *dy = map1->tile_map[3]->height;
}
else
- { /* not "adjacent" enough */
- return 0;
- }
+ return 0;
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
* This is used by get_player to determine where the other
* 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.
*
@@ -2415,16 +1451,15 @@
* 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 = 100000;
- retval->distance_x = 32767;
- retval->distance_y = 32767;
+ retval->distance = 10000;
+ retval->distance_x = 10000;
+ retval->distance_y = 10000;
retval->direction = 0;
retval->part = 0;
}
@@ -2439,7 +1474,6 @@
/* 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
@@ -2448,7 +1482,7 @@
* same axis as is used for multipart objects, the simply arithmetic
* below works.
*/
- for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
+ 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);
@@ -2458,14 +1492,16 @@
best = tmp;
}
}
+
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->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
}
}
@@ -2480,9 +1516,8 @@
* 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 mapstruct *m, int x, int y, const object *op2, rv_vector * retval, int flags)
+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))
{
@@ -2499,14 +1534,14 @@
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->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.
@@ -2519,3 +1554,74 @@
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->observe->x;
+ int dy = y - pl->observe->y;
+
+ int distance = idistance (dx, dy);
+
+ if (distance <= MAX_SOUND_DISTANCE)
+ ns->play_sound (sound, dx, dy);
+ }
+}
+