--- deliantra/server/common/map.C 2006/10/08 16:51:50 1.33 +++ deliantra/server/common/map.C 2010/04/21 06:42:33 1.195 @@ -1,243 +1,35 @@ /* - 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 -*/ - - -#include -#include - -#include -#ifndef WIN32 /* ---win32 exclude header */ -# include -#endif /* win32 */ - -#include "path.h" - - -/* - * Returns the maptile which has a name matching the given argument. - * return NULL if no match is found. - */ - -maptile * -has_been_loaded (const char *name) -{ - maptile *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. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero 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 Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -void -dump_map (const maptile *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); -} +#include -/* - * Prints out debug-information about all maps. - * This basically just goes through all the maps and calls - * dump_map on each one. - */ +#include "global.h" +#include "path.h" -void -dump_all_maps (void) -{ - maptile *m; +//+GPL - for (m = first_map; m != NULL; m = m->next) - { - dump_map (m); - } -} +sint8 maptile::outdoor_darkness; /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) @@ -250,29 +42,21 @@ * don't expect to insert/remove anything from those spaces. */ int -get_map_flags (maptile *oldmap, maptile **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; - maptile *mp; + sint16 newx = x; + sint16 newy = y; - if (out_of_map (oldmap, x, y)) + maptile *mp = get_map_from_coord (oldmap, &newx, &newy); + + 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); } /* @@ -290,33 +74,28 @@ int blocked_link (object *ob, maptile *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"); + LOG (llevError | logBacktrace, "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; + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* 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)) + 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 + /* if there isn't anything 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 @@ -326,68 +105,65 @@ 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 (object *tmp = ms.top; tmp; tmp = tmp->below) { - - /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (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 (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; + + if (tmp->type == CHECK_INV) { - if (check_inv_recursive (ob, tmp) == NULL) + bool have = check_inv_recursive (ob, tmp); + + // last_sp set means we block if we don't have. + if (logical_xor (have, tmp->last_sp)) return 1; - else - continue; } - else + else if (tmp->type == T_MATCH) { - /* 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 */ + // T_MATCH allows "entrance" iff the match is true + // == blocks if the match fails + + // we could have used an INVOKE_OBJECT, but decided against it, as we + // assume that T_MATCH is relatively common. + if (!match (tmp->slaying, ob, tmp, ob)) 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)) + else + return 1; // unconditional block + + } else { + // space does not block the ob, directly, but + // anything alive that is not a door still + // blocks anything + + if (tmp->flag [FLAG_ALIVE] + && tmp->type != DOOR + && tmp->head_ () != ob) //TODO: maybe move these check up? return 1; } - } + 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, + * Returns the blocking object if the given object can't fit in the given + * spot. This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type - * of object. This function goes through all the parts of the - * multipart object and makes sure they can be inserted. + * of object. This function goes through all the parts of the multipart + * object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * @@ -408,275 +184,276 @@ * 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) +bool +object::blocked (maptile *m, int x, int y) const { - archetype *tmp; - int flag; - maptile *m1; - sint16 sx, sy; - - if (ob == NULL) + for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) { - flag = get_map_flags (m, &m1, x, y, &sx, &sy); - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; + mapxy pos (m, x + tmp->x, y + tmp->y); - /* don't have object, so don't know what types would block */ - return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); - } + if (!pos.normalise ()) + return 1; - 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); + mapspace &ms = *pos; - if (flag & P_OUT_OF_MAP) - return P_OUT_OF_MAP; - if (flag & P_IS_ALIVE) - return P_IS_ALIVE; + if (ms.flags () & P_IS_ALIVE) + return 1; - /* find_first_free_spot() calls this function. However, often - * ob doesn't have any move type (when used to place exits) + /* However, often ob doesn't have any move type + * (signifying non-moving objects) * 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 (!move_type && 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 (ms.blocks (move_type)) + return 1; } + return 0; } -/* When the map is loaded, load_object does not actually insert objects - * into inventory, but just links them. What this does is go through - * and insert them properly. - * The object 'container' is the object that contains the inventory. - * This is needed so that we can update the containers weight. - */ +//-GPL void -fix_container (object *container) +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; +} + +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + +void +maptile::post_load () +{ +#if 0 + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + ; // nop +#endif } +//+GPL + /* 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 (maptile *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; + } + } } +//-GPL + /* * 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 (maptile *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 (); // 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)) + { + // TODO: why? + if (op->inv) + op->update_weight (); + + if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) + { + // we insert manually because + // a) its way faster + // b) we remove manually, too, and there are good reasons for that + // c) it's correct + mapspace &ms = at (op->x, op->y); + + op->flag [FLAG_REMOVED] = false; + + op->above = 0; + op->below = ms.top; + + *(ms.top ? &ms.top->above : &ms.bot) = op; + + ms.top = op; + ms.flags_ = 0; + } + else + { + f.parse_warn (format ("object %s out of range", op->debug_desc ())); + op->destroy (); + } + } + continue; - 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); - - if (op->inv) - sum_weight (op); - - prev = op, last_more = op; - break; - - 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; - } + case KW_EOF: + return true; - if (mapflags & MAP_STYLE) - remove_from_active_list (op); + default: + if (!f.parse_error ("map file")) + return false; + break; + } - op = get_object (); - op->map = m; + f.next (); } - for (i = 0; i < m->width; i++) + 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) { - 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 (maptile *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; + object_freezer freezer; - if (op->type == PLAYER) - { - LOG (llevDebug, "Player on map that is being saved\n"); - continue; - } + 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); +void +maptile::init () +{ + 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_items = MAX_ITEM_PER_ACTION; + max_volume = 2000000; // 2m³ + reset_timeout = 0; + enter_x = 0; + enter_y = 0; } -/* - * Allocates, initialises, and returns a pointer to a maptile. - * Modified to no longer take a path option which was not being - * used anyways. MSW 2001-07-01 - */ +maptile::maptile () +{ + init (); +} -maptile * -get_linked_map (void) +maptile::maptile (int w, int h) { - maptile *map = new maptile; - maptile *mp; + init (); - for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); - if (mp == NULL) - first_map = map; - else - mp->next = map; + width = w; + height = h; - 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; + alloc (); } /* @@ -684,48 +461,22 @@ * This basically allocates the dynamic array of spaces for the * map. */ - void -allocate_map (maptile *m) +maptile::alloc () { - 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 (spaces) + return; - if (m->spaces == NULL) - fatal (OUT_OF_MEMORY); + spaces = salloc0 (size ()); } -/* Create and returns a map of the specific size. Used - * in random map code and the editor. - */ -maptile * -get_empty_map (int sizex, int sizey) -{ - maptile *m = get_linked_map (); - - m->width = sizex; - m->height = sizey; - m->in_memory = MAP_SWAPPED; - allocate_map (m); - return m; -} +//+GPL /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers below. */ - static shopitems * parse_shop_string (const char *input_string) { @@ -734,7 +485,7 @@ 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) @@ -744,6 +495,7 @@ if (p) p++; } + p = shop_string; strip_endline (p); items = new shopitems[number_of_entries + 1]; @@ -754,6 +506,7 @@ 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. */ @@ -790,49 +543,48 @@ 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; } /* 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 (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int 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); - } + buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - { - sprintf (tmp, "*:%d;", m->shopitems[i].strength); - } + buf.printf ("*:%d;", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - strcat (output_string, tmp); } + + return buf; } +//-GPL + /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the @@ -843,1047 +595,379 @@ * 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, maptile *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) + for (;;) + { + switch (thawer.kw) { - LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); - return 1; + 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_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_no_drop: thawer.get (no_drop); 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")) + return false; + break; } - /* 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")) - { - 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); + thawer.next (); + } - if (tile < 1 || tile > 4) - { - LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); - } - else - { - char *path; + abort (); +} - *end = 0; +//+GPL - 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; - } +/****************************************************************************** + * This is the start of unique map handling code + *****************************************************************************/ - if (check_path (value, 1) != -1) - { - /* The unadorned path works. */ - path = value; - } - else - { - /* Try again; it could be a relative exit. */ +/* 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; ) + { + object *above = op->above; - path = path_combine_and_normalize (m->path, value); + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) + unique = 1; - if (check_path (path, 1) == -1) - { - LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); - path = NULL; - } - } + if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique)) + op->destroy (); - 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 - * maptile. 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. - */ +//-GPL -maptile * -load_original_map (const char *filename, int flags) +bool +maptile::_save_header (object_freezer &freezer) { - maptile *m; - char pathname[MAX_BUF]; +#define MAP_OUT(k) freezer.put (KW(k), k) +#define MAP_OUT2(k,v) freezer.put (KW(k), v) - 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)); + MAP_OUT2 (arch, CS(map)); - LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); + 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 (no_drop); + MAP_OUT (difficulty); + if (default_region) MAP_OUT2 (region, default_region->name); - object_thawer thawer (pathname); + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); + MAP_OUT (shopgreed); + MAP_OUT (shopmin); + MAP_OUT (shopmax); + if (shoprace) MAP_OUT (shoprace); - if (!thawer) - return 0; + MAP_OUT (width); + MAP_OUT (height); + MAP_OUT (enter_x); + MAP_OUT (enter_y); + MAP_OUT (darkness); + MAP_OUT (outdoor); - m = get_linked_map (); + if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); + if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); - 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; - } + MAP_OUT (per_player); + MAP_OUT (per_party); - allocate_map (m); + 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]); - m->in_memory = MAP_LOADING; - load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE)); + freezer.put (this); + freezer.put (KW(end)); - 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); + return true; } -/* - * 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 maptile * -load_temporary_map (maptile *m) +bool +maptile::_save_header (const char *path) { - 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; - } - - object_thawer thawer (m->tmpname); - - 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; - } - - 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); + 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); } +//+GPL + /* - * 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. */ - -maptile * -load_overlay_map (const char *filename, maptile *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 - *****************************************************************************/ - -/* This goes through map 'm' and removed any unique items on the map. */ -static void -delete_unique_items (maptile *m) -{ - int i, j, unique; - object *op, *next; - - 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) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + while (object *op = ms->bot) { - 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)) + // manually remove, as to not trigger anything + if (ms->bot = op->above) + ms->bot->below = 0; + + op->flag [FLAG_REMOVED] = true; + + object *head = op->head_ (); + if (op == head) + op->destroy (); + else if (head->map != op->map) { - clean_object (op); - if (QUERY_FLAG (op, FLAG_IS_LINKED)) - remove_button_link (op); - remove_ob (op); - free_object (op); + 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 (maptile *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; + sfree0 (spaces, size ()); } - /* 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); + if (buttons) + free_objectlinkpt (buttons), buttons = 0; - m->in_memory = MAP_IN_MEMORY; + sfree0 (regions, size ()); + 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 maptileure. - * 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 (maptile *m, int flag) -{ - 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; - - 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; -} - - -/* - * Remove and free all objects in the inventory of the given object. - * object.c ? - */ - -void -clean_object (object *op) -{ - 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); - } -} - -/* - * Remove and free all objects in the given map. - */ - void -free_all_objects (maptile *m) +maptile::clear_header () { - int i, j; - object *op; + name = 0; + msg = 0; + maplore = 0; + shoprace = 0; + delete [] shopitems, shopitems = 0; - 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); - } - } + for (int i = 0; i < 4; i++) + tile_path [i] = 0; } -/* - * Frees everything allocated by the given maptileure. - * don't free tmpname - our caller is left to do that - */ - -void -free_map (maptile *m, int flag) +maptile::~maptile () { - int i; - - 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; + assert (destroyed ()); } -/* - * function: vanish maptile - * m : pointer to maptile, 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 (maptile *m) +maptile::clear_links_to (maptile *m) { - maptile *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 + * tiling can be asymetric, 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; + for (int i = 0; i < 4; i++) + if (tile_map[i] == m) + tile_map[i] = 0; } - - -/* - * 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. - */ - -maptile * -ready_map_name (const char *name, int flags) +void +maptile::do_destroy () { - maptile *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) - { + attachable::do_destroy (); - /* 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 */ + clear (); +} - /* 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); +/* decay and destroy perishable items in a map */ +// TODO: should be done regularly, not on map load? +void +maptile::do_decay_objects () +{ + if (!spaces) + return; - if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY))) - { - m = load_overlay_map (name, m); - if (m == NULL) - return NULL; - } + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) + { + above = op->above; - if (flags & MAP_PLAYER_UNIQUE) - INVOKE_MAP (SWAPIN, m); + // do not decay anything above unique floor tiles (yet :) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) + break; - } - else - { - /* If in this loop, we found a temporary map, so load it up. */ + bool destroy = 0; - 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 */ - } + if (op->flag [FLAG_IS_FLOOR] + || op->flag [FLAG_OBJ_ORIGINAL] + || op->flag [FLAG_UNIQUE] + || op->flag [FLAG_OVERLAY_FLOOR] + || op->flag [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; - /* Below here is stuff common to both first time loaded maps and - * temp maps. - */ + 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; + } - 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; + /* adjust overall chance below */ + if (destroy && rndm (0, 1)) + op->destroy (); + } } - /* * This routine is supposed to find out the difficulty of the map. * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ - int -calculate_difficulty (maptile *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 (op->flag [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 (op->flag [FLAG_GENERATOR]) + { + total_exp += op->stats.exp; - if (at != NULL) - total_exp += at->clone.stats.exp * 8; + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + monster_cnt++; + } - monster_cnt++; - } - } + for (object *inv = op->inv; inv; inv = inv->below) + { + total_exp += op->stats.exp * 8; + 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 (maptile *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. @@ -1891,42 +975,27 @@ * to maps than los. * postive values make it darker, negative make it brighter */ - int -change_map_light (maptile *m, int change) +maptile::change_map_light (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; - } + if (!change) + 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, - * 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; + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); /* 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, @@ -1934,39 +1003,31 @@ * through, etc) */ void -update_position (maptile *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 *last = 0; + uint8 flags = P_UPTODATE; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; + uint64_t volume = 0; + uint32_t items = 0; + object *anywhere = 0; + uint8_t middle_visibility = 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; - 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; + object::flags_t allflags; // all flags of all objects or'ed together - middle_obj = NULL; - top_obj = NULL; - floor_obj = NULL; - - for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) + for (object *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 disapation factor that is squared (or is it cubed?) - */ - if (tmp->glow_radius > light) - light = tmp->glow_radius; + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + 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). @@ -1976,80 +1037,75 @@ * * Always put the player down for drawing. */ - if (!tmp->invisible) + if (expect_true (!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 (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) + top = tmp; + else if (expect_false (tmp->flag [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; + volume = 0; + items = 0; } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) + else { - middle = tmp->face; + if (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } - middle_obj = 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; + /* Flag anywhere have high priority */ + if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) + anywhere = tmp; + + /* Find the highest visible face around. If equal + * visibilities, we still want the one nearer to the + * top + */ + if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) + { + middle_visibility = ::faces [tmp->face].visibility; + 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); + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; } - 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); + + // FLAG_SEE_ANYWHERE takes precedence + if (anywhere) + middle = anywhere; + + // ORing all flags together and checking them here is much faster + if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; + if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; + if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; + if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; + + this->light = min (light, MAX_LIGHT_RADIUS); + 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; + this->volume_ = (volume + 1023) / 1024; + this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 /* 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 @@ -2066,7 +1122,7 @@ * 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. @@ -2074,26 +1130,25 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *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)) + if (tmp->flag [FLAG_IS_FLOOR]) 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 { @@ -2104,71 +1159,41 @@ * 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; - 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; -void -set_map_reset_time (maptile *map) -{ - int timeout; + if (top == middle) + middle = 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; -} - -/* 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. - */ +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif +} -static maptile * -load_and_link_tiled_map (maptile *orig_map, int tile_num) +maptile * +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]); - - orig_map->tile_map[tile_num] = ready_map_name (path, 0); + if (tile_path[dir]) + { + if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) + return tile_map[dir]; - /* 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 tile_map[dir]; + } - return orig_map->tile_map[tile_num]; + return 0; } /* this returns TRUE if the coordinates (x,y) are out of @@ -2178,13 +1203,10 @@ * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. - * - * */ 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. @@ -2194,43 +1216,34 @@ 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 @@ -2243,154 +1256,161 @@ * 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 */ maptile * -get_map_from_coord (maptile *m, sint16 * x, sint16 * y) +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 +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. * @@ -2405,32 +1425,29 @@ * 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) +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; + retval->distance = 10000; + retval->distance_x = 10000; + retval->distance_y = 10000; + 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; + object *best = op1; + /* If this is multipart, find the closest part now */ - if (!(flags & 0x1) && op1->more) + if (!(flags & 1) && op1->more) { - object *tmp; - int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; + int best_distance = idistance (retval->distance_x, retval->distance_y); /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again @@ -2438,25 +1455,27 @@ * 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); + int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y); + if (tmpi < best_distance) { best_distance = tmpi; - best = tmp; + 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->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); } } @@ -2470,33 +1489,32 @@ * 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) +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 = 100000; retval->distance_x = 32767; retval->distance_y = 32767; - retval->direction = 0; - retval->part = 0; + 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 = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (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. @@ -2509,3 +1527,169 @@ return adjacent_map (op1->map, op2->map, &dx, &dy); } + +//-GPL + +object * +maptile::insert (object *op, int x, int y, object *originator, int flags) +{ + 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 (); +} + +//+GPL + +/* picks a random object from a style map. + */ +object * +maptile::pick_random_object (rand_gen &gen) 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 (gen (width), gen (height)).bot; + + // must be head: do not prefer big monsters just because they are big. + if (pick && pick->is_head ()) + return pick; + } + + // instead of crashing in the unlikely(?) case, try to return *something* + return archetype::find (shstr_bug); +} + +//-GPL + +void +maptile::play_sound (faceidx sound, int x, int y) const +{ + if (!sound) + return; + + for_all_players_on_map (pl, 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); + } +} + +void +maptile::say_msg (const char *msg, int x, int y) const +{ + for_all_players (pl) + 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->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); + } +} + +dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25); + +static void +split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) +{ + // clip to map to the left + if (x0 < 0) + { + if (maptile *tile = m->tile_available (TILE_LEFT, 1)) + split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); + + if (x1 < 0) // entirely to the left + return; + + x0 = 0; + } + + // clip to map to the right + if (x1 > m->width) + { + if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) + split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); + + if (x0 > m->width) // entirely to the right + return; + + x1 = m->width; + } + + // clip to map above + if (y0 < 0) + { + if (maptile *tile = m->tile_available (TILE_UP, 1)) + split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); + + if (y1 < 0) // entirely above + return; + + y0 = 0; + } + + // clip to map below + if (y1 > m->height) + { + if (maptile *tile = m->tile_available (TILE_DOWN, 1)) + split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); + + if (y0 > m->height) // entirely below + return; + + y1 = m->height; + } + + // if we get here, the rect is within the current map + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + + r->m = m; + r->x0 = x0; + r->y0 = y0; + r->x1 = x1; + r->y1 = y1; + r->dx = dx; + r->dy = dy; +} + +maprect * +maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1) +{ + buf.clear (); + + ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); + + // add end marker + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + r->m = 0; + + return (maprect *)buf.linearise (); +} +