--- deliantra/server/common/map.C 2006/09/04 17:36:12 1.25 +++ deliantra/server/common/map.C 2011/05/05 18:59:43 1.207 @@ -1,236 +1,35 @@ /* - * static char *rcsid_map_c = - * "$Id: map.C,v 1.25 2006/09/04 17:36:12 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - - -#include -#include - -#include -#ifndef WIN32 /* ---win32 exclude header */ #include -#endif /* win32 */ +#include "global.h" #include "path.h" +//+GPL -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, i; -#endif - - if (prepend_dir) - strcpy (buf, create_pathname(name)); - else - strcpy(buf, name); -#ifdef WIN32 /* ***win32: check this sucker in windows style. */ - return(_access(buf,0)); -#else - - /* old method (strchr(buf, '\0')) seemd very odd to me - - * this method should be equivalant and is clearer. - * Can not use strcat because we need to cycle through - * all the names. - */ - endbuf = buf + strlen(buf); - - if (stat (buf, &statbuf)) - return -1; - if (!S_ISREG (statbuf.st_mode)) - return (-1); - - if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || - ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || - (statbuf.st_mode & S_IROTH)) - mode |= 4; - - if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || - (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || - (statbuf.st_mode & S_IWOTH)) - mode |= 2; - - return (mode); -#endif -} - -/* - * Prints out debug-information about a map. - * Dumping these at llevError doesn't seem right, but is - * necessary to make sure the information is in fact logged. - */ - -void dump_map(const mapstruct *m) { - LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory); - LOG(llevError,"Size: %dx%d Start: %d,%d\n", - MAP_WIDTH(m), MAP_HEIGHT(m), - MAP_ENTER_X(m), MAP_ENTER_Y(m)); - - if(m->msg!=NULL) - LOG(llevError,"Message:\n%s",m->msg); - - if(m->maplore!=NULL) - LOG(llevError,"Lore:\n%s",m->maplore); - - if(m->tmpname!=NULL) - LOG(llevError,"Tmpname: %s\n",m->tmpname); - - LOG(llevError,"Difficulty: %d\n",m->difficulty); - LOG(llevError,"Darkness: %d\n",m->darkness); -} - -/* - * Prints out debug-information about all maps. - * This basically just goes through all the maps and calls - * dump_map on each one. - */ - -void dump_all_maps(void) { - mapstruct *m; - for(m=first_map;m!=NULL;m=m->next) { - dump_map(m); - } -} +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) @@ -242,29 +41,23 @@ * checking for the existence of something on those spaces, but * don't expect to insert/remove anything from those spaces. */ -int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) +int +get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) { - sint16 newx, newy; - int retval=0; - mapstruct *mp; - - if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP; - newx = x; - newy = y; - mp = get_map_from_coord(oldmap, &newx, &newy); - if (mp != oldmap) - retval |= P_NEW_MAP; - if (newmap) *newmap = mp; - if (nx) *nx = newx; - if (ny) *ny = newy; - retval |= mp->spaces[newx + mp->width * newy].flags; + sint16 newx = x; + sint16 newy = y; - if (retval & P_SAFE) - retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these + maptile *mp = get_map_from_coord (oldmap, &newx, &newy); - return retval; -} + if (!mp) + return P_OUT_OF_MAP; + if (newmap) *newmap = mp; + if (nx) *nx = newx; + if (ny) *ny = newy; + + return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); +} /* * Returns true if the given coordinate is blocked except by the @@ -278,96 +71,99 @@ * 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) { - object *tmp; - int mflags, blocked; - - /* Make sure the coordinates are valid - they should be, as caller should - * have already checked this. - */ - if (OUT_OF_REAL_MAP(m, sx, sy)) { - LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); - return 1; +int +blocked_link (object *ob, maptile *m, int sx, int sy) +{ + /* 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 | 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; - - blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); - - /* If space is currently not blocked by anything, no need to - * go further. Not true for players - all sorts of special - * things we need to do for players. - */ - if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; - - /* if there isn't anytyhing alive on this space, and this space isn't - * otherwise blocked, we can return now. Only if there is a living - * creature do we need to investigate if it is part of this creature - * or another. Likewise, only if something is blocking us do we - * need to investigate if there is a special circumstance that would - * let the player through (inventory checkers for example) - */ - if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; - - if(ob->head != NULL) - ob=ob->head; - - /* We basically go through the stack of objects, and if there is - * some other object that has NO_PASS or FLAG_ALIVE set, return - * true. If we get through the entire stack, that must mean - * ob is blocking it, so return 0. - */ - for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { - - /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { - /* If last_sp is set, the player/monster needs an object, - * so we check for it. If they don't have it, they can't - * pass through this space. - */ - if (tmp->last_sp) { - if (check_inv_recursive(ob,tmp)==NULL) - return 1; - else - continue; - } else { - /* In this case, the player must not have the object - - * if they do, they can't pass through. - */ - if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */ - return 1; - else - continue; + mapspace &ms = m->at (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) + return 0; + + /* 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 + * need to investigate if there is a special circumstance that would + * let the player through (inventory checkers for example) + */ + if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) + return 0; + + ob = ob->head_ (); + + /* We basically go through the stack of objects, and if there is + * some other object that has NO_PASS or FLAG_ALIVE set, return + * true. If we get through the entire stack, that must mean + * ob is blocking it, so return 0. + */ + for (object *tmp = ms.top; tmp; tmp = tmp->below) + { + if (OB_MOVE_BLOCK (ob, tmp)) + { + if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; + + if (tmp->type == CHECK_INV) + { + 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; } - } /* if check_inv */ - else { - /* Broke apart a big nasty if into several here to make - * this more readable. first check - if the space blocks - * movement, can't move here. - * second - if a monster, can't move there, unles it is a - * hidden dm - */ - if (OB_MOVE_BLOCK(ob, tmp)) return 1; - if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && - tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) - return 1; - } + else if (tmp->type == T_MATCH) + { + // 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 + 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; -} + 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. * @@ -388,393 +184,424 @@ * code, we need to have actual object to check its move_type * against the move_block values. */ +bool +object::blocked (maptile *m, int x, int y) const +{ + for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more) + { + mapxy pos (m, x + tmp->x, y + tmp->y); + + if (!pos.normalise ()) + return 1; + + mapspace &ms = *pos; + + if (ms.flags () & P_IS_ALIVE) + return 1; -int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { - archetype *tmp; - int flag; - mapstruct *m1; - sint16 sx, sy; - - if(ob==NULL) { - flag= get_map_flags(m,&m1, x,y, &sx, &sy); - if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; - - /* don't have object, so don't know what types would block */ - return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); - } - - for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { - flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); - - if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; - if (flag & P_IS_ALIVE) return P_IS_ALIVE; - - /* find_first_free_spot() calls this function. However, often - * ob doesn't have any move type (when used to place exits) - * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. - */ - - if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; - - /* Note it is intentional that we check ob - the movement type of the - * head of the object should correspond for the entire object. - */ - if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) - return AB_NO_PASS; + /* 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 (!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 (ms.blocks (move_type)) + return 1; } - return 0; + + 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 +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; +} -void fix_container(object *container) +void +maptile::post_load_original () { - object *tmp=container->inv, *next; + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); - 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) + 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(mapstruct *m) +void +maptile::link_multipart_objects () { - int x,y; - object *tmp, *op, *last, *above; - archetype *at; - - for(x=0;xabove; - - /* already multipart - don't do anything more */ - if (tmp->head || tmp->more) continue; - - /* If there is nothing more to this object, this for loop - * won't do anything. - */ - for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { - op = arch_to_object(at); - - /* update x,y coordinates */ - op->x += tmp->x; - op->y += tmp->y; - op->head = tmp; - op->map = m; - last->more = op; - op->name = tmp->name; - op->title = tmp->title; - /* we could link all the parts onto tmp, and then just - * call insert_ob_in_map once, but the effect is the same, - * as insert_ob_in_map will call itself with each part, and - * the coding is simpler to just to it here with each part. - */ - insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); - } /* for at = tmp->arch->more */ - } /* for objects on this space */ + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + { + object *op = ms->bot; + while (op) + { + /* already multipart - don't do anything more */ + if (op->head_ () == op && !op->more && op->arch->more) + { + op->remove (); + op->expand_tail (); + + // FIXME: INS_ON_TOP is just a workaround for the pentagram vs. + // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters + // below the pentagrams... hopefully INS_ON_TOP doesn't break anything + insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON); + + op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP + // so we have to reset the iteration through the mapspace + } + else + op = op->above; + } + } } - + +//-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 (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 (); // 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->carrying = 0; + 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; + + 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 (state != MAP_INACTIVE) + return; - prev = op, last_more = op; - break; + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->activate_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; - } + state = MAP_ACTIVE; +} + +void +maptile::deactivate () +{ + if (state != MAP_ACTIVE) + return; - if (mapflags & MAP_STYLE) - remove_from_active_list (op); + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->deactivate_recursive (); - op = get_object (); - op->map = m; - } + state = MAP_INACTIVE; +} + +bool +maptile::_save_objects (object_freezer &f, int flags) +{ + coroapi::cede_to_tick (); - for (i = 0; i < m->width; i++) + 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 (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { - int i, j = 0,unique=0; - object *op; - /* first pass - save one-part objects */ - for(i = 0; i < MAP_WIDTH(m); i++) - for (j = 0; j < MAP_HEIGHT(m); j++) { - unique=0; - for(op = get_map_ob (m, i, j); op; op = op->above) { - if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) - unique=1; - - if(op->type == PLAYER) { - LOG(llevDebug, "Player on map that is being saved\n"); - continue; - } +bool +maptile::_save_objects (const char *path, int flags) +{ + object_freezer freezer; - if (op->head || op->owner) - continue; + if (!_save_objects (freezer, flags)) + return false; - 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); + return freezer.save (path); +} + +void +maptile::init () +{ + state = 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 mapstruct. - * Modified to no longer take a path option which was not being - * used anyways. MSW 2001-07-01 - */ +maptile::maptile () +{ + init (); +} -mapstruct *get_linked_map(void) { - mapstruct *map = new mapstruct; - mapstruct *mp; - - for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next); - if(mp==NULL) - first_map=map; - else - mp->next=map; - - map->in_memory=MAP_SWAPPED; - /* The maps used to pick up default x and y values from the - * map archetype. Mimic that behaviour. - */ - MAP_WIDTH(map)=16; - MAP_HEIGHT(map)=16; - MAP_RESET_TIMEOUT(map)=0; - MAP_TIMEOUT(map)=300; - MAP_ENTER_X(map)=0; - MAP_ENTER_Y(map)=0; - /*set part to -1 indicating conversion to weather map not yet done*/ - MAP_WORLDPARTX(map)=-1; - MAP_WORLDPARTY(map)=-1; - return map; +maptile::maptile (int w, int h) +{ + init (); + + width = w; + height = h; + + alloc (); } /* - * Allocates the arrays contained in a mapstruct. + * Allocates the arrays contained in a maptile. * This basically allocates the dynamic array of spaces for the * map. */ +void +maptile::alloc () +{ + if (spaces) + return; -void allocate_map(mapstruct *m) { - m->in_memory = MAP_IN_MEMORY; - /* Log this condition and free the storage. We could I suppose - * realloc, but if the caller is presuming the data will be intact, - * that is their poor assumption. - */ - if (m->spaces) { - LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path); - free(m->spaces); - } - - m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace)); - - if(m->spaces==NULL) - fatal(OUT_OF_MEMORY); + spaces = salloc0 (size ()); } -/* Create and returns a map of the specific size. Used - * in random map code and the editor. - */ -mapstruct *get_empty_map(int sizex, int sizey) { - mapstruct *m = get_linked_map(); - m->width = sizex; - m->height = sizey; - m->in_memory = MAP_SWAPPED; - allocate_map(m); - return m; -} +//+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) +{ + char *shop_string, *p, *q, *next_semicolon, *next_colon; + shopitems *items = NULL; + int i = 0, number_of_entries = 0; + const typedata *current_type; + + shop_string = strdup (input_string); + p = shop_string; + /* first we'll count the entries, we'll need that for allocating the array shortly */ + while (p) + { + p = strchr (p, ';'); + number_of_entries++; + if (p) + p++; + } -static shopitems *parse_shop_string (const char *input_string) { - char *shop_string, *p, *q, *next_semicolon, *next_colon; - shopitems *items=NULL; - int i=0, number_of_entries=0; - const typedata *current_type; - - shop_string=strdup_local(input_string); - p=shop_string; - /* first we'll count the entries, we'll need that for allocating the array shortly */ - while (p) { - p=strchr(p, ';'); - number_of_entries++; - if (p) p++; - } - p=shop_string; - strip_endline(p); - items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); - memset(items, 0, (sizeof(shopitems) * number_of_entries+1)); - for (i=0; iname; - items[i].name_pl=current_type->name_pl; - } + + next_semicolon = strchr (p, ';'); + next_colon = strchr (p, ':'); + /* if there is a stregth specified, figure out what it is, we'll need it soon. */ + if (next_colon && (!next_semicolon || next_colon < next_semicolon)) + items[i].strength = atoi (strchr (p, ':') + 1); + + if (isdigit (*p) || *p == '*') + { + items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */ + current_type = get_typedata (items[i].typenum); + if (current_type) + { + items[i].name = current_type->name; + items[i].name_pl = current_type->name_pl; + } } - else { /*we have a named type, let's figure out what it is */ - q=strpbrk(p,";:"); - if (q) *q='\0'; - - current_type=get_typedata_by_name(p); - if (current_type) { - items[i].name=current_type->name; - items[i].typenum=current_type->number; - items[i].name_pl=current_type->name_pl; + else + { /*we have a named type, let's figure out what it is */ + q = strpbrk (p, ";:"); + if (q) + *q = '\0'; + + current_type = get_typedata_by_name (p); + if (current_type) + { + items[i].name = current_type->name; + items[i].typenum = current_type->number; + items[i].name_pl = current_type->name_pl; } - else { /* oh uh, something's wrong, let's free up this one, and try - * the next entry while we're at it, better print a warning - */ - LOG(llevError, "invalid type %s defined in shopitems in string %s\n", - p, input_string); + else + { /* oh uh, something's wrong, let's free up this one, and try + * the next entry while we're at it, better print a warning + */ + LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); } } - items[i].index=number_of_entries; - if (next_semicolon) p=++next_semicolon; - else p=NULL; + + items[i].index = number_of_entries; + if (next_semicolon) + p = ++next_semicolon; + else + p = NULL; } - free(shop_string); - return items; + + free (shop_string); + return items; } /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void print_shop_string(mapstruct *m, char *output_string) { - int i; - char tmp[MAX_BUF]; - strcpy(output_string, ""); - for (i=0; i< m->shopitems[0].index; i++) { - if (m->shopitems[i].typenum) { - if (m->shopitems[i].strength) { - sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); - } - else sprintf(tmp, "%s;", m->shopitems[i].name); +static const char * +print_shop_string (maptile *m) +{ + static dynbuf_text buf; buf.clear (); + bool first = true; + + for (int i = 0; i < m->shopitems[0].index; i++) + { + if (!first) + buf << ';'; + + first = false; + + if (m->shopitems[i].typenum) + { + if (m->shopitems[i].strength) + buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength); + else + buf.printf ("%s", m->shopitems[i].name); } - else { - if (m->shopitems[i].strength) { - sprintf(tmp, "*:%d;", m->shopitems[i].strength); - } - else sprintf(tmp, "*"); + else + { + if (m->shopitems[i].strength) + buf.printf ("*:%d", m->shopitems[i].strength); + else + 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 @@ -785,899 +612,383 @@ * This could be done in lex (like the object loader), but I think * currently, there are few enough fields this is not a big deal. * MSW 2001-07-01 - * return 0 on success, 1 on failure. */ - -static int load_map_header(object_thawer &fp, mapstruct *m) +bool +maptile::_load_header (object_thawer &thawer) { - char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; - int msgpos=0; - int maplorepos=0; - - while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { - buf[HUGE_BUF-1] = 0; - key = buf; - while (isspace(*key)) key++; - if (*key == 0) continue; /* empty line */ - value = strchr(key, ' '); - if (!value) { - end = strchr(key, '\n'); - if (end != NULL) { - *end = 0; - } - } else { - *value = 0; - value++; - end = strchr(value, '\n'); - while (isspace(*value)) { - value++; - if (*value == '\0' || value == end) { - /* Nothing but spaces. */ - value = NULL; - break; - } - } - } + for (;;) + { + switch (thawer.kw) + { + case KW_msg: + thawer.get_ml (KW_endmsg, msg); + break; - if (!end) { - LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", - buf); - return 1; - } + case KW_lore: // deliantra extension + thawer.get_ml (KW_endlore, maplore); + 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")) { + case KW_maplore: + thawer.get_ml (KW_endmaplore, maplore); break; - } - else if (value == NULL) { - LOG(llevError, "Got '%s' line without parameter in map header\n", key); - } - else if (!strcmp(key, "arch")) { - /* This is an oddity, but not something we care about much. */ - if (strcmp(value,"map\n")) - LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value); - } - else if (!strcmp(key,"name")) { - *end=0; - m->name = strdup_local(value); - } - /* first strcmp value on these are old names supported - * for compatibility reasons. The new values (second) are - * what really should be used. - */ - else if (!strcmp(key,"oid")) { - fp.get (m, atoi(value)); - } else if (!strcmp(key, "attach")) { - m->attach = value; - } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) { - m->enter_x = atoi(value); - } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) { - m->enter_y = atoi(value); - } else if (!strcmp(key,"x") || !strcmp(key, "width")) { - m->width = atoi(value); - } else if (!strcmp(key,"y") || !strcmp(key, "height")) { - m->height = atoi(value); - } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) { - m->reset_timeout = atoi(value); - } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) { - m->timeout = atoi(value); - } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) { - m->difficulty = atoi(value); - } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) { - m->darkness = atoi(value); - } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) { - m->fixed_resettime = atoi(value); - } else if (!strcmp(key,"unique")) { - m->unique = atoi(value); - } else if (!strcmp(key,"template")) { - m->templatemap = atoi(value); - } else if (!strcmp(key,"region")) { - m->region = get_region_by_name(value); - } else if (!strcmp(key,"shopitems")) { - *end=0; - m->shopitems = parse_shop_string(value); - } else if (!strcmp(key,"shopgreed")) { - m->shopgreed = atof(value); - } else if (!strcmp(key,"shopmin")) { - m->shopmin = atol(value); - } else if (!strcmp(key,"shopmax")) { - m->shopmax = atol(value); - } else if (!strcmp(key,"shoprace")) { - *end=0; - m->shoprace = strdup_local(value); - } else if (!strcmp(key,"outdoor")) { - m->outdoor = atoi(value); - } else if (!strcmp(key, "temp")) { - m->temp = atoi(value); - } else if (!strcmp(key, "pressure")) { - m->pressure = atoi(value); - } else if (!strcmp(key, "humid")) { - m->humid = atoi(value); - } else if (!strcmp(key, "windspeed")) { - m->windspeed = atoi(value); - } else if (!strcmp(key, "winddir")) { - m->winddir = atoi(value); - } else if (!strcmp(key, "sky")) { - m->sky = atoi(value); - } else if (!strcmp(key, "nosmooth")) { - m->nosmooth = atoi(value); - } - else if (!strncmp(key,"tile_path_", 10)) { - int tile=atoi(key+10); - if (tile<1 || tile>4) { - LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n", - tile, m->path); - } else { - char *path; - - *end = 0; - - if (m->tile_path[tile-1]) { - LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n", - tile, m->path); - free(m->tile_path[tile-1]); - m->tile_path[tile-1] = NULL; - } + case KW_arch: + if (strcmp (thawer.get_str (), "map")) + LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ()); + break; - if (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; - } - } + case KW_oid: + thawer.get (this, thawer.get_sint32 ()); + break; - if (editor) { - /* Use the value as in the file. */ - m->tile_path[tile-1] = strdup_local(value); - } else if (path != NULL) { - /* Use the normalized value. */ - m->tile_path[tile-1] = strdup_local(path); - } - } /* end if tile direction (in)valid */ - } - else { - LOG(llevError,"Got unknown value in map header: %s %s\n", key, value); - } - } - if (!key || strcmp(key,"end")) { - LOG(llevError,"Got premature eof on map header!\n"); - return 1; - } - return 0; -} + case KW_file_format_version: break; // nop -/* - * 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. - */ + 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: thawer.get (default_region); 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_tile_path_5: thawer.get (tile_path [4]); break; + case KW_tile_path_6: thawer.get (tile_path [5]); break; -mapstruct *load_original_map(const char *filename, int flags) { - mapstruct *m; - char pathname[MAX_BUF]; - - if (flags & MAP_PLAYER_UNIQUE) - strcpy(pathname, filename); - else if (flags & MAP_OVERLAY) - strcpy(pathname, create_overlay_pathname(filename)); - else - strcpy(pathname, create_pathname(filename)); - - LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); - - object_thawer thawer (pathname); - - if (!thawer) - return 0; - - m = get_linked_map(); - - strcpy (m->path, filename); - if (load_map_header(thawer, m)) { - LOG(llevError,"Error loading map header for %s, flags=%d\n", - filename, flags); - delete_map(m); - return NULL; - } - - allocate_map(m); - - m->in_memory=MAP_LOADING; - load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE)); - - m->in_memory=MAP_IN_MEMORY; - if (!MAP_DIFFICULTY(m)) - MAP_DIFFICULTY(m)=calculate_difficulty(m); - set_map_reset_time(m); - m->instantiate (); - return (m); -} + case KW_ERROR: + set_key_text (thawer.kw_str, thawer.value); + break; -/* - * Loads a map, which has been loaded earlier, from file. - * Return the map object we load into (this can change from the passed - * option if we can't find the original map) - */ + case KW_end: + thawer.next (); + return true; + + default: + if (!thawer.parse_error ("map")) + return false; + break; + } -static mapstruct *load_temporary_map(mapstruct *m) { - int comp; - char buf[MAX_BUF]; - - if (!m->tmpname) { - LOG(llevError, "No temporary filename for map %s\n", m->path); - strcpy(buf, m->path); - delete_map(m); - m = load_original_map(buf, 0); - if(m==NULL) return NULL; - fix_auto_apply(m); /* Chests which open as default */ - return m; + thawer.next (); } - 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); - - m->in_memory=MAP_LOADING; - load_objects (m, thawer, 0); - - m->in_memory=MAP_IN_MEMORY; - INVOKE_MAP (SWAPIN, m); - return m; + abort (); } -/* - * 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) - */ - -mapstruct *load_overlay_map(const char *filename, mapstruct *m) { - char pathname[MAX_BUF]; - - strcpy(pathname, create_overlay_pathname(filename)); - - object_thawer thawer (pathname); - - if (!thawer) - return m; - - if (load_map_header(thawer, m)) { - LOG(llevError,"Error loading map header for overlay %s (%s)\n", - m->path, pathname); - delete_map(m); - m = load_original_map(m->path, 0); - return NULL; - } - /*allocate_map(m);*/ - - m->in_memory=MAP_LOADING; - load_objects (m, thawer, MAP_OVERLAY); - - m->in_memory=MAP_IN_MEMORY; - return m; -} +//+GPL /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ -/* This goes through map 'm' and removed any unique items on the map. */ -static void delete_unique_items(mapstruct *m) +/* This goes through the maptile and removed any unique items on the map. */ +void +maptile::clear_unique_items () { - int i,j,unique; - object *op, *next; - - for(i=0; iabove; - if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) - unique=1; - if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { - clean_object(op); - if (QUERY_FLAG(op, FLAG_IS_LINKED)) - remove_button_link(op); - remove_ob(op); - free_object(op); - } - } - } -} + for (int i = 0; i < size (); ++i) + { + int unique = 0; + for (object *op = spaces [i].bot; op; ) + { + object *above = op->above; + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) + unique = 1; -/* - * Loads unique objects from file(s) into the map which is in memory - * m is the map to load unique items into. - */ -static void load_unique_objects(mapstruct *m) { - int count; - char firstname[MAX_BUF]; + if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique)) + op->destroy (); - for (count=0; count<10; count++) { - sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); - if (!access(firstname, R_OK)) break; + op = above; + } } - /* If we get here, we did not find any map */ - if (count==10) return; - - object_thawer thawer (firstname); - - if (!thawer) - return; - - m->in_memory=MAP_LOADING; - if (m->tmpname == NULL) /* if we have loaded unique items from */ - delete_unique_items(m); /* original map before, don't duplicate them */ - load_objects (m, thawer, 0); - - m->in_memory=MAP_IN_MEMORY; } +//-GPL -/* - * Saves a map to file. If flag is set, it is saved into the same - * file it was (originally) loaded from. Otherwise a temporary - * filename will be genarated, and the file will be stored there. - * The temporary filename will be stored in the mapstructure. - * If the map is unique, we also save to the filename in the map - * (this should have been updated when first loaded) - */ - -int -new_save_map (mapstruct * m, int flag) +bool +maptile::_save_header (object_freezer &freezer) { - char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF]; - int i; +#define MAP_OUT(k) freezer.put (KW(k), k) +#define MAP_OUT2(k,v) freezer.put (KW(k), v) - if (flag && !*m->path) - { - LOG (llevError, "Tried to save map without path.\n"); - return -1; - } + MAP_OUT2 (arch, CS(map)); - 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); + 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); + + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); + MAP_OUT (shopgreed); + MAP_OUT (shopmin); + MAP_OUT (shopmax); + if (shoprace) MAP_OUT (shoprace); + + MAP_OUT (width); + MAP_OUT (height); + MAP_OUT (enter_x); + MAP_OUT (enter_y); + MAP_OUT (darkness); + MAP_OUT (outdoor); + + if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); + if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); + + MAP_OUT (per_player); + MAP_OUT (per_party); + + if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); + if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); + if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); + if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); + if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]); + if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]); - strcpy (filename, m->tmpname); - } + freezer.put (this); + freezer.put (KW(end)); - LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); - m->in_memory = MAP_SAVING; + return true; +} +bool +maptile::_save_header (const char *path) +{ 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); + if (!_save_header (freezer)) + return false; - return 0; + return freezer.save (path); } +//+GPL /* - * Remove and free all objects in the inventory of the given object. - * object.c ? + * Remove and free all objects in the given map. */ - -void clean_object(object *op) +void +maptile::clear () { - object *tmp, *next; - - for(tmp = op->inv; tmp; tmp = next) + if (spaces) { - next = tmp->below; - clean_object(tmp); - if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) - remove_button_link(tmp); - remove_ob(tmp); - free_object(tmp); + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + while (object *op = ms->bot) + { + // 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) + { + LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); + head->destroy (); + } + } + + sfree0 (spaces, size ()); } -} -/* - * Remove and free all objects in the given map. - */ + if (buttons) + free_objectlinkpt (buttons), buttons = 0; -void free_all_objects(mapstruct *m) { - int i,j; - object *op; - - for(i=0;ihead!=NULL) - op = op->head; - - /* If the map isn't in memory, free_object will remove and - * free objects in op's inventory. So let it do the job. - */ - if (m->in_memory==MAP_IN_MEMORY) - clean_object(op); - remove_ob(op); - free_object(op); - } - } + sfree0 (regions, size ()); + delete [] regionmap; regionmap = 0; } -/* - * Frees everything allocated by the given mapstructure. - * don't free tmpname - our caller is left to do that - */ - -void free_map(mapstruct *m,int flag) { - int i; +void +maptile::clear_header () +{ + name = 0; + msg = 0; + maplore = 0; + shoprace = 0; + delete [] shopitems, shopitems = 0; - if (!m->in_memory) { - LOG(llevError,"Trying to free freed map.\n"); - return; - } - if (flag && m->spaces) free_all_objects(m); - if (m->name) FREE_AND_CLEAR(m->name); - if (m->spaces) FREE_AND_CLEAR(m->spaces); - if (m->msg) FREE_AND_CLEAR(m->msg); - if (m->maplore) FREE_AND_CLEAR(m->maplore); - if (m->shopitems) FREE_AND_CLEAR(m->shopitems); - if (m->shoprace) FREE_AND_CLEAR(m->shoprace); - if (m->buttons) - free_objectlinkpt(m->buttons); - m->buttons = NULL; - for (i=0; i<4; i++) { - if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); - m->tile_map[i] = NULL; - } - m->in_memory = MAP_SWAPPED; + for (int i = 0; i < array_length (tile_path); i++) + tile_path [i] = 0; } -/* - * function: vanish mapstruct - * m : pointer to mapstruct, if NULL no action - * this deletes all the data on the map (freeing pointers) - * and then removes this map from the global linked list of maps. - */ - -void delete_map(mapstruct *m) { - mapstruct *tmp, *last; - int i; - - if (!m) - return; - - m->clear (); - - if (m->in_memory == MAP_IN_MEMORY) { - /* change to MAP_SAVING, even though we are not, - * so that remove_ob doesn't do as much work. - */ - m->in_memory = MAP_SAVING; - free_map (m, 1); - } - /* move this out of free_map, since tmpname can still be needed if - * the map is swapped out. - */ - if (m->tmpname) { - free(m->tmpname); - m->tmpname=NULL; - } - last = NULL; - /* We need to look through all the maps and see if any maps - * are pointing at this one for tiling information. Since - * tiling can be assymetric, we just can not look to see which - * maps this map tiles with and clears those. - */ - for (tmp = first_map; tmp != NULL; tmp = tmp->next) { - if (tmp->next == m) last = tmp; - - /* This should hopefully get unrolled on a decent compiler */ - for (i=0; i<4; i++) - if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; - } - - /* If last is null, then this should be the first map in the list */ - if (!last) { - if (m == first_map) - first_map = m->next; - else - /* m->path is a static char, so should hopefully still have - * some useful data in it. - */ - LOG(llevError,"delete_map: Unable to find map %s in list\n", - m->path); - } - else - last->next = m->next; - - delete m; +maptile::~maptile () +{ + assert (destroyed ()); } +void +maptile::clear_links_to (maptile *m) +{ + /* We need to look through all the maps and see if any maps + * are pointing at this one for tiling information. Since + * tiling can be asymetric, we just can not look to see which + * maps this map tiles with and clears those. + */ + for (int i = 0; i < array_length (tile_path); i++) + if (tile_map[i] == m) + tile_map[i] = 0; +} +void +maptile::do_destroy () +{ + attachable::do_destroy (); -/* - * Makes sure the given map is loaded and swapped in. - * name is path name of the map. - * flags meaning: - * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, - * and don't do unique items or the like. - * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. - * dont do any more name translation on it. - * - * Returns a pointer to the given map. - */ - -mapstruct *ready_map_name(const char *name, int flags) { - mapstruct *m; - - if (!name) - return (NULL); + clear (); +} - /* Have we been at this level before? */ - m = has_been_loaded (name); +/* 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; - /* 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); - } + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) + { + above = op->above; - /* create and load a map */ - if (flags & MAP_PLAYER_UNIQUE) - LOG(llevDebug, "Trying to load map %s.\n", name); + // do not decay anything above unique floor tiles (yet :) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) + break; + + bool destroy = 0; + + 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 - 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. */ + { + int mat = op->materials; - m=load_temporary_map (m); - if(m==NULL) return NULL; - load_unique_objects(m); - - clean_tmp_map(m); - m->in_memory = MAP_IN_MEMORY; - /* tempnam() on sun systems (probably others) uses malloc - * to allocated space for the string. Free it here. - * In some cases, load_temporary_map above won't find the - * temporary map, and so has reloaded a new map. If that - * is the case, tmpname is now null - */ - if (m->tmpname) free(m->tmpname); - m->tmpname = NULL; - /* It's going to be saved anew anyway */ - } - - /* Below here is stuff common to both first time loaded maps and - * temp maps. - */ - - decay_objects(m); /* start the decay */ - /* In case other objects press some buttons down */ - update_buttons(m); - if (m->outdoor) - set_darkness_map(m); - /* run the weather over this map */ - weather_effect(name); - return m; + if (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 (); + } } - /* * 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(mapstruct *m) { - object *op; - archetype *at; - int x, y, i, diff; +int +maptile::estimate_difficulty () const +{ long monster_cnt = 0; double avgexp = 0; sint64 total_exp = 0; - if (MAP_DIFFICULTY (m)) - { - LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m)); - return MAP_DIFFICULTY (m); - } - - for(x = 0; x < MAP_WIDTH(m); x++) - for(y = 0; y < MAP_HEIGHT(m); y++) - for(op = get_map_ob(m, x, y); op != NULL; op = op->above) - { - if(QUERY_FLAG (op, FLAG_MONSTER)) - { - total_exp += op->stats.exp; - monster_cnt++; - } - - if(QUERY_FLAG (op, FLAG_GENERATOR)) - { - total_exp += op->stats.exp; - at = type_to_archetype(GENERATE_TYPE (op)); - - if(at != NULL) - total_exp += at->clone.stats.exp * 8; - - 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 (op->flag [FLAG_GENERATOR]) + { + total_exp += op->stats.exp; + + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + 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(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. @@ -1685,36 +996,26 @@ * to maps than los. * postive values make it darker, negative make it brighter */ - -int change_map_light(mapstruct *m, int change) { - int new_level = m->darkness + change; - - /* Nothing to do */ - if(!change || (new_level <= 0 && m->darkness == 0) || - (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) { - return 0; - } +int +maptile::change_map_light (int change) +{ + /* Nothing to do */ + if (!change) + return 0; - /* inform all players on the map */ - if (change>0) - new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); - else - new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); - - /* Do extra checking. since m->darkness is a unsigned value, - * we need to be extra careful about negative values. - * In general, the checks below are only needed if change - * is not +/-1 - */ - if (new_level < 0) m->darkness = 0; - else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; - else m->darkness=new_level; - - /* All clients need to get re-updated for the change */ - update_all_map_los(m); - return 1; -} + /* inform all players on the map */ + if (change > 0) + new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); + else + new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); + + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); + /* All clients need to get re-updated for the change */ + update_all_map_los (this); + + return 1; +} /* * This function updates various attributes about a specific space @@ -1722,219 +1023,200 @@ * has a living creatures, prevents people from passing * through, etc) */ -void update_position (mapstruct *m, int x, int y) { - object *tmp, *last = NULL; - uint8 flags = 0, oldflags, light=0, anywhere=0; - New_Face *top,*floor, *middle; - object *top_obj, *floor_obj, *middle_obj; - MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; - - oldflags = GET_MAP_FLAGS(m,x,y); - if (!(oldflags & P_NEED_UPDATE)) { - LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", - m->path, x, y); - return; - } +void +mapspace::update_ () +{ + 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; - middle=blank_face; - top=blank_face; - floor=blank_face; - - middle_obj = NULL; - top_obj = NULL; - floor_obj = NULL; - - for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { - - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a disapation factor that is squared (or is it cubed?) - */ - if (tmp->glow_radius > light) light = tmp->glow_radius; - - /* This call is needed in order to update objects the player - * is standing in that have animations (ie, grass, fire, etc). - * However, it also causes the look window to be re-drawn - * 3 times each time the player moves, because many of the - * functions the move_player calls eventualy call this. - * - * Always put the player down for drawing. - */ - if (!tmp->invisible) { - if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { - top = tmp->face; - top_obj = tmp; - } - else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { - /* If we got a floor, that means middle and top were below it, - * so should not be visible, so we clear them. - */ - middle=blank_face; - top=blank_face; - floor = tmp->face; - floor_obj = tmp; - } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { - middle = tmp->face; + object::flags_t allflags; // all flags of all objects or'ed together + + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) + { + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; - middle_obj = tmp; - anywhere =1; + /* This call is needed in order to update objects the player + * is standing in that have animations (ie, grass, fire, etc). + * However, it also causes the look window to be re-drawn + * 3 times each time the player moves, because many of the + * functions the move_player calls eventualy call this. + * + * Always put the player down for drawing. + */ + if (expect_true (!tmp->invisible)) + { + 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 = 0; + top = 0; + floor = tmp; + volume = 0; + items = 0; } - /* 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 (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } + + /* 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_block |= tmp->move_block; - move_on |= tmp->move_on; - move_off |= tmp->move_off; - move_allow |= tmp->move_allow; - - if (QUERY_FLAG(tmp,FLAG_ALIVE)) - flags |= P_IS_ALIVE; - if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) - flags |= P_NO_MAGIC; - if (QUERY_FLAG(tmp,FLAG_DAMNED)) - flags |= P_NO_CLERIC; - if (tmp->type == SAFE_GROUND) - flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC; - - if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) - flags |= P_BLOCKSVIEW; - } /* for stack of objects */ - - /* we don't want to rely on this function to have accurate flags, but - * since we're already doing the work, we calculate them here. - * if they don't match, logic is broken someplace. - */ - if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && - (!(oldflags & P_NO_ERROR))) { - LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", - m->path, x, y, - (oldflags & ~P_NEED_UPDATE), flags); - } - SET_MAP_FLAGS(m, x, y, flags); - SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow); - SET_MAP_MOVE_ON(m, x, y, move_on); - SET_MAP_MOVE_OFF(m, x, y, move_off); - SET_MAP_MOVE_SLOW(m, x, y, move_slow); - - /* At this point, we have a floor face (if there is a floor), - * and the floor is set - we are not going to touch it at - * this point. - * middle contains the highest visibility face. - * top contains a player/monster face, if there is one. - * - * We now need to fill in top.face and/or middle.face. - */ - - /* If the top face also happens to be high visibility, re-do our - * middle face. This should not happen, as we already have the - * else statement above so middle should not get set. OTOH, it - * may be possible for the faces to match but be different objects. - */ - if (top == middle) middle=blank_face; - - /* There are three posibilities at this point: - * 1) top face is set, need middle to be set. - * 2) middle is set, need to set top. - * 3) neither middle or top is set - need to set both. - */ - - for (tmp=last; tmp; tmp=tmp->below) { - /* Once we get to a floor, stop, since we already have a floor object */ - if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; - - /* If two top faces are already set, quit processing */ - if ((top != blank_face) && (middle != blank_face)) break; - - /* Only show visible faces, unless its the editor - show all */ - if (!tmp->invisible || editor) { - /* Fill in top if needed */ - if (top == blank_face) { - top = tmp->face; - top_obj = tmp; - if (top == middle) middle=blank_face; - } else { - /* top is already set - we should only get here if - * middle is not set - * - * Set the middle face and break out, since there is nothing - * more to fill in. We don't check visiblity here, since - * - */ - if (tmp->face != top ) { - middle = tmp->face; - middle_obj = tmp; - break; + + move_slow |= tmp->move_slow; + move_block |= tmp->move_block; + move_on |= tmp->move_on; + move_off |= tmp->move_off; + move_allow |= tmp->move_allow; + + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; + } + + // 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 + * this point. + * middle contains the highest visibility face. + * top contains a player/monster face, if there is one. + * + * We now need to fill in top.face and/or middle.face. + */ + + /* If the top face also happens to be high visibility, re-do our + * middle face. This should not happen, as we already have the + * else statement above so middle should not get set. OTOH, it + * may be possible for the faces to match but be different objects. + */ + if (top == middle) + middle = 0; + + /* There are three posibilities at this point: + * 1) top face is set, need middle to be set. + * 2) middle is set, need to set top. + * 3) neither middle or top is set - need to set both. + */ + + for (object *tmp = last; tmp; tmp = tmp->below) + { + /* Once we get to a floor, stop, since we already have a floor object */ + if (tmp->flag [FLAG_IS_FLOOR]) + break; + + /* If two top faces are already set, quit processing */ + if (top && middle) + break; + + /* Only show visible faces */ + if (!tmp->invisible) + { + /* Fill in top if needed */ + if (!top) + { + top = tmp; + if (top == middle) + middle = 0; + } + else + { + /* top is already set - we should only get here if + * middle is not set + * + * Set the middle face and break out, since there is nothing + * more to fill in. We don't check visiblity here, since + * + */ + if (tmp != top) + { + middle = tmp; + break; } } } } - if (middle == floor) middle = blank_face; - if (top == middle) middle = blank_face; - SET_MAP_FACE(m,x,y,top,0); - if(top != blank_face) - SET_MAP_FACE_OBJ(m,x,y,top_obj,0); - else - SET_MAP_FACE_OBJ(m,x,y,NULL,0); - SET_MAP_FACE(m,x,y,middle,1); - if(middle != blank_face) - SET_MAP_FACE_OBJ(m,x,y,middle_obj,1); - else - SET_MAP_FACE_OBJ(m,x,y,NULL,1); - SET_MAP_FACE(m,x,y,floor,2); - if(floor != blank_face) - SET_MAP_FACE_OBJ(m,x,y,floor_obj,2); - else - SET_MAP_FACE_OBJ(m,x,y,NULL,2); - SET_MAP_LIGHT(m,x,y,light); -} - -void set_map_reset_time(mapstruct *map) { - int timeout; - - timeout = MAP_RESET_TIMEOUT(map); - if (timeout <= 0) - timeout = MAP_DEFAULTRESET; - if (timeout >= MAP_MAXRESET) - timeout = MAP_MAXRESET; - MAP_WHEN_RESET(map) = seconds()+timeout; -} - -/* this updates the orig_map->tile_map[tile_num] value after loading - * the map. It also takes care of linking back the freshly loaded - * maps tile_map values if it tiles back to this one. It returns - * the value of orig_map->tile_map[tile_num]. It really only does this - * so that it is easier for calling functions to verify success. - */ + if (middle == floor) + middle = 0; -static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) -{ - int dest_tile = (tile_num +2) % 4; - char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); + if (top == middle) + middle = 0; - orig_map->tile_map[tile_num] = ready_map_name(path, 0); +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif +} - /* 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; +maptile * +maptile::tile_available (int dir, bool load) +{ + if (tile_path[dir]) + { + // map is there and we don't need to load it OR it's loaded => return what we have + if (tile_map[dir] && (!load || tile_map[dir]->linkable ())) + return tile_map[dir]; + + // well, try to locate it then, if possible - maybe it's there already + 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 @@ -1944,159 +1226,206 @@ * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. - * - * */ -int out_of_map(mapstruct *m, int x, int y) +int +out_of_map (maptile *m, int x, int y) { + /* If we get passed a null map, this is obviously the + * case. This generally shouldn't happen, but if the + * map loads fail below, it could happen. + */ + if (!m) + return 0; - /* If we get passed a null map, this is obviously the - * case. This generally shouldn't happen, but if the - * map loads fail below, it could happen. - */ - if (!m) return 0; - - if (x<0) { - if (!m->tile_path[3]) return 1; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { - load_and_link_tiled_map(m, 3); - } - return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y)); + if (x < 0) + { + if (!m->tile_available (3)) + return 1; + + return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); } - if (x>=MAP_WIDTH(m)) { - if (!m->tile_path[1]) return 1; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { - load_and_link_tiled_map(m, 1); - } - return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y)); + + if (x >= m->width) + { + if (!m->tile_available (1)) + return 1; + + return out_of_map (m->tile_map[1], x - m->width, y); } - if (y<0) { - if (!m->tile_path[0]) return 1; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { - load_and_link_tiled_map(m, 0); - } - return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0]))); + + if (y < 0) + { + if (!m->tile_available (0)) + return 1; + + return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); } - if (y>=MAP_HEIGHT(m)) { - if (!m->tile_path[2]) return 1; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { - load_and_link_tiled_map(m, 2); - } - return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m))); + + if (y >= m->height) + { + if (!m->tile_available (2)) + return 1; + + return out_of_map (m->tile_map[2], x, y - m->height); } - /* Simple case - coordinates are within this local - * map. - */ - return 0; + /* Simple case - coordinates are within this local + * map. + */ + return 0; } /* This is basically the same as out_of_map above, but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and - * updates x and y to be the localized coordinates. + * updates x and y to be the localised coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is */ -mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) +maptile * +maptile::xy_find (sint16 &x, sint16 &y) { + if (x < 0) + { + if (!tile_available (3)) + return 0; - if (*x<0) { - if (!m->tile_path[3]) return NULL; - if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map(m, 3); - - *x += MAP_WIDTH(m->tile_map[3]); - return (get_map_from_coord(m->tile_map[3], x, y)); + x += tile_map[3]->width; + return tile_map[3]->xy_find (x, y); } - if (*x>=MAP_WIDTH(m)) { - if (!m->tile_path[1]) return NULL; - if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map(m, 1); - *x -= MAP_WIDTH(m); - return (get_map_from_coord(m->tile_map[1], x, y)); - } - if (*y<0) { - if (!m->tile_path[0]) return NULL; - if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map(m, 0); + if (x >= width) + { + if (!tile_available (1)) + return 0; - *y += MAP_HEIGHT(m->tile_map[0]); - return (get_map_from_coord(m->tile_map[0], x, y)); + x -= width; + return tile_map[1]->xy_find (x, y); } - if (*y>=MAP_HEIGHT(m)) { - if (!m->tile_path[2]) return NULL; - if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) - load_and_link_tiled_map(m, 2); - *y -= MAP_HEIGHT(m); - return (get_map_from_coord(m->tile_map[2], x, y)); + if (y < 0) + { + if (!tile_available (0)) + return 0; + + y += tile_map[0]->height; + return tile_map[0]->xy_find (x, y); } - /* Simple case - coordinates are within this local - * map. - */ + if (y >= height) + { + if (!tile_available (2)) + return 0; - return m; + y -= height; + return tile_map[2]->xy_find (x, y); + } + + /* Simple case - coordinates are within this local + * map. + */ + return this; } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ -static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { - if (!map1 || !map2) - return 0; - - if (map1 == map2) { - *dx = 0; - *dy = 0; - - } else if (map1->tile_map[0] == map2) { /* up */ - *dx = 0; - *dy = -MAP_HEIGHT(map2); - } else if (map1->tile_map[1] == map2) { /* right */ - *dx = MAP_WIDTH(map1); - *dy = 0; - } else if (map1->tile_map[2] == map2) { /* down */ - *dx = 0; - *dy = MAP_HEIGHT(map1); - } else if (map1->tile_map[3] == map2) { /* left */ - *dx = -MAP_WIDTH(map2); - *dy = 0; - - } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ - *dx = MAP_WIDTH(map1->tile_map[0]); - *dy = -MAP_HEIGHT(map1->tile_map[0]); - } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ - *dx = -MAP_WIDTH(map2); - *dy = -MAP_HEIGHT(map1->tile_map[0]); - } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ - *dx = MAP_WIDTH(map1); - *dy = -MAP_HEIGHT(map2); - } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ - *dx = MAP_WIDTH(map1); - *dy = MAP_HEIGHT(map1->tile_map[1]); - } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ - *dx = MAP_WIDTH(map1->tile_map[2]); - *dy = MAP_HEIGHT(map1); - } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ - *dx = -MAP_WIDTH(map2); - *dy = MAP_HEIGHT(map1); - } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ - *dx = -MAP_WIDTH(map1->tile_map[3]); - *dy = -MAP_HEIGHT(map2); - } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ - *dx = -MAP_WIDTH(map1->tile_map[3]); - *dy = MAP_HEIGHT(map1->tile_map[3]); +int +adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy) +{ + if (!map1 || !map2) + return 0; - } else { /* not "adjacent" enough */ - return 0; + //TODO: this doesn't actually check correctly when intermediate maps are not loaded + //fix: compare paths instead (this is likely faster, too!) + if (map1 == map2) + { + *dx = 0; + *dy = 0; + } + else if (map1->tile_available (TILE_NORTH, false) == map2) + { + *dx = 0; + *dy = -map2->height; + } + else if (map1->tile_available (TILE_EAST , false) == map2) + { + *dx = map1->width; + *dy = 0; + } + else if (map1->tile_available (TILE_SOUTH, false) == map2) + { + *dx = 0; + *dy = map1->height; + } + else if (map1->tile_available (TILE_WEST , false) == map2) + { + *dx = -map2->width; + *dy = 0; } + else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2) + { /* up right */ + *dx = +map1->tile_map[TILE_NORTH]->width; + *dy = -map1->tile_map[TILE_NORTH]->height; + } + else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2) + { /* up left */ + *dx = -map2->width; + *dy = -map1->tile_map[TILE_NORTH]->height; + } + else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2) + { /* right up */ + *dx = +map1->width; + *dy = -map2->height; + } + else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2) + { /* right down */ + *dx = +map1->width; + *dy = +map1->tile_map[TILE_EAST]->height; + } + else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2) + { /* down right */ + *dx = +map1->tile_map[TILE_SOUTH]->width; + *dy = +map1->height; + } + else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2) + { /* down left */ + *dx = -map2->width; + *dy = +map1->height; + } + else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2) + { /* left up */ + *dx = -map1->tile_map[TILE_WEST]->width; + *dy = -map2->height; + } + else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2) + { /* left down */ + *dx = -map1->tile_map[TILE_WEST]->width; + *dy = +map1->tile_map[TILE_WEST]->height; + } + else + return 0; + + return 1; +} + +maptile * +maptile::xy_load (sint16 &x, sint16 &y) +{ + maptile *map = xy_find (x, y); - return 1; + 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 @@ -2104,7 +1433,7 @@ * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * @@ -2119,50 +1448,57 @@ * currently, the only flag supported (0x1) is don't translate for * closest body part of 'op1' */ +void +get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) +{ + if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) + { + /* be conservative and fill in _some_ data */ + retval->distance = 10000; + retval->distance_x = 10000; + retval->distance_y = 10000; + retval->direction = 0; + retval->part = 0; + } + else + { + retval->distance_x += op2->x - op1->x; + retval->distance_y += op2->y - op1->y; -void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { - if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { - /* be conservative and fill in _some_ data */ - retval->distance = 100000; - retval->distance_x = 32767; - retval->distance_y = 32767; - retval->direction = 0; - retval->part = 0; - } else { - object *best; - - retval->distance_x += op2->x-op1->x; - retval->distance_y += op2->y-op1->y; - - best = op1; - /* If this is multipart, find the closest part now */ - if (!(flags&0x1) && op1->more) { - object *tmp; - int best_distance = retval->distance_x*retval->distance_x+ - retval->distance_y*retval->distance_y, tmpi; - - /* we just take the offset of the piece to head to figure - * distance instead of doing all that work above again - * since the distance fields we set above are positive in the - * same axis as is used for multipart objects, the simply arithmetic - * below works. - */ - for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { - tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ - (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); - if (tmpi < best_distance) { - best_distance = tmpi; - best = tmp; + object *best = op1; + + /* If this is multipart, find the closest part now */ + if (!(flags & 1) && op1->more) + { + 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 + * since the distance fields we set above are positive in the + * same axis as is used for multipart objects, the simply arithmetic + * below works. + */ + for (object *tmp = op1->more; tmp; tmp = tmp->more) + { + 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; } } - if (best != op1) { - retval->distance_x += op1->x-best->x; - retval->distance_y += op1->y-best->y; + + if (best != op1) + { + retval->distance_x += op1->x - best->x; + retval->distance_y += op1->y - best->y; } } - retval->part = best; - retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); - retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); + + retval->part = best; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); + retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); } } @@ -2176,35 +1512,207 @@ * 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 (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) +{ + if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) + { + /* be conservative and fill in _some_ data */ + retval->distance = 100000; + retval->distance_x = 32767; + retval->distance_y = 32767; + retval->direction = 0; + retval->part = 0; + } + else + { + retval->distance_x += op2->x - x; + retval->distance_y += op2->y - y; -void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { - if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { - /* be conservative and fill in _some_ data */ - retval->distance = 100000; - retval->distance_x = 32767; - retval->distance_y = 32767; - retval->direction = 0; - retval->part = 0; - } else { - retval->distance_x += op2->x-x; - retval->distance_y += op2->y-y; - - retval->part = NULL; - retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); - retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); + retval->part = 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. * MSW 2001-08-05 */ -int on_same_map(const object *op1, const object *op2) { - int dx, dy; +int +on_same_map (const object *op1, const object *op2) +{ + int dx, dy; + + return adjacent_map (op1->map, op2->map, &dx, &dy); +} + +//-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); - return adjacent_map(op1->map, op2->map, &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_WEST, 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_EAST, 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_NORTH, 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_SOUTH, 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 (); +} +