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Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.100 by root, Tue Apr 17 10:06:32 2007 UTC

344} 344}
345 345
346/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 350 */
352void 351void
353maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
354{ 353{
355 if (!spaces) 354 if (!spaces)
356 return; 355 return;
357 356
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 { 359 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
367 * won't do anything. 364 * won't do anything.
389 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
390 */ 387 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 } 389 }
393 } 390 }
394
395 tmp = above;
396 } 391 }
397} 392}
398 393
399/* 394/*
400 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 396 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 397 */
404bool 398bool
405maptile::_load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
406{ 400{
407 int unique; 401 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 402 {
415 /* if the archetype for the object is null, means that we 403 coroapi::cede_to_tick_every (100); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 404
417 * or editor will not be able to do anything with it either. 405 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 406 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
422 continue; 408 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 409 {
427 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
429 415
430 if (op->inv) 416 continue;
431 sum_weight (op);
432 417
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 418 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
438 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
439 break; 424 break;
440 } 425 }
441 426
442 op = object::create (); 427 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 428 }
463#endif
464 429
465 return true; 430 return true;
466} 431}
467 432
468void 433void
486 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 452 op->deactivate_recursive ();
488} 453}
489 454
490bool 455bool
491maptile::_save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
492{ 457{
493 static int cede_count = 0; 458 coroapi::cede_to_tick ();
494 459
495 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
496 _save_header (freezer); 461 _save_header (f);
497 462
498 if (!spaces) 463 if (!spaces)
499 return false; 464 return false;
500 465
501 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
502 { 467 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 468 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
513 { 470 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1; 472 unique = 1;
519 473
520 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
521 continue; 475 continue;
522 476
523 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
524 { 478 {
525 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 480 op->write (f);
527 } 481 }
528 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 483 op->write (f);
530 } 484 }
531 } 485 }
486
487 coroapi::cede_to_tick ();
532 488
533 return true; 489 return true;
534} 490}
535 491
536bool 492bool
537maptile::_load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
538{ 494{
539 object_thawer thawer (path); 495 object_thawer f (path);
540 496
541 if (!thawer) 497 if (!f)
542 return false; 498 return false;
499
500 f.next ();
543 501
544 if (skip_header) 502 if (skip_header)
545 for (;;) 503 for (;;)
546 { 504 {
505 keyword kw = f.kw;
506 f.skip ();
547 if (thawer.kw == KW_end) 507 if (kw == KW_end)
548 break; 508 break;
549
550 thawer.skip_kv ();
551 } 509 }
552 510
553 return _load_objects (thawer); 511 return _load_objects (f);
554} 512}
555 513
556bool 514bool
557maptile::_save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
558{ 516{
1107void 1065void
1108mapspace::update_ () 1066mapspace::update_ ()
1109{ 1067{
1110 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1112 facetile *top, *floor, *middle;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1071
1116 middle = blank_face; 1072 //object *middle = 0;
1117 top = blank_face; 1073 //object *top = 0;
1118 floor = blank_face; 1074 //object *floor = 0;
1119 1075 // this seems to generate better code than using locals, above
1120 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1121 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1122 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1123 1079
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1081 {
1126 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1127 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1140 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1141 */ 1097 */
1142 if (!tmp->invisible) 1098 if (!tmp->invisible)
1143 { 1099 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1101 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1103 {
1151 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1153 */ 1106 */
1154 middle = blank_face; 1107 middle = 0;
1155 top = blank_face; 1108 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1109 floor = tmp;
1158 } 1110 }
1159 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1113 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1114 middle = tmp;
1165 anywhere = 1; 1115 anywhere = 1;
1166 } 1116 }
1167 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1169 * top 1119 * top
1170 */ 1120 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1122 middle = tmp;
1175 }
1176 } 1123 }
1177 1124
1178 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1179 { 1126 {
1180 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1215 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1218 */ 1165 */
1219 if (top == middle) 1166 if (top == middle)
1220 middle = blank_face; 1167 middle = 0;
1221 1168
1222 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1230 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1179 break;
1233 1180
1234 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1236 break; 1183 break;
1237 1184
1238 /* Only show visible faces */ 1185 /* Only show visible faces */
1239 if (!tmp->invisible) 1186 if (!tmp->invisible)
1240 { 1187 {
1241 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1242 if (top == blank_face) 1189 if (!top)
1243 { 1190 {
1244 top = tmp->face;
1245 top_obj = tmp; 1191 top = tmp;
1246 if (top == middle) 1192 if (top == middle)
1247 middle = blank_face; 1193 middle = 0;
1248 } 1194 }
1249 else 1195 else
1250 { 1196 {
1251 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1252 * middle is not set 1198 * middle is not set
1253 * 1199 *
1254 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1256 * 1202 *
1257 */ 1203 */
1258 if (tmp->face != top) 1204 if (tmp != top)
1259 { 1205 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1206 middle = tmp;
1262 break; 1207 break;
1263 } 1208 }
1264 } 1209 }
1265 } 1210 }
1266 } 1211 }
1267 1212
1268 if (middle == floor) 1213 if (middle == floor)
1269 middle = blank_face; 1214 middle = 0;
1270 1215
1271 if (top == middle) 1216 if (top == middle)
1272 middle = blank_face; 1217 middle = 0;
1273 1218
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1277} 1224}
1278 1225
1279uint64 1226uint64
1280mapspace::volume () const 1227mapspace::volume () const
1281{ 1228{
1701 return default_region; 1648 return default_region;
1702 1649
1703 return ::region::default_region (); 1650 return ::region::default_region ();
1704} 1651}
1705 1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1706 1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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