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Comparing deliantra/server/common/map.C (file contents):
Revision 1.84 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.99 by root, Mon Apr 16 06:23:39 2007 UTC

20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
30 31
31#include "path.h" 32#include "path.h"
32 33
33/* 34/*
34 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
343} 344}
344 345
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 350 */
351void 351void
352maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
353{ 353{
354 if (!spaces) 354 if (!spaces)
355 return; 355 return;
356 356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 359 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
364 { 362 {
365 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
366 * won't do anything. 364 * won't do anything.
388 * 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.
389 */ 387 */
390 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);
391 } 389 }
392 } 390 }
393
394 tmp = above;
395 } 391 }
396} 392}
397 393
398/* 394/*
399 * 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
400 * file pointer. 396 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 397 */
403bool 398bool
404maptile::_load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
405{ 400{
406 int unique; 401 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 402 {
414 /* if the archetype for the object is null, means that we 403 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 404
416 * or editor will not be able to do anything with it either. 405 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 406 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
421 continue; 408 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 409 {
426 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
427 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 }
428 415
429 if (op->inv) 416 continue;
430 sum_weight (op);
431 417
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 418 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
437 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
438 break; 424 break;
439 } 425 }
440 426
441 op = object::create (); 427 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 428 }
462#endif
463 429
464 return true; 430 return true;
465} 431}
466 432
467void 433void
485 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 452 op->deactivate_recursive ();
487} 453}
488 454
489bool 455bool
490maptile::_save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
491{ 457{
492 static int cede_count = 0; 458 coroapi::cede ();
493 459
494 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
495 _save_header (freezer); 461 _save_header (f);
496 462
497 if (!spaces) 463 if (!spaces)
498 return false; 464 return false;
499 465
500 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
501 { 467 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 468 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
512 { 470 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 472 unique = 1;
518 473
519 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
520 continue; 475 continue;
521 476
522 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
523 { 478 {
524 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 480 op->write (f);
526 } 481 }
527 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 483 op->write (f);
529 } 484 }
530 } 485 }
486
487 coroapi::cede ();
531 488
532 return true; 489 return true;
533} 490}
534 491
535bool 492bool
536maptile::_load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
537{ 494{
538 object_thawer thawer (path); 495 object_thawer f (path);
539 496
540 if (!thawer) 497 if (!f)
541 return false; 498 return false;
499
500 f.next ();
542 501
543 if (skip_header) 502 if (skip_header)
544 for (;;) 503 for (;;)
545 { 504 {
546 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
547 506 f.skip ();
548 if (kw == KW_end) 507 if (kw == KW_end)
549 break; 508 break;
550
551 thawer.skip_kv (kw);
552 } 509 }
553 510
554 return _load_objects (thawer); 511 return _load_objects (f);
555} 512}
556 513
557bool 514bool
558maptile::_save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
559{ 516{
568maptile::maptile () 525maptile::maptile ()
569{ 526{
570 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
571 528
572 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
574 */ 531 */
575 width = 16; 532 width = 16;
576 height = 16; 533 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 534 timeout = 300;
579 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 536 max_volume = 2000000; // 2m³
581} 537}
582 538
583maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
584{ 540{
585 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
803 759
804 case KW_end: 760 case KW_end:
805 return true; 761 return true;
806 762
807 default: 763 default:
808 if (!thawer.parse_error (kw, "map", 0)) 764 if (!thawer.parse_error ("map", 0))
809 return false; 765 return false;
810 break; 766 break;
811 } 767 }
812 } 768 }
813 769
1109void 1065void
1110mapspace::update_ () 1066mapspace::update_ ()
1111{ 1067{
1112 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1114 facetile *top, *floor, *middle;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 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;
1117 1071
1118 middle = blank_face; 1072 //object *middle = 0;
1119 top = blank_face; 1073 //object *top = 0;
1120 floor = blank_face; 1074 //object *floor = 0;
1121 1075 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1125 1079
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1081 {
1128 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1129 * 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
1142 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1143 */ 1097 */
1144 if (!tmp->invisible) 1098 if (!tmp->invisible)
1145 { 1099 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1101 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1103 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1155 */ 1106 */
1156 middle = blank_face; 1107 middle = 0;
1157 top = blank_face; 1108 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1109 floor = tmp;
1160 } 1110 }
1161 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1113 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1114 middle = tmp;
1167 anywhere = 1; 1115 anywhere = 1;
1168 } 1116 }
1169 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1171 * top 1119 * top
1172 */ 1120 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1122 middle = tmp;
1177 }
1178 } 1123 }
1179 1124
1180 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1181 { 1126 {
1182 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1165 */
1221 if (top == middle) 1166 if (top == middle)
1222 middle = blank_face; 1167 middle = 0;
1223 1168
1224 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1232 /* 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 */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1179 break;
1235 1180
1236 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1238 break; 1183 break;
1239 1184
1240 /* Only show visible faces */ 1185 /* Only show visible faces */
1241 if (!tmp->invisible) 1186 if (!tmp->invisible)
1242 { 1187 {
1243 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1244 if (top == blank_face) 1189 if (!top)
1245 { 1190 {
1246 top = tmp->face;
1247 top_obj = tmp; 1191 top = tmp;
1248 if (top == middle) 1192 if (top == middle)
1249 middle = blank_face; 1193 middle = 0;
1250 } 1194 }
1251 else 1195 else
1252 { 1196 {
1253 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1254 * middle is not set 1198 * middle is not set
1255 * 1199 *
1256 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1258 * 1202 *
1259 */ 1203 */
1260 if (tmp->face != top) 1204 if (tmp != top)
1261 { 1205 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1206 middle = tmp;
1264 break; 1207 break;
1265 } 1208 }
1266 } 1209 }
1267 } 1210 }
1268 } 1211 }
1269 1212
1270 if (middle == floor) 1213 if (middle == floor)
1271 middle = blank_face; 1214 middle = 0;
1272 1215
1273 if (top == middle) 1216 if (top == middle)
1274 middle = blank_face; 1217 middle = 0;
1275 1218
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1224}
1225
1226uint64
1227mapspace::volume () const
1228{
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1279} 1235}
1280 1236
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1282 * the map. It also takes care of linking back the freshly found 1238 * the map. It also takes care of linking back the freshly found
1283 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1527{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1529 {
1574 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1531 retval->distance = 10000;
1576 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1578 retval->direction = 0; 1534 retval->direction = 0;
1579 retval->part = 0; 1535 retval->part = 0;
1580 } 1536 }
1581 else 1537 else
1582 { 1538 {
1587 1543
1588 best = op1; 1544 best = op1;
1589 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1591 { 1547 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1549
1595 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1554 * below works.
1600 */ 1555 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1557 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1606 { 1561 {
1615 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1616 } 1571 }
1617 } 1572 }
1618 1573
1619 retval->part = best; 1574 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1577 }
1623} 1578}
1624 1579
1625/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1648 return default_region;
1694 1649
1695 return ::region::default_region (); 1650 return ::region::default_region ();
1696} 1651}
1697 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;
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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