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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 1.101 by root, Sat Apr 21 16:56:28 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 *op = ms->bot; op; op = op->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 (!op->head && !op->more && op->arch->more)
364 { 362 {
365 /* If there is nothing more to this object, this for loop 363 op->remove ();
366 * won't do anything. 364 op->expand_tail ();
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 }
392 } 366 }
393
394 tmp = above;
395 } 367 }
396} 368}
397 369
398/* 370/*
399 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 372 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 373 */
403bool 374bool
404maptile::_load_objects (object_thawer &thawer) 375maptile::_load_objects (object_thawer &f)
405{ 376{
406 int unique; 377 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 { 378 {
414 /* if the archetype for the object is null, means that we 379 coroapi::cede_to_tick_every (100); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 380
416 * or editor will not be able to do anything with it either. 381 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 382 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 383 case KW_arch:
421 continue; 384 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 385 {
426 case LL_NORMAL: 386 if (op->inv)
387 sum_weight (op);
388
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390 }
428 391
429 if (op->inv) 392 continue;
430 sum_weight (op);
431 393
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 394 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 395 return true;
437 op->head = prev, last_more->more = op, last_more = op; 396
397 default:
398 if (!f.parse_error ("map file"))
399 return false;
438 break; 400 break;
439 } 401 }
440 402
441 op = object::create (); 403 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 } 404 }
462#endif
463 405
464 return true; 406 return true;
465} 407}
466 408
467void 409void
468maptile::activate () 410maptile::activate ()
469{ 411{
412 active = true;
413
470 if (!spaces) 414 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 416 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 417 op->activate_recursive ();
476} 418}
477 419
478void 420void
479maptile::deactivate () 421maptile::deactivate ()
480{ 422{
423 active = false;
424
481 if (!spaces) 425 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 427 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 428 op->deactivate_recursive ();
487} 429}
488 430
489bool 431bool
490maptile::_save_objects (object_freezer &freezer, int flags) 432maptile::_save_objects (object_freezer &f, int flags)
491{ 433{
492 static int cede_count = 0; 434 coroapi::cede_to_tick ();
493 435
494 if (flags & IO_HEADER) 436 if (flags & IO_HEADER)
495 _save_header (freezer); 437 _save_header (f);
496 438
497 if (!spaces) 439 if (!spaces)
498 return false; 440 return false;
499 441
500 for (int i = 0; i < size (); ++i) 442 for (int i = 0; i < size (); ++i)
501 { 443 {
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; 444 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 445 for (object *op = spaces [i].bot; op; op = op->above)
512 { 446 {
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]) 447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1; 448 unique = 1;
518 449
519 if (!op->can_map_save ()) 450 if (!op->can_map_save ())
520 continue; 451 continue;
521 452
522 if (unique || op->flag [FLAG_UNIQUE]) 453 if (unique || op->flag [FLAG_UNIQUE])
523 { 454 {
524 if (flags & IO_UNIQUES) 455 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 456 op->write (f);
526 } 457 }
527 else if (flags & IO_OBJECTS) 458 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 459 op->write (f);
529 } 460 }
530 } 461 }
462
463 coroapi::cede_to_tick ();
531 464
532 return true; 465 return true;
533} 466}
534 467
535bool 468bool
536maptile::_load_objects (const char *path, bool skip_header) 469maptile::_load_objects (const char *path, bool skip_header)
537{ 470{
538 object_thawer thawer (path); 471 object_thawer f (path);
539 472
540 if (!thawer) 473 if (!f)
541 return false; 474 return false;
475
476 f.next ();
542 477
543 if (skip_header) 478 if (skip_header)
544 for (;;) 479 for (;;)
545 { 480 {
546 keyword kw = thawer.get_kv (); 481 keyword kw = f.kw;
547 482 f.skip ();
548 if (kw == KW_end) 483 if (kw == KW_end)
549 break; 484 break;
550
551 thawer.skip_kv (kw);
552 } 485 }
553 486
554 return _load_objects (thawer); 487 return _load_objects (f);
555} 488}
556 489
557bool 490bool
558maptile::_save_objects (const char *path, int flags) 491maptile::_save_objects (const char *path, int flags)
559{ 492{
568maptile::maptile () 501maptile::maptile ()
569{ 502{
570 in_memory = MAP_SWAPPED; 503 in_memory = MAP_SWAPPED;
571 504
572 /* The maps used to pick up default x and y values from the 505 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 506 * map archetype. Mimic that behaviour.
574 */ 507 */
575 width = 16; 508 width = 16;
576 height = 16; 509 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 510 timeout = 300;
579 enter_x = 0; 511 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 512 max_volume = 2000000; // 2m³
581} 513}
582 514
583maptile::maptile (int w, int h) 515maptile::maptile (int w, int h)
584{ 516{
585 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
803 735
804 case KW_end: 736 case KW_end:
805 return true; 737 return true;
806 738
807 default: 739 default:
808 if (!thawer.parse_error (kw, "map", 0)) 740 if (!thawer.parse_error ("map", 0))
809 return false; 741 return false;
810 break; 742 break;
811 } 743 }
812 } 744 }
813 745
1109void 1041void
1110mapspace::update_ () 1042mapspace::update_ ()
1111{ 1043{
1112 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1045 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; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1047
1118 middle = blank_face; 1048 //object *middle = 0;
1119 top = blank_face; 1049 //object *top = 0;
1120 floor = blank_face; 1050 //object *floor = 0;
1121 1051 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1125 1055
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1057 {
1128 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1143 */ 1073 */
1144 if (!tmp->invisible) 1074 if (!tmp->invisible)
1145 { 1075 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1077 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1079 {
1153 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1155 */ 1082 */
1156 middle = blank_face; 1083 middle = 0;
1157 top = blank_face; 1084 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1085 floor = tmp;
1160 } 1086 }
1161 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1089 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1090 middle = tmp;
1167 anywhere = 1; 1091 anywhere = 1;
1168 } 1092 }
1169 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1171 * top 1095 * top
1172 */ 1096 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1098 middle = tmp;
1177 }
1178 } 1099 }
1179 1100
1180 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1181 { 1102 {
1182 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1220 */ 1141 */
1221 if (top == middle) 1142 if (top == middle)
1222 middle = blank_face; 1143 middle = 0;
1223 1144
1224 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1148 * 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 */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1155 break;
1235 1156
1236 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1238 break; 1159 break;
1239 1160
1240 /* Only show visible faces */ 1161 /* Only show visible faces */
1241 if (!tmp->invisible) 1162 if (!tmp->invisible)
1242 { 1163 {
1243 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1244 if (top == blank_face) 1165 if (!top)
1245 { 1166 {
1246 top = tmp->face;
1247 top_obj = tmp; 1167 top = tmp;
1248 if (top == middle) 1168 if (top == middle)
1249 middle = blank_face; 1169 middle = 0;
1250 } 1170 }
1251 else 1171 else
1252 { 1172 {
1253 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1254 * middle is not set 1174 * middle is not set
1255 * 1175 *
1256 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1258 * 1178 *
1259 */ 1179 */
1260 if (tmp->face != top) 1180 if (tmp != top)
1261 { 1181 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1182 middle = tmp;
1264 break; 1183 break;
1265 } 1184 }
1266 } 1185 }
1267 } 1186 }
1268 } 1187 }
1269 1188
1270 if (middle == floor) 1189 if (middle == floor)
1271 middle = blank_face; 1190 middle = 0;
1272 1191
1273 if (top == middle) 1192 if (top == middle)
1274 middle = blank_face; 1193 middle = 0;
1275 1194
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1200}
1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1279} 1211}
1280 1212
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1213/* 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 1214 * 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 1215 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1503{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1505 {
1574 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1507 retval->distance = 10000;
1576 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1578 retval->direction = 0; 1510 retval->direction = 0;
1579 retval->part = 0; 1511 retval->part = 0;
1580 } 1512 }
1581 else 1513 else
1582 { 1514 {
1587 1519
1588 best = op1; 1520 best = op1;
1589 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1591 { 1523 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1525
1595 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1530 * below works.
1600 */ 1531 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1533 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1534 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); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1606 { 1537 {
1615 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1616 } 1547 }
1617 } 1548 }
1618 1549
1619 retval->part = best; 1550 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1553 }
1623} 1554}
1624 1555
1625/* this is basically the same as get_rangevector above, but instead of 1556/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1624 return default_region;
1694 1625
1695 return ::region::default_region (); 1626 return ::region::default_region ();
1696} 1627}
1697 1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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