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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 1.96 by root, Thu Mar 15 14:23:02 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.
353{ 354{
354 if (!spaces) 355 if (!spaces)
355 return; 356 return;
356 357
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 360 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
364 { 363 {
365 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
366 * won't do anything. 365 * won't do anything.
388 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
389 */ 388 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 390 }
392 } 391 }
393
394 tmp = above;
395 } 392 }
396} 393}
397 394
398/* 395/*
399 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 397 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 398 */
403bool 399bool
404maptile::_load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
405{ 401{
406 int unique; 402 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 { 403 {
414 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 405
416 * or editor will not be able to do anything with it either. 406 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 407 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
421 continue; 409 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 410 {
426 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
428 416
429 if (op->inv) 417 continue;
430 sum_weight (op);
431 418
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 419 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
437 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
438 break; 425 break;
439 } 426 }
440 427
441 op = object::create (); 428 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 } 429 }
462#endif
463 430
464 return true; 431 return true;
465} 432}
466 433
467void 434void
485 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 453 op->deactivate_recursive ();
487} 454}
488 455
489bool 456bool
490maptile::_save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
491{ 458{
492 static int cede_count = 0; 459 static int cede_count = 0;
493 460
494 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
495 _save_header (freezer); 462 _save_header (f);
496 463
497 if (!spaces) 464 if (!spaces)
498 return false; 465 return false;
499 466
500 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
501 { 468 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500) 469 if (cede_count >= 500)
504 { 470 {
505 cede_count = 0; 471 cede_count = 0;
506 coroapi::cede (); 472 coroapi::cede ();
507 } 473 }
508#endif
509 474
510 int unique = 0; 475 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above) 476 for (object *op = spaces [i].bot; op; op = op->above)
512 { 477 {
513 // count per-object, but cede only when modification-safe 478 // count per-object, but cede only when modification-safe
520 continue; 485 continue;
521 486
522 if (unique || op->flag [FLAG_UNIQUE]) 487 if (unique || op->flag [FLAG_UNIQUE])
523 { 488 {
524 if (flags & IO_UNIQUES) 489 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 490 op->write (f);
526 } 491 }
527 else if (flags & IO_OBJECTS) 492 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 493 op->write (f);
529 } 494 }
530 } 495 }
531 496
532 return true; 497 return true;
533} 498}
534 499
535bool 500bool
536maptile::_load_objects (const char *path, bool skip_header) 501maptile::_load_objects (const char *path, bool skip_header)
537{ 502{
538 object_thawer thawer (path); 503 object_thawer f (path);
539 504
540 if (!thawer) 505 if (!f)
541 return false; 506 return false;
507
508 f.next ();
542 509
543 if (skip_header) 510 if (skip_header)
544 for (;;) 511 for (;;)
545 { 512 {
546 keyword kw = thawer.get_kv (); 513 keyword kw = f.kw;
547 514 f.skip ();
548 if (kw == KW_end) 515 if (kw == KW_end)
549 break; 516 break;
550
551 thawer.skip_kv (kw);
552 } 517 }
553 518
554 return _load_objects (thawer); 519 return _load_objects (f);
555} 520}
556 521
557bool 522bool
558maptile::_save_objects (const char *path, int flags) 523maptile::_save_objects (const char *path, int flags)
559{ 524{
568maptile::maptile () 533maptile::maptile ()
569{ 534{
570 in_memory = MAP_SWAPPED; 535 in_memory = MAP_SWAPPED;
571 536
572 /* The maps used to pick up default x and y values from the 537 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 538 * map archetype. Mimic that behaviour.
574 */ 539 */
575 width = 16; 540 width = 16;
576 height = 16; 541 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 542 timeout = 300;
579 enter_x = 0; 543 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 544 max_volume = 2000000; // 2m³
581} 545}
582 546
583maptile::maptile (int w, int h) 547maptile::maptile (int w, int h)
584{ 548{
585 in_memory = MAP_SWAPPED; 549 in_memory = MAP_SWAPPED;
803 767
804 case KW_end: 768 case KW_end:
805 return true; 769 return true;
806 770
807 default: 771 default:
808 if (!thawer.parse_error (kw, "map", 0)) 772 if (!thawer.parse_error ("map", 0))
809 return false; 773 return false;
810 break; 774 break;
811 } 775 }
812 } 776 }
813 777
1109void 1073void
1110mapspace::update_ () 1074mapspace::update_ ()
1111{ 1075{
1112 object *tmp, *last = 0; 1076 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1077 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; 1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1079
1118 middle = blank_face; 1080 //object *middle = 0;
1119 top = blank_face; 1081 //object *top = 0;
1120 floor = blank_face; 1082 //object *floor = 0;
1121 1083 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1084 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1085 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1086 object *&floor = faces_obj[2] = 0;
1125 1087
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1089 {
1128 /* This could be made additive I guess (two lights better than 1090 /* This could be made additive I guess (two lights better than
1129 * one). But if so, it shouldn't be a simple additive - 2 1091 * one). But if so, it shouldn't be a simple additive - 2
1142 * Always put the player down for drawing. 1104 * Always put the player down for drawing.
1143 */ 1105 */
1144 if (!tmp->invisible) 1106 if (!tmp->invisible)
1145 { 1107 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1109 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1111 {
1153 /* If we got a floor, that means middle and top were below it, 1112 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1113 * so should not be visible, so we clear them.
1155 */ 1114 */
1156 middle = blank_face; 1115 middle = 0;
1157 top = blank_face; 1116 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1117 floor = tmp;
1160 } 1118 }
1161 /* Flag anywhere have high priority */ 1119 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1121 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1122 middle = tmp;
1167 anywhere = 1; 1123 anywhere = 1;
1168 } 1124 }
1169 /* Find the highest visible face around. If equal 1125 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1126 * visibilities, we still want the one nearer to the
1171 * top 1127 * top
1172 */ 1128 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1130 middle = tmp;
1177 }
1178 } 1131 }
1179 1132
1180 if (tmp == tmp->above) 1133 if (tmp == tmp->above)
1181 { 1134 {
1182 LOG (llevError, "Error in structure of map\n"); 1135 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1170 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1171 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1172 * may be possible for the faces to match but be different objects.
1220 */ 1173 */
1221 if (top == middle) 1174 if (top == middle)
1222 middle = blank_face; 1175 middle = 0;
1223 1176
1224 /* There are three posibilities at this point: 1177 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1178 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1179 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1180 * 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 */ 1185 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1187 break;
1235 1188
1236 /* If two top faces are already set, quit processing */ 1189 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1190 if (top && middle)
1238 break; 1191 break;
1239 1192
1240 /* Only show visible faces */ 1193 /* Only show visible faces */
1241 if (!tmp->invisible) 1194 if (!tmp->invisible)
1242 { 1195 {
1243 /* Fill in top if needed */ 1196 /* Fill in top if needed */
1244 if (top == blank_face) 1197 if (!top)
1245 { 1198 {
1246 top = tmp->face;
1247 top_obj = tmp; 1199 top = tmp;
1248 if (top == middle) 1200 if (top == middle)
1249 middle = blank_face; 1201 middle = 0;
1250 } 1202 }
1251 else 1203 else
1252 { 1204 {
1253 /* top is already set - we should only get here if 1205 /* top is already set - we should only get here if
1254 * middle is not set 1206 * middle is not set
1255 * 1207 *
1256 * Set the middle face and break out, since there is nothing 1208 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1209 * more to fill in. We don't check visiblity here, since
1258 * 1210 *
1259 */ 1211 */
1260 if (tmp->face != top) 1212 if (tmp != top)
1261 { 1213 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1214 middle = tmp;
1264 break; 1215 break;
1265 } 1216 }
1266 } 1217 }
1267 } 1218 }
1268 } 1219 }
1269 1220
1270 if (middle == floor) 1221 if (middle == floor)
1271 middle = blank_face; 1222 middle = 0;
1272 1223
1273 if (top == middle) 1224 if (top == middle)
1274 middle = blank_face; 1225 middle = 0;
1275 1226
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1227#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1228 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1229 faces_obj [1] = middle;
1230 faces_obj [2] = floor;
1231#endif
1232}
1233
1234uint64
1235mapspace::volume () const
1236{
1237 uint64 vol = 0;
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1279} 1243}
1280 1244
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1245/* 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 1246 * 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 1247 * maps tile_map values if it tiles back to this one. It returns
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1534get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1535{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1537 {
1574 /* be conservative and fill in _some_ data */ 1538 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1539 retval->distance = 10000;
1576 retval->distance_x = 32767; 1540 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1541 retval->distance_y = 10000;
1578 retval->direction = 0; 1542 retval->direction = 0;
1579 retval->part = 0; 1543 retval->part = 0;
1580 } 1544 }
1581 else 1545 else
1582 { 1546 {
1587 1551
1588 best = op1; 1552 best = op1;
1589 /* If this is multipart, find the closest part now */ 1553 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1554 if (!(flags & 0x1) && op1->more)
1591 { 1555 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1557
1595 /* we just take the offset of the piece to head to figure 1558 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1559 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1560 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1561 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1562 * below works.
1600 */ 1563 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1564 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1565 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1566 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); 1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1568 if (tmpi < best_distance)
1606 { 1569 {
1615 retval->distance_y += op1->y - best->y; 1578 retval->distance_y += op1->y - best->y;
1616 } 1579 }
1617 } 1580 }
1618 1581
1619 retval->part = best; 1582 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1585 }
1623} 1586}
1624 1587
1625/* this is basically the same as get_rangevector above, but instead of 1588/* this is basically the same as get_rangevector above, but instead of
1693 return default_region; 1656 return default_region;
1694 1657
1695 return ::region::default_region (); 1658 return ::region::default_region ();
1696} 1659}
1697 1660
1661/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */
1665object *
1666maptile::pick_random_object () const
1667{
1668 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me.
1673 */
1674 for (int i = 1000; --i;)
1675 {
1676 object *pick = at (rndm (width), rndm (height)).bot;
1677
1678 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick)
1680 return pick->head_ ();
1681 }
1682
1683 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked");
1685}
1686

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