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Comparing deliantra/server/common/map.C (file contents):
Revision 1.82 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.97 by root, Sat Mar 17 21:13:21 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.
67 char *endbuf; 68 char *endbuf;
68 struct stat statbuf; 69 struct stat statbuf;
69 int mode = 0; 70 int mode = 0;
70 71
71 if (prepend_dir) 72 if (prepend_dir)
72 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
73 else 74 else
74 strcpy (buf, name); 75 assign (buf, name);
75 76
76 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
79 * all the names. 80 * all the names.
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 coroapi::cede ();
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 469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
503 if (cede_count >= 500) 472 if (cede_count >= 500)
504 { 473 {
505 cede_count = 0; 474 cede_count = 0;
506 coroapi::cede (); 475 coroapi::cede ();
507 } 476 }
520 continue; 489 continue;
521 490
522 if (unique || op->flag [FLAG_UNIQUE]) 491 if (unique || op->flag [FLAG_UNIQUE])
523 { 492 {
524 if (flags & IO_UNIQUES) 493 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 494 op->write (f);
526 } 495 }
527 else if (flags & IO_OBJECTS) 496 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1); 497 op->write (f);
529 } 498 }
530 } 499 }
500
501 coroapi::cede ();
531 502
532 return true; 503 return true;
533} 504}
534 505
535bool 506bool
536maptile::_load_objects (const char *path, bool skip_header) 507maptile::_load_objects (const char *path, bool skip_header)
537{ 508{
538 object_thawer thawer (path); 509 object_thawer f (path);
539 510
540 if (!thawer) 511 if (!f)
541 return false; 512 return false;
513
514 f.next ();
542 515
543 if (skip_header) 516 if (skip_header)
544 for (;;) 517 for (;;)
545 { 518 {
546 keyword kw = thawer.get_kv (); 519 keyword kw = f.kw;
547 520 f.skip ();
548 if (kw == KW_end) 521 if (kw == KW_end)
549 break; 522 break;
550
551 thawer.skip_kv (kw);
552 } 523 }
553 524
554 return _load_objects (thawer); 525 return _load_objects (f);
555} 526}
556 527
557bool 528bool
558maptile::_save_objects (const char *path, int flags) 529maptile::_save_objects (const char *path, int flags)
559{ 530{
568maptile::maptile () 539maptile::maptile ()
569{ 540{
570 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
571 542
572 /* The maps used to pick up default x and y values from the 543 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 544 * map archetype. Mimic that behaviour.
574 */ 545 */
575 width = 16; 546 width = 16;
576 height = 16; 547 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 548 timeout = 300;
579 enter_x = 0; 549 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 550 max_volume = 2000000; // 2m³
581} 551}
582 552
583maptile::maptile (int w, int h) 553maptile::maptile (int w, int h)
584{ 554{
585 in_memory = MAP_SWAPPED; 555 in_memory = MAP_SWAPPED;
739 { 709 {
740 keyword kw = thawer.get_kv (); 710 keyword kw = thawer.get_kv ();
741 711
742 switch (kw) 712 switch (kw)
743 { 713 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg: 714 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg); 715 thawer.get_ml (KW_endmsg, msg);
758 break; 716 break;
759 717
760 case KW_lore: // CF+ extension 718 case KW_lore: // CF+ extension
810 768
811 case KW_tile_path_1: thawer.get (tile_path [0]); break; 769 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break; 770 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break; 771 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break; 772 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773
774 case KW_end:
775 return true;
776
777 default:
778 if (!thawer.parse_error ("map", 0))
779 return false;
780 break;
815 } 781 }
816 } 782 }
817 783
818 abort (); 784 abort ();
819} 785}
1113void 1079void
1114mapspace::update_ () 1080mapspace::update_ ()
1115{ 1081{
1116 object *tmp, *last = 0; 1082 object *tmp, *last = 0;
1117 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1118 facetile *top, *floor, *middle;
1119 object *top_obj, *floor_obj, *middle_obj;
1120 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1084 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1121 1085
1122 middle = blank_face; 1086 //object *middle = 0;
1123 top = blank_face; 1087 //object *top = 0;
1124 floor = blank_face; 1088 //object *floor = 0;
1125 1089 // this seems to generate better code than using locals, above
1126 middle_obj = 0; 1090 object *&top = faces_obj[0] = 0;
1127 top_obj = 0; 1091 object *&middle = faces_obj[1] = 0;
1128 floor_obj = 0; 1092 object *&floor = faces_obj[2] = 0;
1129 1093
1130 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1094 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1131 { 1095 {
1132 /* This could be made additive I guess (two lights better than 1096 /* This could be made additive I guess (two lights better than
1133 * one). But if so, it shouldn't be a simple additive - 2 1097 * one). But if so, it shouldn't be a simple additive - 2
1146 * Always put the player down for drawing. 1110 * Always put the player down for drawing.
1147 */ 1111 */
1148 if (!tmp->invisible) 1112 if (!tmp->invisible)
1149 { 1113 {
1150 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1114 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1151 {
1152 top = tmp->face;
1153 top_obj = tmp; 1115 top = tmp;
1154 }
1155 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1116 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 { 1117 {
1157 /* If we got a floor, that means middle and top were below it, 1118 /* If we got a floor, that means middle and top were below it,
1158 * so should not be visible, so we clear them. 1119 * so should not be visible, so we clear them.
1159 */ 1120 */
1160 middle = blank_face; 1121 middle = 0;
1161 top = blank_face; 1122 top = 0;
1162 floor = tmp->face;
1163 floor_obj = tmp; 1123 floor = tmp;
1164 } 1124 }
1165 /* Flag anywhere have high priority */ 1125 /* Flag anywhere have high priority */
1166 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1126 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1167 { 1127 {
1168 middle = tmp->face;
1169
1170 middle_obj = tmp; 1128 middle = tmp;
1171 anywhere = 1; 1129 anywhere = 1;
1172 } 1130 }
1173 /* Find the highest visible face around. If equal 1131 /* Find the highest visible face around. If equal
1174 * visibilities, we still want the one nearer to the 1132 * visibilities, we still want the one nearer to the
1175 * top 1133 * top
1176 */ 1134 */
1177 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1135 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1178 {
1179 middle = tmp->face;
1180 middle_obj = tmp; 1136 middle = tmp;
1181 }
1182 } 1137 }
1183 1138
1184 if (tmp == tmp->above) 1139 if (tmp == tmp->above)
1185 { 1140 {
1186 LOG (llevError, "Error in structure of map\n"); 1141 LOG (llevError, "Error in structure of map\n");
1221 * middle face. This should not happen, as we already have the 1176 * middle face. This should not happen, as we already have the
1222 * else statement above so middle should not get set. OTOH, it 1177 * else statement above so middle should not get set. OTOH, it
1223 * may be possible for the faces to match but be different objects. 1178 * may be possible for the faces to match but be different objects.
1224 */ 1179 */
1225 if (top == middle) 1180 if (top == middle)
1226 middle = blank_face; 1181 middle = 0;
1227 1182
1228 /* There are three posibilities at this point: 1183 /* There are three posibilities at this point:
1229 * 1) top face is set, need middle to be set. 1184 * 1) top face is set, need middle to be set.
1230 * 2) middle is set, need to set top. 1185 * 2) middle is set, need to set top.
1231 * 3) neither middle or top is set - need to set both. 1186 * 3) neither middle or top is set - need to set both.
1236 /* Once we get to a floor, stop, since we already have a floor object */ 1191 /* Once we get to a floor, stop, since we already have a floor object */
1237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1192 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1238 break; 1193 break;
1239 1194
1240 /* If two top faces are already set, quit processing */ 1195 /* If two top faces are already set, quit processing */
1241 if ((top != blank_face) && (middle != blank_face)) 1196 if (top && middle)
1242 break; 1197 break;
1243 1198
1244 /* Only show visible faces */ 1199 /* Only show visible faces */
1245 if (!tmp->invisible) 1200 if (!tmp->invisible)
1246 { 1201 {
1247 /* Fill in top if needed */ 1202 /* Fill in top if needed */
1248 if (top == blank_face) 1203 if (!top)
1249 { 1204 {
1250 top = tmp->face;
1251 top_obj = tmp; 1205 top = tmp;
1252 if (top == middle) 1206 if (top == middle)
1253 middle = blank_face; 1207 middle = 0;
1254 } 1208 }
1255 else 1209 else
1256 { 1210 {
1257 /* top is already set - we should only get here if 1211 /* top is already set - we should only get here if
1258 * middle is not set 1212 * middle is not set
1259 * 1213 *
1260 * Set the middle face and break out, since there is nothing 1214 * Set the middle face and break out, since there is nothing
1261 * more to fill in. We don't check visiblity here, since 1215 * more to fill in. We don't check visiblity here, since
1262 * 1216 *
1263 */ 1217 */
1264 if (tmp->face != top) 1218 if (tmp != top)
1265 { 1219 {
1266 middle = tmp->face;
1267 middle_obj = tmp; 1220 middle = tmp;
1268 break; 1221 break;
1269 } 1222 }
1270 } 1223 }
1271 } 1224 }
1272 } 1225 }
1273 1226
1274 if (middle == floor) 1227 if (middle == floor)
1275 middle = blank_face; 1228 middle = 0;
1276 1229
1277 if (top == middle) 1230 if (top == middle)
1278 middle = blank_face; 1231 middle = 0;
1279 1232
1280 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1233#if 0
1281 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1234 faces_obj [0] = top;
1282 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1235 faces_obj [1] = middle;
1236 faces_obj [2] = floor;
1237#endif
1238}
1239
1240uint64
1241mapspace::volume () const
1242{
1243 uint64 vol = 0;
1244
1245 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1246 vol += op->volume ();
1247
1248 return vol;
1283} 1249}
1284 1250
1285/* this updates the orig_map->tile_map[tile_num] value after finding 1251/* this updates the orig_map->tile_map[tile_num] value after finding
1286 * the map. It also takes care of linking back the freshly found 1252 * the map. It also takes care of linking back the freshly found
1287 * maps tile_map values if it tiles back to this one. It returns 1253 * maps tile_map values if it tiles back to this one. It returns
1574get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1575{ 1541{
1576 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1577 { 1543 {
1578 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1579 retval->distance = 100000; 1545 retval->distance = 10000;
1580 retval->distance_x = 32767; 1546 retval->distance_x = 10000;
1581 retval->distance_y = 32767; 1547 retval->distance_y = 10000;
1582 retval->direction = 0; 1548 retval->direction = 0;
1583 retval->part = 0; 1549 retval->part = 0;
1584 } 1550 }
1585 else 1551 else
1586 { 1552 {
1591 1557
1592 best = op1; 1558 best = op1;
1593 /* If this is multipart, find the closest part now */ 1559 /* If this is multipart, find the closest part now */
1594 if (!(flags & 0x1) && op1->more) 1560 if (!(flags & 0x1) && op1->more)
1595 { 1561 {
1596 object *tmp;
1597 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1562 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1598 1563
1599 /* we just take the offset of the piece to head to figure 1564 /* we just take the offset of the piece to head to figure
1600 * distance instead of doing all that work above again 1565 * distance instead of doing all that work above again
1601 * since the distance fields we set above are positive in the 1566 * since the distance fields we set above are positive in the
1602 * same axis as is used for multipart objects, the simply arithmetic 1567 * same axis as is used for multipart objects, the simply arithmetic
1603 * below works. 1568 * below works.
1604 */ 1569 */
1605 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1570 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1606 { 1571 {
1607 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1572 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1608 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1573 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1609 if (tmpi < best_distance) 1574 if (tmpi < best_distance)
1610 { 1575 {
1619 retval->distance_y += op1->y - best->y; 1584 retval->distance_y += op1->y - best->y;
1620 } 1585 }
1621 } 1586 }
1622 1587
1623 retval->part = best; 1588 retval->part = best;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y); 1589 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1590 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 } 1591 }
1627} 1592}
1628 1593
1629/* this is basically the same as get_rangevector above, but instead of 1594/* this is basically the same as get_rangevector above, but instead of
1697 return default_region; 1662 return default_region;
1698 1663
1699 return ::region::default_region (); 1664 return ::region::default_region ();
1700} 1665}
1701 1666
1667/* picks a random object from a style map.
1668 * Redone by MSW so it should be faster and not use static
1669 * variables to generate tables.
1670 */
1671object *
1672maptile::pick_random_object () const
1673{
1674 /* while returning a null object will result in a crash, that
1675 * is actually preferable to an infinite loop. That is because
1676 * most servers will automatically restart in case of crash.
1677 * Change the logic on getting the random space - shouldn't make
1678 * any difference, but this seems clearer to me.
1679 */
1680 for (int i = 1000; --i;)
1681 {
1682 object *pick = at (rndm (width), rndm (height)).bot;
1683
1684 // do not prefer big monsters just because they are big.
1685 if (pick && pick->head_ () == pick)
1686 return pick->head_ ();
1687 }
1688
1689 // instead of crashing in the unlikely(?) case, try to return *something*
1690 return get_archetype ("blocked");
1691}
1692

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