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Comparing deliantra/server/common/map.C (file contents):
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.97 by root, Sat Mar 17 21:13:21 2007 UTC

354{ 354{
355 if (!spaces) 355 if (!spaces)
356 return; 356 return;
357 357
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
360 { 360 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
365 { 363 {
366 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
367 * won't do anything. 365 * won't do anything.
389 * 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.
390 */ 388 */
391 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);
392 } 390 }
393 } 391 }
394
395 tmp = above;
396 } 392 }
397} 393}
398 394
399/* 395/*
400 * 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
401 * file pointer. 397 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 398 */
404bool 399bool
405maptile::_load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
406{ 401{
407 int unique; 402 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 { 403 {
415 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 405
417 * or editor will not be able to do anything with it either. 406 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 407 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
422 continue; 409 if (object *op = object::read (f, this))
423 }
424
425 switch (i)
426 { 410 {
427 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
428 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 }
429 416
430 if (op->inv) 417 continue;
431 sum_weight (op);
432 418
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 419 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
438 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
439 break; 425 break;
440 } 426 }
441 427
442 op = object::create (); 428 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 } 429 }
463#endif
464 430
465 return true; 431 return true;
466} 432}
467 433
468void 434void
486 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 453 op->deactivate_recursive ();
488} 454}
489 455
490bool 456bool
491maptile::_save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
492{ 458{
493 static int cede_count = 0; 459 coroapi::cede ();
494 460
495 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
496 _save_header (freezer); 462 _save_header (f);
497 463
498 if (!spaces) 464 if (!spaces)
499 return false; 465 return false;
500 466
501 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
502 { 468 {
503#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
504 if (cede_count >= 500) 472 if (cede_count >= 500)
505 { 473 {
506 cede_count = 0; 474 cede_count = 0;
507 coroapi::cede (); 475 coroapi::cede ();
508 } 476 }
521 continue; 489 continue;
522 490
523 if (unique || op->flag [FLAG_UNIQUE]) 491 if (unique || op->flag [FLAG_UNIQUE])
524 { 492 {
525 if (flags & IO_UNIQUES) 493 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 494 op->write (f);
527 } 495 }
528 else if (flags & IO_OBJECTS) 496 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1); 497 op->write (f);
530 } 498 }
531 } 499 }
500
501 coroapi::cede ();
532 502
533 return true; 503 return true;
534} 504}
535 505
536bool 506bool
537maptile::_load_objects (const char *path, bool skip_header) 507maptile::_load_objects (const char *path, bool skip_header)
538{ 508{
539 object_thawer thawer (path); 509 object_thawer f (path);
540 510
541 if (!thawer) 511 if (!f)
542 return false; 512 return false;
513
514 f.next ();
543 515
544 if (skip_header) 516 if (skip_header)
545 for (;;) 517 for (;;)
546 { 518 {
547 keyword kw = thawer.get_kv (); 519 keyword kw = f.kw;
548 520 f.skip ();
549 if (kw == KW_end) 521 if (kw == KW_end)
550 break; 522 break;
551
552 thawer.skip_kv (kw);
553 } 523 }
554 524
555 return _load_objects (thawer); 525 return _load_objects (f);
556} 526}
557 527
558bool 528bool
559maptile::_save_objects (const char *path, int flags) 529maptile::_save_objects (const char *path, int flags)
560{ 530{
803 773
804 case KW_end: 774 case KW_end:
805 return true; 775 return true;
806 776
807 default: 777 default:
808 if (!thawer.parse_error (kw, "map", 0)) 778 if (!thawer.parse_error ("map", 0))
809 return false; 779 return false;
810 break; 780 break;
811 } 781 }
812 } 782 }
813 783
1109void 1079void
1110mapspace::update_ () 1080mapspace::update_ ()
1111{ 1081{
1112 object *tmp, *last = 0; 1082 object *tmp, *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1083 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; 1084 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1085
1118 middle = blank_face; 1086 //object *middle = 0;
1119 top = blank_face; 1087 //object *top = 0;
1120 floor = blank_face; 1088 //object *floor = 0;
1121 1089 // this seems to generate better code than using locals, above
1122 middle_obj = 0; 1090 object *&top = faces_obj[0] = 0;
1123 top_obj = 0; 1091 object *&middle = faces_obj[1] = 0;
1124 floor_obj = 0; 1092 object *&floor = faces_obj[2] = 0;
1125 1093
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1094 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1095 {
1128 /* This could be made additive I guess (two lights better than 1096 /* This could be made additive I guess (two lights better than
1129 * 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
1142 * Always put the player down for drawing. 1110 * Always put the player down for drawing.
1143 */ 1111 */
1144 if (!tmp->invisible) 1112 if (!tmp->invisible)
1145 { 1113 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1114 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1115 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1116 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1117 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1119 * so should not be visible, so we clear them.
1155 */ 1120 */
1156 middle = blank_face; 1121 middle = 0;
1157 top = blank_face; 1122 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1123 floor = tmp;
1160 } 1124 }
1161 /* Flag anywhere have high priority */ 1125 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1126 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1127 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1128 middle = tmp;
1167 anywhere = 1; 1129 anywhere = 1;
1168 } 1130 }
1169 /* Find the highest visible face around. If equal 1131 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1132 * visibilities, we still want the one nearer to the
1171 * top 1133 * top
1172 */ 1134 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1135 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1136 middle = tmp;
1177 }
1178 } 1137 }
1179 1138
1180 if (tmp == tmp->above) 1139 if (tmp == tmp->above)
1181 { 1140 {
1182 LOG (llevError, "Error in structure of map\n"); 1141 LOG (llevError, "Error in structure of map\n");
1217 * middle face. This should not happen, as we already have the 1176 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1177 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1179 */
1221 if (top == middle) 1180 if (top == middle)
1222 middle = blank_face; 1181 middle = 0;
1223 1182
1224 /* There are three posibilities at this point: 1183 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1184 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1185 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1186 * 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 */ 1191 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1192 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1193 break;
1235 1194
1236 /* If two top faces are already set, quit processing */ 1195 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1196 if (top && middle)
1238 break; 1197 break;
1239 1198
1240 /* Only show visible faces */ 1199 /* Only show visible faces */
1241 if (!tmp->invisible) 1200 if (!tmp->invisible)
1242 { 1201 {
1243 /* Fill in top if needed */ 1202 /* Fill in top if needed */
1244 if (top == blank_face) 1203 if (!top)
1245 { 1204 {
1246 top = tmp->face;
1247 top_obj = tmp; 1205 top = tmp;
1248 if (top == middle) 1206 if (top == middle)
1249 middle = blank_face; 1207 middle = 0;
1250 } 1208 }
1251 else 1209 else
1252 { 1210 {
1253 /* top is already set - we should only get here if 1211 /* top is already set - we should only get here if
1254 * middle is not set 1212 * middle is not set
1255 * 1213 *
1256 * Set the middle face and break out, since there is nothing 1214 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1215 * more to fill in. We don't check visiblity here, since
1258 * 1216 *
1259 */ 1217 */
1260 if (tmp->face != top) 1218 if (tmp != top)
1261 { 1219 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1220 middle = tmp;
1264 break; 1221 break;
1265 } 1222 }
1266 } 1223 }
1267 } 1224 }
1268 } 1225 }
1269 1226
1270 if (middle == floor) 1227 if (middle == floor)
1271 middle = blank_face; 1228 middle = 0;
1272 1229
1273 if (top == middle) 1230 if (top == middle)
1274 middle = blank_face; 1231 middle = 0;
1275 1232
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1233#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1234 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1235 faces_obj [1] = middle;
1236 faces_obj [2] = floor;
1237#endif
1279} 1238}
1280 1239
1281uint64 1240uint64
1282mapspace::volume () const 1241mapspace::volume () const
1283{ 1242{
1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1582{ 1541{
1583 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))
1584 { 1543 {
1585 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1586 retval->distance = 100000; 1545 retval->distance = 10000;
1587 retval->distance_x = 32767; 1546 retval->distance_x = 10000;
1588 retval->distance_y = 32767; 1547 retval->distance_y = 10000;
1589 retval->direction = 0; 1548 retval->direction = 0;
1590 retval->part = 0; 1549 retval->part = 0;
1591 } 1550 }
1592 else 1551 else
1593 { 1552 {
1598 1557
1599 best = op1; 1558 best = op1;
1600 /* If this is multipart, find the closest part now */ 1559 /* If this is multipart, find the closest part now */
1601 if (!(flags & 0x1) && op1->more) 1560 if (!(flags & 0x1) && op1->more)
1602 { 1561 {
1603 object *tmp;
1604 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;
1605 1563
1606 /* 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
1607 * distance instead of doing all that work above again 1565 * distance instead of doing all that work above again
1608 * since the distance fields we set above are positive in the 1566 * since the distance fields we set above are positive in the
1609 * same axis as is used for multipart objects, the simply arithmetic 1567 * same axis as is used for multipart objects, the simply arithmetic
1610 * below works. 1568 * below works.
1611 */ 1569 */
1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1570 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1613 { 1571 {
1614 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) +
1615 (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);
1616 if (tmpi < best_distance) 1574 if (tmpi < best_distance)
1617 { 1575 {
1626 retval->distance_y += op1->y - best->y; 1584 retval->distance_y += op1->y - best->y;
1627 } 1585 }
1628 } 1586 }
1629 1587
1630 retval->part = best; 1588 retval->part = best;
1631 retval->distance = idistance (retval->distance_x, retval->distance_y); 1589 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1590 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1633 } 1591 }
1634} 1592}
1635 1593
1636/* 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
1704 return default_region; 1662 return default_region;
1705 1663
1706 return ::region::default_region (); 1664 return ::region::default_region ();
1707} 1665}
1708 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;
1709 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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