--- deliantra/server/common/map.C 2007/02/05 01:24:45 1.84 +++ deliantra/server/common/map.C 2007/03/11 02:12:44 1.93 @@ -22,12 +22,13 @@ * The authors can be reached via e-mail at */ -#include -#include - -#include #include +#include "global.h" +#include "funcpoint.h" + +#include "loader.h" + #include "path.h" /* @@ -355,10 +356,8 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *tmp = ms->bot; tmp; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) { - object *above = tmp->above; - /* already multipart - don't do anything more */ if (!tmp->head && !tmp->more) { @@ -390,77 +389,45 @@ insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); } } - - tmp = above; } } /* * Loads (ands parses) the objects into a given map from the specified * file pointer. - * mapflags is the same as we get with load_original_map */ bool -maptile::_load_objects (object_thawer &thawer) +maptile::_load_objects (object_thawer &f) { - int unique; - object *op, *prev = NULL, *last_more = NULL, *otmp; - - op = object::create (); - op->map = this; /* To handle buttons correctly */ - - while (int i = load_object (thawer, op, 0)) + for (;;) { - /* if the archetype for the object is null, means that we - * got an invalid object. Don't do anything with it - the game - * or editor will not be able to do anything with it either. - */ - if (op->arch == NULL) - { - LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); - continue; - } + coroapi::cede_every (1000); // cede once in a while - switch (i) + switch (f.kw) { - case LL_NORMAL: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); + case KW_arch: + if (object *op = object::read (f, this)) + { + if (op->inv) + sum_weight (op); - if (op->inv) - sum_weight (op); + insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); + } - prev = op, last_more = op; - break; + continue; + + case KW_EOF: + return true; - case LL_MORE: - insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); - op->head = prev, last_more->more = op, last_more = op; + default: + if (!f.parse_error ("map file")) + return false; break; } - op = object::create (); - op->map = this; + f.next (); } - op->destroy (); - -#if 0 - for (i = 0; i < width; i++) - for (j = 0; j < height; j++) - { - unique = 0; - /* check for unique items, or unique squares */ - for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) - { - if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) - unique = 1; - - if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) - SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); - } - } -#endif - return true; } @@ -487,12 +454,12 @@ } bool -maptile::_save_objects (object_freezer &freezer, int flags) +maptile::_save_objects (object_freezer &f, int flags) { static int cede_count = 0; if (flags & IO_HEADER) - _save_header (freezer); + _save_header (f); if (!spaces) return false; @@ -522,10 +489,10 @@ if (unique || op->flag [FLAG_UNIQUE]) { if (flags & IO_UNIQUES) - save_object (freezer, op, 1); + op->write (f); } else if (flags & IO_OBJECTS) - save_object (freezer, op, 1); + op->write (f); } } @@ -535,23 +502,23 @@ bool maptile::_load_objects (const char *path, bool skip_header) { - object_thawer thawer (path); + object_thawer f (path); - if (!thawer) + if (!f) return false; + f.next (); + if (skip_header) for (;;) { - keyword kw = thawer.get_kv (); - + keyword kw = f.kw; + f.skip (); if (kw == KW_end) break; - - thawer.skip_kv (kw); } - return _load_objects (thawer); + return _load_objects (f); } bool @@ -570,14 +537,13 @@ in_memory = MAP_SWAPPED; /* The maps used to pick up default x and y values from the - * map archetype. Mimic that behaviour. + * map archetype. Mimic that behaviour. */ - width = 16; - height = 16; - reset_timeout = 0; - timeout = 300; - enter_x = 0; - enter_y = 0; + width = 16; + height = 16; + timeout = 300; + max_nrof = 1000; // 1000 items of anything + max_volume = 2000000; // 2m³ } maptile::maptile (int w, int h) @@ -805,7 +771,7 @@ return true; default: - if (!thawer.parse_error (kw, "map", 0)) + if (!thawer.parse_error ("map", 0)) return false; break; } @@ -1111,7 +1077,7 @@ { object *tmp, *last = 0; uint8 flags = P_UPTODATE, light = 0, anywhere = 0; - facetile *top, *floor, *middle; + faceidx top, floor, middle; object *top_obj, *floor_obj, *middle_obj; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; @@ -1170,7 +1136,7 @@ * visibilities, we still want the one nearer to the * top */ - else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) + else if (middle == blank_face || (::faces [tmp->face].visibility > ::faces [middle].visibility && !anywhere)) { middle = tmp->face; middle_obj = tmp; @@ -1278,6 +1244,17 @@ faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; } +uint64 +mapspace::volume () const +{ + uint64 vol = 0; + + for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) + vol += op->volume (); + + return vol; +} + /* this updates the orig_map->tile_map[tile_num] value after finding * the map. It also takes care of linking back the freshly found * maps tile_map values if it tiles back to this one. It returns @@ -1572,9 +1549,9 @@ if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ - retval->distance = 100000; - retval->distance_x = 32767; - retval->distance_y = 32767; + retval->distance = 10000; + retval->distance_x = 10000; + retval->distance_y = 10000; retval->direction = 0; retval->part = 0; } @@ -1589,7 +1566,6 @@ /* If this is multipart, find the closest part now */ if (!(flags & 0x1) && op1->more) { - object *tmp; int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure @@ -1598,7 +1574,7 @@ * same axis as is used for multipart objects, the simply arithmetic * below works. */ - for (tmp = op1->more; tmp != NULL; tmp = tmp->more) + for (object *tmp = op1->more; tmp; tmp = tmp->more) { tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); @@ -1617,7 +1593,7 @@ } retval->part = best; - retval->distance = idistance (retval->distance_x, retval->distance_y); + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1695,3 +1671,29 @@ return ::region::default_region (); } +/* picks a random object from a style map. + * Redone by MSW so it should be faster and not use static + * variables to generate tables. + */ +object * +maptile::pick_random_object () const +{ + /* while returning a null object will result in a crash, that + * is actually preferable to an infinite loop. That is because + * most servers will automatically restart in case of crash. + * Change the logic on getting the random space - shouldn't make + * any difference, but this seems clearer to me. + */ + for (int i = 1000; --i;) + { + object *pick = at (rndm (width), rndm (height)).bot; + + // do not prefer big monsters just because they are big. + if (pick && pick->head_ () == pick) + return pick->head_ (); + } + + // instead of crashing in the unlikely(?) case, try to return *something* + return get_archetype ("blocked"); +} +