--- deliantra/server/common/map.C 2007/01/15 21:06:18 1.76 +++ deliantra/server/common/map.C 2007/06/04 13:04:00 1.107 @@ -1,33 +1,34 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. + * Crossfire TRT is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY + * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * You should have received a copy of the GNU General Public License along + * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * The authors can be reached via e-mail to */ -#include -#include - -#include #include +#include "global.h" +#include "funcpoint.h" + +#include "loader.h" + #include "path.h" /* @@ -69,9 +70,9 @@ int mode = 0; if (prepend_dir) - strcpy (buf, create_pathname (name)); + assign (buf, create_pathname (name)); else - strcpy (buf, name); + assign (buf, name); /* old method (strchr(buf, '\0')) seemd very odd to me - * this method should be equivalant and is clearer. @@ -175,8 +176,7 @@ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) return 0; - if (ob->head != NULL) - ob = ob->head; + ob = ob->head_ (); /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return @@ -216,13 +216,17 @@ /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. - * second - if a monster, can't move there, unles it is a + * second - if a monster, can't move there, unless it is a * hidden dm */ if (OB_MOVE_BLOCK (ob, tmp)) return 1; - if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && - tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) + + if (tmp->flag [FLAG_ALIVE] + && tmp->head_ () != ob + && tmp != ob + && tmp->type != DOOR + && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) return 1; } @@ -230,7 +234,6 @@ return 0; } - /* * Returns true if the given object can't fit in the given spot. * This is meant for multi space objects - for single space objecs, @@ -277,7 +280,7 @@ for (tmp = ob->arch; tmp; tmp = tmp->more) { - flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); + flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; @@ -346,8 +349,7 @@ /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when - * they are saved). We do have to look for the old maps that did save - * the more sections and not re-add sections for them. + * they are saved). */ void maptile::link_multipart_objects () @@ -356,164 +358,95 @@ return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *tmp = ms->bot; tmp; ) + for (object *op = ms->bot; op; op = op->above) { - object *above = tmp->above; - /* already multipart - don't do anything more */ - if (!tmp->head && !tmp->more) + if (op->head_ () == op && !op->more && op->arch->more) { - /* If there is nothing more to this object, this for loop - * won't do anything. - */ - archetype *at; - object *last, *op; - for (at = tmp->arch->more, last = tmp; - at; - at = at->more, last = op) - { - op = arch_to_object (at); - - /* update x,y coordinates */ - op->x += tmp->x; - op->y += tmp->y; - op->head = tmp; - op->map = this; - last->more = op; - op->name = tmp->name; - op->title = tmp->title; - - /* we could link all the parts onto tmp, and then just - * call insert_ob_in_map once, but the effect is the same, - * as insert_ob_in_map will call itself with each part, and - * the coding is simpler to just to it here with each part. - */ - insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); - } + op->remove (); + op->expand_tail (); + insert (op, op->x, op->y, 0, 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_to_tick_every (100); // 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; } void maptile::activate () { - if (!spaces) - return; + active = true; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->activate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->activate_recursive (); } void maptile::deactivate () { - if (!spaces) - return; + active = false; - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - for (object *op = ms->bot; op; op = op->above) - op->deactivate_recursive (); + if (spaces) + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *op = ms->bot; op; op = op->above) + op->deactivate_recursive (); } bool -maptile::_save_objects (object_freezer &freezer, int flags) +maptile::_save_objects (object_freezer &f, int flags) { - static int cede_count = 0; + coroapi::cede_to_tick (); if (flags & IO_HEADER) - _save_header (freezer); + _save_header (f); if (!spaces) return false; for (int i = 0; i < size (); ++i) { -#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D - if (cede_count >= 500) - { - cede_count = 0; - coroapi::cede (); - } -#endif - int unique = 0; for (object *op = spaces [i].bot; op; op = op->above) { - // count per-object, but cede only when modification-safe - cede_count++; - if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) unique = 1; @@ -523,36 +456,38 @@ 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); } } + coroapi::cede_to_tick (); + return true; } 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 @@ -571,14 +506,13 @@ 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) @@ -738,22 +672,10 @@ { for (;;) { - keyword kw = thawer.get_kv (); + thawer.next (); - switch (kw) + switch (thawer.kw) { - case KW_EOF: - LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path); - return false; - - case KW_end: - return true; - - default: - case KW_ERROR: - LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword); - break; - case KW_msg: thawer.get_ml (KW_endmsg, msg); break; @@ -795,7 +717,7 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; - case KW_region: get_region_by_name (thawer.get_str ()); break; + case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; // old names new names @@ -813,6 +735,14 @@ case KW_tile_path_2: thawer.get (tile_path [1]); break; case KW_tile_path_3: thawer.get (tile_path [2]); break; case KW_tile_path_4: thawer.get (tile_path [3]); break; + + case KW_end: + return true; + + default: + if (!thawer.parse_error ("map", 0)) + return false; + break; } } @@ -848,7 +778,7 @@ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) unique = 1; - if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) + if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) { op->destroy_inv (false); op->destroy (); @@ -874,7 +804,7 @@ MAP_OUT (fixed_resettime); MAP_OUT (difficulty); - if (region) MAP_OUT2 (region, region->name); + if (default_region) MAP_OUT2 (region, default_region->name); if (shopitems) { @@ -935,20 +865,21 @@ void maptile::clear () { - if (!spaces) - return; - - for (mapspace *ms = spaces + size (); ms-- > spaces; ) - while (object *op = ms->bot) - { - if (op->head) - op = op->head; + sfree (regions, size ()), regions = 0; + free (regionmap), regionmap = 0; - op->destroy_inv (false); - op->destroy (); - } + if (spaces) + { + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + while (object *op = ms->bot) + { + op = op->head_ (); + op->destroy_inv (false); + op->destroy (); + } - sfree (spaces, size ()), spaces = 0; + sfree (spaces, size ()), spaces = 0; + } if (buttons) free_objectlinkpt (buttons), buttons = 0; @@ -1048,7 +979,7 @@ total_exp += op->stats.exp; if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->clone.stats.exp * 8; + total_exp += at->stats.exp * 8; monster_cnt++; } @@ -1113,17 +1044,15 @@ { object *tmp, *last = 0; uint8 flags = P_UPTODATE, light = 0, anywhere = 0; - New_Face *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; - middle = blank_face; - top = blank_face; - floor = blank_face; - - middle_obj = 0; - top_obj = 0; - floor_obj = 0; + //object *middle = 0; + //object *top = 0; + //object *floor = 0; + // this seems to generate better code than using locals, above + object *&top = faces_obj[0] = 0; + object *&middle = faces_obj[1] = 0; + object *&floor = faces_obj[2] = 0; for (tmp = bot; tmp; last = tmp, tmp = tmp->above) { @@ -1146,37 +1075,28 @@ if (!tmp->invisible) { if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) - { - top = tmp->face; - top_obj = tmp; - } + top = tmp; else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. */ - middle = blank_face; - top = blank_face; - floor = tmp->face; - floor_obj = tmp; + middle = 0; + top = 0; + floor = tmp; } /* Flag anywhere have high priority */ else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) { - middle = tmp->face; - - middle_obj = tmp; + middle = tmp; anywhere = 1; } /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top */ - else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) - { - middle = tmp->face; - middle_obj = tmp; - } + else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) + middle = tmp; } if (tmp == tmp->above) @@ -1221,7 +1141,7 @@ * may be possible for the faces to match but be different objects. */ if (top == middle) - middle = blank_face; + middle = 0; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. @@ -1236,19 +1156,18 @@ break; /* If two top faces are already set, quit processing */ - if ((top != blank_face) && (middle != blank_face)) + if (top && middle) break; /* Only show visible faces */ if (!tmp->invisible) { /* Fill in top if needed */ - if (top == blank_face) + if (!top) { - top = tmp->face; - top_obj = tmp; + top = tmp; if (top == middle) - middle = blank_face; + middle = 0; } else { @@ -1259,10 +1178,9 @@ * more to fill in. We don't check visiblity here, since * */ - if (tmp->face != top) + if (tmp != top) { - middle = tmp->face; - middle_obj = tmp; + middle = tmp; break; } } @@ -1270,14 +1188,27 @@ } if (middle == floor) - middle = blank_face; + middle = 0; if (top == middle) - middle = blank_face; + middle = 0; - faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; - faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; - faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; +#if 0 + faces_obj [0] = top; + faces_obj [1] = middle; + faces_obj [2] = floor; +#endif +} + +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 @@ -1452,7 +1383,7 @@ * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ -static int +int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) { if (!map1 || !map2) @@ -1553,7 +1484,7 @@ * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * @@ -1574,9 +1505,9 @@ 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; } @@ -1591,7 +1522,6 @@ /* 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 @@ -1600,7 +1530,7 @@ * 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); @@ -1619,7 +1549,7 @@ } 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); } } @@ -1634,9 +1564,8 @@ * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. */ - void -get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) +get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) { @@ -1683,3 +1612,44 @@ return insert_ob_in_map_at (op, this, originator, flags, x, y); } +region * +maptile::region (int x, int y) const +{ + if (regions + && regionmap + && !OUT_OF_REAL_MAP (this, x, y)) + if (struct region *reg = regionmap [regions [y * width + x]]) + return reg; + + if (default_region) + return default_region; + + 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"); +} +