… | |
… | |
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 | */ |
404 | bool |
399 | bool |
405 | maptile::_load_objects (object_thawer &thawer) |
400 | maptile::_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 | |
468 | void |
434 | void |
… | |
… | |
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 | |
490 | bool |
456 | bool |
491 | maptile::_save_objects (object_freezer &freezer, int flags) |
457 | maptile::_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 | |
536 | bool |
506 | bool |
537 | maptile::_load_objects (const char *path, bool skip_header) |
507 | maptile::_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 | { |
|
|
519 | keyword kw = f.kw; |
|
|
520 | f.skip (); |
547 | if (thawer.kw == KW_end) |
521 | if (kw == KW_end) |
548 | break; |
522 | break; |
549 | |
|
|
550 | thawer.skip_kv (); |
|
|
551 | } |
523 | } |
552 | |
524 | |
553 | return _load_objects (thawer); |
525 | return _load_objects (f); |
554 | } |
526 | } |
555 | |
527 | |
556 | bool |
528 | bool |
557 | maptile::_save_objects (const char *path, int flags) |
529 | maptile::_save_objects (const char *path, int flags) |
558 | { |
530 | { |
… | |
… | |
1107 | void |
1079 | void |
1108 | mapspace::update_ () |
1080 | mapspace::update_ () |
1109 | { |
1081 | { |
1110 | object *tmp, *last = 0; |
1082 | object *tmp, *last = 0; |
1111 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1083 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1112 | facetile *top, *floor, *middle; |
|
|
1113 | object *top_obj, *floor_obj, *middle_obj; |
|
|
1114 | 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; |
1115 | |
1085 | |
1116 | middle = blank_face; |
1086 | //object *middle = 0; |
1117 | top = blank_face; |
1087 | //object *top = 0; |
1118 | floor = blank_face; |
1088 | //object *floor = 0; |
1119 | |
1089 | // this seems to generate better code than using locals, above |
1120 | middle_obj = 0; |
1090 | object *&top = faces_obj[0] = 0; |
1121 | top_obj = 0; |
1091 | object *&middle = faces_obj[1] = 0; |
1122 | floor_obj = 0; |
1092 | object *&floor = faces_obj[2] = 0; |
1123 | |
1093 | |
1124 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1094 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1125 | { |
1095 | { |
1126 | /* This could be made additive I guess (two lights better than |
1096 | /* This could be made additive I guess (two lights better than |
1127 | * 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 |
… | |
… | |
1140 | * Always put the player down for drawing. |
1110 | * Always put the player down for drawing. |
1141 | */ |
1111 | */ |
1142 | if (!tmp->invisible) |
1112 | if (!tmp->invisible) |
1143 | { |
1113 | { |
1144 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1114 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1145 | { |
|
|
1146 | top = tmp->face; |
|
|
1147 | top_obj = tmp; |
1115 | top = tmp; |
1148 | } |
|
|
1149 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1116 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1150 | { |
1117 | { |
1151 | /* 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, |
1152 | * so should not be visible, so we clear them. |
1119 | * so should not be visible, so we clear them. |
1153 | */ |
1120 | */ |
1154 | middle = blank_face; |
1121 | middle = 0; |
1155 | top = blank_face; |
1122 | top = 0; |
1156 | floor = tmp->face; |
|
|
1157 | floor_obj = tmp; |
1123 | floor = tmp; |
1158 | } |
1124 | } |
1159 | /* Flag anywhere have high priority */ |
1125 | /* Flag anywhere have high priority */ |
1160 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1126 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1161 | { |
1127 | { |
1162 | middle = tmp->face; |
|
|
1163 | |
|
|
1164 | middle_obj = tmp; |
1128 | middle = tmp; |
1165 | anywhere = 1; |
1129 | anywhere = 1; |
1166 | } |
1130 | } |
1167 | /* Find the highest visible face around. If equal |
1131 | /* Find the highest visible face around. If equal |
1168 | * visibilities, we still want the one nearer to the |
1132 | * visibilities, we still want the one nearer to the |
1169 | * top |
1133 | * top |
1170 | */ |
1134 | */ |
1171 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1135 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1172 | { |
|
|
1173 | middle = tmp->face; |
|
|
1174 | middle_obj = tmp; |
1136 | middle = tmp; |
1175 | } |
|
|
1176 | } |
1137 | } |
1177 | |
1138 | |
1178 | if (tmp == tmp->above) |
1139 | if (tmp == tmp->above) |
1179 | { |
1140 | { |
1180 | LOG (llevError, "Error in structure of map\n"); |
1141 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1215 | * middle face. This should not happen, as we already have the |
1176 | * middle face. This should not happen, as we already have the |
1216 | * else statement above so middle should not get set. OTOH, it |
1177 | * else statement above so middle should not get set. OTOH, it |
1217 | * 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. |
1218 | */ |
1179 | */ |
1219 | if (top == middle) |
1180 | if (top == middle) |
1220 | middle = blank_face; |
1181 | middle = 0; |
1221 | |
1182 | |
1222 | /* There are three posibilities at this point: |
1183 | /* There are three posibilities at this point: |
1223 | * 1) top face is set, need middle to be set. |
1184 | * 1) top face is set, need middle to be set. |
1224 | * 2) middle is set, need to set top. |
1185 | * 2) middle is set, need to set top. |
1225 | * 3) neither middle or top is set - need to set both. |
1186 | * 3) neither middle or top is set - need to set both. |
… | |
… | |
1230 | /* 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 */ |
1231 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1192 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1232 | break; |
1193 | break; |
1233 | |
1194 | |
1234 | /* If two top faces are already set, quit processing */ |
1195 | /* If two top faces are already set, quit processing */ |
1235 | if ((top != blank_face) && (middle != blank_face)) |
1196 | if (top && middle) |
1236 | break; |
1197 | break; |
1237 | |
1198 | |
1238 | /* Only show visible faces */ |
1199 | /* Only show visible faces */ |
1239 | if (!tmp->invisible) |
1200 | if (!tmp->invisible) |
1240 | { |
1201 | { |
1241 | /* Fill in top if needed */ |
1202 | /* Fill in top if needed */ |
1242 | if (top == blank_face) |
1203 | if (!top) |
1243 | { |
1204 | { |
1244 | top = tmp->face; |
|
|
1245 | top_obj = tmp; |
1205 | top = tmp; |
1246 | if (top == middle) |
1206 | if (top == middle) |
1247 | middle = blank_face; |
1207 | middle = 0; |
1248 | } |
1208 | } |
1249 | else |
1209 | else |
1250 | { |
1210 | { |
1251 | /* top is already set - we should only get here if |
1211 | /* top is already set - we should only get here if |
1252 | * middle is not set |
1212 | * middle is not set |
1253 | * |
1213 | * |
1254 | * Set the middle face and break out, since there is nothing |
1214 | * Set the middle face and break out, since there is nothing |
1255 | * more to fill in. We don't check visiblity here, since |
1215 | * more to fill in. We don't check visiblity here, since |
1256 | * |
1216 | * |
1257 | */ |
1217 | */ |
1258 | if (tmp->face != top) |
1218 | if (tmp != top) |
1259 | { |
1219 | { |
1260 | middle = tmp->face; |
|
|
1261 | middle_obj = tmp; |
1220 | middle = tmp; |
1262 | break; |
1221 | break; |
1263 | } |
1222 | } |
1264 | } |
1223 | } |
1265 | } |
1224 | } |
1266 | } |
1225 | } |
1267 | |
1226 | |
1268 | if (middle == floor) |
1227 | if (middle == floor) |
1269 | middle = blank_face; |
1228 | middle = 0; |
1270 | |
1229 | |
1271 | if (top == middle) |
1230 | if (top == middle) |
1272 | middle = blank_face; |
1231 | middle = 0; |
1273 | |
1232 | |
1274 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1233 | #if 0 |
1275 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1234 | faces_obj [0] = top; |
1276 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1235 | faces_obj [1] = middle; |
|
|
1236 | faces_obj [2] = floor; |
|
|
1237 | #endif |
1277 | } |
1238 | } |
1278 | |
1239 | |
1279 | uint64 |
1240 | uint64 |
1280 | mapspace::volume () const |
1241 | mapspace::volume () const |
1281 | { |
1242 | { |
… | |
… | |
1701 | return default_region; |
1662 | return default_region; |
1702 | |
1663 | |
1703 | return ::region::default_region (); |
1664 | return ::region::default_region (); |
1704 | } |
1665 | } |
1705 | |
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 | */ |
|
|
1671 | object * |
|
|
1672 | maptile::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; |
1706 | |
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 | |