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Comparing deliantra/server/common/map.C (file contents):
Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.102 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
174 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
175 */ 175 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 177 return 0;
178 178
179 if (ob->head != NULL)
180 ob = ob->head; 179 ob = ob->head_ ();
181 180
182 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
215 else 214 else
216 { 215 {
217 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
219 * movement, can't move here. 218 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
221 * hidden dm 220 * hidden dm
222 */ 221 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 223 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (QUERY_FLAG (tmp, FLAG_ALIVE)
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !tmp->flag [FLAG_WIZ]
230 && tmp->contr->hidden)
227 return 1; 231 return 1;
228 } 232 }
229 233
230 } 234 }
231 return 0; 235 return 0;
344} 348}
345 349
346/* link_multipart_objects go through all the objects on the map looking 350/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 351 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 352 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 353 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 354 */
352void 355void
353maptile::link_multipart_objects () 356maptile::link_multipart_objects ()
354{ 357{
355 if (!spaces) 358 if (!spaces)
356 return; 359 return;
357 360
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 362 for (object *op = ms->bot; op; op = op->above)
360 { 363 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
365 { 366 {
366 /* If there is nothing more to this object, this for loop 367 op->remove ();
367 * won't do anything. 368 op->expand_tail ();
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 369 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 370 }
394
395 tmp = above;
396 } 371 }
397} 372}
398 373
399/* 374/*
400 * Loads (ands parses) the objects into a given map from the specified 375 * Loads (ands parses) the objects into a given map from the specified
403bool 378bool
404maptile::_load_objects (object_thawer &f) 379maptile::_load_objects (object_thawer &f)
405{ 380{
406 for (;;) 381 for (;;)
407 { 382 {
408 coroapi::cede_every (1000); // cede once in a while 383 coroapi::cede_to_tick_every (100); // cede once in a while
409 384
410 switch (f.kw) 385 switch (f.kw)
411 { 386 {
412 case KW_arch: 387 case KW_arch:
413 if (object *op = object::read (f)) 388 if (object *op = object::read (f, this))
414 { 389 {
415 if (op->inv) 390 if (op->inv)
416 sum_weight (op); 391 sum_weight (op);
417 392
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 393 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
436} 411}
437 412
438void 413void
439maptile::activate () 414maptile::activate ()
440{ 415{
416 active = true;
417
441 if (!spaces) 418 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 419 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 420 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 421 op->activate_recursive ();
447} 422}
448 423
449void 424void
450maptile::deactivate () 425maptile::deactivate ()
451{ 426{
427 active = false;
428
452 if (!spaces) 429 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 430 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 431 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 432 op->deactivate_recursive ();
458} 433}
459 434
460bool 435bool
461maptile::_save_objects (object_freezer &f, int flags) 436maptile::_save_objects (object_freezer &f, int flags)
462{ 437{
463 static int cede_count = 0; 438 coroapi::cede_to_tick ();
464 439
465 if (flags & IO_HEADER) 440 if (flags & IO_HEADER)
466 _save_header (f); 441 _save_header (f);
467 442
468 if (!spaces) 443 if (!spaces)
469 return false; 444 return false;
470 445
471 for (int i = 0; i < size (); ++i) 446 for (int i = 0; i < size (); ++i)
472 { 447 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 448 int unique = 0;
482 for (object *op = spaces [i].bot; op; op = op->above) 449 for (object *op = spaces [i].bot; op; op = op->above)
483 { 450 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 451 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1; 452 unique = 1;
489 453
490 if (!op->can_map_save ()) 454 if (!op->can_map_save ())
491 continue; 455 continue;
497 } 461 }
498 else if (flags & IO_OBJECTS) 462 else if (flags & IO_OBJECTS)
499 op->write (f); 463 op->write (f);
500 } 464 }
501 } 465 }
466
467 coroapi::cede_to_tick ();
502 468
503 return true; 469 return true;
504} 470}
505 471
506bool 472bool
811 object *above = op->above; 777 object *above = op->above;
812 778
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
814 unique = 1; 780 unique = 1;
815 781
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
817 { 783 {
818 op->destroy_inv (false); 784 op->destroy_inv (false);
819 op->destroy (); 785 op->destroy ();
820 } 786 }
821 787
904 free (regionmap), regionmap = 0; 870 free (regionmap), regionmap = 0;
905 871
906 if (spaces) 872 if (spaces)
907 { 873 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 875 while (object *op = ms->bot->head_ ())
910 { 876 {
911 if (op->head)
912 op = op->head;
913
914 op->destroy_inv (false); 877 op->destroy_inv (false);
915 op->destroy (); 878 op->destroy ();
916 } 879 }
917 880
918 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
1079void 1042void
1080mapspace::update_ () 1043mapspace::update_ ()
1081{ 1044{
1082 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1084 facetile *top, *floor, *middle;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1048
1088 middle = blank_face; 1049 //object *middle = 0;
1089 top = blank_face; 1050 //object *top = 0;
1090 floor = blank_face; 1051 //object *floor = 0;
1091 1052 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1095 1056
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1058 {
1098 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1060 * one). But if so, it shouldn't be a simple additive - 2
1112 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1113 */ 1074 */
1114 if (!tmp->invisible) 1075 if (!tmp->invisible)
1115 { 1076 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1078 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1080 {
1123 /* If we got a floor, that means middle and top were below it, 1081 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1125 */ 1083 */
1126 middle = blank_face; 1084 middle = 0;
1127 top = blank_face; 1085 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1086 floor = tmp;
1130 } 1087 }
1131 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1090 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1091 middle = tmp;
1137 anywhere = 1; 1092 anywhere = 1;
1138 } 1093 }
1139 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1141 * top 1096 * top
1142 */ 1097 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1099 middle = tmp;
1147 }
1148 } 1100 }
1149 1101
1150 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1151 { 1103 {
1152 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1141 * may be possible for the faces to match but be different objects.
1190 */ 1142 */
1191 if (top == middle) 1143 if (top == middle)
1192 middle = blank_face; 1144 middle = 0;
1193 1145
1194 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1149 * 3) neither middle or top is set - need to set both.
1202 /* Once we get to a floor, stop, since we already have a floor object */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1156 break;
1205 1157
1206 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1208 break; 1160 break;
1209 1161
1210 /* Only show visible faces */ 1162 /* Only show visible faces */
1211 if (!tmp->invisible) 1163 if (!tmp->invisible)
1212 { 1164 {
1213 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1214 if (top == blank_face) 1166 if (!top)
1215 { 1167 {
1216 top = tmp->face;
1217 top_obj = tmp; 1168 top = tmp;
1218 if (top == middle) 1169 if (top == middle)
1219 middle = blank_face; 1170 middle = 0;
1220 } 1171 }
1221 else 1172 else
1222 { 1173 {
1223 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1224 * middle is not set 1175 * middle is not set
1225 * 1176 *
1226 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1228 * 1179 *
1229 */ 1180 */
1230 if (tmp->face != top) 1181 if (tmp != top)
1231 { 1182 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1183 middle = tmp;
1234 break; 1184 break;
1235 } 1185 }
1236 } 1186 }
1237 } 1187 }
1238 } 1188 }
1239 1189
1240 if (middle == floor) 1190 if (middle == floor)
1241 middle = blank_face; 1191 middle = 0;
1242 1192
1243 if (top == middle) 1193 if (top == middle)
1244 middle = blank_face; 1194 middle = 0;
1245 1195
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1249} 1201}
1250 1202
1251uint64 1203uint64
1252mapspace::volume () const 1204mapspace::volume () const
1253{ 1205{
1673 return default_region; 1625 return default_region;
1674 1626
1675 return ::region::default_region (); 1627 return ::region::default_region ();
1676} 1628}
1677 1629
1630/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */
1634object *
1635maptile::pick_random_object () const
1636{
1637 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me.
1642 */
1643 for (int i = 1000; --i;)
1644 {
1645 object *pick = at (rndm (width), rndm (height)).bot;
1678 1646
1647 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick)
1649 return pick->head_ ();
1650 }
1651
1652 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked");
1654}
1655

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