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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 1.101 by root, Sat Apr 21 16:56:28 2007 UTC

344} 344}
345 345
346/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 350 */
352void 351void
353maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
354{ 353{
355 if (!spaces) 354 if (!spaces)
356 return; 355 return;
357 356
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 358 for (object *op = ms->bot; op; op = op->above)
360 { 359 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 361 if (!op->head && !op->more && op->arch->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 op->remove ();
367 * won't do anything. 364 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); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 }
393 } 366 }
394
395 tmp = above;
396 } 367 }
397} 368}
398 369
399/* 370/*
400 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
403bool 374bool
404maptile::_load_objects (object_thawer &f) 375maptile::_load_objects (object_thawer &f)
405{ 376{
406 for (;;) 377 for (;;)
407 { 378 {
408 coroapi::cede_every (1000); // cede once in a while 379 coroapi::cede_to_tick_every (100); // cede once in a while
409 380
410 switch (f.kw) 381 switch (f.kw)
411 { 382 {
412 case KW_arch: 383 case KW_arch:
413 if (object *op = object::read (f)) 384 if (object *op = object::read (f, this))
414 { 385 {
415 if (op->inv) 386 if (op->inv)
416 sum_weight (op); 387 sum_weight (op);
417 388
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
436} 407}
437 408
438void 409void
439maptile::activate () 410maptile::activate ()
440{ 411{
412 active = true;
413
441 if (!spaces) 414 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 416 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 417 op->activate_recursive ();
447} 418}
448 419
449void 420void
450maptile::deactivate () 421maptile::deactivate ()
451{ 422{
423 active = false;
424
452 if (!spaces) 425 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 427 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 428 op->deactivate_recursive ();
458} 429}
459 430
460bool 431bool
461maptile::_save_objects (object_freezer &f, int flags) 432maptile::_save_objects (object_freezer &f, int flags)
462{ 433{
463 static int cede_count = 0; 434 coroapi::cede_to_tick ();
464 435
465 if (flags & IO_HEADER) 436 if (flags & IO_HEADER)
466 _save_header (f); 437 _save_header (f);
467 438
468 if (!spaces) 439 if (!spaces)
469 return false; 440 return false;
470 441
471 for (int i = 0; i < size (); ++i) 442 for (int i = 0; i < size (); ++i)
472 { 443 {
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; 444 int unique = 0;
482 for (object *op = spaces [i].bot; op; op = op->above) 445 for (object *op = spaces [i].bot; op; op = op->above)
483 { 446 {
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]) 447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1; 448 unique = 1;
489 449
490 if (!op->can_map_save ()) 450 if (!op->can_map_save ())
491 continue; 451 continue;
497 } 457 }
498 else if (flags & IO_OBJECTS) 458 else if (flags & IO_OBJECTS)
499 op->write (f); 459 op->write (f);
500 } 460 }
501 } 461 }
462
463 coroapi::cede_to_tick ();
502 464
503 return true; 465 return true;
504} 466}
505 467
506bool 468bool
1079void 1041void
1080mapspace::update_ () 1042mapspace::update_ ()
1081{ 1043{
1082 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1045 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; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1047
1088 middle = blank_face; 1048 //object *middle = 0;
1089 top = blank_face; 1049 //object *top = 0;
1090 floor = blank_face; 1050 //object *floor = 0;
1091 1051 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1095 1055
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1057 {
1098 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1099 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1112 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1113 */ 1073 */
1114 if (!tmp->invisible) 1074 if (!tmp->invisible)
1115 { 1075 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1077 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1079 {
1123 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1124 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1125 */ 1082 */
1126 middle = blank_face; 1083 middle = 0;
1127 top = blank_face; 1084 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1085 floor = tmp;
1130 } 1086 }
1131 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1089 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1090 middle = tmp;
1137 anywhere = 1; 1091 anywhere = 1;
1138 } 1092 }
1139 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1141 * top 1095 * top
1142 */ 1096 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1098 middle = tmp;
1147 }
1148 } 1099 }
1149 1100
1150 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1151 { 1102 {
1152 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1190 */ 1141 */
1191 if (top == middle) 1142 if (top == middle)
1192 middle = blank_face; 1143 middle = 0;
1193 1144
1194 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1148 * 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 */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1155 break;
1205 1156
1206 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1208 break; 1159 break;
1209 1160
1210 /* Only show visible faces */ 1161 /* Only show visible faces */
1211 if (!tmp->invisible) 1162 if (!tmp->invisible)
1212 { 1163 {
1213 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1214 if (top == blank_face) 1165 if (!top)
1215 { 1166 {
1216 top = tmp->face;
1217 top_obj = tmp; 1167 top = tmp;
1218 if (top == middle) 1168 if (top == middle)
1219 middle = blank_face; 1169 middle = 0;
1220 } 1170 }
1221 else 1171 else
1222 { 1172 {
1223 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1224 * middle is not set 1174 * middle is not set
1225 * 1175 *
1226 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1228 * 1178 *
1229 */ 1179 */
1230 if (tmp->face != top) 1180 if (tmp != top)
1231 { 1181 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1182 middle = tmp;
1234 break; 1183 break;
1235 } 1184 }
1236 } 1185 }
1237 } 1186 }
1238 } 1187 }
1239 1188
1240 if (middle == floor) 1189 if (middle == floor)
1241 middle = blank_face; 1190 middle = 0;
1242 1191
1243 if (top == middle) 1192 if (top == middle)
1244 middle = blank_face; 1193 middle = 0;
1245 1194
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1249} 1200}
1250 1201
1251uint64 1202uint64
1252mapspace::volume () const 1203mapspace::volume () const
1253{ 1204{
1673 return default_region; 1624 return default_region;
1674 1625
1675 return ::region::default_region (); 1626 return ::region::default_region ();
1676} 1627}
1677 1628
1629/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1678 1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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