… | |
… | |
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 | */ |
352 | void |
351 | void |
353 | maptile::link_multipart_objects () |
352 | maptile::link_multipart_objects () |
354 | { |
353 | { |
355 | if (!spaces) |
354 | if (!spaces) |
… | |
… | |
399 | bool |
398 | bool |
400 | maptile::_load_objects (object_thawer &f) |
399 | maptile::_load_objects (object_thawer &f) |
401 | { |
400 | { |
402 | for (;;) |
401 | for (;;) |
403 | { |
402 | { |
404 | coroapi::cede_every (1000); // cede once in a while |
403 | coroapi::cede_to_tick_every (100); // cede once in a while |
405 | |
404 | |
406 | switch (f.kw) |
405 | switch (f.kw) |
407 | { |
406 | { |
408 | case KW_arch: |
407 | case KW_arch: |
409 | if (object *op = object::read (f, this)) |
408 | if (object *op = object::read (f, this)) |
… | |
… | |
454 | } |
453 | } |
455 | |
454 | |
456 | bool |
455 | bool |
457 | maptile::_save_objects (object_freezer &f, int flags) |
456 | maptile::_save_objects (object_freezer &f, int flags) |
458 | { |
457 | { |
459 | static int cede_count = 0; |
458 | coroapi::cede_to_tick (); |
460 | |
459 | |
461 | if (flags & IO_HEADER) |
460 | if (flags & IO_HEADER) |
462 | _save_header (f); |
461 | _save_header (f); |
463 | |
462 | |
464 | if (!spaces) |
463 | if (!spaces) |
465 | return false; |
464 | return false; |
466 | |
465 | |
467 | for (int i = 0; i < size (); ++i) |
466 | for (int i = 0; i < size (); ++i) |
468 | { |
467 | { |
469 | #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D |
|
|
470 | if (cede_count >= 500) |
|
|
471 | { |
|
|
472 | cede_count = 0; |
|
|
473 | coroapi::cede (); |
|
|
474 | } |
|
|
475 | #endif |
|
|
476 | |
|
|
477 | int unique = 0; |
468 | int unique = 0; |
478 | for (object *op = spaces [i].bot; op; op = op->above) |
469 | for (object *op = spaces [i].bot; op; op = op->above) |
479 | { |
470 | { |
480 | // count per-object, but cede only when modification-safe |
|
|
481 | cede_count++; |
|
|
482 | |
|
|
483 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
471 | if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) |
484 | unique = 1; |
472 | unique = 1; |
485 | |
473 | |
486 | if (!op->can_map_save ()) |
474 | if (!op->can_map_save ()) |
487 | continue; |
475 | continue; |
… | |
… | |
493 | } |
481 | } |
494 | else if (flags & IO_OBJECTS) |
482 | else if (flags & IO_OBJECTS) |
495 | op->write (f); |
483 | op->write (f); |
496 | } |
484 | } |
497 | } |
485 | } |
|
|
486 | |
|
|
487 | coroapi::cede_to_tick (); |
498 | |
488 | |
499 | return true; |
489 | return true; |
500 | } |
490 | } |
501 | |
491 | |
502 | bool |
492 | bool |
… | |
… | |
1075 | void |
1065 | void |
1076 | mapspace::update_ () |
1066 | mapspace::update_ () |
1077 | { |
1067 | { |
1078 | object *tmp, *last = 0; |
1068 | object *tmp, *last = 0; |
1079 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1069 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1080 | facetile *top, *floor, *middle; |
|
|
1081 | object *top_obj, *floor_obj, *middle_obj; |
|
|
1082 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1070 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1083 | |
1071 | |
1084 | middle = blank_face; |
1072 | //object *middle = 0; |
1085 | top = blank_face; |
1073 | //object *top = 0; |
1086 | floor = blank_face; |
1074 | //object *floor = 0; |
1087 | |
1075 | // this seems to generate better code than using locals, above |
1088 | middle_obj = 0; |
1076 | object *&top = faces_obj[0] = 0; |
1089 | top_obj = 0; |
1077 | object *&middle = faces_obj[1] = 0; |
1090 | floor_obj = 0; |
1078 | object *&floor = faces_obj[2] = 0; |
1091 | |
1079 | |
1092 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1080 | for (tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1093 | { |
1081 | { |
1094 | /* This could be made additive I guess (two lights better than |
1082 | /* This could be made additive I guess (two lights better than |
1095 | * one). But if so, it shouldn't be a simple additive - 2 |
1083 | * one). But if so, it shouldn't be a simple additive - 2 |
… | |
… | |
1108 | * Always put the player down for drawing. |
1096 | * Always put the player down for drawing. |
1109 | */ |
1097 | */ |
1110 | if (!tmp->invisible) |
1098 | if (!tmp->invisible) |
1111 | { |
1099 | { |
1112 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1100 | if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1113 | { |
|
|
1114 | top = tmp->face; |
|
|
1115 | top_obj = tmp; |
1101 | top = tmp; |
1116 | } |
|
|
1117 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1102 | else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1118 | { |
1103 | { |
1119 | /* If we got a floor, that means middle and top were below it, |
1104 | /* If we got a floor, that means middle and top were below it, |
1120 | * so should not be visible, so we clear them. |
1105 | * so should not be visible, so we clear them. |
1121 | */ |
1106 | */ |
1122 | middle = blank_face; |
1107 | middle = 0; |
1123 | top = blank_face; |
1108 | top = 0; |
1124 | floor = tmp->face; |
|
|
1125 | floor_obj = tmp; |
1109 | floor = tmp; |
1126 | } |
1110 | } |
1127 | /* Flag anywhere have high priority */ |
1111 | /* Flag anywhere have high priority */ |
1128 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1112 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1129 | { |
1113 | { |
1130 | middle = tmp->face; |
|
|
1131 | |
|
|
1132 | middle_obj = tmp; |
1114 | middle = tmp; |
1133 | anywhere = 1; |
1115 | anywhere = 1; |
1134 | } |
1116 | } |
1135 | /* Find the highest visible face around. If equal |
1117 | /* Find the highest visible face around. If equal |
1136 | * visibilities, we still want the one nearer to the |
1118 | * visibilities, we still want the one nearer to the |
1137 | * top |
1119 | * top |
1138 | */ |
1120 | */ |
1139 | else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
1121 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1140 | { |
|
|
1141 | middle = tmp->face; |
|
|
1142 | middle_obj = tmp; |
1122 | middle = tmp; |
1143 | } |
|
|
1144 | } |
1123 | } |
1145 | |
1124 | |
1146 | if (tmp == tmp->above) |
1125 | if (tmp == tmp->above) |
1147 | { |
1126 | { |
1148 | LOG (llevError, "Error in structure of map\n"); |
1127 | LOG (llevError, "Error in structure of map\n"); |
… | |
… | |
1183 | * middle face. This should not happen, as we already have the |
1162 | * middle face. This should not happen, as we already have the |
1184 | * else statement above so middle should not get set. OTOH, it |
1163 | * else statement above so middle should not get set. OTOH, it |
1185 | * may be possible for the faces to match but be different objects. |
1164 | * may be possible for the faces to match but be different objects. |
1186 | */ |
1165 | */ |
1187 | if (top == middle) |
1166 | if (top == middle) |
1188 | middle = blank_face; |
1167 | middle = 0; |
1189 | |
1168 | |
1190 | /* There are three posibilities at this point: |
1169 | /* There are three posibilities at this point: |
1191 | * 1) top face is set, need middle to be set. |
1170 | * 1) top face is set, need middle to be set. |
1192 | * 2) middle is set, need to set top. |
1171 | * 2) middle is set, need to set top. |
1193 | * 3) neither middle or top is set - need to set both. |
1172 | * 3) neither middle or top is set - need to set both. |
… | |
… | |
1198 | /* Once we get to a floor, stop, since we already have a floor object */ |
1177 | /* Once we get to a floor, stop, since we already have a floor object */ |
1199 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1178 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1200 | break; |
1179 | break; |
1201 | |
1180 | |
1202 | /* If two top faces are already set, quit processing */ |
1181 | /* If two top faces are already set, quit processing */ |
1203 | if ((top != blank_face) && (middle != blank_face)) |
1182 | if (top && middle) |
1204 | break; |
1183 | break; |
1205 | |
1184 | |
1206 | /* Only show visible faces */ |
1185 | /* Only show visible faces */ |
1207 | if (!tmp->invisible) |
1186 | if (!tmp->invisible) |
1208 | { |
1187 | { |
1209 | /* Fill in top if needed */ |
1188 | /* Fill in top if needed */ |
1210 | if (top == blank_face) |
1189 | if (!top) |
1211 | { |
1190 | { |
1212 | top = tmp->face; |
|
|
1213 | top_obj = tmp; |
1191 | top = tmp; |
1214 | if (top == middle) |
1192 | if (top == middle) |
1215 | middle = blank_face; |
1193 | middle = 0; |
1216 | } |
1194 | } |
1217 | else |
1195 | else |
1218 | { |
1196 | { |
1219 | /* top is already set - we should only get here if |
1197 | /* top is already set - we should only get here if |
1220 | * middle is not set |
1198 | * middle is not set |
1221 | * |
1199 | * |
1222 | * Set the middle face and break out, since there is nothing |
1200 | * Set the middle face and break out, since there is nothing |
1223 | * more to fill in. We don't check visiblity here, since |
1201 | * more to fill in. We don't check visiblity here, since |
1224 | * |
1202 | * |
1225 | */ |
1203 | */ |
1226 | if (tmp->face != top) |
1204 | if (tmp != top) |
1227 | { |
1205 | { |
1228 | middle = tmp->face; |
|
|
1229 | middle_obj = tmp; |
1206 | middle = tmp; |
1230 | break; |
1207 | break; |
1231 | } |
1208 | } |
1232 | } |
1209 | } |
1233 | } |
1210 | } |
1234 | } |
1211 | } |
1235 | |
1212 | |
1236 | if (middle == floor) |
1213 | if (middle == floor) |
1237 | middle = blank_face; |
1214 | middle = 0; |
1238 | |
1215 | |
1239 | if (top == middle) |
1216 | if (top == middle) |
1240 | middle = blank_face; |
1217 | middle = 0; |
1241 | |
1218 | |
1242 | faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; |
1219 | #if 0 |
1243 | faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; |
1220 | faces_obj [0] = top; |
1244 | faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; |
1221 | faces_obj [1] = middle; |
|
|
1222 | faces_obj [2] = floor; |
|
|
1223 | #endif |
1245 | } |
1224 | } |
1246 | |
1225 | |
1247 | uint64 |
1226 | uint64 |
1248 | mapspace::volume () const |
1227 | mapspace::volume () const |
1249 | { |
1228 | { |
… | |
… | |
1687 | for (int i = 1000; --i;) |
1666 | for (int i = 1000; --i;) |
1688 | { |
1667 | { |
1689 | object *pick = at (rndm (width), rndm (height)).bot; |
1668 | object *pick = at (rndm (width), rndm (height)).bot; |
1690 | |
1669 | |
1691 | // do not prefer big monsters just because they are big. |
1670 | // do not prefer big monsters just because they are big. |
1692 | if (pick->head_ () == pick) |
1671 | if (pick && pick->head_ () == pick) |
1693 | return pick->head_ (); |
1672 | return pick->head_ (); |
1694 | } |
1673 | } |
1695 | |
1674 | |
1696 | // instead of crashing in the unlikely(?) case, try to return *something* |
1675 | // instead of crashing in the unlikely(?) case, try to return *something* |
1697 | return get_archetype ("blocked"); |
1676 | return get_archetype ("blocked"); |