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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 1.99 by root, Mon Apr 16 06:23:39 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 *tmp = ms->bot; tmp; tmp = tmp->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 (!tmp->head && !tmp->more)
365 { 362 {
366 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
367 * won't do anything. 364 * won't do anything.
389 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
390 */ 387 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
392 } 389 }
393 } 390 }
394
395 tmp = above;
396 } 391 }
397} 392}
398 393
399/* 394/*
400 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
408 coroapi::cede_every (1000); // cede once in a while 403 coroapi::cede_every (1000); // cede once in a while
409 404
410 switch (f.kw) 405 switch (f.kw)
411 { 406 {
412 case KW_arch: 407 case KW_arch:
413 if (object *op = object::read (f)) 408 if (object *op = object::read (f, this))
414 { 409 {
415 if (op->inv) 410 if (op->inv)
416 sum_weight (op); 411 sum_weight (op);
417 412
418 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
458} 453}
459 454
460bool 455bool
461maptile::_save_objects (object_freezer &f, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
462{ 457{
463 static int cede_count = 0; 458 coroapi::cede ();
464 459
465 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
466 _save_header (f); 461 _save_header (f);
467 462
468 if (!spaces) 463 if (!spaces)
469 return false; 464 return false;
470 465
471 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
472 { 467 {
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; 468 int unique = 0;
482 for (object *op = spaces [i].bot; op; op = op->above) 469 for (object *op = spaces [i].bot; op; op = op->above)
483 { 470 {
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]) 471 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
488 unique = 1; 472 unique = 1;
489 473
490 if (!op->can_map_save ()) 474 if (!op->can_map_save ())
491 continue; 475 continue;
497 } 481 }
498 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
499 op->write (f); 483 op->write (f);
500 } 484 }
501 } 485 }
486
487 coroapi::cede ();
502 488
503 return true; 489 return true;
504} 490}
505 491
506bool 492bool
1079void 1065void
1080mapspace::update_ () 1066mapspace::update_ ()
1081{ 1067{
1082 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1069 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; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1087 1071
1088 middle = blank_face; 1072 //object *middle = 0;
1089 top = blank_face; 1073 //object *top = 0;
1090 floor = blank_face; 1074 //object *floor = 0;
1091 1075 // this seems to generate better code than using locals, above
1092 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1093 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1094 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1095 1079
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1081 {
1098 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1099 * 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
1112 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1113 */ 1097 */
1114 if (!tmp->invisible) 1098 if (!tmp->invisible)
1115 { 1099 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1101 top = tmp;
1120 }
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1103 {
1123 /* 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,
1124 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1125 */ 1106 */
1126 middle = blank_face; 1107 middle = 0;
1127 top = blank_face; 1108 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1109 floor = tmp;
1130 } 1110 }
1131 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1113 {
1134 middle = tmp->face;
1135
1136 middle_obj = tmp; 1114 middle = tmp;
1137 anywhere = 1; 1115 anywhere = 1;
1138 } 1116 }
1139 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1141 * top 1119 * top
1142 */ 1120 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp; 1122 middle = tmp;
1147 }
1148 } 1123 }
1149 1124
1150 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1151 { 1126 {
1152 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1187 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1189 * 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.
1190 */ 1165 */
1191 if (top == middle) 1166 if (top == middle)
1192 middle = blank_face; 1167 middle = 0;
1193 1168
1194 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1172 * 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 */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break; 1179 break;
1205 1180
1206 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1208 break; 1183 break;
1209 1184
1210 /* Only show visible faces */ 1185 /* Only show visible faces */
1211 if (!tmp->invisible) 1186 if (!tmp->invisible)
1212 { 1187 {
1213 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1214 if (top == blank_face) 1189 if (!top)
1215 { 1190 {
1216 top = tmp->face;
1217 top_obj = tmp; 1191 top = tmp;
1218 if (top == middle) 1192 if (top == middle)
1219 middle = blank_face; 1193 middle = 0;
1220 } 1194 }
1221 else 1195 else
1222 { 1196 {
1223 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1224 * middle is not set 1198 * middle is not set
1225 * 1199 *
1226 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1228 * 1202 *
1229 */ 1203 */
1230 if (tmp->face != top) 1204 if (tmp != top)
1231 { 1205 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1206 middle = tmp;
1234 break; 1207 break;
1235 } 1208 }
1236 } 1209 }
1237 } 1210 }
1238 } 1211 }
1239 1212
1240 if (middle == floor) 1213 if (middle == floor)
1241 middle = blank_face; 1214 middle = 0;
1242 1215
1243 if (top == middle) 1216 if (top == middle)
1244 middle = blank_face; 1217 middle = 0;
1245 1218
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1249} 1224}
1250 1225
1251uint64 1226uint64
1252mapspace::volume () const 1227mapspace::volume () const
1253{ 1228{
1673 return default_region; 1648 return default_region;
1674 1649
1675 return ::region::default_region (); 1650 return ::region::default_region ();
1676} 1651}
1677 1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1678 1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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