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Comparing deliantra/server/common/map.C (file contents):
Revision 1.90 by root, Fri Feb 16 22:21:46 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; tmp = tmp->above) 362 for (object *op = ms->bot; op; op = op->above)
360 { 363 {
361 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
363 { 366 {
364 /* If there is nothing more to this object, this for loop 367 op->remove ();
365 * won't do anything. 368 op->expand_tail ();
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 {
373 op = arch_to_object (at);
374
375 /* update x,y coordinates */
376 op->x += tmp->x;
377 op->y += tmp->y;
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 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);
390 }
391 } 370 }
392 } 371 }
393} 372}
394 373
395/* 374/*
399bool 378bool
400maptile::_load_objects (object_thawer &f) 379maptile::_load_objects (object_thawer &f)
401{ 380{
402 for (;;) 381 for (;;)
403 { 382 {
404 coroapi::cede_every (1000); // cede once in a while 383 coroapi::cede_to_tick_every (100); // cede once in a while
405 384
406 switch (f.kw) 385 switch (f.kw)
407 { 386 {
408 case KW_arch: 387 case KW_arch:
409 if (object *op = object::read (f, this)) 388 if (object *op = object::read (f, this))
432} 411}
433 412
434void 413void
435maptile::activate () 414maptile::activate ()
436{ 415{
416 active = true;
417
437 if (!spaces) 418 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 419 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 420 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 421 op->activate_recursive ();
443} 422}
444 423
445void 424void
446maptile::deactivate () 425maptile::deactivate ()
447{ 426{
427 active = false;
428
448 if (!spaces) 429 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 430 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 431 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 432 op->deactivate_recursive ();
454} 433}
455 434
456bool 435bool
457maptile::_save_objects (object_freezer &f, int flags) 436maptile::_save_objects (object_freezer &f, int flags)
458{ 437{
459 static int cede_count = 0; 438 coroapi::cede_to_tick ();
460 439
461 if (flags & IO_HEADER) 440 if (flags & IO_HEADER)
462 _save_header (f); 441 _save_header (f);
463 442
464 if (!spaces) 443 if (!spaces)
465 return false; 444 return false;
466 445
467 for (int i = 0; i < size (); ++i) 446 for (int i = 0; i < size (); ++i)
468 { 447 {
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; 448 int unique = 0;
478 for (object *op = spaces [i].bot; op; op = op->above) 449 for (object *op = spaces [i].bot; op; op = op->above)
479 { 450 {
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]) 451 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
484 unique = 1; 452 unique = 1;
485 453
486 if (!op->can_map_save ()) 454 if (!op->can_map_save ())
487 continue; 455 continue;
493 } 461 }
494 else if (flags & IO_OBJECTS) 462 else if (flags & IO_OBJECTS)
495 op->write (f); 463 op->write (f);
496 } 464 }
497 } 465 }
466
467 coroapi::cede_to_tick ();
498 468
499 return true; 469 return true;
500} 470}
501 471
502bool 472bool
807 object *above = op->above; 777 object *above = op->above;
808 778
809 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))
810 unique = 1; 780 unique = 1;
811 781
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
813 { 783 {
814 op->destroy_inv (false); 784 op->destroy_inv (false);
815 op->destroy (); 785 op->destroy ();
816 } 786 }
817 787
900 free (regionmap), regionmap = 0; 870 free (regionmap), regionmap = 0;
901 871
902 if (spaces) 872 if (spaces)
903 { 873 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 875 while (object *op = ms->bot->head_ ())
906 { 876 {
907 if (op->head)
908 op = op->head;
909
910 op->destroy_inv (false); 877 op->destroy_inv (false);
911 op->destroy (); 878 op->destroy ();
912 } 879 }
913 880
914 sfree (spaces, size ()), spaces = 0; 881 sfree (spaces, size ()), spaces = 0;
1075void 1042void
1076mapspace::update_ () 1043mapspace::update_ ()
1077{ 1044{
1078 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1046 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; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1048
1084 middle = blank_face; 1049 //object *middle = 0;
1085 top = blank_face; 1050 //object *top = 0;
1086 floor = blank_face; 1051 //object *floor = 0;
1087 1052 // this seems to generate better code than using locals, above
1088 middle_obj = 0; 1053 object *&top = faces_obj[0] = 0;
1089 top_obj = 0; 1054 object *&middle = faces_obj[1] = 0;
1090 floor_obj = 0; 1055 object *&floor = faces_obj[2] = 0;
1091 1056
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1058 {
1094 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1095 * 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
1108 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1109 */ 1074 */
1110 if (!tmp->invisible) 1075 if (!tmp->invisible)
1111 { 1076 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1078 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1080 {
1119 /* 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,
1120 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1121 */ 1083 */
1122 middle = blank_face; 1084 middle = 0;
1123 top = blank_face; 1085 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1086 floor = tmp;
1126 } 1087 }
1127 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1090 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1091 middle = tmp;
1133 anywhere = 1; 1092 anywhere = 1;
1134 } 1093 }
1135 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1137 * top 1096 * top
1138 */ 1097 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1099 middle = tmp;
1143 }
1144 } 1100 }
1145 1101
1146 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1147 { 1103 {
1148 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1183 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1185 * 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.
1186 */ 1142 */
1187 if (top == middle) 1143 if (top == middle)
1188 middle = blank_face; 1144 middle = 0;
1189 1145
1190 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1149 * 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 */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1156 break;
1201 1157
1202 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1204 break; 1160 break;
1205 1161
1206 /* Only show visible faces */ 1162 /* Only show visible faces */
1207 if (!tmp->invisible) 1163 if (!tmp->invisible)
1208 { 1164 {
1209 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1210 if (top == blank_face) 1166 if (!top)
1211 { 1167 {
1212 top = tmp->face;
1213 top_obj = tmp; 1168 top = tmp;
1214 if (top == middle) 1169 if (top == middle)
1215 middle = blank_face; 1170 middle = 0;
1216 } 1171 }
1217 else 1172 else
1218 { 1173 {
1219 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1220 * middle is not set 1175 * middle is not set
1221 * 1176 *
1222 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1224 * 1179 *
1225 */ 1180 */
1226 if (tmp->face != top) 1181 if (tmp != top)
1227 { 1182 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1183 middle = tmp;
1230 break; 1184 break;
1231 } 1185 }
1232 } 1186 }
1233 } 1187 }
1234 } 1188 }
1235 1189
1236 if (middle == floor) 1190 if (middle == floor)
1237 middle = blank_face; 1191 middle = 0;
1238 1192
1239 if (top == middle) 1193 if (top == middle)
1240 middle = blank_face; 1194 middle = 0;
1241 1195
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1245} 1201}
1246 1202
1247uint64 1203uint64
1248mapspace::volume () const 1204mapspace::volume () const
1249{ 1205{
1669 return default_region; 1625 return default_region;
1670 1626
1671 return ::region::default_region (); 1627 return ::region::default_region ();
1672} 1628}
1673 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;
1674 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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