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Comparing deliantra/server/server/quadland.C (file contents):
Revision 1.8 by root, Tue May 3 17:12:15 2011 UTC vs.
Revision 1.16 by root, Sun May 8 12:40:42 2011 UTC

52 52
53 if (wall->flag [FLAG_IS_QUAD] && visible) 53 if (wall->flag [FLAG_IS_QUAD] && visible)
54 { 54 {
55 maptile *m = wall->map; 55 maptile *m = wall->map;
56 56
57 if (m->tile_path [TILE_UP]) 57 if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP])
58 {
58 if (maptile *up = m->tile_available (TILE_UP)) 59 maptile *wall_up = wall->map->tile_available (TILE_UP);
60 maptile *ob_up = ob ->map->tile_available (TILE_UP);
61
62 if (wall_up && ob_up)
59 { 63 {
60 if (ob->blocked (up, ob->x, ob->y) || has_floor (up, ob->x, ob->y)) 64 if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y))
61 ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling?>", query_name (wall))); 65 ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall)));
62 //TODO: reduce health 66 //TODO: reduce health
63 else if (ob->blocked (up, wall->x, wall->y)) 67 else if (ob->blocked (wall_up, wall->x, wall->y))
64 ob->failmsg (format ("You try to climb up, but the %s is too high for you!", query_name (wall))); 68 ob->failmsg (format ("You try to climb up, but the %s is too high for you! H<No free space on top of this block.>", query_name (wall)));
65 //TODO: reduce health 69 //TODO: reduce health
66 else 70 else
67 { 71 {
68 ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); 72 ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall)));
69 // here we assume that ob is a player... 73 // here we assume that ob is a player...
70 ob->enter_map (up, wall->x, wall->y); 74 ob->enter_map (wall_up, wall->x, wall->y);
71 } 75 }
72 } 76 }
73 else 77 else
74 ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); 78 ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall)));
79 }
75 else 80 else
76 ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); 81 ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall)));
77 82
78 83
79 return; 84 return;
90 } 95 }
91} 96}
92 97
93///////////////////////////////////////////////////////////////////////////// 98/////////////////////////////////////////////////////////////////////////////
94 99
95// this mapspace has changed - potentialyl activate dormant physics objects 100physics_queue::physics_queue ()
96// in the vicinity 101{
102 i = 0;
103}
104
105physics_queue::~physics_queue ()
106{
107 while (object *ob = pop ())
108 ob->refcnt_dec ();
109}
110
111object *
112physics_queue::pop ()
113{
114 if (expect_true (i < size ()))
115 return (*this)[i++];
116
117 i = 0;
118 clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued
119 return 0;
120}
121
122inline unsigned int
123queue_of (tick_t tick)
124{
125 return tick & (PHYSICS_QUEUES - 1);
126}
97 127
98void update_physics (maptile *m, int x, int y) 128void update_physics (maptile *m, int x, int y)
99{ 129{
100} 130}
101 131
102// handle physics updates 132// handle physics updates
103void move_physics (object *ob) 133void move_physics (object *ob)
104{ 134{
135}
136
137// preliminary slots docs
138// level - water level 1..7
139// value - pressure
140//
141
142static object *
143flow_to (maptile *m, sint16 x, sint16 y)
144{
145 if (!xy_normalise (m, x, y))
146 return 0;
147
148 mapspace &ms = m->at (x, y);
149
150 ms.update ();
151 if (ms.move_block & MOVE_WALK)
152 return 0;
153
154 for (object *w = ms.top; w; w = w->below)
155 if (w->type == PHYSICS)
156 if (w->subtype == ST_WATER_SOURCE)
157 return 0;
158 else if (w->subtype == ST_WATER_FLOW)
159 return w;
160
161 printf ("creating flow at %d,%d\n", x, y);//D
162 object *w = archetype::get (shstr_quad_water_flow);
163 w->level = 0;
164 w->value = 0;
165
166 m->insert (w, x, y);
167 m->queue_physics (w, 1);
168
169 return w;
170}
171
172static int
173find_ortho_flow (object *src, object **result)
174{
175 object **res = result;
176
177 for (int dir = 1; dir < 8; dir += 2)
178 {
179 mapxy pos (src->map, src->x, src->y);
180 pos.move (dir);
181 if (pos.normalise ())
182 if (object *w = flow_to (pos.m, pos.x, pos.y))
183 *res++ = w;
184 }
185
186 return res - result;
187}
188
189static bool
190water_set (object *w, int level, int pressure = -1)
191{
192 if (!level)
193 {
194 w->destroy ();
195 return true;
196 }
197
198 bool activity = false;
199
200 min_it (level, 7);
201
202 if (level != w->level)
203 {
204 w->level = level;
205 // update face
206 activity = true;
207 }
208
209 if (pressure != w->value && pressure >= 0)
210 {
211 w->value = pressure;
212 activity = true;
213 }
214
215 if (activity) // this is overkill, but...
216 w->map->queue_physics_at (w->x, w->y);
217
218 return activity;
219}
220
221static void
222run_physics (object *ob)
223{
224 //TODO: behaviour objects with virtual methods?
225 switch (ob->subtype)
226 {
227 case ST_WATER_SOURCE:
228 {
229 bool activity = false;
230
231 // water sources generate flowing water "everywhere", but are currently
232 // very simple otherwise.
233 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
234 if (maptile *m = ob->map->tile_available (TILE_DOWN))
235 {
236 if (object *w = flow_to (m, ob->x, ob->y))
237 activity = activity || water_set (w, 7);
238 }
239 else
240 activity = true;
241
242#if 0
243 object *w [4];
244 int w_cnt = find_ortho_flow (ob, w);
245
246 while (w_cnt--)
247 activity = activity || water_set (w [w_cnt], 7);
248
249 if (activity)
250 ob->map->queue_physics (ob, 1);
251#endif
252 }
253 break;
254
255 case ST_WATER_FLOW:
256#if 0
257 // flow down as much as possible
258 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
259 if (maptile *m = ob->map->tile_available (TILE_DOWN))
260 {
261 if (object *w = flow_to (m, ob->x, ob->y))
262 {
263 if (int flow = min (ob->level, 7 - w->level))
264 {
265 water_set (w, w->level + flow);
266 water_set (ob, w->level - flow);
267 if (!ob->level)
268 return; // we escaped downwards
269 }
270 else if (ob->level >= 5) // exert pressure -> does not count as activity
271 water_set (w, w->level, ob->value - 1);
272 }
273 }
274
275 if (ob->level >= 2)
276 {
277 object *ws [4];
278 int w_cnt = find_ortho_flow (ob, ws);
279
280 bool activity = false;
281
282 // distribute 1 to every neighbour that has less - should use some random ordering of course
283
284 while (w_cnt--)
285 {
286 object *w = ws [w_cnt];
287
288 if (w->level < ob->level - 1)
289 {
290 water_set (w, w->level + 1);
291 --ob->level;
292 activity = true;
293 }
294 }
295
296 if (activity)
297 ob->map->queue_physics (ob, 1);
298 }
299 else if (ob->level)
300 ;
301 else
302 ob->destroy ();
303#endif
304
305 // TODO: flow up with pressure
306 break;
307
308 default:
309 LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ());
310 break;
311 }
312}
313
314int
315maptile::run_physics (tick_t tick, int max_objects)
316{
317 if (state != MAP_ACTIVE)
318 return 0;
319
320 int orig_max_object = max_objects;
321 physics_queue &q = pq [queue_of (server_tick)];
322
323 //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D
324
325 while (object *ob = q.pop ())
326 {
327 ob->flag [FLAG_PHYSICS_QUEUE] = false;
328 ob->refcnt_dec ();
329
330 if (ob->map != this)
331 {
332 if (!ob->flag [FLAG_FREED])
333 {
334 LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ());
335 //ob->map->queue_physics (ob);
336 }
337 }
338 else
339 {
340 //printf ("handling ob %s\n", ob->debug_desc());//D
341 ::run_physics (ob);
342 }
343
344 if (--max_objects <= 0)
345 break;
346 }
347
348 return orig_max_object - max_objects;
349}
350
351void
352maptile::queue_physics (object *ob, int after)
353{
354 if (!after) after = 14; //D
355 if (!ob->flag [FLAG_PHYSICS_QUEUE])
356 {
357 ob->flag [FLAG_PHYSICS_QUEUE] = true;
358 ob->refcnt_inc ();
359
360 pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob);
361 }
362}
363
364static void
365queue_physics_at (maptile *m, int x, int y)
366{
367 mapspace &ms = m->at (x, y);
368
369 for (object *ob = ms.bot; ob; ob = ob->above)
370 if (ob->type == PHYSICS)
371 m->queue_physics (ob, 1);
372}
373
374// this mapspace has changed - potentially activate dormant physics objects
375// in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below.
376// TODO: maybe include diagonals in the same z-layer?
377// TODO: do not go through floors?
378void
379maptile::queue_physics_at (int x, int y)
380{
381 if (maptile *m = tile_available (TILE_DOWN))
382 ::queue_physics_at (m, x, y);
383
384 if (maptile *m = tile_available (TILE_UP))
385 ::queue_physics_at (m, x, y);
386
387 ::queue_physics_at (this, x, y);
388
389 for (int dir = 1; dir < 8; dir += 2)
390 {
391 mapxy pos (this, x, y);
392 pos.move (dir);
393 if (pos.normalise ())
394 ::queue_physics_at (pos.m, pos.x, pos.y);
395 }
396}
397
398void
399maptile::activate_physics ()
400{
401 // most of this is total overkill, but better be safe than sorry, eh?
402
403 coroapi::cede_to_tick ();
404
405 if (maptile *m = tile_map [TILE_UP])
406 for (mapspace *ms = spaces + size (); ms-- > spaces; )
407 ms->invalidate (); // invalidate faces, in case...
408
409 coroapi::cede_to_tick ();
410
411 for (mapspace *ms = spaces + size (); ms-- > spaces; )
412 for (object *op = ms->bot; op; op = op->above)
413 if (op->type == PHYSICS)
414 queue_physics (op, 0);
105} 415}
106 416
107///////////////////////////////////////////////////////////////////////////// 417/////////////////////////////////////////////////////////////////////////////
108 418
109#define FANCY_GRAPHICS 0 419#define FANCY_GRAPHICS 0
165 int h = 1000000; // height form heightmap 475 int h = 1000000; // height form heightmap
166 476
167 // the continent increases in height from 0 to ~700 levels in the absence of anything else 477 // the continent increases in height from 0 to ~700 levels in the absence of anything else
168 // thats about one step every 7 maps. 478 // thats about one step every 7 maps.
169 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); 479 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
170 int river_height = base_height * 9 / 10; 480 int river_height = base_height; // * 9 / 10;
171 481
172 // add this to rivers to "dry them out" 482 // add this to rivers to "dry them out"
173 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); 483 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
174 484
175 static frac2d river_gen (2); 485 static frac2d river_gen (2);
176 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; 486 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out;
177 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; 487 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
178 488
179 float valley = river1 - 0.2f; 489 float valley = river1 - 0.2f;
180 490
181 static frac2d mountain_gen (8, 2.14, 0.5); 491 static frac2d mountain_gen (6, 2.14, 0.5);
182 float mountain = mountain_gen.ridgedmultifractal (P * 0.004); 492 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
183 493
184 //TODO: mountains should not lower the height, should they? 494 //TODO: mountains should not lower the height, should they?
185 t = valley < 0 ? T_VALLEY : T_MOUNTAIN; 495 t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
186 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); 496 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f);
187 h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); 497 h = blend0 (base_height + continent * 3, base_height + mountain * xy_gradient * 100, valley, 0.1f);
188 498
189 if (river1 < 0.01f) 499 if (river1 < 0.01f)
190 { 500 {
191 // main rivers - they cut deeply into the mountains (base_height * 0.9f) 501 // main rivers - they cut deeply into the mountains (base_height * 0.9f)
192 t = T_RIVER; 502 t = T_RIVER;
193 c = vec3d (0.2, 0.2, 1); 503 c = vec3d (0.2, 0.2, 1);
194 h0 = river_height; 504 h0 = river_height;
195 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); 505 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1));
196 } 506 }
197 507
198 if (river2 > 0) 508 if (river2 > 0)
199 { 509 {
200 t = T_RIVER; 510 t = T_RIVER;
201 c = vec3d (0.2, 0.2, 1); 511 c = vec3d (0.2, 0.2, 1);
202 h0 = river_height; 512 h0 = river_height;
203 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); 513 min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1)));
204 } 514 }
205 515
206 if (continent < 0) 516 if (continent < 0)
207 { 517 {
208 t = T_OCEAN; 518 t = T_OCEAN;
519 h0 = 0;
209 min_it (h, min (continent * 200, -1)); 520 min_it (h, min (continent * 200, -1));
210 c = vec3d (0, 0, 1); 521 c = vec3d (0, 0, 1);
211 } 522 }
212 523
213 // now we have the base height, and base terrain 524 // now we have the base height, and base terrain
232 { 543 {
233 t = T_ACQUIFER; 544 t = T_ACQUIFER;
234 c = vec3d (1,1,1); 545 c = vec3d (1,1,1);
235 } 546 }
236 } 547 }
548
549 //printf ("+%d+%d %d z %d h %d,%d\n", mx, my, t, z, h,h0);//D
237 550
238 // TODO: caves 551 // TODO: caves
239 // TODO: chees areas 552 // TODO: chees areas
240 // TODO: minerals 553 // TODO: minerals
241 // TODO: monsters 554 // TODO: monsters
255 // water above the surface 568 // water above the surface
256 switch (t) 569 switch (t)
257 { 570 {
258 case T_OCEAN: 571 case T_OCEAN:
259 if (z < h0) 572 if (z < h0)
260 arch_wall = shstr ("quad_water_wall"); 573 arch_wall = shstr_quad_water_source;
261 else if (z == h0) 574 else if (z == h0)
262 arch_floor = shstr ("quad_ocean_floor"); 575 arch_floor = shstr ("quad_ocean_floor");
263 break; 576 break;
264 577
265 case T_RIVER: 578 case T_RIVER:
266 if (z < h0) 579 if (z < h0)
267 arch_wall = shstr ("quad_water_wall"); 580 arch_wall = shstr_quad_water_source;
268 else if (z == h0) 581 else if (z == h0)
269 arch_floor = shstr ("quad_water_floor"); 582 arch_floor = shstr ("quad_water_floor");
270 break; 583 break;
271 584
272 case T_VALLEY: 585 case T_VALLEY:
281 594
282 case T_UNDERGROUND: 595 case T_UNDERGROUND:
283 // todo, use a fractal 596 // todo, use a fractal
284 if (z < h - 10) 597 if (z < h - 10)
285 { 598 {
599 arch_floor = shstr ("quad_stone_floor");
600 arch_wall = shstr ("quad_stone_wall");
601 }
602 else
603 {
286 arch_floor = shstr ("quad_dirt_floor"); 604 arch_floor = shstr ("quad_dirt_floor");
287 arch_wall = shstr ("quad_dirt_wall"); 605 arch_wall = shstr ("quad_dirt_wall");
288 } 606 }
289 else
290 {
291 arch_floor = shstr ("quad_stone_floor");
292 arch_wall = shstr ("quad_stone_wall");
293 }
294 break; 607 break;
295 608
296 case T_ACQUIFER: 609 case T_ACQUIFER:
297 arch_wall = shstr ("quad_water_wall"); 610 arch_wall = shstr_quad_water_source;
298 break; 611 break;
299 612
300 default: 613 default:
301 abort (); 614 abort ();
302 } 615 }
412 } 725 }
413#endif 726#endif
414 727
415 exit (0); 728 exit (0);
416} 729}
730

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