Not commenting on how should do to prevent messing up thread :) Le Lundi 29 Août 2005 05:47, Mark Wedel a écrit : > This is a heads up that I plan to start work on a pretty significant map > code redo. Below are the main areas I plan to tackle. I may do these in > smaller pieces, but the are somewhat related in that I'll be changing the > map structure itself to some extent to make this all happen. > > I'll send out more detailed proposals on these points, but this is a brief > outline: > > 1) Refine move/block types. Right now, we have 2 move types (walking & > flying). There is only 1 block type, that blocks both flying and moving. > Extend code to allow for more move types, as well as refined blocking > (blocks walking, not flying, etc). > Great :) > 2) Change/improve lighting code. Max light radius of 4 made sense when the > map max size was 11x11, doesn't make a lot of sense when it is now 25x25. > Look at other line of sight improvements > Nice :) > 3) Add more layers to display logic, also have it handle head information > better so that the client/socket side doesn't have to do this. > Needing it :p > 4) Store more object attributes in the mapcell so we don't have to look > through the list objects to see if any have that set. Also store number of > objects (likely pickable and flying as different values) so can implement > spill over logic, make sure number of spell objects is at some reasonable > level and bail out if it gets too high. > Will speed up things > Future/down the road: > > 5) To convey some of these changes to the client, a new protocol command is > needed. But no reason to write that until we have data to actually send to > it. > I'll opt for a complete rework of whole client/server protocol in a branch. This way we can easily tweak new protocol for performance and not take care of old protocol compatibility. Backward compatibility could come afterwards when new protocol is mature enough. > 6) As per other discussion about threading - moving the maps objects to a > per map list makes threading much easier. However, above changes are > really related to mapcell and related functions, so redoing pointers > doesn't really fit in here (doing it as part of the above just makes that > more complicated). > No Comment. Except thread safe code should be another work :) > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire -- -- Tchize (David Delbecq) tchize at myrealbox.com Public PGP KEY FINGERPRINT: F4BC EF69 54CC F2B5 4621 8DAF 1C71 8E6B 5436 C17C Public PGP KEY location: http://wwwkeys.pgp.net/pgpnet/wwwkeys.html -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20050829/266e03ba/attachment.pgp