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Comparing deliantra/server/common/map.C (file contents):
Revision 1.136 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27
28#include "loader.h" 27#include "loader.h"
29
30#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
31 31
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263} 263}
264 264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
277
265/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
268 * they are saved). 281 * they are saved).
269 */ 282 */
641 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
642 655
643 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
646 660
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 663
650 // old names new names 664 // old names new names
700 714
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1; 716 unique = 1;
703 717
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 719 op->destroy ();
708 }
709 720
710 op = above; 721 op = above;
711 } 722 }
712 } 723 }
713} 724}
724 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
730 742
731 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
732 744
733 if (shopitems) 745 if (shopitems)
800 812
801 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
802 814
803 object *head = op->head_ (); 815 object *head = op->head_ ();
804 if (op == head) 816 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 817 op->destroy ();
808 }
809 else if (head->map != op->map) 818 else if (head->map != op->map)
810 { 819 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 821 head->destroy ();
813 } 822 }
814 } 823 }
815 824
816 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
817 } 826 }
818 827
819 if (buttons) 828 if (buttons)
820 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
821 830
822 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
824} 833}
825 834
826void 835void
827maptile::clear_header () 836maptile::clear_header ()
956/* 965/*
957 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
960 * 969 *
961 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
965 */ 974 */
966int 975int
967maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
968{ 977{
969 long monster_cnt = 0; 978 long monster_cnt = 0;
981 990
982 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 { 992 {
984 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
985 994
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
987 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
988
989 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
990 } 1006 }
991 } 1007 }
992 1008
993 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
994 1010
1007 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1008 */ 1024 */
1009int 1025int
1010maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1011{ 1027{
1012 int new_level = darkness + change;
1013
1014 /* Nothing to do */ 1028 /* Nothing to do */
1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1016 return 0; 1030 return 0;
1017 1031
1018 /* inform all players on the map */ 1032 /* inform all players on the map */
1019 if (change > 0) 1033 if (change > 0)
1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 else 1035 else
1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023 1037
1024 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1025 * we need to be extra careful about negative values.
1026 * In general, the checks below are only needed if change
1027 * is not +/-1
1028 */
1029 if (new_level < 0)
1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1034 darkness = new_level;
1035 1039
1036 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1038 return 1; 1043 return 1;
1039} 1044}
1040 1045
1041/* 1046/*
1042 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1045 * through, etc) 1050 * through, etc)
1046 */ 1051 */
1047void 1052void
1048mapspace::update_ () 1053mapspace::update_ ()
1049{ 1054{
1050 object *tmp, *last = 0; 1055 object *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053 1059
1054 //object *middle = 0; 1060 //object *middle = 0;
1055 //object *top = 0; 1061 //object *top = 0;
1056 //object *floor = 0; 1062 //object *floor = 0;
1057 // this seems to generate better code than using locals, above 1063 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0; 1064 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1061 1067
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 { 1069 {
1064 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 if (tmp->glow_radius > light)
1070 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1071 1072
1072 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1073 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1074 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1075 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1095 { 1096 {
1096 middle = tmp; 1097 middle = tmp;
1097 anywhere = 1; 1098 anywhere = 1;
1098 } 1099 }
1100
1099 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1100 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1101 * top 1103 * top
1102 */ 1104 */
1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1123 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1124 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1125 } 1127 }
1126 1128
1127 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1128 this->flags_ = flags; 1130 this->flags_ = flags;
1129 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1130 this->move_on = move_on; 1132 this->move_on = move_on;
1131 this->move_off = move_off; 1133 this->move_off = move_off;
1132 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1152 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1155 */ 1157 */
1156 1158
1157 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1158 { 1160 {
1159 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161 break; 1163 break;
1162 1164
1565} 1567}
1566 1568
1567object * 1569object *
1568maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1569{ 1571{
1570 if (!op->flag [FLAG_REMOVED])
1571 op->remove ();
1572
1573 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1574} 1573}
1575 1574
1576region * 1575region *
1577maptile::region (int x, int y) const 1576maptile::region (int x, int y) const
1587 1586
1588 return ::region::default_region (); 1587 return ::region::default_region ();
1589} 1588}
1590 1589
1591/* picks a random object from a style map. 1590/* picks a random object from a style map.
1592 * Redone by MSW so it should be faster and not use static
1593 * variables to generate tables.
1594 */ 1591 */
1595object * 1592object *
1596maptile::pick_random_object () const 1593maptile::pick_random_object (rand_gen &gen) const
1597{ 1594{
1598 /* while returning a null object will result in a crash, that 1595 /* while returning a null object will result in a crash, that
1599 * is actually preferable to an infinite loop. That is because 1596 * is actually preferable to an infinite loop. That is because
1600 * most servers will automatically restart in case of crash. 1597 * most servers will automatically restart in case of crash.
1601 * Change the logic on getting the random space - shouldn't make 1598 * Change the logic on getting the random space - shouldn't make
1602 * any difference, but this seems clearer to me. 1599 * any difference, but this seems clearer to me.
1603 */ 1600 */
1604 for (int i = 1000; --i;) 1601 for (int i = 1000; --i;)
1605 { 1602 {
1606 object *pick = at (rndm (width), rndm (height)).bot; 1603 object *pick = at (gen (width), gen (height)).bot;
1607 1604
1608 // do not prefer big monsters just because they are big. 1605 // do not prefer big monsters just because they are big.
1609 if (pick && pick->head_ () == pick) 1606 if (pick && pick->is_head ())
1610 return pick->head_ (); 1607 return pick->head_ ();
1611 } 1608 }
1612 1609
1613 // instead of crashing in the unlikely(?) case, try to return *something* 1610 // instead of crashing in the unlikely(?) case, try to return *something*
1614 return get_archetype ("blocked"); 1611 return archetype::find ("bug");
1615} 1612}
1616 1613
1617void 1614void
1618maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1619{ 1616{
1620 if (!sound) 1617 if (!sound)
1621 return; 1618 return;
1622 1619
1623 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1624 if (pl->ob->map == this)
1625 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1626 { 1622 {
1627 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1628 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1629 1625
1630 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1631 1627
1632 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1633 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1634 } 1630 }
1635} 1631}
1636 1632

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