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Comparing deliantra/server/common/map.C (file contents):
Revision 1.134 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.143 by root, Sun May 18 19:53:07 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28 27
29#include "loader.h" 28#include "loader.h"
30 29
31#include "path.h" 30#include "path.h"
32 31
245 244
246 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
247 tmp = next; 246 tmp = next;
248 } 247 }
249 248
250 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
251 * carrying. 250 //TODO: remove
252 */ 251 container->update_weight ();
253 sum_weight (container);
254} 252}
255 253
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
314 switch (f.kw) 312 switch (f.kw)
315 { 313 {
316 case KW_arch: 314 case KW_arch:
317 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
318 { 316 {
317 // TODO: why?
319 if (op->inv) 318 if (op->inv)
320 sum_weight (op); 319 op->update_weight ();
321 320
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 322 {
324 // we insert manually because 323 // we insert manually because
325 // a) its way faster 324 // a) its way faster
642 case KW_sky: thawer.get (sky); break; 641 case KW_sky: thawer.get (sky); break;
643 642
644 case KW_per_player: thawer.get (per_player); break; 643 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 644 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 645 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break;
647 647
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 650
651 // old names new names 651 // old names new names
725 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
731 732
732 if (default_region) MAP_OUT2 (region, default_region->name); 733 if (default_region) MAP_OUT2 (region, default_region->name);
733 734
734 if (shopitems) 735 if (shopitems)
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 814 head->destroy ();
814 } 815 }
815 } 816 }
816 817
817 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
818 } 819 }
819 820
820 if (buttons) 821 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
822 823
823 sfree (regions, size ()); regions = 0; 824 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 825 delete [] regionmap; regionmap = 0;
825} 826}
826 827
827void 828void
828maptile::clear_header () 829maptile::clear_header ()
982 983
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 984 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 985 {
985 total_exp += op->stats.exp; 986 total_exp += op->stats.exp;
986 987
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 988 if (archetype *at = op->other_arch)
989 {
988 total_exp += at->stats.exp * 8; 990 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 991 monster_cnt++;
992 }
993
994 for (object *inv = op->inv; inv; inv = inv->below)
995 {
996 total_exp += op->stats.exp * 8;
997 monster_cnt++;
998 }
991 } 999 }
992 } 1000 }
993 1001
994 avgexp = (double) total_exp / monster_cnt; 1002 avgexp = (double) total_exp / monster_cnt;
995 1003
1034 else 1042 else
1035 darkness = new_level; 1043 darkness = new_level;
1036 1044
1037 /* All clients need to get re-updated for the change */ 1045 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1046 update_all_map_los (this);
1047
1039 return 1; 1048 return 1;
1040} 1049}
1041 1050
1042/* 1051/*
1043 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1046 * through, etc) 1055 * through, etc)
1047 */ 1056 */
1048void 1057void
1049mapspace::update_ () 1058mapspace::update_ ()
1050{ 1059{
1051 object *tmp, *last = 0; 1060 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054 1063
1055 //object *middle = 0; 1064 //object *middle = 0;
1056 //object *top = 0; 1065 //object *top = 0;
1058 // this seems to generate better code than using locals, above 1067 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1068 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1069 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1070 object *&floor = faces_obj[2] = 0;
1062 1071
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1073 {
1065 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1066 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed. 1077 * it is a dissapation factor that is cubed.
1069 */ 1078 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1079 light = max (light, tmp->glow_radius);
1072 1080
1073 /* This call is needed in order to update objects the player 1081 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1082 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1083 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1084 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1104 {
1097 middle = tmp; 1105 middle = tmp;
1098 anywhere = 1; 1106 anywhere = 1;
1099 } 1107 }
1108
1100 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
1102 * top 1111 * top
1103 */ 1112 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1164 * 3) neither middle or top is set - need to set both.
1156 */ 1165 */
1157 1166
1158 for (tmp = last; tmp; tmp = tmp->below) 1167 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1168 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1171 break;
1163 1172
1566} 1575}
1567 1576
1568object * 1577object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1578maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1579{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1580 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1581}
1576 1582
1577region * 1583region *
1578maptile::region (int x, int y) const 1584maptile::region (int x, int y) const
1588 1594
1589 return ::region::default_region (); 1595 return ::region::default_region ();
1590} 1596}
1591 1597
1592/* picks a random object from a style map. 1598/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1599 */
1596object * 1600object *
1597maptile::pick_random_object () const 1601maptile::pick_random_object (rand_gen &gen) const
1598{ 1602{
1599 /* while returning a null object will result in a crash, that 1603 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1604 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1605 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1606 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1607 * any difference, but this seems clearer to me.
1604 */ 1608 */
1605 for (int i = 1000; --i;) 1609 for (int i = 1000; --i;)
1606 { 1610 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1611 object *pick = at (gen (width), gen (height)).bot;
1608 1612
1609 // do not prefer big monsters just because they are big. 1613 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1614 if (pick && pick->is_head ())
1611 return pick->head_ (); 1615 return pick->head_ ();
1612 } 1616 }
1613 1617
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1618 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1619 return archetype::find ("bug");
1616} 1620}
1617 1621
1618void 1622void
1619maptile::play_sound (faceidx sound, int x, int y) const 1623maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1624{

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