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Comparing deliantra/server/common/map.C (file contents):
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC vs.
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
166 } 163 }
167 return 0; 164 return 0;
168} 165}
169 166
170/* 167/*
171 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
176 * 173 *
177 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
178 * 175 *
179 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
191 * 188 *
192 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
194 * against the move_block values. 191 * against the move_block values.
195 */ 192 */
196int 193bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
198{ 195{
199 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
213 199
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 200 if (!pos.normalise ())
215 { 201 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 202
218 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 204
220 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 206 return 1;
222 207
223 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
224 209 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 211 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 213 continue;
232 214
233 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
235 */ 217 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
237 return P_NO_PASS; 219 return 1;
238 } 220 }
239 221
240 return 0; 222 return 0;
241} 223}
242 224
260 242
261 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
262 tmp = next; 244 tmp = next;
263 } 245 }
264 246
265 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
266 * carrying. 248 //TODO: remove
267 */ 249 container->update_weight ();
268 sum_weight (container);
269} 250}
270 251
271void 252void
272maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
273{ 254{
275 return; 256 return;
276 257
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
280} 274}
281 275
282/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
322bool 316bool
323maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
324{ 318{
325 for (;;) 319 for (;;)
326 { 320 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
328 322
329 switch (f.kw) 323 switch (f.kw)
330 { 324 {
331 case KW_arch: 325 case KW_arch:
332 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
333 { 327 {
328 // TODO: why?
334 if (op->inv) 329 if (op->inv)
335 sum_weight (op); 330 op->update_weight ();
336 331
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
338 } 359 }
339 360
340 continue; 361 continue;
341 362
342 case KW_EOF: 363 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
633 654
634 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
637 659
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 662
641 // old names new names 663 // old names new names
693 unique = 1; 715 unique = 1;
694 716
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 { 718 {
697 op->destroy_inv (false); 719 op->destroy_inv (false);
698 op->destroy (); 720 op->destroy (true);
699 } 721 }
700 722
701 op = above; 723 op = above;
702 } 724 }
703 } 725 }
715 MAP_OUT (swap_time); 737 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 738 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 739 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 740 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 743 MAP_OUT (difficulty);
721 744
722 if (default_region) MAP_OUT2 (region, default_region->name); 745 if (default_region) MAP_OUT2 (region, default_region->name);
723 746
724 if (shopitems) 747 if (shopitems)
789 if (ms->bot = op->above) 812 if (ms->bot = op->above)
790 ms->bot->below = 0; 813 ms->bot->below = 0;
791 814
792 op->flag [FLAG_REMOVED] = true; 815 op->flag [FLAG_REMOVED] = true;
793 816
817 object *head = op->head_ ();
794 if (op == op->head_ ()) 818 if (op == head)
795 { 819 {
796 op->destroy_inv (false); 820 op->destroy_inv (false);
797 op->destroy (); 821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
798 } 827 }
799 } 828 }
800 829
801 sfree (spaces, size ()), spaces = 0; 830 sfree0 (spaces, size ());
802 } 831 }
803 832
804 if (buttons) 833 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0; 834 free_objectlinkpt (buttons), buttons = 0;
806 835
807 sfree (regions, size ()); regions = 0; 836 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0; 837 delete [] regionmap; regionmap = 0;
809} 838}
810 839
811void 840void
812maptile::clear_header () 841maptile::clear_header ()
908 destroy = 1; 937 destroy = 1;
909 } 938 }
910 939
911 /* adjust overall chance below */ 940 /* adjust overall chance below */
912 if (destroy && rndm (0, 1)) 941 if (destroy && rndm (0, 1))
913 op->destroy (); 942 op->destroy (true);
914 } 943 }
915} 944}
916 945
917/* 946/*
918 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
966 995
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 { 997 {
969 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
970 999
971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = op->other_arch)
1001 {
972 total_exp += at->stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
973
974 monster_cnt++; 1003 monster_cnt++;
1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
975 } 1011 }
976 } 1012 }
977 1013
978 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
979 1015
1018 else 1054 else
1019 darkness = new_level; 1055 darkness = new_level;
1020 1056
1021 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1022 update_all_map_los (this); 1058 update_all_map_los (this);
1059
1023 return 1; 1060 return 1;
1024} 1061}
1025 1062
1026/* 1063/*
1027 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1030 * through, etc) 1067 * through, etc)
1031 */ 1068 */
1032void 1069void
1033mapspace::update_ () 1070mapspace::update_ ()
1034{ 1071{
1035 object *tmp, *last = 0; 1072 object *last = 0;
1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1038 1075
1039 //object *middle = 0; 1076 //object *middle = 0;
1040 //object *top = 0; 1077 //object *top = 0;
1042 // this seems to generate better code than using locals, above 1079 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1080 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1081 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1082 object *&floor = faces_obj[2] = 0;
1046 1083
1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1085 {
1049 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1050 * one). But if so, it shouldn't be a simple additive - 2 1087 * one). But if so, it shouldn't be a simple additive - 2
1051 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1052 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1053 */ 1090 */
1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1056 1092
1057 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1058 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1059 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1060 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1080 { 1116 {
1081 middle = tmp; 1117 middle = tmp;
1082 anywhere = 1; 1118 anywhere = 1;
1083 } 1119 }
1120
1084 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1085 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1086 * top 1123 * top
1087 */ 1124 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1137 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1140 */ 1177 */
1141 1178
1142 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1143 { 1180 {
1144 /* Once we get to a floor, stop, since we already have a floor object */ 1181 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break; 1183 break;
1147 1184
1205maptile::tile_available (int dir, bool load) 1242maptile::tile_available (int dir, bool load)
1206{ 1243{
1207 if (!tile_path[dir]) 1244 if (!tile_path[dir])
1208 return 0; 1245 return 0;
1209 1246
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return 1; 1248 return 1;
1212 1249
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1; 1251 return 1;
1215 1252
1550} 1587}
1551 1588
1552object * 1589object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags) 1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{ 1591{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559} 1593}
1560 1594
1561region * 1595region *
1562maptile::region (int x, int y) const 1596maptile::region (int x, int y) const
1572 1606
1573 return ::region::default_region (); 1607 return ::region::default_region ();
1574} 1608}
1575 1609
1576/* picks a random object from a style map. 1610/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */ 1611 */
1580object * 1612object *
1581maptile::pick_random_object () const 1613maptile::pick_random_object (rand_gen &gen) const
1582{ 1614{
1583 /* while returning a null object will result in a crash, that 1615 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because 1616 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash. 1617 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make 1618 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me. 1619 * any difference, but this seems clearer to me.
1588 */ 1620 */
1589 for (int i = 1000; --i;) 1621 for (int i = 1000; --i;)
1590 { 1622 {
1591 object *pick = at (rndm (width), rndm (height)).bot; 1623 object *pick = at (gen (width), gen (height)).bot;
1592 1624
1593 // do not prefer big monsters just because they are big. 1625 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick) 1626 if (pick && pick->is_head ())
1595 return pick->head_ (); 1627 return pick->head_ ();
1596 } 1628 }
1597 1629
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1630 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked"); 1631 return archetype::find ("bug");
1600} 1632}
1601 1633
1602void 1634void
1603maptile::play_sound (faceidx sound, int x, int y) const 1635maptile::play_sound (faceidx sound, int x, int y) const
1604{ 1636{
1605 if (!sound) 1637 if (!sound)
1606 return; 1638 return;
1607 1639
1608 for_all_players (pl) 1640 for_all_players (pl)
1609 if (pl->observe->map == this) 1641 if (pl->ob->map == this)
1610 if (client *ns = pl->ns) 1642 if (client *ns = pl->ns)
1611 { 1643 {
1612 int dx = x - pl->observe->x; 1644 int dx = x - pl->ob->x;
1613 int dy = y - pl->observe->y; 1645 int dy = y - pl->ob->y;
1614 1646
1615 int distance = idistance (dx, dy); 1647 int distance = idistance (dx, dy);
1616 1648
1617 if (distance <= MAX_SOUND_DISTANCE) 1649 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy); 1650 ns->play_sound (sound, dx, dy);

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