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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 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
245 242
246 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
247 tmp = next; 244 tmp = next;
248 } 245 }
249 246
250 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
251 * carrying. 248 //TODO: remove
252 */ 249 container->update_weight ();
253 sum_weight (container);
254} 250}
255 251
256void 252void
257maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
258{ 254{
260 return; 256 return;
261 257
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 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);
265} 274}
266 275
267/* 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
268 * 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
269 * 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
307bool 316bool
308maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
309{ 318{
310 for (;;) 319 for (;;)
311 { 320 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
313 322
314 switch (f.kw) 323 switch (f.kw)
315 { 324 {
316 case KW_arch: 325 case KW_arch:
317 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
318 { 327 {
328 // TODO: why?
319 if (op->inv) 329 if (op->inv)
320 sum_weight (op); 330 op->update_weight ();
321 331
322 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 }
323 } 359 }
324 360
325 continue; 361 continue;
326 362
327 case KW_EOF: 363 case KW_EOF:
617 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
618 654
619 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
621 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;
622 659
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 662
626 // old names new names 663 // old names new names
678 unique = 1; 715 unique = 1;
679 716
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 { 718 {
682 op->destroy_inv (false); 719 op->destroy_inv (false);
683 op->destroy (); 720 op->destroy (true);
684 } 721 }
685 722
686 op = above; 723 op = above;
687 } 724 }
688 } 725 }
700 MAP_OUT (swap_time); 737 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 738 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 739 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 740 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 743 MAP_OUT (difficulty);
706 744
707 if (default_region) MAP_OUT2 (region, default_region->name); 745 if (default_region) MAP_OUT2 (region, default_region->name);
708 746
709 if (shopitems) 747 if (shopitems)
778 816
779 object *head = op->head_ (); 817 object *head = op->head_ ();
780 if (op == head) 818 if (op == head)
781 { 819 {
782 op->destroy_inv (false); 820 op->destroy_inv (false);
783 op->destroy (); 821 op->destroy (true);
784 } 822 }
785 else if (head->map != op->map) 823 else if (head->map != op->map)
786 { 824 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 826 head->destroy (true);
789 } 827 }
790 } 828 }
791 829
792 sfree (spaces, size ()), spaces = 0; 830 sfree0 (spaces, size ());
793 } 831 }
794 832
795 if (buttons) 833 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 834 free_objectlinkpt (buttons), buttons = 0;
797 835
798 sfree (regions, size ()); regions = 0; 836 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 837 delete [] regionmap; regionmap = 0;
800} 838}
801 839
802void 840void
803maptile::clear_header () 841maptile::clear_header ()
899 destroy = 1; 937 destroy = 1;
900 } 938 }
901 939
902 /* adjust overall chance below */ 940 /* adjust overall chance below */
903 if (destroy && rndm (0, 1)) 941 if (destroy && rndm (0, 1))
904 op->destroy (); 942 op->destroy (true);
905 } 943 }
906} 944}
907 945
908/* 946/*
909 * 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).
957 995
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 997 {
960 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
961 999
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = op->other_arch)
1001 {
963 total_exp += at->stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
964
965 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 }
966 } 1011 }
967 } 1012 }
968 1013
969 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
970 1015
1009 else 1054 else
1010 darkness = new_level; 1055 darkness = new_level;
1011 1056
1012 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1058 update_all_map_los (this);
1059
1014 return 1; 1060 return 1;
1015} 1061}
1016 1062
1017/* 1063/*
1018 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1021 * through, etc) 1067 * through, etc)
1022 */ 1068 */
1023void 1069void
1024mapspace::update_ () 1070mapspace::update_ ()
1025{ 1071{
1026 object *tmp, *last = 0; 1072 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1028 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;
1029 1075
1030 //object *middle = 0; 1076 //object *middle = 0;
1031 //object *top = 0; 1077 //object *top = 0;
1033 // this seems to generate better code than using locals, above 1079 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1080 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1081 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1082 object *&floor = faces_obj[2] = 0;
1037 1083
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1085 {
1040 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1041 * 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
1042 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1044 */ 1090 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1047 1092
1048 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1116 {
1072 middle = tmp; 1117 middle = tmp;
1073 anywhere = 1; 1118 anywhere = 1;
1074 } 1119 }
1120
1075 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1077 * top 1123 * top
1078 */ 1124 */
1079 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))
1128 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1131 */ 1177 */
1132 1178
1133 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1180 {
1135 /* 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 */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1183 break;
1138 1184
1196maptile::tile_available (int dir, bool load) 1242maptile::tile_available (int dir, bool load)
1197{ 1243{
1198 if (!tile_path[dir]) 1244 if (!tile_path[dir])
1199 return 0; 1245 return 0;
1200 1246
1201 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))
1202 return 1; 1248 return 1;
1203 1249
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1251 return 1;
1206 1252
1541} 1587}
1542 1588
1543object * 1589object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1591{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 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);
1550} 1593}
1551 1594
1552region * 1595region *
1553maptile::region (int x, int y) const 1596maptile::region (int x, int y) const
1563 1606
1564 return ::region::default_region (); 1607 return ::region::default_region ();
1565} 1608}
1566 1609
1567/* picks a random object from a style map. 1610/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1611 */
1571object * 1612object *
1572maptile::pick_random_object () const 1613maptile::pick_random_object (rand_gen &gen) const
1573{ 1614{
1574 /* while returning a null object will result in a crash, that 1615 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1616 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1617 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1618 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1619 * any difference, but this seems clearer to me.
1579 */ 1620 */
1580 for (int i = 1000; --i;) 1621 for (int i = 1000; --i;)
1581 { 1622 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1623 object *pick = at (gen (width), gen (height)).bot;
1583 1624
1584 // do not prefer big monsters just because they are big. 1625 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1626 if (pick && pick->is_head ())
1586 return pick->head_ (); 1627 return pick->head_ ();
1587 } 1628 }
1588 1629
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1630 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1631 return archetype::find ("bug");
1591} 1632}
1592 1633
1593void 1634void
1594maptile::play_sound (faceidx sound, int x, int y) const 1635maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1636{
1596 if (!sound) 1637 if (!sound)
1597 return; 1638 return;
1598 1639
1599 for_all_players (pl) 1640 for_all_players (pl)
1600 if (pl->observe->map == this) 1641 if (pl->ob->map == this)
1601 if (client *ns = pl->ns) 1642 if (client *ns = pl->ns)
1602 { 1643 {
1603 int dx = x - pl->observe->x; 1644 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1645 int dy = y - pl->ob->y;
1605 1646
1606 int distance = idistance (dx, dy); 1647 int distance = idistance (dx, dy);
1607 1648
1608 if (distance <= MAX_SOUND_DISTANCE) 1649 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1650 ns->play_sound (sound, dx, dy);

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