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Comparing deliantra/server/common/map.C (file contents):
Revision 1.128 by root, Sun Sep 9 06:25:45 2007 UTC vs.
Revision 1.148 by root, Mon Sep 29 10:31:32 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 ();
357 }
338 } 358 }
339 359
340 continue; 360 continue;
341 361
342 case KW_EOF: 362 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
633 653
634 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
637 658
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 661
641 // old names new names 662 // old names new names
691 712
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 714 unique = 1;
694 715
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 717 op->destroy ();
699 }
700 718
701 op = above; 719 op = above;
702 } 720 }
703 } 721 }
704} 722}
715 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
721 740
722 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
723 742
724 if (shopitems) 743 if (shopitems)
791 810
792 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
793 812
794 object *head = op->head_ (); 813 object *head = op->head_ ();
795 if (op == head) 814 if (op == head)
796 {
797 op->destroy_inv (false);
798 op->destroy (); 815 op->destroy ();
799 }
800 else if (head->map != op->map) 816 else if (head->map != op->map)
801 { 817 {
802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 head->destroy (); 819 head->destroy ();
804 } 820 }
805 } 821 }
806 822
807 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
808 } 824 }
809 825
810 if (buttons) 826 if (buttons)
811 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
812 828
813 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
814 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
815} 831}
816 832
817void 833void
818maptile::clear_header () 834maptile::clear_header ()
914 destroy = 1; 930 destroy = 1;
915 } 931 }
916 932
917 /* adjust overall chance below */ 933 /* adjust overall chance below */
918 if (destroy && rndm (0, 1)) 934 if (destroy && rndm (0, 1))
919 op->destroy (); 935 op->destroy (true);
920 } 936 }
921} 937}
922 938
923/* 939/*
924 * Updates every button on the map (by calling update_button() for them). 940 * Updates every button on the map (by calling update_button() for them).
972 988
973 if (QUERY_FLAG (op, FLAG_GENERATOR)) 989 if (QUERY_FLAG (op, FLAG_GENERATOR))
974 { 990 {
975 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
976 992
977 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 993 if (archetype *at = op->other_arch)
994 {
978 total_exp += at->stats.exp * 8; 995 total_exp += at->stats.exp * 8;
979
980 monster_cnt++; 996 monster_cnt++;
997 }
998
999 for (object *inv = op->inv; inv; inv = inv->below)
1000 {
1001 total_exp += op->stats.exp * 8;
1002 monster_cnt++;
1003 }
981 } 1004 }
982 } 1005 }
983 1006
984 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
985 1008
1024 else 1047 else
1025 darkness = new_level; 1048 darkness = new_level;
1026 1049
1027 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1028 update_all_map_los (this); 1051 update_all_map_los (this);
1052
1029 return 1; 1053 return 1;
1030} 1054}
1031 1055
1032/* 1056/*
1033 * This function updates various attributes about a specific space 1057 * This function updates various attributes about a specific space
1036 * through, etc) 1060 * through, etc)
1037 */ 1061 */
1038void 1062void
1039mapspace::update_ () 1063mapspace::update_ ()
1040{ 1064{
1041 object *tmp, *last = 0; 1065 object *last = 0;
1042 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1043 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1044 1068
1045 //object *middle = 0; 1069 //object *middle = 0;
1046 //object *top = 0; 1070 //object *top = 0;
1048 // this seems to generate better code than using locals, above 1072 // this seems to generate better code than using locals, above
1049 object *&top = faces_obj[0] = 0; 1073 object *&top = faces_obj[0] = 0;
1050 object *&middle = faces_obj[1] = 0; 1074 object *&middle = faces_obj[1] = 0;
1051 object *&floor = faces_obj[2] = 0; 1075 object *&floor = faces_obj[2] = 0;
1052 1076
1053 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1054 { 1078 {
1055 /* This could be made additive I guess (two lights better than 1079 /* This could be made additive I guess (two lights better than
1056 * one). But if so, it shouldn't be a simple additive - 2 1080 * one). But if so, it shouldn't be a simple additive - 2
1057 * light bulbs do not illuminate twice as far as once since 1081 * light bulbs do not illuminate twice as far as once since
1058 * it is a dissapation factor that is cubed. 1082 * it is a dissapation factor that is cubed.
1059 */ 1083 */
1060 if (tmp->glow_radius > light)
1061 light = tmp->glow_radius; 1084 light = max (light, tmp->glow_radius);
1062 1085
1063 /* This call is needed in order to update objects the player 1086 /* This call is needed in order to update objects the player
1064 * is standing in that have animations (ie, grass, fire, etc). 1087 * is standing in that have animations (ie, grass, fire, etc).
1065 * However, it also causes the look window to be re-drawn 1088 * However, it also causes the look window to be re-drawn
1066 * 3 times each time the player moves, because many of the 1089 * 3 times each time the player moves, because many of the
1085 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1086 { 1109 {
1087 middle = tmp; 1110 middle = tmp;
1088 anywhere = 1; 1111 anywhere = 1;
1089 } 1112 }
1113
1090 /* Find the highest visible face around. If equal 1114 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the 1115 * visibilities, we still want the one nearer to the
1092 * top 1116 * top
1093 */ 1117 */
1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1118 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1143 * 1) top face is set, need middle to be set. 1167 * 1) top face is set, need middle to be set.
1144 * 2) middle is set, need to set top. 1168 * 2) middle is set, need to set top.
1145 * 3) neither middle or top is set - need to set both. 1169 * 3) neither middle or top is set - need to set both.
1146 */ 1170 */
1147 1171
1148 for (tmp = last; tmp; tmp = tmp->below) 1172 for (object *tmp = last; tmp; tmp = tmp->below)
1149 { 1173 {
1150 /* Once we get to a floor, stop, since we already have a floor object */ 1174 /* Once we get to a floor, stop, since we already have a floor object */
1151 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 break; 1176 break;
1153 1177
1211maptile::tile_available (int dir, bool load) 1235maptile::tile_available (int dir, bool load)
1212{ 1236{
1213 if (!tile_path[dir]) 1237 if (!tile_path[dir])
1214 return 0; 1238 return 0;
1215 1239
1216 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1217 return 1; 1241 return 1;
1218 1242
1219 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1220 return 1; 1244 return 1;
1221 1245
1556} 1580}
1557 1581
1558object * 1582object *
1559maptile::insert (object *op, int x, int y, object *originator, int flags) 1583maptile::insert (object *op, int x, int y, object *originator, int flags)
1560{ 1584{
1561 if (!op->flag [FLAG_REMOVED])
1562 op->remove ();
1563
1564 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1585 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1565} 1586}
1566 1587
1567region * 1588region *
1568maptile::region (int x, int y) const 1589maptile::region (int x, int y) const
1578 1599
1579 return ::region::default_region (); 1600 return ::region::default_region ();
1580} 1601}
1581 1602
1582/* picks a random object from a style map. 1603/* picks a random object from a style map.
1583 * Redone by MSW so it should be faster and not use static
1584 * variables to generate tables.
1585 */ 1604 */
1586object * 1605object *
1587maptile::pick_random_object () const 1606maptile::pick_random_object (rand_gen &gen) const
1588{ 1607{
1589 /* while returning a null object will result in a crash, that 1608 /* while returning a null object will result in a crash, that
1590 * is actually preferable to an infinite loop. That is because 1609 * is actually preferable to an infinite loop. That is because
1591 * most servers will automatically restart in case of crash. 1610 * most servers will automatically restart in case of crash.
1592 * Change the logic on getting the random space - shouldn't make 1611 * Change the logic on getting the random space - shouldn't make
1593 * any difference, but this seems clearer to me. 1612 * any difference, but this seems clearer to me.
1594 */ 1613 */
1595 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1596 { 1615 {
1597 object *pick = at (rndm (width), rndm (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1598 1617
1599 // do not prefer big monsters just because they are big. 1618 // do not prefer big monsters just because they are big.
1600 if (pick && pick->head_ () == pick) 1619 if (pick && pick->is_head ())
1601 return pick->head_ (); 1620 return pick->head_ ();
1602 } 1621 }
1603 1622
1604 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1605 return get_archetype ("blocked"); 1624 return archetype::find ("bug");
1606} 1625}
1607 1626
1608void 1627void
1609maptile::play_sound (faceidx sound, int x, int y) const 1628maptile::play_sound (faceidx sound, int x, int y) const
1610{ 1629{
1611 if (!sound) 1630 if (!sound)
1612 return; 1631 return;
1613 1632
1614 for_all_players (pl) 1633 for_all_players (pl)
1615 if (pl->observe->map == this) 1634 if (pl->ob->map == this)
1616 if (client *ns = pl->ns) 1635 if (client *ns = pl->ns)
1617 { 1636 {
1618 int dx = x - pl->observe->x; 1637 int dx = x - pl->ob->x;
1619 int dy = y - pl->observe->y; 1638 int dy = y - pl->ob->y;
1620 1639
1621 int distance = idistance (dx, dy); 1640 int distance = idistance (dx, dy);
1622 1641
1623 if (distance <= MAX_SOUND_DISTANCE) 1642 if (distance <= MAX_SOUND_DISTANCE)
1624 ns->play_sound (sound, dx, dy); 1643 ns->play_sound (sound, dx, dy);

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