--- deliantra/server/common/map.C 2008/04/15 14:21:04 1.134 +++ deliantra/server/common/map.C 2008/08/17 22:46:26 1.146 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * @@ -24,10 +24,7 @@ #include #include "global.h" -#include "funcpoint.h" - #include "loader.h" - #include "path.h" /* This rolls up wall, blocks_magic, blocks_view, etc, all into @@ -247,10 +244,9 @@ tmp = next; } - /* sum_weight will go through and calculate what all the containers are - * carrying. - */ - sum_weight (container); + // go through and calculate what all the containers are carrying. + //TODO: remove + container->update_weight (); } void @@ -264,6 +260,19 @@ tmp->flag [flag] = value; } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -316,8 +325,9 @@ case KW_arch: if (object *op = object::read (f, this)) { + // TODO: why? if (op->inv) - sum_weight (op); + op->update_weight (); if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) { @@ -644,6 +654,7 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -727,6 +738,7 @@ MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); if (default_region) MAP_OUT2 (region, default_region->name); @@ -814,13 +826,13 @@ } } - sfree (spaces, size ()), spaces = 0; + sfree0 (spaces, size ()); } if (buttons) free_objectlinkpt (buttons), buttons = 0; - sfree (regions, size ()); regions = 0; + sfree0 (regions, size ()); delete [] regionmap; regionmap = 0; } @@ -984,10 +996,17 @@ { total_exp += op->stats.exp; - if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->stats.exp * 8; + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + monster_cnt++; + } - monster_cnt++; + for (object *inv = op->inv; inv; inv = inv->below) + { + total_exp += op->stats.exp * 8; + monster_cnt++; + } } } @@ -1036,6 +1055,7 @@ /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1048,7 +1068,7 @@ void mapspace::update_ () { - object *tmp, *last = 0; + object *last = 0; uint8 flags = P_UPTODATE, light = 0, anywhere = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; @@ -1060,15 +1080,14 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a dissapation factor that is cubed. */ - if (tmp->glow_radius > light) - light = tmp->glow_radius; + light = max (light, tmp->glow_radius); /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1097,6 +1116,7 @@ middle = tmp; anywhere = 1; } + /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top @@ -1155,7 +1175,7 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) @@ -1568,9 +1588,6 @@ object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } @@ -1590,11 +1607,9 @@ } /* picks a random object from a style map. - * Redone by MSW so it should be faster and not use static - * variables to generate tables. */ object * -maptile::pick_random_object () const +maptile::pick_random_object (rand_gen &gen) const { /* while returning a null object will result in a crash, that * is actually preferable to an infinite loop. That is because @@ -1604,15 +1619,15 @@ */ for (int i = 1000; --i;) { - object *pick = at (rndm (width), rndm (height)).bot; + object *pick = at (gen (width), gen (height)).bot; // do not prefer big monsters just because they are big. - if (pick && pick->head_ () == pick) + if (pick && pick->is_head ()) return pick->head_ (); } // instead of crashing in the unlikely(?) case, try to return *something* - return get_archetype ("blocked"); + return archetype::find ("bug"); } void