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Comparing deliantra/server/common/map.C (file contents):
Revision 1.101 by root, Sat Apr 21 16:56:28 2007 UTC vs.
Revision 1.112 by root, Thu Jul 12 18:48:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <unistd.h> 24#include <unistd.h>
26 25
27#include "global.h" 26#include "global.h"
174 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
175 */ 174 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 176 return 0;
178 177
179 if (ob->head != NULL)
180 ob = ob->head; 178 ob = ob->head_ ();
181 179
182 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
215 else 213 else
216 { 214 {
217 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
219 * movement, can't move here. 217 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
221 * hidden dm 219 * hidden dm
222 */ 220 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 222 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
227 return 1; 229 return 1;
228 } 230 }
229 231
230 } 232 }
231 return 0; 233 return 0;
273 275
274 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
276 } 278 }
277 279
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
279 { 281 {
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
281 283
282 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
283 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE; 287 return P_IS_ALIVE;
353{ 355{
354 if (!spaces) 356 if (!spaces)
355 return; 357 return;
356 358
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *op = ms->bot; op; op = op->above) 360 {
361 object *op = ms->bot;
362 while (op)
359 { 363 {
360 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
361 if (!op->head && !op->more && op->arch->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
362 { 366 {
363 op->remove (); 367 op->remove ();
364 op->expand_tail (); 368 op->expand_tail ();
369
370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
374
375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
376 // so we have to reset the iteration through the mapspace
366 } 377 }
378 else
379 op = op->above;
367 } 380 }
381 }
368} 382}
369 383
370/* 384/*
371 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
372 * file pointer. 386 * file pointer.
667bool 681bool
668maptile::_load_header (object_thawer &thawer) 682maptile::_load_header (object_thawer &thawer)
669{ 683{
670 for (;;) 684 for (;;)
671 { 685 {
672 keyword kw = thawer.get_kv (); 686 thawer.next ();
673 687
674 switch (kw) 688 switch (thawer.kw)
675 { 689 {
676 case KW_msg: 690 case KW_msg:
677 thawer.get_ml (KW_endmsg, msg); 691 thawer.get_ml (KW_endmsg, msg);
678 break; 692 break;
679 693
711 case KW_winddir: thawer.get (winddir); break; 725 case KW_winddir: thawer.get (winddir); break;
712 case KW_sky: thawer.get (sky); break; 726 case KW_sky: thawer.get (sky); break;
713 727
714 case KW_per_player: thawer.get (per_player); break; 728 case KW_per_player: thawer.get (per_player); break;
715 case KW_per_party: thawer.get (per_party); break; 729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
716 731
717 case KW_region: default_region = region::find (thawer.get_str ()); break; 732 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719 734
720 // old names new names 735 // old names new names
731 case KW_tile_path_1: thawer.get (tile_path [0]); break; 746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
732 case KW_tile_path_2: thawer.get (tile_path [1]); break; 747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
733 case KW_tile_path_3: thawer.get (tile_path [2]); break; 748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
734 case KW_tile_path_4: thawer.get (tile_path [3]); break; 749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735 750
751 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value);
753 break;
754
736 case KW_end: 755 case KW_end:
737 return true; 756 return true;
738 757
739 default: 758 default:
740 if (!thawer.parse_error ("map", 0)) 759 if (!thawer.parse_error ("map", 0))
773 object *above = op->above; 792 object *above = op->above;
774 793
775 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
776 unique = 1; 795 unique = 1;
777 796
778 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
779 { 798 {
780 op->destroy_inv (false); 799 op->destroy_inv (false);
781 op->destroy (); 800 op->destroy ();
782 } 801 }
783 802
797 if (name) MAP_OUT (name); 816 if (name) MAP_OUT (name);
798 MAP_OUT (swap_time); 817 MAP_OUT (swap_time);
799 MAP_OUT (reset_time); 818 MAP_OUT (reset_time);
800 MAP_OUT (reset_timeout); 819 MAP_OUT (reset_timeout);
801 MAP_OUT (fixed_resettime); 820 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset);
802 MAP_OUT (difficulty); 822 MAP_OUT (difficulty);
803 823
804 if (default_region) MAP_OUT2 (region, default_region->name); 824 if (default_region) MAP_OUT2 (region, default_region->name);
805 825
806 if (shopitems) 826 if (shopitems)
868 if (spaces) 888 if (spaces)
869 { 889 {
870 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 890 for (mapspace *ms = spaces + size (); ms-- > spaces; )
871 while (object *op = ms->bot) 891 while (object *op = ms->bot)
872 { 892 {
873 if (op->head)
874 op = op->head; 893 op = op->head_ ();
875
876 op->destroy_inv (false); 894 op->destroy_inv (false);
877 op->destroy (); 895 op->destroy ();
878 } 896 }
879 897
880 sfree (spaces, size ()), spaces = 0; 898 sfree (spaces, size ()), spaces = 0;
919maptile::do_destroy () 937maptile::do_destroy ()
920{ 938{
921 attachable::do_destroy (); 939 attachable::do_destroy ();
922 940
923 clear (); 941 clear ();
942}
943
944/* decay and destroy perishable items in a map */
945void
946maptile::do_decay_objects ()
947{
948 if (!spaces)
949 return;
950
951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above)
953 {
954 above = op->above;
955
956 bool destroy = 0;
957
958 // do not decay anything above unique floor tiles (yet :)
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
960 break;
961
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ())
969 ; // do not decay
970 else if (op->is_weapon ())
971 {
972 op->stats.dam--;
973 if (op->stats.dam < 0)
974 destroy = 1;
975 }
976 else if (op->is_armor ())
977 {
978 op->stats.ac--;
979 if (op->stats.ac < 0)
980 destroy = 1;
981 }
982 else if (op->type == FOOD)
983 {
984 op->stats.food -= rndm (5, 20);
985 if (op->stats.food < 0)
986 destroy = 1;
987 }
988 else
989 {
990 int mat = op->materials;
991
992 if (mat & M_PAPER
993 || mat & M_LEATHER
994 || mat & M_WOOD
995 || mat & M_ORGANIC
996 || mat & M_CLOTH
997 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32))
1003 destroy = 1;
1004 }
1005
1006 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1))
1008 op->destroy ();
1009 }
924} 1010}
925 1011
926/* 1012/*
927 * Updates every button on the map (by calling update_button() for them). 1013 * Updates every button on the map (by calling update_button() for them).
928 */ 1014 */
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1062 if (QUERY_FLAG (op, FLAG_GENERATOR))
977 { 1063 {
978 total_exp += op->stats.exp; 1064 total_exp += op->stats.exp;
979 1065
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
981 total_exp += at->clone.stats.exp * 8; 1067 total_exp += at->stats.exp * 8;
982 1068
983 monster_cnt++; 1069 monster_cnt++;
984 } 1070 }
985 } 1071 }
986 1072

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