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Comparing deliantra/server/common/map.C (file contents):
Revision 1.137 by root, Wed Apr 30 16:26:28 2008 UTC vs.
Revision 1.153 by root, Tue Dec 23 06:58:23 2008 UTC

22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27
28#include "loader.h" 27#include "loader.h"
29
30#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
31 31
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263} 263}
264 264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
277
265/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
268 * they are saved). 281 * they are saved).
269 */ 282 */
641 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
642 655
643 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
646 660
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 663
650 // old names new names 664 // old names new names
700 714
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1; 716 unique = 1;
703 717
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 719 op->destroy ();
708 }
709 720
710 op = above; 721 op = above;
711 } 722 }
712 } 723 }
713} 724}
724 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
730 742
731 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
732 744
733 if (shopitems) 745 if (shopitems)
800 812
801 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
802 814
803 object *head = op->head_ (); 815 object *head = op->head_ ();
804 if (op == head) 816 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 817 op->destroy ();
808 }
809 else if (head->map != op->map) 818 else if (head->map != op->map)
810 { 819 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 821 head->destroy ();
813 } 822 }
956/* 965/*
957 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
960 * 969 *
961 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
965 */ 974 */
966int 975int
967maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
968{ 977{
969 long monster_cnt = 0; 978 long monster_cnt = 0;
981 990
982 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 { 992 {
984 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
985 994
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
987 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
988
989 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
990 } 1006 }
991 } 1007 }
992 1008
993 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
994 1010
1033 else 1049 else
1034 darkness = new_level; 1050 darkness = new_level;
1035 1051
1036 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1038 return 1; 1055 return 1;
1039} 1056}
1040 1057
1041/* 1058/*
1042 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1045 * through, etc) 1062 * through, etc)
1046 */ 1063 */
1047void 1064void
1048mapspace::update_ () 1065mapspace::update_ ()
1049{ 1066{
1050 object *tmp, *last = 0; 1067 object *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053 1071
1054 //object *middle = 0; 1072 //object *middle = 0;
1055 //object *top = 0; 1073 //object *top = 0;
1056 //object *floor = 0; 1074 //object *floor = 0;
1057 // this seems to generate better code than using locals, above 1075 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0; 1076 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1061 1079
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 { 1081 {
1064 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 if (tmp->glow_radius > light)
1070 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1071 1084
1072 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1073 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1074 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1075 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1095 { 1108 {
1096 middle = tmp; 1109 middle = tmp;
1097 anywhere = 1; 1110 anywhere = 1;
1098 } 1111 }
1112
1099 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1100 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1101 * top 1115 * top
1102 */ 1116 */
1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1123 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1124 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1125 } 1139 }
1126 1140
1127 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1128 this->flags_ = flags; 1142 this->flags_ = flags;
1129 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1130 this->move_on = move_on; 1144 this->move_on = move_on;
1131 this->move_off = move_off; 1145 this->move_off = move_off;
1132 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1152 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1155 */ 1169 */
1156 1170
1157 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1158 { 1172 {
1159 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161 break; 1175 break;
1162 1176
1565} 1579}
1566 1580
1567object * 1581object *
1568maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1569{ 1583{
1570 if (!op->flag [FLAG_REMOVED])
1571 op->remove ();
1572
1573 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1574} 1585}
1575 1586
1576region * 1587region *
1577maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1587 1598
1588 return ::region::default_region (); 1599 return ::region::default_region ();
1589} 1600}
1590 1601
1591/* picks a random object from a style map. 1602/* picks a random object from a style map.
1592 * Redone by MSW so it should be faster and not use static
1593 * variables to generate tables.
1594 */ 1603 */
1595object * 1604object *
1596maptile::pick_random_object () const 1605maptile::pick_random_object (rand_gen &gen) const
1597{ 1606{
1598 /* while returning a null object will result in a crash, that 1607 /* while returning a null object will result in a crash, that
1599 * is actually preferable to an infinite loop. That is because 1608 * is actually preferable to an infinite loop. That is because
1600 * most servers will automatically restart in case of crash. 1609 * most servers will automatically restart in case of crash.
1601 * Change the logic on getting the random space - shouldn't make 1610 * Change the logic on getting the random space - shouldn't make
1602 * any difference, but this seems clearer to me. 1611 * any difference, but this seems clearer to me.
1603 */ 1612 */
1604 for (int i = 1000; --i;) 1613 for (int i = 1000; --i;)
1605 { 1614 {
1606 object *pick = at (rndm (width), rndm (height)).bot; 1615 object *pick = at (gen (width), gen (height)).bot;
1607 1616
1608 // do not prefer big monsters just because they are big. 1617 // do not prefer big monsters just because they are big.
1609 if (pick && pick->head_ () == pick) 1618 if (pick && pick->is_head ())
1610 return pick->head_ (); 1619 return pick->head_ ();
1611 } 1620 }
1612 1621
1613 // instead of crashing in the unlikely(?) case, try to return *something* 1622 // instead of crashing in the unlikely(?) case, try to return *something*
1614 return get_archetype ("blocked"); 1623 return archetype::find ("bug");
1615} 1624}
1616 1625
1617void 1626void
1618maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1619{ 1628{
1620 if (!sound) 1629 if (!sound)
1621 return; 1630 return;
1622 1631
1623 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1624 if (pl->ob->map == this)
1625 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1626 { 1634 {
1627 int dx = x - pl->ob->x; 1635 int dx = x - pl->ob->x;
1628 int dy = y - pl->ob->y; 1636 int dy = y - pl->ob->y;
1629 1637
1630 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1631 1639
1632 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1633 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1634 } 1642 }
1635} 1643}
1636 1644

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