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 | |
27 | |
29 | #include "loader.h" |
28 | #include "loader.h" |
30 | |
29 | |
31 | #include "path.h" |
30 | #include "path.h" |
32 | |
31 | |
… | |
… | |
245 | |
244 | |
246 | insert_ob_in_ob (tmp, container); |
245 | insert_ob_in_ob (tmp, container); |
247 | tmp = next; |
246 | tmp = next; |
248 | } |
247 | } |
249 | |
248 | |
250 | /* sum_weight will go through and calculate what all the containers are |
249 | // go through and calculate what all the containers are carrying. |
251 | * carrying. |
250 | //TODO: remove |
252 | */ |
251 | container->update_weight (); |
253 | sum_weight (container); |
|
|
254 | } |
252 | } |
255 | |
253 | |
256 | void |
254 | void |
257 | maptile::set_object_flag (int flag, int value) |
255 | maptile::set_object_flag (int flag, int value) |
258 | { |
256 | { |
… | |
… | |
307 | bool |
305 | bool |
308 | maptile::_load_objects (object_thawer &f) |
306 | maptile::_load_objects (object_thawer &f) |
309 | { |
307 | { |
310 | for (;;) |
308 | for (;;) |
311 | { |
309 | { |
312 | coroapi::cede_to_tick_every (100); // cede once in a while |
310 | coroapi::cede_to_tick (); // cede once in a while |
313 | |
311 | |
314 | switch (f.kw) |
312 | switch (f.kw) |
315 | { |
313 | { |
316 | case KW_arch: |
314 | case KW_arch: |
317 | if (object *op = object::read (f, this)) |
315 | if (object *op = object::read (f, this)) |
318 | { |
316 | { |
|
|
317 | // TODO: why? |
319 | if (op->inv) |
318 | if (op->inv) |
320 | sum_weight (op); |
319 | op->update_weight (); |
321 | |
320 | |
322 | insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
321 | if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) |
|
|
322 | { |
|
|
323 | // we insert manually because |
|
|
324 | // a) its way faster |
|
|
325 | // b) we remove manually, too, and there are good reasons for that |
|
|
326 | // c) its correct |
|
|
327 | mapspace &ms = at (op->x, op->y); |
|
|
328 | |
|
|
329 | op->flag [FLAG_REMOVED] = false; |
|
|
330 | |
|
|
331 | op->above = 0; |
|
|
332 | op->below = ms.top; |
|
|
333 | |
|
|
334 | if (ms.top) |
|
|
335 | ms.top->above = op; |
|
|
336 | else |
|
|
337 | ms.bot = op; |
|
|
338 | |
|
|
339 | ms.top = op; |
|
|
340 | ms.flags_ = 0; |
|
|
341 | } |
|
|
342 | else |
|
|
343 | { |
|
|
344 | f.parse_warn (format ("object %s out of range", op->debug_desc ())); |
|
|
345 | op->destroy (); |
|
|
346 | } |
323 | } |
347 | } |
324 | |
348 | |
325 | continue; |
349 | continue; |
326 | |
350 | |
327 | case KW_EOF: |
351 | case KW_EOF: |
… | |
… | |
787 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
811 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
788 | head->destroy (); |
812 | head->destroy (); |
789 | } |
813 | } |
790 | } |
814 | } |
791 | |
815 | |
792 | sfree (spaces, size ()), spaces = 0; |
816 | sfree0 (spaces, size ()); |
793 | } |
817 | } |
794 | |
818 | |
795 | if (buttons) |
819 | if (buttons) |
796 | free_objectlinkpt (buttons), buttons = 0; |
820 | free_objectlinkpt (buttons), buttons = 0; |
797 | |
821 | |
798 | sfree (regions, size ()); regions = 0; |
822 | sfree0 (regions, size ()); |
799 | delete [] regionmap; regionmap = 0; |
823 | delete [] regionmap; regionmap = 0; |
800 | } |
824 | } |
801 | |
825 | |
802 | void |
826 | void |
803 | maptile::clear_header () |
827 | maptile::clear_header () |
… | |
… | |
1040 | /* This could be made additive I guess (two lights better than |
1064 | /* This could be made additive I guess (two lights better than |
1041 | * one). But if so, it shouldn't be a simple additive - 2 |
1065 | * one). But if so, it shouldn't be a simple additive - 2 |
1042 | * light bulbs do not illuminate twice as far as once since |
1066 | * light bulbs do not illuminate twice as far as once since |
1043 | * it is a dissapation factor that is cubed. |
1067 | * it is a dissapation factor that is cubed. |
1044 | */ |
1068 | */ |
1045 | if (tmp->glow_radius > light) |
|
|
1046 | light = tmp->glow_radius; |
1069 | light = max (light, tmp->glow_radius); |
1047 | |
1070 | |
1048 | /* This call is needed in order to update objects the player |
1071 | /* This call is needed in order to update objects the player |
1049 | * is standing in that have animations (ie, grass, fire, etc). |
1072 | * is standing in that have animations (ie, grass, fire, etc). |
1050 | * However, it also causes the look window to be re-drawn |
1073 | * However, it also causes the look window to be re-drawn |
1051 | * 3 times each time the player moves, because many of the |
1074 | * 3 times each time the player moves, because many of the |
… | |
… | |
1196 | maptile::tile_available (int dir, bool load) |
1219 | maptile::tile_available (int dir, bool load) |
1197 | { |
1220 | { |
1198 | if (!tile_path[dir]) |
1221 | if (!tile_path[dir]) |
1199 | return 0; |
1222 | return 0; |
1200 | |
1223 | |
1201 | if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) |
1224 | if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) |
1202 | return 1; |
1225 | return 1; |
1203 | |
1226 | |
1204 | if ((tile_map[dir] = find_async (tile_path[dir], this, load))) |
1227 | if ((tile_map[dir] = find_async (tile_path[dir], this, load))) |
1205 | return 1; |
1228 | return 1; |
1206 | |
1229 | |
… | |
… | |
1563 | |
1586 | |
1564 | return ::region::default_region (); |
1587 | return ::region::default_region (); |
1565 | } |
1588 | } |
1566 | |
1589 | |
1567 | /* picks a random object from a style map. |
1590 | /* 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 | */ |
1591 | */ |
1571 | object * |
1592 | object * |
1572 | maptile::pick_random_object () const |
1593 | maptile::pick_random_object (rand_gen &gen) const |
1573 | { |
1594 | { |
1574 | /* while returning a null object will result in a crash, that |
1595 | /* while returning a null object will result in a crash, that |
1575 | * is actually preferable to an infinite loop. That is because |
1596 | * is actually preferable to an infinite loop. That is because |
1576 | * most servers will automatically restart in case of crash. |
1597 | * most servers will automatically restart in case of crash. |
1577 | * Change the logic on getting the random space - shouldn't make |
1598 | * Change the logic on getting the random space - shouldn't make |
1578 | * any difference, but this seems clearer to me. |
1599 | * any difference, but this seems clearer to me. |
1579 | */ |
1600 | */ |
1580 | for (int i = 1000; --i;) |
1601 | for (int i = 1000; --i;) |
1581 | { |
1602 | { |
1582 | object *pick = at (rndm (width), rndm (height)).bot; |
1603 | object *pick = at (gen (width), gen (height)).bot; |
1583 | |
1604 | |
1584 | // do not prefer big monsters just because they are big. |
1605 | // do not prefer big monsters just because they are big. |
1585 | if (pick && pick->head_ () == pick) |
1606 | if (pick && pick->is_head ()) |
1586 | return pick->head_ (); |
1607 | return pick->head_ (); |
1587 | } |
1608 | } |
1588 | |
1609 | |
1589 | // instead of crashing in the unlikely(?) case, try to return *something* |
1610 | // instead of crashing in the unlikely(?) case, try to return *something* |
1590 | return get_archetype ("blocked"); |
1611 | return archetype::find ("bug"); |
1591 | } |
1612 | } |
1592 | |
1613 | |
1593 | void |
1614 | void |
1594 | maptile::play_sound (faceidx sound, int x, int y) const |
1615 | maptile::play_sound (faceidx sound, int x, int y) const |
1595 | { |
1616 | { |
1596 | if (!sound) |
1617 | if (!sound) |
1597 | return; |
1618 | return; |
1598 | |
1619 | |
1599 | for_all_players (pl) |
1620 | for_all_players (pl) |
1600 | if (pl->observe->map == this) |
1621 | if (pl->ob->map == this) |
1601 | if (client *ns = pl->ns) |
1622 | if (client *ns = pl->ns) |
1602 | { |
1623 | { |
1603 | int dx = x - pl->observe->x; |
1624 | int dx = x - pl->ob->x; |
1604 | int dy = y - pl->observe->y; |
1625 | int dy = y - pl->ob->y; |
1605 | |
1626 | |
1606 | int distance = idistance (dx, dy); |
1627 | int distance = idistance (dx, dy); |
1607 | |
1628 | |
1608 | if (distance <= MAX_SOUND_DISTANCE) |
1629 | if (distance <= MAX_SOUND_DISTANCE) |
1609 | ns->play_sound (sound, dx, dy); |
1630 | ns->play_sound (sound, dx, dy); |