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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.139 by root, Sun May 4 19:14:23 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 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
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
307bool 305bool
308maptile::_load_objects (object_thawer &f) 306maptile::_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
802void 826void
803maptile::clear_header () 827maptile::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
1196maptile::tile_available (int dir, bool load) 1219maptile::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 */
1571object * 1592object *
1572maptile::pick_random_object () const 1593maptile::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
1593void 1614void
1594maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::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);

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