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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 1.149 by root, Mon Sep 29 10:32:50 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
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
245 242
246 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
247 tmp = next; 244 tmp = next;
248 } 245 }
249 246
250 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
251 * carrying. 248 //TODO: remove
252 */ 249 container->update_weight ();
253 sum_weight (container);
254} 250}
255 251
256void 252void
257maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
258{ 254{
260 return; 256 return;
261 257
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
265} 274}
266 275
267/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
307bool 316bool
308maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
309{ 318{
310 for (;;) 319 for (;;)
311 { 320 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
313 322
314 switch (f.kw) 323 switch (f.kw)
315 { 324 {
316 case KW_arch: 325 case KW_arch:
317 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
318 { 327 {
328 // TODO: why?
319 if (op->inv) 329 if (op->inv)
320 sum_weight (op); 330 op->update_weight ();
321 331
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
323 } 358 }
324 359
325 continue; 360 continue;
326 361
327 case KW_EOF: 362 case KW_EOF:
617 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
618 653
619 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
622 658
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 661
626 // old names new names 662 // old names new names
676 712
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 714 unique = 1;
679 715
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 717 op->destroy ();
684 }
685 718
686 op = above; 719 op = above;
687 } 720 }
688 } 721 }
689} 722}
700 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
706 740
707 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
708 742
709 if (shopitems) 743 if (shopitems)
776 810
777 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
778 812
779 object *head = op->head_ (); 813 object *head = op->head_ ();
780 if (op == head) 814 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 815 op->destroy ();
784 }
785 else if (head->map != op->map) 816 else if (head->map != op->map)
786 { 817 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 819 head->destroy ();
789 } 820 }
790 } 821 }
791 822
792 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
793 } 824 }
794 825
795 if (buttons) 826 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
797 828
798 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
800} 831}
801 832
802void 833void
803maptile::clear_header () 834maptile::clear_header ()
957 988
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 989 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 990 {
960 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
961 992
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 993 if (archetype *at = op->other_arch)
994 {
963 total_exp += at->stats.exp * 8; 995 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 996 monster_cnt++;
997 }
998
999 for (object *inv = op->inv; inv; inv = inv->below)
1000 {
1001 total_exp += op->stats.exp * 8;
1002 monster_cnt++;
1003 }
966 } 1004 }
967 } 1005 }
968 1006
969 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
970 1008
1009 else 1047 else
1010 darkness = new_level; 1048 darkness = new_level;
1011 1049
1012 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1051 update_all_map_los (this);
1052
1014 return 1; 1053 return 1;
1015} 1054}
1016 1055
1017/* 1056/*
1018 * This function updates various attributes about a specific space 1057 * This function updates various attributes about a specific space
1021 * through, etc) 1060 * through, etc)
1022 */ 1061 */
1023void 1062void
1024mapspace::update_ () 1063mapspace::update_ ()
1025{ 1064{
1026 object *tmp, *last = 0; 1065 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1029 1068
1030 //object *middle = 0; 1069 //object *middle = 0;
1031 //object *top = 0; 1070 //object *top = 0;
1033 // this seems to generate better code than using locals, above 1072 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1073 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1074 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1075 object *&floor = faces_obj[2] = 0;
1037 1076
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1078 {
1040 /* This could be made additive I guess (two lights better than 1079 /* This could be made additive I guess (two lights better than
1041 * one). But if so, it shouldn't be a simple additive - 2 1080 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since 1081 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed. 1082 * it is a dissapation factor that is cubed.
1044 */ 1083 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1084 light = max (light, tmp->glow_radius);
1047 1085
1048 /* This call is needed in order to update objects the player 1086 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1087 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1088 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1089 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1109 {
1072 middle = tmp; 1110 middle = tmp;
1073 anywhere = 1; 1111 anywhere = 1;
1074 } 1112 }
1113
1075 /* Find the highest visible face around. If equal 1114 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1115 * visibilities, we still want the one nearer to the
1077 * top 1116 * top
1078 */ 1117 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1118 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1128 * 1) top face is set, need middle to be set. 1167 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1168 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1169 * 3) neither middle or top is set - need to set both.
1131 */ 1170 */
1132 1171
1133 for (tmp = last; tmp; tmp = tmp->below) 1172 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1173 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1174 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1176 break;
1138 1177
1196maptile::tile_available (int dir, bool load) 1235maptile::tile_available (int dir, bool load)
1197{ 1236{
1198 if (!tile_path[dir]) 1237 if (!tile_path[dir])
1199 return 0; 1238 return 0;
1200 1239
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1241 return 1;
1203 1242
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1244 return 1;
1206 1245
1541} 1580}
1542 1581
1543object * 1582object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1583maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1584{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1585 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1586}
1551 1587
1552region * 1588region *
1553maptile::region (int x, int y) const 1589maptile::region (int x, int y) const
1563 1599
1564 return ::region::default_region (); 1600 return ::region::default_region ();
1565} 1601}
1566 1602
1567/* picks a random object from a style map. 1603/* 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 */ 1604 */
1571object * 1605object *
1572maptile::pick_random_object () const 1606maptile::pick_random_object (rand_gen &gen) const
1573{ 1607{
1574 /* while returning a null object will result in a crash, that 1608 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1609 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1610 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1611 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1612 * any difference, but this seems clearer to me.
1579 */ 1613 */
1580 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1581 { 1615 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1583 1617
1584 // do not prefer big monsters just because they are big. 1618 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1619 if (pick && pick->is_head ())
1586 return pick->head_ (); 1620 return pick->head_ ();
1587 } 1621 }
1588 1622
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1624 return archetype::find ("bug");
1591} 1625}
1592 1626
1593void 1627void
1594maptile::play_sound (faceidx sound, int x, int y) const 1628maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1629{
1596 if (!sound) 1630 if (!sound)
1597 return; 1631 return;
1598 1632
1599 for_all_players (pl) 1633 for_all_players (pl)
1600 if (pl->observe->map == this) 1634 if (pl->ob->map == this)
1601 if (client *ns = pl->ns) 1635 if (client *ns = pl->ns)
1602 { 1636 {
1603 int dx = x - pl->observe->x; 1637 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1638 int dy = y - pl->ob->y;
1605 1639
1606 int distance = idistance (dx, dy); 1640 int distance = idistance (dx, dy);
1607 1641
1608 if (distance <= MAX_SOUND_DISTANCE) 1642 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1643 ns->play_sound (sound, dx, dy);

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