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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 1.153 by root, Tue Dec 23 06:58:23 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
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * 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
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{
260 return; 258 return;
261 259
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
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);
265} 276}
266 277
267/* 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
268 * 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
269 * 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
307bool 318bool
308maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
309{ 320{
310 for (;;) 321 for (;;)
311 { 322 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
313 324
314 switch (f.kw) 325 switch (f.kw)
315 { 326 {
316 case KW_arch: 327 case KW_arch:
317 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
318 { 329 {
330 // TODO: why?
319 if (op->inv) 331 if (op->inv)
320 sum_weight (op); 332 op->update_weight ();
321 333
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
323 } 360 }
324 361
325 continue; 362 continue;
326 363
327 case KW_EOF: 364 case KW_EOF:
617 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
618 655
619 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
621 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;
622 660
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 663
626 // old names new names 664 // old names new names
676 714
677 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))
678 unique = 1; 716 unique = 1;
679 717
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 719 op->destroy ();
684 }
685 720
686 op = above; 721 op = above;
687 } 722 }
688 } 723 }
689} 724}
700 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
706 742
707 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
708 744
709 if (shopitems) 745 if (shopitems)
776 812
777 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
778 814
779 object *head = op->head_ (); 815 object *head = op->head_ ();
780 if (op == head) 816 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 817 op->destroy ();
784 }
785 else if (head->map != op->map) 818 else if (head->map != op->map)
786 { 819 {
787 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 ());
788 head->destroy (); 821 head->destroy ();
789 } 822 }
790 } 823 }
791 824
792 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
793 } 826 }
794 827
795 if (buttons) 828 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
797 830
798 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
800} 833}
801 834
802void 835void
803maptile::clear_header () 836maptile::clear_header ()
932/* 965/*
933 * 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.
934 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
935 * 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.
936 * 969 *
937 * 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
938 * 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
939 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
941 */ 974 */
942int 975int
943maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
944{ 977{
945 long monster_cnt = 0; 978 long monster_cnt = 0;
957 990
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 992 {
960 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
961 994
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
963 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
964
965 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 }
966 } 1006 }
967 } 1007 }
968 1008
969 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
970 1010
1009 else 1049 else
1010 darkness = new_level; 1050 darkness = new_level;
1011 1051
1012 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1014 return 1; 1055 return 1;
1015} 1056}
1016 1057
1017/* 1058/*
1018 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1021 * through, etc) 1062 * through, etc)
1022 */ 1063 */
1023void 1064void
1024mapspace::update_ () 1065mapspace::update_ ()
1025{ 1066{
1026 object *tmp, *last = 0; 1067 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1028 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;
1029 1071
1030 //object *middle = 0; 1072 //object *middle = 0;
1031 //object *top = 0; 1073 //object *top = 0;
1032 //object *floor = 0; 1074 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1075 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1076 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1037 1079
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1081 {
1040 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1083 light += tmp->glow_radius;
1047 1084
1048 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1108 {
1072 middle = tmp; 1109 middle = tmp;
1073 anywhere = 1; 1110 anywhere = 1;
1074 } 1111 }
1112
1075 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1077 * top 1115 * top
1078 */ 1116 */
1079 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))
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1139 }
1102 1140
1103 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1142 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1144 this->move_on = move_on;
1107 this->move_off = move_off; 1145 this->move_off = move_off;
1108 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1128 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1131 */ 1169 */
1132 1170
1133 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1172 {
1135 /* 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 */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1175 break;
1138 1176
1196maptile::tile_available (int dir, bool load) 1234maptile::tile_available (int dir, bool load)
1197{ 1235{
1198 if (!tile_path[dir]) 1236 if (!tile_path[dir])
1199 return 0; 1237 return 0;
1200 1238
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1240 return 1;
1203 1241
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1243 return 1;
1206 1244
1541} 1579}
1542 1580
1543object * 1581object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1583{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 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);
1550} 1585}
1551 1586
1552region * 1587region *
1553maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1563 1598
1564 return ::region::default_region (); 1599 return ::region::default_region ();
1565} 1600}
1566 1601
1567/* picks a random object from a style map. 1602/* 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 */ 1603 */
1571object * 1604object *
1572maptile::pick_random_object () const 1605maptile::pick_random_object (rand_gen &gen) const
1573{ 1606{
1574 /* while returning a null object will result in a crash, that 1607 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1608 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1609 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1610 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1611 * any difference, but this seems clearer to me.
1579 */ 1612 */
1580 for (int i = 1000; --i;) 1613 for (int i = 1000; --i;)
1581 { 1614 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1615 object *pick = at (gen (width), gen (height)).bot;
1583 1616
1584 // do not prefer big monsters just because they are big. 1617 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1618 if (pick && pick->is_head ())
1586 return pick->head_ (); 1619 return pick->head_ ();
1587 } 1620 }
1588 1621
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1622 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1623 return archetype::find ("bug");
1591} 1624}
1592 1625
1593void 1626void
1594maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1628{
1596 if (!sound) 1629 if (!sound)
1597 return; 1630 return;
1598 1631
1599 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1602 { 1634 {
1603 int dx = x - pl->observe->x; 1635 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1636 int dy = y - pl->ob->y;
1605 1637
1606 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1607 1639
1608 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1610 } 1642 }
1611} 1643}
1612 1644

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