ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.131 by root, Thu Oct 4 11:48:06 2007 UTC vs.
Revision 1.151 by root, Tue Dec 23 00:39:48 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 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 333 {
324 // we insert manually because 334 // we insert manually because
325 // a) its way faster 335 // a) its way faster
642 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
643 653
644 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
646 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;
647 658
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 661
651 // old names new names 662 // old names new names
701 712
702 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))
703 unique = 1; 714 unique = 1;
704 715
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 717 op->destroy ();
709 }
710 718
711 op = above; 719 op = above;
712 } 720 }
713 } 721 }
714} 722}
725 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
731 740
732 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
733 742
734 if (shopitems) 743 if (shopitems)
801 810
802 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
803 812
804 object *head = op->head_ (); 813 object *head = op->head_ ();
805 if (op == head) 814 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 815 op->destroy ();
809 }
810 else if (head->map != op->map) 816 else if (head->map != op->map)
811 { 817 {
812 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 ());
813 head->destroy (); 819 head->destroy ();
814 } 820 }
815 } 821 }
816 822
817 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
818 } 824 }
819 825
820 if (buttons) 826 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
822 828
823 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
825} 831}
826 832
827void 833void
828maptile::clear_header () 834maptile::clear_header ()
982 988
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 989 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 990 {
985 total_exp += op->stats.exp; 991 total_exp += op->stats.exp;
986 992
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 993 if (archetype *at = op->other_arch)
994 {
988 total_exp += at->stats.exp * 8; 995 total_exp += at->stats.exp * 8;
989
990 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 }
991 } 1004 }
992 } 1005 }
993 1006
994 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
995 1008
1034 else 1047 else
1035 darkness = new_level; 1048 darkness = new_level;
1036 1049
1037 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1051 update_all_map_los (this);
1052
1039 return 1; 1053 return 1;
1040} 1054}
1041 1055
1042/* 1056/*
1043 * This function updates various attributes about a specific space 1057 * This function updates various attributes about a specific space
1046 * through, etc) 1060 * through, etc)
1047 */ 1061 */
1048void 1062void
1049mapspace::update_ () 1063mapspace::update_ ()
1050{ 1064{
1051 object *tmp, *last = 0; 1065 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 uint8 flags = P_UPTODATE, anywhere = 0;
1067 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1068 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054 1069
1055 //object *middle = 0; 1070 //object *middle = 0;
1056 //object *top = 0; 1071 //object *top = 0;
1057 //object *floor = 0; 1072 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1073 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1074 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1075 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1076 object *&floor = faces_obj[2] = 0;
1062 1077
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1078 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1079 {
1065 /* This could be made additive I guess (two lights better than 1080 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1081 light += tmp->glow_radius;
1072 1082
1073 /* This call is needed in order to update objects the player 1083 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1084 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1085 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1086 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1105 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1106 {
1097 middle = tmp; 1107 middle = tmp;
1098 anywhere = 1; 1108 anywhere = 1;
1099 } 1109 }
1110
1100 /* Find the highest visible face around. If equal 1111 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1112 * visibilities, we still want the one nearer to the
1102 * top 1113 * top
1103 */ 1114 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1115 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1134 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1135 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1136 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1137 }
1127 1138
1128 this->light = light; 1139 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1140 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1141 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1142 this->move_on = move_on;
1132 this->move_off = move_off; 1143 this->move_off = move_off;
1133 this->move_slow = move_slow; 1144 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1164 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1165 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1166 * 3) neither middle or top is set - need to set both.
1156 */ 1167 */
1157 1168
1158 for (tmp = last; tmp; tmp = tmp->below) 1169 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1170 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1171 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1172 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1173 break;
1163 1174
1221maptile::tile_available (int dir, bool load) 1232maptile::tile_available (int dir, bool load)
1222{ 1233{
1223 if (!tile_path[dir]) 1234 if (!tile_path[dir])
1224 return 0; 1235 return 0;
1225 1236
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1237 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1238 return 1;
1228 1239
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1240 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1241 return 1;
1231 1242
1566} 1577}
1567 1578
1568object * 1579object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1580maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1581{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1582 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1583}
1576 1584
1577region * 1585region *
1578maptile::region (int x, int y) const 1586maptile::region (int x, int y) const
1588 1596
1589 return ::region::default_region (); 1597 return ::region::default_region ();
1590} 1598}
1591 1599
1592/* picks a random object from a style map. 1600/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1601 */
1596object * 1602object *
1597maptile::pick_random_object () const 1603maptile::pick_random_object (rand_gen &gen) const
1598{ 1604{
1599 /* while returning a null object will result in a crash, that 1605 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1606 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1607 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1608 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1609 * any difference, but this seems clearer to me.
1604 */ 1610 */
1605 for (int i = 1000; --i;) 1611 for (int i = 1000; --i;)
1606 { 1612 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1613 object *pick = at (gen (width), gen (height)).bot;
1608 1614
1609 // do not prefer big monsters just because they are big. 1615 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1616 if (pick && pick->is_head ())
1611 return pick->head_ (); 1617 return pick->head_ ();
1612 } 1618 }
1613 1619
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1620 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1621 return archetype::find ("bug");
1616} 1622}
1617 1623
1618void 1624void
1619maptile::play_sound (faceidx sound, int x, int y) const 1625maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1626{
1621 if (!sound) 1627 if (!sound)
1622 return; 1628 return;
1623 1629
1624 for_all_players (pl) 1630 for_all_players_on_map (pl, this)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1631 if (client *ns = pl->ns)
1627 { 1632 {
1628 int dx = x - pl->ob->x; 1633 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1634 int dy = y - pl->ob->y;
1630 1635
1631 int distance = idistance (dx, dy); 1636 int distance = idistance (dx, dy);
1632 1637
1633 if (distance <= MAX_SOUND_DISTANCE) 1638 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1639 ns->play_sound (sound, dx, dy);
1635 } 1640 }
1636} 1641}
1637 1642

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines