--- deliantra/server/common/map.C 2008/04/21 23:35:24 1.136 +++ deliantra/server/common/map.C 2008/09/29 10:32:50 1.149 @@ -24,9 +24,7 @@ #include #include "global.h" - #include "loader.h" - #include "path.h" /* This rolls up wall, blocks_magic, blocks_view, etc, all into @@ -262,6 +260,19 @@ tmp->flag [flag] = value; } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -643,6 +654,7 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -702,10 +714,7 @@ unique = 1; if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); op = above; } @@ -726,6 +735,7 @@ MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); if (default_region) MAP_OUT2 (region, default_region->name); @@ -802,10 +812,7 @@ object *head = op->head_ (); if (op == head) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); else if (head->map != op->map) { LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); @@ -813,13 +820,13 @@ } } - sfree (spaces, size ()), spaces = 0; + sfree0 (spaces, size ()); } if (buttons) free_objectlinkpt (buttons), buttons = 0; - sfree (regions, size ()); regions = 0; + sfree0 (regions, size ()); delete [] regionmap; regionmap = 0; } @@ -983,10 +990,17 @@ { total_exp += op->stats.exp; - if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) - total_exp += at->stats.exp * 8; + if (archetype *at = op->other_arch) + { + total_exp += at->stats.exp * 8; + monster_cnt++; + } - monster_cnt++; + for (object *inv = op->inv; inv; inv = inv->below) + { + total_exp += op->stats.exp * 8; + monster_cnt++; + } } } @@ -1035,6 +1049,7 @@ /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1047,7 +1062,7 @@ void mapspace::update_ () { - object *tmp, *last = 0; + object *last = 0; uint8 flags = P_UPTODATE, light = 0, anywhere = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; @@ -1059,15 +1074,14 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a dissapation factor that is cubed. */ - if (tmp->glow_radius > light) - light = tmp->glow_radius; + light = max (light, tmp->glow_radius); /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1096,6 +1110,7 @@ middle = tmp; anywhere = 1; } + /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top @@ -1154,7 +1169,7 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) @@ -1567,9 +1582,6 @@ object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } @@ -1589,11 +1601,9 @@ } /* picks a random object from a style map. - * Redone by MSW so it should be faster and not use static - * variables to generate tables. */ object * -maptile::pick_random_object () const +maptile::pick_random_object (rand_gen &gen) const { /* while returning a null object will result in a crash, that * is actually preferable to an infinite loop. That is because @@ -1603,15 +1613,15 @@ */ for (int i = 1000; --i;) { - object *pick = at (rndm (width), rndm (height)).bot; + object *pick = at (gen (width), gen (height)).bot; // do not prefer big monsters just because they are big. - if (pick && pick->head_ () == pick) + if (pick && pick->is_head ()) return pick->head_ (); } // instead of crashing in the unlikely(?) case, try to return *something* - return get_archetype ("blocked"); + return archetype::find ("bug"); } void