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Comparing deliantra/server/common/map.C (file contents):
Revision 1.126 by root, Fri Sep 7 13:10:30 2007 UTC vs.
Revision 1.138 by root, Sun May 4 14:12:37 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
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
322bool 305bool
323maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
324{ 307{
325 for (;;) 308 for (;;)
326 { 309 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
328 311
329 switch (f.kw) 312 switch (f.kw)
330 { 313 {
331 case KW_arch: 314 case KW_arch:
332 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
333 { 316 {
317 // TODO: why?
334 if (op->inv) 318 if (op->inv)
335 sum_weight (op); 319 op->update_weight ();
336 320
337 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 }
338 } 347 }
339 348
340 continue; 349 continue;
341 350
342 case KW_EOF: 351 case KW_EOF:
778 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
779 */ 788 */
780void 789void
781maptile::clear () 790maptile::clear ()
782{ 791{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 792 if (spaces)
787 { 793 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 795 while (object *op = ms->bot)
790 { 796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
791 op = op->head_ (); 803 object *head = op->head_ ();
804 if (op == head)
805 {
792 op->destroy_inv (false); 806 op->destroy_inv (false);
793 op->destroy (); 807 op->destroy ();
808 }
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
794 } 814 }
795 815
796 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
797 } 817 }
798 818
799 if (buttons) 819 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
801} 824}
802 825
803void 826void
804maptile::clear_header () 827maptile::clear_header ()
805{ 828{
1197maptile::tile_available (int dir, bool load) 1220maptile::tile_available (int dir, bool load)
1198{ 1221{
1199 if (!tile_path[dir]) 1222 if (!tile_path[dir])
1200 return 0; 1223 return 0;
1201 1224
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1225 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return 1; 1226 return 1;
1204 1227
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1228 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1229 return 1;
1207 1230
1564 1587
1565 return ::region::default_region (); 1588 return ::region::default_region ();
1566} 1589}
1567 1590
1568/* picks a random object from a style map. 1591/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */ 1592 */
1572object * 1593object *
1573maptile::pick_random_object () const 1594maptile::pick_random_object (rand_gen &gen) const
1574{ 1595{
1575 /* while returning a null object will result in a crash, that 1596 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1597 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1598 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1599 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1600 * any difference, but this seems clearer to me.
1580 */ 1601 */
1581 for (int i = 1000; --i;) 1602 for (int i = 1000; --i;)
1582 { 1603 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1604 object *pick = at (gen (width), gen (height)).bot;
1584 1605
1585 // do not prefer big monsters just because they are big. 1606 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1607 if (pick && pick->is_head ())
1587 return pick->head_ (); 1608 return pick->head_ ();
1588 } 1609 }
1589 1610
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1611 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1612 return archetype::find ("bug");
1592} 1613}
1593 1614
1594void 1615void
1595maptile::play_sound (faceidx sound, int x, int y) const 1616maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1617{
1597 if (!sound) 1618 if (!sound)
1598 return; 1619 return;
1599 1620
1600 for_all_players (pl) 1621 for_all_players (pl)
1601 if (pl->observe->map == this) 1622 if (pl->ob->map == this)
1602 if (client *ns = pl->ns) 1623 if (client *ns = pl->ns)
1603 { 1624 {
1604 int dx = x - pl->observe->x; 1625 int dx = x - pl->ob->x;
1605 int dy = y - pl->observe->y; 1626 int dy = y - pl->ob->y;
1606 1627
1607 int distance = idistance (dx, dy); 1628 int distance = idistance (dx, dy);
1608 1629
1609 if (distance <= MAX_SOUND_DISTANCE) 1630 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1631 ns->play_sound (sound, dx, dy);

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