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Comparing deliantra/server/common/map.C (file contents):
Revision 1.125 by root, Thu Sep 6 06:53:05 2007 UTC vs.
Revision 1.144 by root, Mon Jul 14 16:42:48 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
166 } 163 }
167 return 0; 164 return 0;
168} 165}
169 166
170/* 167/*
171 * Returns true if the given object can't fit in the given spot. 168 * 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, 169 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
176 * 173 *
177 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
178 * 175 *
179 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
191 * 188 *
192 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
194 * against the move_block values. 191 * against the move_block values.
195 */ 192 */
196int 193bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
198{ 195{
199 archetype *tmp; 196 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 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
213 199
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 200 if (!pos.normalise ())
215 { 201 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 202
218 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 204
220 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 206 return 1;
222 207
223 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
224 209 * (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. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 211 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 213 continue;
232 214
233 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
235 */ 217 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
237 return P_NO_PASS; 219 return 1;
238 } 220 }
239 221
240 return 0; 222 return 0;
241} 223}
242 224
260 242
261 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
262 tmp = next; 244 tmp = next;
263 } 245 }
264 246
265 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
266 * carrying. 248 //TODO: remove
267 */ 249 container->update_weight ();
268 sum_weight (container);
269} 250}
270 251
271void 252void
272maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
273{ 254{
275 return; 256 return;
276 257
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 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);
280} 274}
281 275
282/* 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
283 * 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
284 * 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
322bool 316bool
323maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
324{ 318{
325 for (;;) 319 for (;;)
326 { 320 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
328 322
329 switch (f.kw) 323 switch (f.kw)
330 { 324 {
331 case KW_arch: 325 case KW_arch:
332 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
333 { 327 {
328 // TODO: why?
334 if (op->inv) 329 if (op->inv)
335 sum_weight (op); 330 op->update_weight ();
336 331
337 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 }
338 } 358 }
339 359
340 continue; 360 continue;
341 361
342 case KW_EOF: 362 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
633 653
634 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
636 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;
637 658
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 661
641 // old names new names 662 // old names new names
715 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
721 743
722 if (default_region) MAP_OUT2 (region, default_region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
723 745
724 if (shopitems) 746 if (shopitems)
778 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
779 */ 801 */
780void 802void
781maptile::clear () 803maptile::clear ()
782{ 804{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 805 if (spaces)
787 { 806 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 808 while (object *op = ms->bot)
790 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
791 op = op->head_ (); 816 object *head = op->head_ ();
817 if (op == head)
818 {
792 op->destroy_inv (false); 819 op->destroy_inv (false);
793 op->destroy (); 820 op->destroy ();
821 }
822 else if (head->map != op->map)
823 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy ();
826 }
794 } 827 }
795 828
796 sfree (spaces, size ()), spaces = 0; 829 sfree0 (spaces, size ());
797 } 830 }
798 831
799 if (buttons) 832 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
834
835 sfree0 (regions, size ());
836 delete [] regionmap; regionmap = 0;
801} 837}
802 838
803void 839void
804maptile::clear_header () 840maptile::clear_header ()
805{ 841{
958 994
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
960 { 996 {
961 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
962 998
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
964 total_exp += at->stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 1002 monster_cnt++;
1003 }
1004
1005 for (object *inv = op->inv; inv; inv = inv->below)
1006 {
1007 total_exp += op->stats.exp * 8;
1008 monster_cnt++;
1009 }
967 } 1010 }
968 } 1011 }
969 1012
970 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
971 1014
1010 else 1053 else
1011 darkness = new_level; 1054 darkness = new_level;
1012 1055
1013 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1015 return 1; 1059 return 1;
1016} 1060}
1017 1061
1018/* 1062/*
1019 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1022 * through, etc) 1066 * through, etc)
1023 */ 1067 */
1024void 1068void
1025mapspace::update_ () 1069mapspace::update_ ()
1026{ 1070{
1027 object *tmp, *last = 0; 1071 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1030 1074
1031 //object *middle = 0; 1075 //object *middle = 0;
1032 //object *top = 0; 1076 //object *top = 0;
1034 // this seems to generate better code than using locals, above 1078 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1079 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1080 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1081 object *&floor = faces_obj[2] = 0;
1038 1082
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1084 {
1041 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1042 * one). But if so, it shouldn't be a simple additive - 2 1086 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1045 */ 1089 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1048 1091
1049 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1115 {
1073 middle = tmp; 1116 middle = tmp;
1074 anywhere = 1; 1117 anywhere = 1;
1075 } 1118 }
1119
1076 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1078 * top 1122 * top
1079 */ 1123 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1129 * 1) top face is set, need middle to be set. 1173 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1174 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1175 * 3) neither middle or top is set - need to set both.
1132 */ 1176 */
1133 1177
1134 for (tmp = last; tmp; tmp = tmp->below) 1178 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1179 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1180 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1138 break; 1182 break;
1139 1183
1197maptile::tile_available (int dir, bool load) 1241maptile::tile_available (int dir, bool load)
1198{ 1242{
1199 if (!tile_path[dir]) 1243 if (!tile_path[dir])
1200 return 0; 1244 return 0;
1201 1245
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return 1; 1247 return 1;
1204 1248
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1250 return 1;
1207 1251
1542} 1586}
1543 1587
1544object * 1588object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1589maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1590{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1591 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1592}
1552 1593
1553region * 1594region *
1554maptile::region (int x, int y) const 1595maptile::region (int x, int y) const
1564 1605
1565 return ::region::default_region (); 1606 return ::region::default_region ();
1566} 1607}
1567 1608
1568/* picks a random object from a style map. 1609/* 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 */ 1610 */
1572object * 1611object *
1573maptile::pick_random_object () const 1612maptile::pick_random_object (rand_gen &gen) const
1574{ 1613{
1575 /* while returning a null object will result in a crash, that 1614 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1615 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1616 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1617 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1618 * any difference, but this seems clearer to me.
1580 */ 1619 */
1581 for (int i = 1000; --i;) 1620 for (int i = 1000; --i;)
1582 { 1621 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1622 object *pick = at (gen (width), gen (height)).bot;
1584 1623
1585 // do not prefer big monsters just because they are big. 1624 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1625 if (pick && pick->is_head ())
1587 return pick->head_ (); 1626 return pick->head_ ();
1588 } 1627 }
1589 1628
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1629 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1630 return archetype::find ("bug");
1592} 1631}
1593 1632
1594void 1633void
1595maptile::play_sound (faceidx sound, int x, int y) const 1634maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1635{
1597 if (!sound) 1636 if (!sound)
1598 return; 1637 return;
1599 1638
1600 for_all_players (pl) 1639 for_all_players (pl)
1601 if (pl->observe->map == this) 1640 if (pl->ob->map == this)
1602 if (client *ns = pl->ns) 1641 if (client *ns = pl->ns)
1603 { 1642 {
1604 int dx = x - pl->ob->x; 1643 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1644 int dy = y - pl->ob->y;
1606 1645

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